C – core set M – Shadows of Mirkwood cycle M1 – Hunt for Gollum M2 – Conflict at the Carrock M3 – Journey to Rhosgobel M4 – Hills of Emyn Muil M5 – Dead Marshes M6 – Return to Mirkwood K – Khazad-dûm deluxe D – Dwarrodelf cycle D1 – Redhorn Gate D2 – Road to Rivendell D3 – Watcher in the Water D4 – Long Dark D5 – Foundations of Stone D6 – Shadow and Flame H – The Hobbit saga H1 – Over Hill and Under Hill H2 – On the Doorstep N – Heirs of Númenor deluxe S – Against the Shadow cycle S1 – Steward’s Fear S2 – Drúadan Forest S3 – Encounter at Amon Dîn S4 – Assault on Osgiliath S5 – Blood of Gondor S6 – Morgul Vale
Threat Management
Much more often than not Boromir
(M5) will only manage to raise your threat higher than to your liking;
however, there are rare instances when this can be beneficial (coop, Osgiliath,
Pelargir, for instance).
Dwalin (K) is situational;
there just aren’t always Orcs around (and, shush, he’s not really the film
version when it comes to fighting).
Nori (H1) is much better at keeping
the threat low than Dwalin. Having many Dwarves in a deck is a ground to many a
Dwarven strategy, and Nori’s ability benefits from that.
Glorfindel (D5) needs a mention
as he’s the first hero making three-hero secrecy line-up available. And as for
Boromir above, his (dis-)ability can even prove useful sometimes.
Wandering Took (C) gets a very
abusive combo mentioned below; on his own, he can still be useful – not just
for his ranged and sentinel potential.
Damrod (N) seems
unimpressive in his ability, certainly needs building around if not played for
his stats (which are just alright for the cost). As Spirit excels at keeping
threat low, and enemies in the staging area, those two things can be further
supported with Damrod leaving play after he’s done his duty.
Are there many cards that read Doomed X? Yes? Then Elfhelm (M5) is the man for the job, but do not expect he’ll help
your friends across the table.
Ever My Heart Rises (D4) is great when
Mountains and Undergrounds are around, otherwise it is useless; not a good card
design unless you only build decks knowing what quest you’re up against.
Song of Eärendil (D2) seems made for
Strider (see below) or the Wandering Eärendil combo; it is useful a
plenty in other combos, though, especially as you automatically draw a card and
you can fetch it with the Minstrel.
If you’ve got some unique Noldor in your deck, you might as well
consider Elrond’s Counsel (D3). If
one of your heroes is Noldor, you’d (probably) be crazy not to have this card
three times in a deck.
If a player has many attachments to be attached on other players’ cards,
the others should consider adding Renewed
Friendship (D1). The threat reduction is only a part of it. Coop only, of
course.
Smoke Rings (L1) require Pipes to be effective, so more Pipes there are, the more reasons to run this card.
The Galadhrim’s Greeting (C) is the ultimate threat
reduction card, though Gandalf is never far behind even if the Galadhrim’s are
ahead; this card is especially nice to help other players.
In his Strider version, Aragorn
(D3) can really save the day by bringing the threat level down to its initial
level. This opens up several strategies which notably don’t have to include
Spirit for threat reduction.
Mirlonde (S2) is certainly not very impressive on her own (despite the attractive looks). She seems fit for mono-Lore decks where she'll do as much as lower the initial threat of the hero line-up by 3. Well, one can still hope for some great Silvan synergies in the future.
Needful to Know (D1) is one of those
lesser threat reducing cards that has an alternate use, being a secrecy card,
though, makes it harder to find a good deck for.
Gandalf (C) can do many things, reducing
your threat is among them.