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	<title>LOTR-TCG Wiki - User contributions [en]</title>
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	<updated>2026-06-14T21:00:39Z</updated>
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	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Mithril-coat_(2R105)&amp;diff=126048</id>
		<title>Mithril-coat (2R105)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Mithril-coat_(2R105)&amp;diff=126048"/>
		<updated>2026-05-04T03:17:46Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|2R105|[[Mines of Moria Index]]|[[Merry, Horticulturalist (2C104)|Merry, Horticulturalist (2C104)]]|[[Nice Imitation (2U106)|Nice Imitation (2U106)]]}}&lt;br /&gt;
{{CardTabs|Shire}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Artifact]] from the [[Mines of Moria]] set.&lt;br /&gt;
{{CardInfobox|2R105}}&lt;br /&gt;
{{QueryCardCategories|2R105}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
Mithril-coat is an expensive artifact, which can provide a lot of benefit for your ringbearer, but which depends on the right deck-build to be worth its investment.&lt;br /&gt;
&lt;br /&gt;
By removing all minion damage bonuses, and removing the strength bonuses from weapons, the Mithril-coat gives you insurance in case you have to place Frodo in the line of fire--and might even encourage you to do so in order to save the rest of your companions from that '''Damage +2''' bruiser who's trying to wreck your day. But naturally, most Free People's sides are designed to protect Frodo first, and in such decks, Frodo won't often be provided the opportunity to lose gracefully.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the ability to remove the strength bonus from a minion's weapon can not only further protect Frodo in a fight, but can even give Frodo the chance to win his skirmish--allowing the Mithril-coat to function in an offensive role. &lt;br /&gt;
&lt;br /&gt;
Finally, by reducing the minion archery total, Mithril-coat plays a part in sheltering the entire fellowship. This can be a redundant ability, since your opponent might not have minion archery. But Mithril-coat is an easy card to include in a deck that has a recognized need for archery reduction, since its only requirement for being played is seeing Frodo on the table. &lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Versions =&lt;br /&gt;
{{AlternateVersionTable|2R105}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Mithril-coat_(2R105)&amp;diff=126047</id>
		<title>Mithril-coat (2R105)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Mithril-coat_(2R105)&amp;diff=126047"/>
		<updated>2026-05-04T03:17:08Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|2R105|[[Mines of Moria Index]]|[[Merry, Horticulturalist (2C104)|Merry, Horticulturalist (2C104)]]|[[Nice Imitation (2U106)|Nice Imitation (2U106)]]}}&lt;br /&gt;
{{CardTabs|Shire}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Artifact]] from the [[Mines of Moria]] set.&lt;br /&gt;
{{CardInfobox|2R105}}&lt;br /&gt;
{{QueryCardCategories|2R105}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
Mithril-Coat is an expensive artifact, which can provide a lot of benefit for your ringbearer, but which depends on the right deck-build to be worth its investment.&lt;br /&gt;
&lt;br /&gt;
By removing all minion damage bonuses, and removing the strength bonuses from weapons, the Mithril-Coat gives you insurance in case you have to place Frodo in the line of fire--and might even encourage you to do so in order to save the rest of your companions from that '''Damage +2''' bruiser who's trying to wreck your day. But naturally, most Free People's sides are designed to protect Frodo first, and in such decks, Frodo won't often be provided the opportunity to lose gracefully.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the ability to remove the strength bonus from a minion's weapon can not only further protect Frodo in a fight, but can even give Frodo the chance to win his skirmish--allowing the Mithril-Coat to function in an offensive role. &lt;br /&gt;
&lt;br /&gt;
Finally, by reducing the minion archery total, Mithril-Coat plays a part in sheltering the entire fellowship. This can be a redundant ability, since your opponent might not have minion archery. But Mithril-Coat is an easy card to include in a deck that has a recognized need for archery reduction, since its only requirement for being played is seeing Frodo on the table. &lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Versions =&lt;br /&gt;
{{AlternateVersionTable|2R105}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Mithril-coat_(2R105)&amp;diff=126046</id>
		<title>Mithril-coat (2R105)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Mithril-coat_(2R105)&amp;diff=126046"/>
		<updated>2026-05-04T03:15:55Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|2R105|[[Mines of Moria Index]]|[[Merry, Horticulturalist (2C104)|Merry, Horticulturalist (2C104)]]|[[Nice Imitation (2U106)|Nice Imitation (2U106)]]}}&lt;br /&gt;
{{CardTabs|Shire}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Artifact]] from the [[Mines of Moria]] set.&lt;br /&gt;
{{CardInfobox|2R105}}&lt;br /&gt;
{{QueryCardCategories|2R105}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
Mithril Coat is an expensive artifact, which can provide a lot of benefit for your ringbearer, but which depends on the right deck-build to be worth its investment.&lt;br /&gt;
&lt;br /&gt;
By removing all minion damage bonuses, and removing the strength bonuses from weapons, the Mithril Coat gives you insurance in case you have to place Frodo in the line of fire--and might even encourage you to do so in order to save the rest of your companions from that '''Damage +2''' bruiser who's trying to wreck your day. But naturally, most Free People's sides are designed to protect Frodo first, and in such decks, Frodo won't often be provided the opportunity to lose gracefully.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the ability to remove the strength bonus from a minion's weapon can not only further protect Frodo in a fight, but can even give Frodo the chance to win his skirmish--allowing the Mithril-Coat to function in an offensive role. &lt;br /&gt;
&lt;br /&gt;
Finally, by reducing the minion archery total, Mithril-Coat plays a part in sheltering the entire fellowship. This can be a redundant ability, since your opponent might not necessarily have minion archery. But Mithril-Coat is an easy card to include in a deck that has a recognized need for archery reduction, since its only requirement for being played is seeing Frodo on the table. &lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Versions =&lt;br /&gt;
{{AlternateVersionTable|2R105}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Mithril-coat_(2R105)&amp;diff=126045</id>
		<title>Mithril-coat (2R105)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Mithril-coat_(2R105)&amp;diff=126045"/>
		<updated>2026-05-04T03:15:18Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|2R105|[[Mines of Moria Index]]|[[Merry, Horticulturalist (2C104)|Merry, Horticulturalist (2C104)]]|[[Nice Imitation (2U106)|Nice Imitation (2U106)]]}}&lt;br /&gt;
{{CardTabs|Shire}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Artifact]] from the [[Mines of Moria]] set.&lt;br /&gt;
{{CardInfobox|2R105}}&lt;br /&gt;
{{QueryCardCategories|2R105}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
Mithril Coat is an expensive artifact, which can provide a lot of benefit for your ringbearer, but which depends on the right deck-build to be worth its investment.&lt;br /&gt;
&lt;br /&gt;
By removing all minion damage bonuses, and removing the strength bonuses from weapons, the Mithril Coat gives you insurance in case you have to place Frodo in the line of fire--and might even encourage you to do so in order to save the rest of your companions from that Damage +2 bruiser who's trying to wreck your day. But naturally, most Free People's sides are designed to protect Frodo first, and in such decks, Frodo won't often be provided the opportunity to lose gracefully.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the ability to remove the strength bonus from a minion's weapon can not only further protect Frodo in a fight, but can even give Frodo the chance to win his skirmish--allowing the Mithril-Coat to function in an offensive role. &lt;br /&gt;
&lt;br /&gt;
Finally, by reducing the minion archery total, Mithril-Coat plays a part in sheltering the entire fellowship. This can be a redundant ability, since your opponent might not necessarily have minion archery. But Mithril-Coat is an easy card to include in a deck that has a recognized need for archery reduction, since its only requirement for being played is seeing Frodo on the table. &lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Versions =&lt;br /&gt;
{{AlternateVersionTable|2R105}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=No_Use_That_Way_(5R113)&amp;diff=126027</id>
		<title>No Use That Way (5R113)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=No_Use_That_Way_(5R113)&amp;diff=126027"/>
		<updated>2025-12-31T01:58:35Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|5R113|[[Battle of Helm's Deep Index]]|[[No Help for It (5R112)|No Help for It (5R112)]]|[[Rare Good Ballast (5U114)|Rare Good Ballast (5U114)]]}}&lt;br /&gt;
{{CardTabs|Shire}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Event]] from the [[Battle of Helm's Deep]] set.&lt;br /&gt;
{{CardInfobox|5R113}}&lt;br /&gt;
{{QueryCardCategories|5R113}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
In the Battle of Helm's Deep, Smeagol was introduced to the game as a Free Peoples character, and given a small cycle of cards to help him play an offensive role. Then, in Ents of Fangorn, that cycle was expanded with a few more key cards. In essence:&lt;br /&gt;
&lt;br /&gt;
Step 1.) assign a low-vitality minion to Smeagol and pay 3 burdens with No Use that Way to auto-kill and win the skirmish. Supplement with {{Card|Don't Look at Them}} if needed.&lt;br /&gt;
&lt;br /&gt;
Step 2.) Capitalize on the skirmish win by discarding a minion with {{Card|Don't Follow the Lights}}, and potentially use {{Card|Not Listening}} to vent some of the burdens added.&lt;br /&gt;
&lt;br /&gt;
Step 3.) If using {{Card|Smeagol, Old Noser}}, exert Gollum twice to wound any remaining minions on the board. Then, spot Sam and play {{Card|No Help for It}} to discard Smeagol (recycling his spent vitality)) and remove the 3 burdens paid for No Use that Way.&lt;br /&gt;
&lt;br /&gt;
Step 4.) During your next fellowship phase, use {{Card|You Must Help Us}} to play Smeagol from your discard pile and heal your hobbits twice. {{Card|Sam, Nice Sensible Hobbit}} may have been tanking a minion during the last turn, and Frodo may have been taking archery wounds and exertions.&lt;br /&gt;
&lt;br /&gt;
Naturally, if you go all in on  this cycle of cards, your deck risks becoming too reliant on drawing a copy of No Use that Way to get the engine going. You also risk immediate punishment for the burdens from Easterlings, and a minion of 4 vitality will test Smeagol's wounding capacity, especially if played without a smaller-vitality minion to accompany.&lt;br /&gt;
&lt;br /&gt;
With all of that being said, a key strength of this card is a lack of cultural enforcement. Any character with a Frodo signet can use this card for skirmish-phase wounding--including, of course, a matching version of Frodo, himself, allowing your Ringbearer to become a quickdraw gunslinger. This versatility can also be a good boon for toolbox/splash companions who might otherwise lack the support to get involved in skirmishes, such as {{Card|Legolas, Greenleaf}} or {{Card|Boromir, Son of Denethor}}.&lt;br /&gt;
&lt;br /&gt;
In whichever deckbuild you might use this card, you'll need to plan for powerful and reliable burden removal, or its cost will be prohibitive.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=No_Use_That_Way_(5R113)&amp;diff=126026</id>
		<title>No Use That Way (5R113)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=No_Use_That_Way_(5R113)&amp;diff=126026"/>
		<updated>2025-12-31T01:56:49Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|5R113|[[Battle of Helm's Deep Index]]|[[No Help for It (5R112)|No Help for It (5R112)]]|[[Rare Good Ballast (5U114)|Rare Good Ballast (5U114)]]}}&lt;br /&gt;
{{CardTabs|Shire}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Event]] from the [[Battle of Helm's Deep]] set.&lt;br /&gt;
{{CardInfobox|5R113}}&lt;br /&gt;
{{QueryCardCategories|5R113}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
In the Battle of Helm's Deep, Smeagol was introduced to the game as a Free Peoples character, and given a small cycle of cards to help him play an offensive role. Then, in Ents of Fangorn, that cycle was expanded with a few more key cards. In essence:&lt;br /&gt;
&lt;br /&gt;
Step 1.) assign a low-vitality minion to Smeagol and pay 3 burdens with No Use that Way to auto-kill and win the skirmish. Supplement with {{Card|Don't Look at Them}} if needed.&lt;br /&gt;
&lt;br /&gt;
Step 2.) Capitalize on the skirmish win by discarding a minion with {{Card|Don't Follow the Lights}}, and potentially use {{Card|Not Listening}} to vent some of the burdens added.&lt;br /&gt;
&lt;br /&gt;
Step 3.) If using {{Card|Smeagol, Old Noser}}, exert Gollum twice to wound any remaining minions on the board. Then, spot Sam and play {{Card|No Help for It}} to discard Smeagol (recycling his spent vitality)) and remove the 3 burdens paid for No Use that Way.&lt;br /&gt;
&lt;br /&gt;
Step 4.) During your next fellowship phase, use {{Card|You Must Help Us}} to play Smeagol from your discard pile and heal your hobbits twice. {{Card|Sam, Nice Sensible Hobbit}} may have been tanking a minion during the last turn, and Frodo may have been taking archery wounds and exertions.&lt;br /&gt;
&lt;br /&gt;
Naturally, if you go all in on  this cycle of cards, your deck risks becoming too reliant on drawing a copy of No Use that Way to get the engine going. You also risk immediate punishment for the burdens from Easterlings, and a minion of 4 vitality will test Smeagol's wounding capacity, especially if played without a smaller-vitality minion to accompany.&lt;br /&gt;
&lt;br /&gt;
With all of that being said, a key strength of this card is a lack of cultural enforcement. Any character with a Frodo signet can use this card for skirmish-phase wounding--including, of course, a matching version of Frodo, himself, allowing your Ringbearer to become a quickdraw gunslinger. This versatility can also be a good boom for toolbox/splash companions who might otherwise lack the support to get involved in skirmishes, such as {{Card|Legolas, Greenleaf}} or {{Card|Boromir, Son of Denethor}}.&lt;br /&gt;
&lt;br /&gt;
In whichever deckbuild you might use this card, you'll need to plan for powerful and reliable burden removal, or its cost will be prohibitive.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=No_Use_That_Way_(5R113)&amp;diff=126025</id>
		<title>No Use That Way (5R113)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=No_Use_That_Way_(5R113)&amp;diff=126025"/>
		<updated>2025-12-30T03:09:17Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|5R113|[[Battle of Helm's Deep Index]]|[[No Help for It (5R112)|No Help for It (5R112)]]|[[Rare Good Ballast (5U114)|Rare Good Ballast (5U114)]]}}&lt;br /&gt;
{{CardTabs|Shire}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Event]] from the [[Battle of Helm's Deep]] set.&lt;br /&gt;
{{CardInfobox|5R113}}&lt;br /&gt;
{{QueryCardCategories|5R113}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
In the Battle of Helm's Deep, Smeagol was introduced to the game as a Free Peoples character, and given a small cycle of cards to help him play an offensive role. Then, in Ents of Fangorn, that cycle was expanded with a few more key cards. In essence:&lt;br /&gt;
&lt;br /&gt;
Step 1.) assign a low-vitality minion to Smeagol and pay 3 burdens with No Use that Way to auto-kill and win the skirmish. Supplement with {{Card|Don't Look at Them}} if needed.&lt;br /&gt;
&lt;br /&gt;
Step 2.) Capitalize on the skirmish win by discarding a minion with {{Card|Don't Follow the Lights}}, and potentially use {{Card|Not Listening}} to vent some of the burdens added.&lt;br /&gt;
&lt;br /&gt;
Step 3.) If using {{Card|Smeagol, Old Noser}}, exert Gollum twice to wound any remaining minions on the board. Then, spot Sam and play {{Card|No Help for It}} to discard Smeagol (recycling his spent vitality)) and remove the 3 burdens paid for No Use that Way.&lt;br /&gt;
&lt;br /&gt;
Step 4.) During your next fellowship phase, use {{Card|You Must Help Us}} to play Smeagol from your discard pile and heal your hobbits twice. {{Card|Sam, Nice Sensible Hobbit}} may have been tanking a minion during the last turn, and Frodo may have been taking archery wounds and exertions.&lt;br /&gt;
&lt;br /&gt;
Naturally, if you go all in on  this cycle of cards, your deck risks becoming too reliant on drawing a copy of No Use that Way to get the engine going. You also risk immediate punishment for the burdens from Easterlings, and a minion of 4 vitality will test Smeagol's wounding capacity, especially if played without a smaller-vitality minion to accompany.&lt;br /&gt;
&lt;br /&gt;
With all of that being said, a key strength of this card is a lack of cultural enforcement. Any character with a Frodo signet can use this card for skirmish-phase wounding--including, of course, a matching version of Frodo, himself, allowing your Ringbearer to become a quickdraw gunslinger.&lt;br /&gt;
&lt;br /&gt;
In whichever deckbuild you might use this card, you'll need to plan for powerful and reliable burden removal, or its cost will be prohibitive.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Boromir,_Defender_of_Minas_Tirith_(3P122)&amp;diff=122172</id>
		<title>Boromir, Defender of Minas Tirith (3P122)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Boromir,_Defender_of_Minas_Tirith_(3P122)&amp;diff=122172"/>
		<updated>2023-07-04T05:13:21Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|3P122|[[Realms of the Elf-Lords Index]]|[[Legolas, Son of Thranduil (3P121)|Legolas, Son of Thranduil (3P121)]]|[[Arwen, Elven Rider (3M1)|Arwen, Elven Rider (3M1)]]}}&lt;br /&gt;
{{CardTabs|Gondor}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Gondor}} [[Companion]] from the [[Realms of the Elf-Lords]] set.&lt;br /&gt;
{{CardInfobox|3P122}}&lt;br /&gt;
{{QueryCardCategories|3P122}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
So, yes, adding 2 twilight to the pool to heal Boromir is an expensive cost, albeit for a good cause. But at the end of the day, Defender of Minas Tirith's ability outpaces its cost because of the fact that there is no limit provided to the number of times that he can use it. You still have to pay for each wound you heal, of course. But imagine:&lt;br /&gt;
&lt;br /&gt;
Boromir can lose to an Uruk Hai at site 5, stop, and wake up on your next turn ready to lose all over again. Better yet, if you give him the {{Card|Blade of Gondor}}, he can clean house on Orcs and Uruk Hai, and then reload for the next round. Or, if you're playing in a format that allows it, Boromir's ability can allow you to use the game text on the {{Card|Horn of Boromir}} all game long. Perhaps you've run into a wounding-based minion side? Give Boromir {{Card|The Saga of Elendil}}, and he can act as a powerful renewable source for Free Peoples vitality (just watch out for sudden-death cards like {{Card|Hate}}, {{Card|Greed}} and Shotgun Enquea).&lt;br /&gt;
&lt;br /&gt;
Boromir is decidedly not a choke-card, so don't let the '''Ranger''' keyword fool you. But that keyword does give him access to [[Site Manipulation|site manipulation]], expanded skirmish-phase options, and various forms of minion removal such as {{Card|What Are They?}}, {{Card|Pursuit Just Behind}} and {{Card|Gondor's Vengeance}}. &lt;br /&gt;
&lt;br /&gt;
As a final note, DoTM's Gandalf signet can also make this version of Boromir a good candidate for inclusion in a {{Card|Trust Me As You Once Did}} deck.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|3P122}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Boromir,_Defender_of_Minas_Tirith_(3P122)&amp;diff=122171</id>
		<title>Boromir, Defender of Minas Tirith (3P122)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Boromir,_Defender_of_Minas_Tirith_(3P122)&amp;diff=122171"/>
		<updated>2023-07-04T05:13:00Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|3P122|[[Realms of the Elf-Lords Index]]|[[Legolas, Son of Thranduil (3P121)|Legolas, Son of Thranduil (3P121)]]|[[Arwen, Elven Rider (3M1)|Arwen, Elven Rider (3M1)]]}}&lt;br /&gt;
{{CardTabs|Gondor}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Gondor}} [[Companion]] from the [[Realms of the Elf-Lords]] set.&lt;br /&gt;
{{CardInfobox|3P122}}&lt;br /&gt;
{{QueryCardCategories|3P122}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
So, yes, adding 2 twilight to the pool to heal Boromir is an expensive cost, albeit for a good cause. But at the end of the day, Defender of Minas Tirith's ability outpaces its cost because of the fact that there is no limit provided to the number of times that he can use it. You still have to pay for each wound you heal, of course. But imagine:&lt;br /&gt;
&lt;br /&gt;
Boromir can lose to an Uruk Hai at site 5, stop, and wake up on your next turn ready to lose all over again. Better yet, if you give him the {{Card|Blade of Gondor}}, he can clean house on Orcs and Uruk Hai, and then reload for the next round. Or, if you're playing in a format that allows it, Boromir's ability can allow you to use the game text on the {{Card|Horn of Boromir}} all game long. Perhaps you've run into a wounding-based minion side? Give Boromir {{Card|The Saga of Elendil}}, and he can act as a powerful renewable source for Free Peoples vitality (just watch out for sudden-death cards like {{Card|Hate}}, {{Card|Greed}} and Shotgun Enquea).&lt;br /&gt;
&lt;br /&gt;
Boromir is decidedly not a choke-card, so don't let the '''Ranger''' keyword fool you. But that keyword does give him access to [[Site Manipulation|site manipulation]], expanded skirmish-phase options, and various forms of minion removal such as {{Card|What Are They}}, {{Card|Pursuit Just Behind}} and {{Card|Gondor's Vengeance}}. &lt;br /&gt;
&lt;br /&gt;
As a final note, DoTM's Gandalf signet can also make this version of Boromir a good candidate for inclusion in a {{Card|Trust Me As You Once Did}} deck.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|3P122}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Boromir,_Defender_of_Minas_Tirith_(3P122)&amp;diff=122170</id>
		<title>Boromir, Defender of Minas Tirith (3P122)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Boromir,_Defender_of_Minas_Tirith_(3P122)&amp;diff=122170"/>
		<updated>2023-07-04T05:12:22Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|3P122|[[Realms of the Elf-Lords Index]]|[[Legolas, Son of Thranduil (3P121)|Legolas, Son of Thranduil (3P121)]]|[[Arwen, Elven Rider (3M1)|Arwen, Elven Rider (3M1)]]}}&lt;br /&gt;
{{CardTabs|Gondor}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Gondor}} [[Companion]] from the [[Realms of the Elf-Lords]] set.&lt;br /&gt;
{{CardInfobox|3P122}}&lt;br /&gt;
{{QueryCardCategories|3P122}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
So, yes, adding 2 twilight to the pool to heal Boromir is an expensive cost, albeit for a good cause. But at the end of the day, Defender of Minas Tirith's ability outpaces its cost because of the fact that there is no limit provided to the number of times that he can use it. You still have to pay for each wound you heal, of course. But imagine:&lt;br /&gt;
&lt;br /&gt;
Boromir can lose to an Uruk Hai at site 5, stop, and wake up on your next turn ready to lose all over again. Better yet, if you give him the {{card|Blade of Gondor}}, he can clean house on Orcs and Uruk Hai, and then reload for the next round. Or, if you're playing in a format that allows it, Boromir's ability can allow you to use the game text on the {{Card|Horn of Boromir}} all game long. Perhaps you've run into a wounding-based minion side? Give Boromir {{Card|The Saga of Elendil}}, and he can act as a powerful renewable source for Free Peoples vitality (just watch out for sudden-death cards like {{card|Hate}}, {{card|Greed}} and Shotgun Enquea).&lt;br /&gt;
&lt;br /&gt;
Boromir is decidedly not a choke-card, so don't let the '''Ranger''' keyword fool you. But that keyword does give him access to [[Site Manipulation|site manipulation]], expanded skirmish-phase options, and various forms of minion removal such as {{card|What Are They}}, {{card|Pursuit Just Behind}} and {{card|Gondor's Vengeance}}. &lt;br /&gt;
&lt;br /&gt;
As a final note, DoTM's Gandalf signet can also make this version of Boromir a good candidate for inclusion in a {{card|Trust Me As You Once Did}} deck.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|3P122}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Wastes_of_Emyn_Muil_(3U120)&amp;diff=122169</id>
		<title>Wastes of Emyn Muil (3U120)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Wastes_of_Emyn_Muil_(3U120)&amp;diff=122169"/>
		<updated>2023-07-04T04:29:23Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|3U120|[[Realms of the Elf-Lords Index]]|[[House of Elrond (3U119)|House of Elrond (3U119)]]|[[Legolas, Son of Thranduil (3P121)|Legolas, Son of Thranduil (3P121)]]}}&lt;br /&gt;
{{CardTabs|Site}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a [[Fellowship Block]] [[Site]] from the [[Realms of the Elf-Lords]] set.&lt;br /&gt;
{{CardInfobox|3U120}}&lt;br /&gt;
{{QueryCardCategories|3U120}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
The Wastes of Emyn Muil is culturally-reinforced to require investment in {{C|Isengard}} Orcs. If that's what your deck is made of, this site can be more powerful than it first appears. Note that the option to make the Free Peoples player wound companions is available as long as 4 companions can be spotted. This actually means that the Wastes of Emyn Muil can be used until and unless the Free Peoples player has '''only 3''' companions left. This can set up your minions for a strong chance at overwhelming the ringbearer during the skirmish phase.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Wastes_of_Emyn_Muil_(3U120)&amp;diff=122168</id>
		<title>Wastes of Emyn Muil (3U120)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Wastes_of_Emyn_Muil_(3U120)&amp;diff=122168"/>
		<updated>2023-07-04T04:29:07Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|3U120|[[Realms of the Elf-Lords Index]]|[[House of Elrond (3U119)|House of Elrond (3U119)]]|[[Legolas, Son of Thranduil (3P121)|Legolas, Son of Thranduil (3P121)]]}}&lt;br /&gt;
{{CardTabs|Site}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a [[Fellowship Block]] [[Site]] from the [[Realms of the Elf-Lords]] set.&lt;br /&gt;
{{CardInfobox|3U120}}&lt;br /&gt;
{{QueryCardCategories|3U120}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
The Wastes of Emyn Muil is culturally-reinforced to require investment in {{C|Isengard}} orcs. If that's what your deck is made of, this site can be more powerful than it first appears. Note that the option to make the Free Peoples player wound companions is available as long as 4 companions can be spotted. This actually means that the Wastes of Emyn Muil can be used until and unless the Free Peoples player has '''only 3''' companions left. This can set up your minions for a strong chance at overwhelming the ringbearer during the skirmish phase.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Gimli,_Skilled_Defender_(5R7)&amp;diff=122167</id>
		<title>Gimli, Skilled Defender (5R7)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Gimli,_Skilled_Defender_(5R7)&amp;diff=122167"/>
		<updated>2023-07-04T04:20:57Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Rulings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|5R7|[[Battle of Helm's Deep Index]]|[[Defending the Keep (5C6)|Defending the Keep (5C6)]]|[[Horn of Helm (5U8)|Horn of Helm (5U8)]]}}&lt;br /&gt;
{{CardTabs|Dwarven}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Dwarven}} [[Companion]] from the [[Battle of Helm's Deep]] set.&lt;br /&gt;
{{CardInfobox|5R7}}&lt;br /&gt;
{{QueryCardCategories|5R7}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
Properly supported, Skilled Defender can be the featured character of a strong Free People's build. Taking Gimli's standard damage-bonus into account, the ability to wound a minion assigned to an unbound companion means that Gimli can dish out 3 wounds for many of the skirmishes he wins. This can have all sorts of applications--sparing your other companions from bad matchups, preventing powerful shadow special abilities, or even just setting up minions for a final blow (see {{Card|Bow of the Galadhrim}} for comparison). But whatever way you stack them, 3 wounds from a single companion will really start to add up. Combine this with additional damage bonuses from dwarven events and possessions, and perhaps further targeted-wounding potential from {{Card|Gimli's Battle Axe}}, and Gimli can turn into a one-dwarf wrecking crew. &lt;br /&gt;
&lt;br /&gt;
However! In order to take advantage of Gimli's ability, you must, of course, win your skirmishes. For this reason, {{Card|Axe of Erebor}} may be a better option for Gimli's primary weapon, particularly when supported by {{Card|Ever My Heart Rises}}. Skilled Defender also teams up well with {{Card|Legolas, Elven Comrade}}, who can be there for Gimli right from the beginning in your starting fellowship. Using Legolas' ability to fuel Gimli's skirmish-phase dominance provides something of a risk-free investment (if Gimli loses, Legolas is still safely out of the line of fire--an upgrade over the gamble of {{Card|Gimli, Son of Gloin}}), but Legolas also has the understated benefit of throwing out yet another wound into the pool--being, as a matter of course, an '''Archer'''. So between the two of them--even keeping Legolas away from fighting minions as much as can be avoided--you're set up with a 4-wound engine before you've even drawn your opening hand.&lt;br /&gt;
&lt;br /&gt;
Beyond that, the sky is the limit for dwarven skirmish-pumping cards. {{Card|Khazad Ai-Menu}}, {{Card|Flurry of Blows}}, {{Card|Best Company}}, {{Card|Hand Axe}}, {{Card|Toss Me}}. As always, make sure to save enough room in your deck to support the rest of your fellowship! But because Skilled Defender can help out your other companions with their skirmishes, he will already being doing some of that support on his own.&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
Gimli's ability allows him to wound one of the minions he has just beaten in a skirmish. Per the rules, &amp;quot;A skirmish phase ends after all actions triggered by winning or losing that skirmish have resolved.&amp;quot; In Gimli's case, this means that any skirmish he wins is not ended until the Free Peoples player has chosen whether to wound a minion assigned to skirmish an unbound companion. Therefore, any minion that loses a skirmish to Gimli is still considered to be assigned to him until that wound is placed--and since Gimli is, himself, an unbound companion, this means that Gimli can use his ability to wound one of the losing minions assigned to him.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|5R7}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Knight%27s_Mount_(8C40)&amp;diff=122166</id>
		<title>Knight's Mount (8C40)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Knight%27s_Mount_(8C40)&amp;diff=122166"/>
		<updated>2023-07-04T04:18:13Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Rulings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|8C40|[[Siege of Gondor Index]]|[[Knight of Dol Amroth (8C39)|Knight of Dol Amroth (8C39)]]|[[Oathbreaker (8C41)|Oathbreaker (8C41)]]}}&lt;br /&gt;
{{CardTabs|Gondor}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Gondor}} [[Possession]] from the [[Siege of Gondor]] set.&lt;br /&gt;
{{CardInfobox|8C40}}&lt;br /&gt;
{{QueryCardCategories|8C40}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
The ability on the Knight's Mount '''will not''' allow the Free Peoples player to wound one of the minions just beaten in the bearer's skirmish. Per the rules, &amp;quot;A skirmish phase ends after all actions triggered by winning or losing that skirmish have resolved.&amp;quot; In the case of the Knight's Mount, this means that any skirmish the bearer wins is not ended until the Free Peoples player has chosen whether to wound a minion who is not assigned to a skirmish. Therefore, any minion that loses a skirmish to the bearer of Knight's Mount is still considered to be assigned until the Free Peoples player has placed that wound, or elected not to do so.&lt;br /&gt;
&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Knight_of_Dol_Amroth_(8C39)&amp;diff=122165</id>
		<title>Knight of Dol Amroth (8C39)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Knight_of_Dol_Amroth_(8C39)&amp;diff=122165"/>
		<updated>2023-07-04T04:16:10Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|8C39|[[Siege of Gondor Index]]|[[King of the Dead, Oathbreaker (8R38)|King of the Dead, Oathbreaker (8R38)]]|[[Knight's Mount (8C40)|Knight's Mount (8C40)]]}}&lt;br /&gt;
{{CardTabs|Gondor}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Gondor}} [[Companion]] from the [[Siege of Gondor]] set.&lt;br /&gt;
{{CardInfobox|8C39}}&lt;br /&gt;
{{QueryCardCategories|8C39}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
The game text of the Knight of Dol Amroth makes it clear which minions can be wounded by his ability if he wins a skirmish. All the same, the wording may seem self-contradictory without context of the rules. If the Knight of Dol Amroth wins a skirmish, how can he be skirmishing a minion? &lt;br /&gt;
&lt;br /&gt;
Per the rules, &amp;quot;A skirmish phase ends after all actions triggered by winning or losing that skirmish have resolved.&amp;quot; In the case of the Knight of Dol Amroth, this means that any skirmish he wins is not ended until the Free Peoples player has chosen whether to wound a minion with his ability. Therefore, any minion that loses a skirmish to the Knight of Dol Amroth is still considered to be skirmishing him until the Free Peoples player has placed that wound, or elected not to do so. By the same token, the Knight of Dol Amroth is still considered to be skirmishing that minion until the Free Peoples player has placed that wound, or elected not to do so.&lt;br /&gt;
&lt;br /&gt;
Note also: if the Knight of Dol Amroth has just won a skirmish, and he is skirmishing more than one minion, the Free Peoples player may only choose to wound one of those minions with his ability. But, quite outside of his ability, each minion he is skirmishing will still receive a wound simply as a matter of losing the skirmish, as described in the rules.&lt;br /&gt;
&lt;br /&gt;
= Strategy =&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Knight%27s_Mount_(8C40)&amp;diff=122164</id>
		<title>Knight's Mount (8C40)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Knight%27s_Mount_(8C40)&amp;diff=122164"/>
		<updated>2023-07-04T03:53:24Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|8C40|[[Siege of Gondor Index]]|[[Knight of Dol Amroth (8C39)|Knight of Dol Amroth (8C39)]]|[[Oathbreaker (8C41)|Oathbreaker (8C41)]]}}&lt;br /&gt;
{{CardTabs|Gondor}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Gondor}} [[Possession]] from the [[Siege of Gondor]] set.&lt;br /&gt;
{{CardInfobox|8C40}}&lt;br /&gt;
{{QueryCardCategories|8C40}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
The ability on the Knight's Mount '''will not''' allow the Free People's player to wound one of the minions just beaten in the bearer's skirmish. Per the rules, &amp;quot;A skirmish phase ends after all actions triggered by winning or losing that skirmish have resolved.&amp;quot; In the case of the Knight's Mount, this means that any skirmish the bearer wins is not ended until the Free People's player has chosen whether to wound a minion who is not assigned to a skirmish. Therefore, any minion that loses a skirmish to the bearer of Knight's Mount is still considered to be assigned until the Free Peoples player has placed that wound, or elected not to do so.&lt;br /&gt;
&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Knight%27s_Mount_(8C40)&amp;diff=122163</id>
		<title>Knight's Mount (8C40)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Knight%27s_Mount_(8C40)&amp;diff=122163"/>
		<updated>2023-07-04T03:52:52Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|8C40|[[Siege of Gondor Index]]|[[Knight of Dol Amroth (8C39)|Knight of Dol Amroth (8C39)]]|[[Oathbreaker (8C41)|Oathbreaker (8C41)]]}}&lt;br /&gt;
{{CardTabs|Gondor}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Gondor}} [[Possession]] from the [[Siege of Gondor]] set.&lt;br /&gt;
{{CardInfobox|8C40}}&lt;br /&gt;
{{QueryCardCategories|8C40}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
The ability on the Knight's Mount '''will not''' allow the Free People's player to wound one of the minions just beaten in the bearer's skirmish. Per the rules, &amp;quot;A skirmish phase ends after all actions triggered by winning or losing that skirmish have resolved.&amp;quot; In the case of the Knight's Mount, this means that any skirmish the bearer wins is not ended until the Free People's player has chosen whether to wound a minion who is not assigned to a skirmish. Therefore, any minion that loses a skirmish to the bearer of Knight's Mount is still considered to be assigned until the Free Peoples player has placed that wound, or elected not to do so.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Knight%27s_Mount_(8C40)&amp;diff=122162</id>
		<title>Knight's Mount (8C40)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Knight%27s_Mount_(8C40)&amp;diff=122162"/>
		<updated>2023-07-04T03:51:56Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|8C40|[[Siege of Gondor Index]]|[[Knight of Dol Amroth (8C39)|Knight of Dol Amroth (8C39)]]|[[Oathbreaker (8C41)|Oathbreaker (8C41)]]}}&lt;br /&gt;
{{CardTabs|Gondor}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Gondor}} [[Possession]] from the [[Siege of Gondor]] set.&lt;br /&gt;
{{CardInfobox|8C40}}&lt;br /&gt;
{{QueryCardCategories|8C40}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
The ability on the Knight's Mount '''will not''' allow the Free People's player to wound one of the minions just beaten in the bearer's skirmish. Per the rules, &amp;quot;A skirmish phase ends after all actions triggered by winning or losing that skirmish have resolved.&amp;quot; In the case of the Knight's Mount, this means that any skirmish the bearer wins is not ended until the Free People's player has chosen whether to wound a minion who is not assigned to a skirmish. Therefore, any minion that loses a skirmish to the bearer of Knight's Mount is still considered to be assigned until the Free Peoples player has placed that wound, or elected not to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Gimli,_Skilled_Defender_(5R7)&amp;diff=122161</id>
		<title>Gimli, Skilled Defender (5R7)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Gimli,_Skilled_Defender_(5R7)&amp;diff=122161"/>
		<updated>2023-07-04T03:45:49Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Rulings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|5R7|[[Battle of Helm's Deep Index]]|[[Defending the Keep (5C6)|Defending the Keep (5C6)]]|[[Horn of Helm (5U8)|Horn of Helm (5U8)]]}}&lt;br /&gt;
{{CardTabs|Dwarven}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Dwarven}} [[Companion]] from the [[Battle of Helm's Deep]] set.&lt;br /&gt;
{{CardInfobox|5R7}}&lt;br /&gt;
{{QueryCardCategories|5R7}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
Properly supported, Skilled Defender can be the featured character of a strong Free People's build. Taking Gimli's standard damage-bonus into account, the ability to wound a minion assigned to an unbound companion means that Gimli can dish out 3 wounds for many of the skirmishes he wins. This can have all sorts of applications--sparing your other companions from bad matchups, preventing powerful shadow special abilities, or even just setting up minions for a final blow (see {{Card|Bow of the Galadhrim}} for comparison). But whatever way you stack them, 3 wounds from a single companion will really start to add up. Combine this with additional damage bonuses from dwarven events and possessions, and perhaps further targeted-wounding potential from {{Card|Gimli's Battle Axe}}, and Gimli can turn into a one-dwarf wrecking crew. &lt;br /&gt;
&lt;br /&gt;
However! In order to take advantage of Gimli's ability, you must, of course, win your skirmishes. For this reason, {{Card|Axe of Erebor}} may be a better option for Gimli's primary weapon, particularly when supported by {{Card|Ever My Heart Rises}}. Skilled Defender also teams up well with {{Card|Legolas, Elven Comrade}}, who can be there for Gimli right from the beginning in your starting fellowship. Using Legolas' ability to fuel Gimli's skirmish-phase dominance provides something of a risk-free investment (if Gimli loses, Legolas is still safely out of the line of fire--an upgrade over the gamble of {{Card|Gimli, Son of Gloin}}), but Legolas also has the understated benefit of throwing out yet another wound into the pool--being, as a matter of course, an '''Archer'''. So between the two of them--even keeping Legolas away from fighting minions as much as can be avoided--you're set up with a 4-wound engine before you've even drawn your opening hand.&lt;br /&gt;
&lt;br /&gt;
Beyond that, the sky is the limit for dwarven skirmish-pumping cards. {{Card|Khazad Ai-Menu}}, {{Card|Flurry of Blows}}, {{Card|Best Company}}, {{Card|Hand Axe}}, {{Card|Toss Me}}. As always, make sure to save enough room in your deck to support the rest of your fellowship! But because Skilled Defender can help out your other companions with their skirmishes, he will already being doing some of that support on his own.&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
Gimli's ability allows him to wound one of the minions he has just beaten in a skirmish. Per the rules, &amp;quot;A skirmish phase ends after all actions triggered by winning or losing that skirmish have resolved.&amp;quot; In Gimli's case, this means that any skirmish he wins is not ended until the Free People's player has chosen whether to wound a minion assigned to skirmish an unbound companion. Therefore, any minion that loses a skirmish to Gimli is still considered to be assigned to him until that wound is placed--and since Gimli is, himself, an unbound companion, this means that Gimli can wound one of the losing minions assigned to him with his ability.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|5R7}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Gimli,_Skilled_Defender_(5R7)&amp;diff=122160</id>
		<title>Gimli, Skilled Defender (5R7)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Gimli,_Skilled_Defender_(5R7)&amp;diff=122160"/>
		<updated>2023-07-04T03:44:59Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|5R7|[[Battle of Helm's Deep Index]]|[[Defending the Keep (5C6)|Defending the Keep (5C6)]]|[[Horn of Helm (5U8)|Horn of Helm (5U8)]]}}&lt;br /&gt;
{{CardTabs|Dwarven}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Dwarven}} [[Companion]] from the [[Battle of Helm's Deep]] set.&lt;br /&gt;
{{CardInfobox|5R7}}&lt;br /&gt;
{{QueryCardCategories|5R7}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
Properly supported, Skilled Defender can be the featured character of a strong Free People's build. Taking Gimli's standard damage-bonus into account, the ability to wound a minion assigned to an unbound companion means that Gimli can dish out 3 wounds for many of the skirmishes he wins. This can have all sorts of applications--sparing your other companions from bad matchups, preventing powerful shadow special abilities, or even just setting up minions for a final blow (see {{Card|Bow of the Galadhrim}} for comparison). But whatever way you stack them, 3 wounds from a single companion will really start to add up. Combine this with additional damage bonuses from dwarven events and possessions, and perhaps further targeted-wounding potential from {{Card|Gimli's Battle Axe}}, and Gimli can turn into a one-dwarf wrecking crew. &lt;br /&gt;
&lt;br /&gt;
However! In order to take advantage of Gimli's ability, you must, of course, win your skirmishes. For this reason, {{Card|Axe of Erebor}} may be a better option for Gimli's primary weapon, particularly when supported by {{Card|Ever My Heart Rises}}. Skilled Defender also teams up well with {{Card|Legolas, Elven Comrade}}, who can be there for Gimli right from the beginning in your starting fellowship. Using Legolas' ability to fuel Gimli's skirmish-phase dominance provides something of a risk-free investment (if Gimli loses, Legolas is still safely out of the line of fire--an upgrade over the gamble of {{Card|Gimli, Son of Gloin}}), but Legolas also has the understated benefit of throwing out yet another wound into the pool--being, as a matter of course, an '''Archer'''. So between the two of them--even keeping Legolas away from fighting minions as much as can be avoided--you're set up with a 4-wound engine before you've even drawn your opening hand.&lt;br /&gt;
&lt;br /&gt;
Beyond that, the sky is the limit for dwarven skirmish-pumping cards. {{Card|Khazad Ai-Menu}}, {{Card|Flurry of Blows}}, {{Card|Best Company}}, {{Card|Hand Axe}}, {{Card|Toss Me}}. As always, make sure to save enough room in your deck to support the rest of your fellowship! But because Skilled Defender can help out your other companions with their skirmishes, he will already being doing some of that support on his own.&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
Gimli's ability does allow him to wound one of the minions he has just beaten in a skirmish. Per the rules, &amp;quot;A skirmish phase ends after all actions triggered by winning or losing that skirmish have resolved.&amp;quot; In Gimli's case, this means that any skirmish he wins is not ended until the Free People's player has chosen whether to wound a minion assigned to skirmish an unbound companion. Therefore, any minion that loses a skirmish to Gimli is still considered to be assigned to him until that wound is placed--and since Gimli is, himself, an unbound companion, this means that Gimli can wound one of the losing minions assigned to him with his ability.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|5R7}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Gimli,_Skilled_Defender_(5R7)&amp;diff=122159</id>
		<title>Gimli, Skilled Defender (5R7)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Gimli,_Skilled_Defender_(5R7)&amp;diff=122159"/>
		<updated>2023-07-04T03:40:03Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|5R7|[[Battle of Helm's Deep Index]]|[[Defending the Keep (5C6)|Defending the Keep (5C6)]]|[[Horn of Helm (5U8)|Horn of Helm (5U8)]]}}&lt;br /&gt;
{{CardTabs|Dwarven}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Dwarven}} [[Companion]] from the [[Battle of Helm's Deep]] set.&lt;br /&gt;
{{CardInfobox|5R7}}&lt;br /&gt;
{{QueryCardCategories|5R7}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
Properly supported, Skilled Defender can be the featured character of a strong Free People's build. Taking Gimli's standard damage-bonus into account, the ability to wound a minion assigned to an unbound companion means that Gimli can dish out 3 wounds for many of the skirmishes he wins. This can have all sorts of applications--sparing your other companions from bad matchups, preventing powerful shadow special abilities, or even just setting up minions for a final blow (see {{Card|Bow of the Galadhrim}} for comparison). But whatever way you stack them, 3 wounds from a single companion will really start to add up. Combine this with additional damage bonuses from dwarven events and possessions, and perhaps further targeted-wounding potential from {{Card|Gimli's Battle Axe}}, and Gimli can turn into a one-dwarf wrecking crew. &lt;br /&gt;
&lt;br /&gt;
However! In order to take advantage of Gimli's ability, you must, of course, win your skirmishes. For this reason, {{Card|Axe of Erebor}} may be a better option for Gimli's primary weapon, particularly when supported by {{Card|Ever My Heart Rises}}. Skilled Defender also teams up well with {{Card|Legolas, Elven Comrade}}, who can be there for Gimli right from the beginning in your starting fellowship. Using Legolas' ability to fuel Gimli's skirmish-phase dominance provides something of a risk-free investment (if Gimli loses, Legolas is still safely out of the line of fire--an upgrade over the gamble of {{Card|Gimli, Son of Gloin}}), but Legolas also has the understated benefit of throwing out yet another wound into the pool--being, as a matter of course, an Archer. So between the two of them--even keeping Legolas away from fighting minions as much as can be avoided--you're set up with a 4-wound engine before you've even drawn your opening hand.&lt;br /&gt;
&lt;br /&gt;
Beyond that, the sky is the limit for dwarven skirmish-pumping cards. {{Card|Khazad Ai-Menu}}, {{Card|Flurry of Blows}}, {{Card|Best Company}}, {{Card|Hand Axe}}, {{Card|Dwarven Bracers}}. As always, make sure to save enough room in your deck to support the rest of your fellowship! But because Skilled Defender can help out your other companions with their skirmishes, he will already being doing some of that support on his own.&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
Gimli's ability does allow him to wound one of the minions he has just beaten in a skirmish. Per the rules, &amp;quot;A skirmish phase ends after all actions triggered by winning or losing that skirmish have resolved.&amp;quot; In Gimli's case, this means that any skirmish he wins is not ended until the Free People's player has chosen whether to wound a minion assigned to skirmish an unbound companion. Therefore, any minion that loses a skirmish to Gimli is still considered to be assigned to him until that wound is placed--and since Gimli is, himself, an unbound companion, this means that Gimli can wound one of the losing minions assigned to him with his ability.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|5R7}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Gimli,_Skilled_Defender_(5R7)&amp;diff=122043</id>
		<title>Gimli, Skilled Defender (5R7)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Gimli,_Skilled_Defender_(5R7)&amp;diff=122043"/>
		<updated>2023-06-26T02:15:17Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|5R7|[[Battle of Helm's Deep Index]]|[[Defending the Keep (5C6)|Defending the Keep (5C6)]]|[[Horn of Helm (5U8)|Horn of Helm (5U8)]]}}&lt;br /&gt;
{{CardTabs|Dwarven}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Dwarven}} [[Companion]] from the [[Battle of Helm's Deep]] set.&lt;br /&gt;
{{CardInfobox|5R7}}&lt;br /&gt;
{{QueryCardCategories|5R7}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
Properly supported, Skilled Defender can be a central spotlight-character for a strong Free People's build. Taking Gimli's standard damage-bonus into account, the ability to wound a minion assigned to an unbound companion means that Gimli can dish out 3 wounds for many of the skirmishes he wins. This can have all sorts of applications--sparing your other companions from bad matchups, preventing powerful shadow special abilities, or even just setting up minions for a final blow (see {{Card|Bow of the Galadhrim}} for comparison). But whatever way you stack them, 3 wounds from a single companion will really start to add up. Combine this with additional damage bonuses from dwarven events and possessions, and perhaps further targeted-wounding potential from {{Card|Gimli's Battle Axe}}, and Gimli can turn into a one-dwarf wrecking crew. &lt;br /&gt;
&lt;br /&gt;
However! In order to take advantage of Gimli's ability, you must, of course, win your skirmishes. For this reason, {{Card|Axe of Erebor}} may be a better option for Gimli's primary weapon, particularly when supported by {{Card|Ever My Heart Rises}}. Skilled Defender also teams up well with {{Card|Legolas, Elven Comrade}}, who can be there for Gimli right from the beginning in your starting fellowship. Using Legolas' ability to fuel Gimli's skirmish-phase dominance provides something of a risk-free investment (if Gimli loses, Legolas is still safely out of the line of fire--an upgrade over the gamble of {{Card|Gimli, Son of Gloin}}), but Legolas also has the understated benefit of throwing out yet another wound into the pool--being, as a matter of course, an Archer. So between the two of them--even keeping Legolas away from fighting minions as much as can be avoided--you're set up with a 4-wound engine before you've even drawn your opening hand.&lt;br /&gt;
&lt;br /&gt;
Beyond that, the sky is the limit for dwarven skirmish-pumping cards. {{Card|Khazad Ai-Menu}}, {{Card|Flurry of Blows}}, {{Card|Best Company}}, {{Card|Hand Axe}}, {{Card|Dwarven Bracers}}. As always, make sure to save enough room in your deck to support the rest of your fellowship! But because Skilled Defender can help out your other companions with their skirmishes, he will already being doing some of that support on his own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|5R7}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Gimli,_Skilled_Defender_(5R7)&amp;diff=122042</id>
		<title>Gimli, Skilled Defender (5R7)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Gimli,_Skilled_Defender_(5R7)&amp;diff=122042"/>
		<updated>2023-06-26T02:13:24Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|5R7|[[Battle of Helm's Deep Index]]|[[Defending the Keep (5C6)|Defending the Keep (5C6)]]|[[Horn of Helm (5U8)|Horn of Helm (5U8)]]}}&lt;br /&gt;
{{CardTabs|Dwarven}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Dwarven}} [[Companion]] from the [[Battle of Helm's Deep]] set.&lt;br /&gt;
{{CardInfobox|5R7}}&lt;br /&gt;
{{QueryCardCategories|5R7}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
Properly supported, Skilled Defender can be a central spotlight-character for a strong Free People's build. Taking Gimli's standard damage-bonus into account, the ability to wound a minion assigned to an unbound companion means that Gimli can dish out 3 wounds for many of the skirmishes he wins. This can have all sorts of applications--sparing your other companions from bad matchups, preventing powerful shadow special abilities, or even just setting up minions for a final blow (see {{Card|Bow of the Galadhrim}} for comparison). But whatever way you stack then, 3 wounds from a single companion will really start to add up. Combine this with additional damage bonuses from dwarven events and possessions, and perhaps further targeted-wounding potential from {{Card|Gimli's Battle Axe}}, and Gimli can turn into a one-dwarf wrecking crew. &lt;br /&gt;
&lt;br /&gt;
However! In order to take advantage of Gimli's ability, you must, of course, win your skirmishes. For this reason, {{Card|Axe of Erebor}} may be a better option for Gimli's primary weapon, particularly when supported by {{Card|Ever My Heart Rises}}. Skilled Defender also teams up well with {{Card|Legolas, Elven Comrade}}, who can be there for Gimli right from the beginning in your starting fellowship. Using Legolas' ability to fuel Gimli's skirmish-phase dominance provides something of a risk-free investment (if Gimli loses, Legolas is still safely out of the line of fire--an upgrade over the gamble of {{Card|Gimli, Son of Gloin}}), but Legolas also has the understated benefit of throwing out yet another wound into the pool--being, as a matter of course, an Archer. So between the two of them--even keeping Legolas away from fighting minions as much as can be avoided--you're set up with a 4-wound engine before you've even drawn your opening hand.&lt;br /&gt;
&lt;br /&gt;
Beyond that, the sky is the limit for dwarven skirmish-pumping cards. {{Card|Khazad Ai-Menu}}, {{Card|Flurry of Blows}}, {{Card|Best Company}}, {{Card|Hand Axe}}, {{Card|Dwarven Bracers}}. As always, make sure to save enough room in your deck to support the rest of your fellowship! But because Skilled Defender can help out your other companions with their skirmishes, he will already being doing some of that support on his own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|5R7}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Gimli,_Skilled_Defender_(5R7)&amp;diff=122041</id>
		<title>Gimli, Skilled Defender (5R7)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Gimli,_Skilled_Defender_(5R7)&amp;diff=122041"/>
		<updated>2023-06-26T02:12:43Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|5R7|[[Battle of Helm's Deep Index]]|[[Defending the Keep (5C6)|Defending the Keep (5C6)]]|[[Horn of Helm (5U8)|Horn of Helm (5U8)]]}}&lt;br /&gt;
{{CardTabs|Dwarven}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Dwarven}} [[Companion]] from the [[Battle of Helm's Deep]] set.&lt;br /&gt;
{{CardInfobox|5R7}}&lt;br /&gt;
{{QueryCardCategories|5R7}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
Properly supported, Skilled Defender can be a central spotlight-character for a strong Free People's build. Taking Gimli's standard damage-bonus into account, the ability to wound a minion assigned to an unbound companion means that Gimli can dish out 3 wounds for many of the skirmishes he wins. This can have all sorts of applications--sparing your other companions from bad matchups, preventing powerful shadow special abilities, or even just setting up minions for a final blow (see {{Card|Bow of the Galadrahim}} for comparison). But whatever way you stack then, 3 wounds from a single companion will really start to add up. Combine this with additional damage bonuses from dwarven events and possessions, and perhaps further targeted-wounding potential from {{Card|Gimli's Battle Axe}}, and Gimli can turn into a one-dwarf wrecking crew. &lt;br /&gt;
&lt;br /&gt;
However! In order to take advantage of Gimli's ability, you must, of course, win your skirmishes. For this reason, {{Card|Axe of Erebor}} may be a better option for Gimli's primary weapon, particularly when supported by {{Card|Ever My Heart Rises}}. Skilled Defender also teams up well with {{Card|Legolas, Elven Comrade}}, who can be there for Gimli right from the beginning in your starting fellowship. Using Legolas' ability to fuel Gimli's skirmish-phase dominance provides something of a risk-free investment (if Gimli loses, Legolas is still safely out of the line of fire--an upgrade over the gamble of {{Card|Gimli, Son of Gloin}}), but Legolas also has the understated benefit of throwing out yet another wound into the pool--being, as a matter of course, an Archer. So between the two of them--even keeping Legolas away from fighting minions as much as can be avoided--you're set up with a 4-wound engine before you've even drawn your opening hand.&lt;br /&gt;
&lt;br /&gt;
Beyond that, the sky is the limit for dwarven skirmish-pumping cards. {{Card|Khazad Ai-Menu}}, {{Card|Flurry of Blows}}, {{Card|Best Company}}, {{Card|Hand Axe}}, {{Card|Dwarven Bracers}}. As always, make sure to save enough room in your deck to support the rest of your fellowship! But because Skilled Defender can help out your other companions with their skirmishes, he will already being doing some of that support on his own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|5R7}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Gimli,_Skilled_Defender_(5R7)&amp;diff=122040</id>
		<title>Gimli, Skilled Defender (5R7)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Gimli,_Skilled_Defender_(5R7)&amp;diff=122040"/>
		<updated>2023-06-26T02:11:58Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|5R7|[[Battle of Helm's Deep Index]]|[[Defending the Keep (5C6)|Defending the Keep (5C6)]]|[[Horn of Helm (5U8)|Horn of Helm (5U8)]]}}&lt;br /&gt;
{{CardTabs|Dwarven}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Dwarven}} [[Companion]] from the [[Battle of Helm's Deep]] set.&lt;br /&gt;
{{CardInfobox|5R7}}&lt;br /&gt;
{{QueryCardCategories|5R7}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
Properly supported, Skilled Defender can be a central spotlight-character for a strong Free People's build. Taking Gimli's standard damage-bonus into account, the ability to wound a minion assigned to an unbound companion means that Gimli can dish out 3 wounds for each skirmish he wins. This can have all sorts of applications--sparing your other companions from bad matchups, preventing powerful shadow special abilities, or even just setting up minions for a final blow (see {{Card|Bow of the Galadrahim}} for comparison). But whatever way you stack then, 3 wounds from a single companion will really start to add up. Combine this with additional damage bonuses from dwarven events and possessions, and perhaps further targeted-wounding potential from {{Card|Gimli's Battle Axe}}, and Gimli can turn into a one-dwarf wrecking crew. &lt;br /&gt;
&lt;br /&gt;
However! In order to take advantage of Gimli's ability, you must, of course, win your skirmishes. For this reason, {{Card|Axe of Erebor}} may be a better option for Gimli's primary weapon, particularly when supported by {{Card|Ever My Heart Rises}}. Skilled Defender also teams up well with {{Card|Legolas, Elven Comrade}}, who can be there for Gimli right from the beginning in your starting fellowship. Using Legolas' ability to fuel Gimli's skirmish-phase dominance provides something of a risk-free investment (if Gimli loses, Legolas is still safely out of the line of fire--an upgrade over the gamble of {{Card|Gimli, Son of Gloin}}), but Legolas also has the understated benefit of throwing out yet another wound into the pool--being, as a matter of course, an Archer. So between the two of them--even keeping Legolas away from fighting minions as much as can be avoided--you're set up with a 4-wound engine before you've even drawn your opening hand.&lt;br /&gt;
&lt;br /&gt;
Beyond that, the sky is the limit for dwarven skirmish-pumping cards. {{Card|Khazad Ai-Menu}}, {{Card|Flurry of Blows}}, {{Card|Best Company}}, {{Card|Hand Axe}}, {{Card|Dwarven Bracers}}. As always, make sure to save enough room in your deck to support the rest of your fellowship! But because Skilled Defender can help out your other companions with their skirmishes, he will already being doing some of that support on his own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|5R7}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Doom_Drove_Them_(8U86)&amp;diff=121634</id>
		<title>Doom Drove Them (8U86)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Doom_Drove_Them_(8U86)&amp;diff=121634"/>
		<updated>2023-04-01T04:36:04Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|8U86|[[Siege of Gondor Index]]|[[Charged Headlong (8U85)|Charged Headlong (8U85)]]|[[Eomer, Keeper of Oaths (8C87)|Eomer, Keeper of Oaths (8C87)]]}}&lt;br /&gt;
{{CardTabs|Rohan}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Rohan}} [[Condition]] from the [[Siege of Gondor]] set.&lt;br /&gt;
{{CardInfobox|8U86}}&lt;br /&gt;
{{QueryCardCategories|8U86}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
&lt;br /&gt;
Here's a condition which gives you an interesting way to save up opportunities to exert your opponent's minions during the skirmish phase. This can serve your Free Peoples in a wide variety ways. Perhaps you are building up the abilities of characters such as {{Card|Eomer, Third Marshal of Riddermark}}, {{Card|Eowyn, Lady of Ithilien}} or {{Card|Arwen, Queen of Elves and Men}}. Perhaps you want to block troublesome shadow skirmish abilities. Or perhaps you just want to put minions at the tipping point for {{Card|Ranger's Bow}} or {{Card|Eowyn's Sword, Dernhelm's Blade}}.&lt;br /&gt;
&lt;br /&gt;
At first glance, exerting two companions just for the chance to exert one minion seems like a bad trade. And outside of the proper deckbuild, that is probably very true, especially if you are facing a wound-based shadow side. However, there are highly-efficient healing cards for all three cultures listed on this condition. {{C|Rohan}} has access to {{Card|Brego}}, {{Card|Eowyn, Daughter of Eomund}} and the villager healing engine. {{C|Gondor}} has access to {{Card|Aragorn, King in Exile}}, {{Card|Hard Choice}}, {{Card|Athelas}}, {{Card|Banner of Westernesse}}, {{Card|Faramir, Ithilien Ranger}}, etc. And {{C|Shire}}, well, the hobbits have an entire hospital named after them. The unbound hobbits also have unique ways of refreshing their vitality after exerting by either discarding themselves or returning themselves to hand. See, for example, {{Card|Merry, Swordthain}}.&lt;br /&gt;
&lt;br /&gt;
The best options will depend on the specific angle of your own deck, but  if you can find a worthwhile system to take your own wounds off the table, Doom Drove Them can be a good investment.&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Doom_Drove_Them_(8U86)&amp;diff=121633</id>
		<title>Doom Drove Them (8U86)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Doom_Drove_Them_(8U86)&amp;diff=121633"/>
		<updated>2023-04-01T04:34:42Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|8U86|[[Siege of Gondor Index]]|[[Charged Headlong (8U85)|Charged Headlong (8U85)]]|[[Eomer, Keeper of Oaths (8C87)|Eomer, Keeper of Oaths (8C87)]]}}&lt;br /&gt;
{{CardTabs|Rohan}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Rohan}} [[Condition]] from the [[Siege of Gondor]] set.&lt;br /&gt;
{{CardInfobox|8U86}}&lt;br /&gt;
{{QueryCardCategories|8U86}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
&lt;br /&gt;
Here's a condition which gives you an interesting way to save up opportunities to exert your opponent's minions during the skirmish phase. This can serve your Free Peoples in a wide variety ways. Perhaps you are building up the abilities of characters such as {{Card|Eomer, Third Marshal of Riddermark}}, {{Card|Eowyn, Lady of Ithilien}} or {{Card|Arwen, Queen of Elves and Men}}. Perhaps you want to block troublesome shadow skirmish abilities. Or perhaps you just want to put minions at the tipping point for {{Card|Ranger's Bow}} or {{Card|Eowyn's Sword, Dernhelm's Blade}}.&lt;br /&gt;
&lt;br /&gt;
At first glance, exerting two companions just for the chance to exert one minion seems like a bad trade. And outside of the proper deckbuild, that is probably very true, especially if you are facing a wound-based shadow side. However, there are highly-efficient healing cards for all three cultures listed on this condition. {{C|Rohan}} has access to {{Card|Brego}}, {{Card|Eowyn, Daughter of Eomund}} and the villager healing engine. {{C|Gondor}} has acces to {{Card|Aragorn, King in Exile}}, {{Card|Hard Choice}}, {{Card|Athelas}}, {{Card|Banner of Westernesse}}, {{Card|Faramir, Ithilien Ranger}}, etc. And {{C|Shire}}, well, the hobbits have an entire hospital named after them. The unbound hobbits also have unique ways of refreshing their vitality after exerting by either discarding themselves or returning themselves to hand. See, for example, {{Card|Merry, Swordthain}}.&lt;br /&gt;
&lt;br /&gt;
The best options will depend on the specific angle of your own deck, but  if you can find a worthwhile system to take your own wounds off the table, Doom Drove Them can be a good investment.&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Doom_Drove_Them_(8U86)&amp;diff=121632</id>
		<title>Doom Drove Them (8U86)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Doom_Drove_Them_(8U86)&amp;diff=121632"/>
		<updated>2023-04-01T04:29:00Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|8U86|[[Siege of Gondor Index]]|[[Charged Headlong (8U85)|Charged Headlong (8U85)]]|[[Eomer, Keeper of Oaths (8C87)|Eomer, Keeper of Oaths (8C87)]]}}&lt;br /&gt;
{{CardTabs|Rohan}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Rohan}} [[Condition]] from the [[Siege of Gondor]] set.&lt;br /&gt;
{{CardInfobox|8U86}}&lt;br /&gt;
{{QueryCardCategories|8U86}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
&lt;br /&gt;
Here's a condition which gives you an interesting way to save up opportunities to exert your opponent's minions during the skirmish phase. This can serve your Free Peoples in a wide variety ways. Perhaps you are building up the abilities of characters such as {{Card|Elite Rider}}, {{Card|Eowyn, Lady of Ithilien}} or {{Card|Arwen, Queen of Elves and Men}}. Perhaps you want to block troublesome shadow skirmish abilities. Or perhaps you just want to put minions at the tipping point for {{Card|Ranger's Bow}} or {{Card|Eowyn's Sword, Dernhelm's Blade}}.&lt;br /&gt;
&lt;br /&gt;
At first glance, exerting two companions just for the chance to exert one minion seems like a bad trade. And outside of the proper deckbuild, that is probably very true, especially if you are facing a wound-based shadow side. However, there are highly-efficient healing cards for all three cultures listed on this card. {{C|Rohan}} has access to {{Card|Brego}}, {{Card|Eowyn, Daughter of Eomund}} and the villager healing engine. {{C|Gondor}} has acces to {{Card|Aragorn, King in Exile}}, {{Card|Hard Choice}}, {{Card|Athelas}}, {{Card|Banner of Westernesse}}, {{Card|Faramir, Ithilien Ranger}}, etc. And {{C|Shire}}, well, the hobbits have an entire hospital named after them. The best options will depend on the specific angle of your own deck, but  if you can find a worthwhile system to take your own wounds off the table, Doom Drove Them can be a good investment.&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Doom_Drove_Them_(8U86)&amp;diff=121631</id>
		<title>Doom Drove Them (8U86)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Doom_Drove_Them_(8U86)&amp;diff=121631"/>
		<updated>2023-03-31T04:24:40Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|8U86|[[Siege of Gondor Index]]|[[Charged Headlong (8U85)|Charged Headlong (8U85)]]|[[Eomer, Keeper of Oaths (8C87)|Eomer, Keeper of Oaths (8C87)]]}}&lt;br /&gt;
{{CardTabs|Rohan}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Rohan}} [[Condition]] from the [[Siege of Gondor]] set.&lt;br /&gt;
{{CardInfobox|8U86}}&lt;br /&gt;
{{QueryCardCategories|8U86}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
&lt;br /&gt;
Here's a condition which gives you an interesting way to save up opportunities to exert your opponent's minions during the skirmish phase. This can serve your Free Peoples in a wide variety ways. Perhaps you are building up the abilities of characters such as {{Card|Elite Rider}}, {{Card|Eowyn, Lady of Ithilien}} or {{Card|Arwen, Queen of Elves and Men}}. Perhaps you want to block troublesome shadow skirmish abilities. Or perhaps you just want to put minions at the tipping point for {{Card|Ranger's Bow}} or {{Card|Eowyn's Sword, Dernhelm's Blade}}.&lt;br /&gt;
&lt;br /&gt;
At first glance, exerting two companions just for the chance to exert one minion seems like a bad trade. And outside of the proper deckbuild, that is probably very true, especially if you are facing a wound-based shadow side. However, there are highly-efficient healing cards for all three cultures listed on this card. {{C|Rohan}} has access to {{Card|Brego}}, {{Card|Eowyn, Daughter of Eomund}} and the villager healing engine. {{C|Gondor}} can lean into {{Card|Aragorn, King in Exile}}, {{Card|Hard Choice}}, {{Card|Athelas}}, {{Card|Banner of Westernesse}}, {{Card|Faramir, Ithilien Ranger}}, etc. And {{C|Shire}}, well, the hobbits have an entire hospital named after them. The best options will depend on the specific angle of your own deck, but  if you can find a worthwhile system to take your own wounds off the table, Doom Drove Them can be a good investment.&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Legolas,_Greenleaf_(1R50)&amp;diff=120610</id>
		<title>Legolas, Greenleaf (1R50)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Legolas,_Greenleaf_(1R50)&amp;diff=120610"/>
		<updated>2022-12-23T03:15:49Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: Added some direct links to card names in the strategy section. Feel free to revert.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|1R50|[[Fellowship of the Ring Index]]|[[The Last Alliance of Elves and Men (1R49)|The Last Alliance of Elves and Men (1R49)]]|[[Legolas, Prince of Mirkwood (1U51)|Legolas, Prince of Mirkwood (1U51)]]}}&lt;br /&gt;
{{CardTabs|Elven}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Elven}} [[Companion]] from the [[Fellowship of the Ring]] set.&lt;br /&gt;
{{CardInfobox|1R50}}&lt;br /&gt;
{{QueryCardCategories|1R50}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
Powerful companion with an exert-to-wound ability. Direct wounding is an envied ability to target the strongest minions (Such as {{Card|Orthanc Champion}}), to wound minions with powerful exert-to-play abilities (Such as {{Card|Ulaire Cantea, Lieutenant of Dol Guldur}}), or to kill low-vitality minions to prevent a swarm of minions (like {{C|Moria}} or {{C|Dunland}}). With {{Card|The Tale of Gil-Galad}}, it's possible to kill minions with 3 vitality, potentially making a double move viable. &lt;br /&gt;
&lt;br /&gt;
Decks that feature Legolas, Greenleaf often prioritize healing (such as {{Card|Elrond, Herald to Gil-Galad}}, {{Card|Might of Numenor}} or {{Card|Shoulder to Shoulder}}) as Legolas could create a lot of exertions with his ability. Legolas, Greenleaf is also often seen in conjunction with other directed wounding (such as {{Card|Aragorn's Bow}}, {{Card|Rumil, Elven Protector}}, or {{Card|Orophin, Lorien Bowman}}) as well as in mass archery decks, but he can also be used effectively with Maneuver wounding (such as {{Card|Defend it and Hope}}, {{Card|Quick as May Be}}, or {{Card|Terrible and Evil}}) or skirmish phase wounding (such as {{Card|Eowyn, Lady of Ithilien}} or {{Card|Power According to His Stature}}). &lt;br /&gt;
&lt;br /&gt;
The direct wounding capability of Legolas, Greenleaf creates a natural synergy with {{Card|Eomer, Third Marshal of Riddermark}} and similar {{C|Rohan}} strategies relating to wounds (such as {{Card|We Left None Alive}} or {{Card|Elite Rider}}). Natural synergy also exists with Gandalf and {{Card|Strength of Spirit}}. The addition of {{Card|Aiglos}} in the Reflections expansion creates another vitality point for Legolas.&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* Fellowship archery reductors (Uruk-Hai Armory, Pinned Down), as those can't prevent Greenleaf's wounds&lt;br /&gt;
* Minions with only 1 vitality (such as Bill Ferny, Swarthy Sneering Fellow or Goblin Runner)&lt;br /&gt;
* Minions that need to exert to trigger effects (such as Orthanc Champion or Easterling Lieutenant)&lt;br /&gt;
* Minions that have already exerted prior to archery (such as Ulaire Nelya, Third of the Nine Riders)&lt;br /&gt;
* Minions that spot other minions to trigger effects (such as Ugluk, SoS or Moria Archer Troop, by killing other archers or trackers to prevent spotting requirement)&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* Effects that skip the archery phase (The Balrog, Durin's Bane, Fill with Fear, Spies of Saruman, Hillman Horde)&lt;br /&gt;
* Effects that prevent archery special actions (Isengard Warrior, Final Strike)&lt;br /&gt;
* Effects that can pay to prevent wounds (Saruman, Keeper of Isengard, Goblin Armory, Hides)&lt;br /&gt;
* Effects that prevent wounds in general (Broad-Bladed Sword, Easterling Polearm, Line of Defense, High Vantage, Pavise)&lt;br /&gt;
* High vitality minions (Isengard Warg-riders, Shelob)&lt;br /&gt;
* Effects that punish archers (Bitter Hatred, Malice, Cave Troll's Chain, Relentless Charge)&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|1R50}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
== Decks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fellowship Block &amp;quot;Super Friends&amp;quot; by Ringbearer'''&lt;br /&gt;
&lt;br /&gt;
Ring-bearer: Frodo, Reluctant Adventurer&lt;br /&gt;
Ring: The One Ring, Isildur's Bane&lt;br /&gt;
&lt;br /&gt;
Free Peoples Draw Deck:&lt;br /&gt;
1x Arwen, Daughter of Elrond&lt;br /&gt;
1x Legolas, Greenleaf&lt;br /&gt;
4x Aragorn, Heir to the White City&lt;br /&gt;
2x Boromir, Defender of Minas Tirith&lt;br /&gt;
1x Celeborn, Lord of Lorien&lt;br /&gt;
3x Elrond, Lord of Rivendell&lt;br /&gt;
3x Galadriel, Lady of Light&lt;br /&gt;
1x Orophin, Lorien Bowman&lt;br /&gt;
1x Rúmil, Elven Protector&lt;br /&gt;
2x Gwemegil&lt;br /&gt;
2x Aragorn's Bow&lt;br /&gt;
1x Armor&lt;br /&gt;
1x Flaming Brand&lt;br /&gt;
1x Horn of Boromir&lt;br /&gt;
2x Ranger's Sword&lt;br /&gt;
2x Sting&lt;br /&gt;
2x Secret Sentinels&lt;br /&gt;
2x The Last Alliance of Elves and Men&lt;br /&gt;
3x No Stranger to the Shadows&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Pippin,_Wearer_of_Black_and_Silver_(7R324)&amp;diff=120609</id>
		<title>Pippin, Wearer of Black and Silver (7R324)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Pippin,_Wearer_of_Black_and_Silver_(7R324)&amp;diff=120609"/>
		<updated>2022-12-23T03:09:32Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|7R324|[[Return of the King Index]]|[[Pippin, Sworn to Service (7C323)|Pippin, Sworn to Service (7C323)]]|[[Pressing On (7R325)|Pressing On (7R325)]]}}&lt;br /&gt;
{{CardTabs|Shire}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Companion]] from the [[Return of the King]] set.&lt;br /&gt;
{{CardInfobox|7R324}}&lt;br /&gt;
{{QueryCardCategories|7R324}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
In first block, Pippin largely plays the role of speed bump, so he takes a backseat to Merry's more skirmish-capable abilities. In second block, he and Merry turn &amp;quot;speed bump&amp;quot; into an art form with their built-in disappearing acts. But then in third block, Wearer of Black and Silver shows up and starts hunting down orcs like he's got a bounty to collect.&lt;br /&gt;
&lt;br /&gt;
The ability to wound a minion twice during the skirmish phase--and particularly, a minion involved in another companion's skirmish--is really good. It's {{Card|Legolas, Greenleaf}} levels of good. Against minions with less than 3 vitality, this is an instant skirmish victory. And paired with free peoples archery, manuever and skirmish phase wounding, or vitality-reducing fortifications, bigger minions can be put within reach of Pippin's killing blow.&lt;br /&gt;
&lt;br /&gt;
Naturally, this power has to be balanced by the right restrictions, so there are 3 strategic considerations to consider before signing Pippin up to be guard of the citadel. 1.) He must be returned to hand. This is a simple, accessible cost, and it has the hidden benefit of recycling Pippin's vitality if he has any wounds. All the same, if you choose to hold on to Pippin in your hand so you can play him again next turn, you will reduce your hand-cycling ability by at least two total cards--one as you reconcile at the end of your turn, and at least one more as you reconcile during your opponent's turn. This can be costly. 2.) The minion you choose to wound must be roaming. Without the proper free peoples support, this creates a time limit for the effectiveness of Pippin's ability, contingent on which minions your opponent chooses to use. 3.) Pippin needs to be done with any skirmishes of his own. Or, much more likely, Pippin needs to avoid skirmishes altogether, because his return-to-hand cost will tend to throw away support cards such as {{Card|Hobbit Sword}} or {{Card|Pippin's Armor}}. Since Pippin needs to avoid skirmishes, he is rather vulnerable to minion swarms, and he will also raise the number of companions you want to include in your fellowship, which will in turn place your fellowship in danger of speed-limit cards like {{Card|Southron Commander}}, {{Card|Greed}} and the ubiquitous {{Card|Ulaire Enquea, Lieutenant of Morgul}}.&lt;br /&gt;
&lt;br /&gt;
Where Pippin shines as a companion is in the role of honorary Ring-bound ranger. Paired with the minion-site-manipulation of {{Card|Gondorian Ranger}}, or {{Card|Ancient Roads}}, Pippin's ability can stay usable throughout the entirety of the game--and the potential to wound minions fits right in with the Ring-boung ranger's skirmish-wounding mechanics.&lt;br /&gt;
&lt;br /&gt;
Alternatively, it is quite possible to use Pippin as either an unsupported splash companion for early-game minion removal--or to stock your deck with support cards anyways. Once time runs out on Pippin's ability, so do his costs and vulnerabilities. From that point on, you can place whichever cards you want to on him, at least without worrying about Pippin throwing them away, himself. On that note, this version of Pippin can actually trade himself out mid-game for another version of himself (or simply make space for another companion). Simply return Pippin to your hand during the skirmish phase, and then toss him into the Discard Pile as you reconcile. This could be an interesting way bring out {{Card|Pippin, Guard of Minas Tirith}} in a {{C|Gondor}} focused deckbuild.&lt;br /&gt;
&lt;br /&gt;
==Decklist==&lt;br /&gt;
'''Marriage of Ithilien''' (3rd block)&lt;br /&gt;
*{{Card|Eowyn, Daughter of Eomund}}&lt;br /&gt;
*{{Card|Faramir, Ithilien Ranger}}&lt;br /&gt;
*{{Card|Frodo, Tired Traveller}}&lt;br /&gt;
*{{Card|The One Ring, Answer to All Riddles}}&lt;br /&gt;
*{{Card|Pippin, Wearer of Black and Silver}} (x2)&lt;br /&gt;
*{{Card|Horse of Rohan}} (x2)&lt;br /&gt;
*{{Card|Brego}} (x2)&lt;br /&gt;
*{{Card|Windfola}}&lt;br /&gt;
*{{Card|King's Mail}}&lt;br /&gt;
*{{Card|Rohirrim Bow}}&lt;br /&gt;
*{{Card|Eowyn's Sword, Dernhelm's Blade}}&lt;br /&gt;
*{{Card|Rohirrim Helm}}&lt;br /&gt;
*{{Card|Death They Cried}}&lt;br /&gt;
*{{Card|Doom Drove Them}} (x2)&lt;br /&gt;
*{{Card|Gondorian Ranger}} (x4)&lt;br /&gt;
*{{Card|Mablung, Soldier of Gondor}}&lt;br /&gt;
*{{Card|Might of Numenor}}&lt;br /&gt;
*{{Card|Stone Tower}} (x2)&lt;br /&gt;
*{{Card|Sword of Gondor}} (x2)&lt;br /&gt;
*{{Card|Faramir's Bow}}&lt;br /&gt;
*{{Card|Ranger's Bow}} (x3)&lt;br /&gt;
*{{Card|War and Valor}} (x2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|7R324}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Pippin,_Wearer_of_Black_and_Silver_(7R324)&amp;diff=120608</id>
		<title>Pippin, Wearer of Black and Silver (7R324)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Pippin,_Wearer_of_Black_and_Silver_(7R324)&amp;diff=120608"/>
		<updated>2022-12-23T03:05:01Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|7R324|[[Return of the King Index]]|[[Pippin, Sworn to Service (7C323)|Pippin, Sworn to Service (7C323)]]|[[Pressing On (7R325)|Pressing On (7R325)]]}}&lt;br /&gt;
{{CardTabs|Shire}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Companion]] from the [[Return of the King]] set.&lt;br /&gt;
{{CardInfobox|7R324}}&lt;br /&gt;
{{QueryCardCategories|7R324}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
In first block, Pippin largely plays the role of speed bump, so he takes a backseat to Merry's more skirmish-capable abilities. In second block, he and Merry turn &amp;quot;speed bump&amp;quot; into an art form with their built-in disappearing acts. But then in third block, Wearer of Black and Silver shows up and starts hunting down orcs like he's got a bounty to collect.&lt;br /&gt;
&lt;br /&gt;
The ability to wound a minion twice during the skirmish phase--and particularly, a minion involved in another companion's skirmish--is really good. It's {{Card|Legolas, Greenleaf}} levels of good. Against minions with less than 3 vitality, this is an instant skirmish victory. And paired with free peoples archery, manuever and skirmish phase wounding, or vitality-reducing fortifications, bigger minions can be put within reach of Pippin's killing blow.&lt;br /&gt;
&lt;br /&gt;
Naturally, this power has to be balanced by the right restrictions, so there are 3 strategic considerations to consider before signing Pippin up to be guard of the citadel. 1.) He must be returned to hand. This is a simple, accessible cost, and it has the hidden benefit of recycling Pippin's vitality if he has any wounds. All the same, if you choose to hold on to Pippin in your hand so you can play him again next turn, you will reduce your hand-cycling ability by at least two total cards--one as you reconcile at the end of your turn, and at least one more as you reconcile during your opponent's turn. This can be costly. 2.) The minion you choose to wound must be roaming. Without the proper free peoples support, this creates a time limit for the effectiveness of Pippin's ability, contingent on which minions your opponent chooses to use. 3.) Pippin needs to be done with any skirmishes of his own. Or, much more likely, Pippin needs to avoid skirmishes altogether, because his return-to-hand cost will tend to throw away support cards such as {{Card|Hobbit Sword}} or {{Card|Pippin's Armor}}. Since Pippin needs to avoid skirmishes, he is rather vulnerable to minion swarms, and he will also raise the number of companions you want to include in your fellowship, which will in turn place your fellowship in danger of speed-limit cards like {{Card|Southron Commander}}, {{Card|Greed}} and the ubiquitous {{Card|Ulaire Enquea, Lieutenant of Morgul}}.&lt;br /&gt;
&lt;br /&gt;
Where Pippin shines as a companion is in the role of honorary Ring-bound ranger. Paired with the minion-site-manipulation of {{Card|Gondorian Ranger}}, or {{Card|Ancient Roads}}, Pippin's ability can stay usable throughout the entirety of the game--and the potential to wound minions fits right in with the Ring-boung ranger's skirmish-wounding mechanics.&lt;br /&gt;
&lt;br /&gt;
Alternatively, it is quite possible to use Pippin as either an unsupported splash companion for early-game minion removal--or to stock your deck with support cards anyways. Once time runs out on Pippin's ability, so do his costs and vulnerabilities. From that point on, you can place whichever cards you want to on him, at least without worrying about Pippin throwing them away, himself. On that note, this version of Pippin can actually trade himself out mid-game for another version of himself (or simply make space for another companion). Simply return Pippin to your hand during the skirmish phase, and then toss him into the Discard Pile as you reconcile. This could be an interesting way bring out {{Card|Pippin, Guard of Minas Tirith}} in a {{C|Gondor}} focused deckbuild.&lt;br /&gt;
&lt;br /&gt;
==Decklist==&lt;br /&gt;
'''Marriage of Ithilien''' (3rd block)&lt;br /&gt;
*{{Card|Eowyn, Daughter of Eomund}}&lt;br /&gt;
*{{Card|Faramir, Ithilien Ranger}}&lt;br /&gt;
*{{Card|Frodo, Tired Traveller}}&lt;br /&gt;
*{{Card|The One Ring, Answer to All Riddles}}&lt;br /&gt;
*{{Card|Pippin, Wearer of Black and Silver}} (2)&lt;br /&gt;
*{{Card|Horse of Rohan}} (2)&lt;br /&gt;
*{{Card|Brego}} (2)&lt;br /&gt;
*{{Card|Windfola}}&lt;br /&gt;
*{{Card|King's Mail}}&lt;br /&gt;
*{{Card|Rohirrim Bow}}&lt;br /&gt;
*{{Card|Eowyn's Sword, Dernhelm's Blade}}&lt;br /&gt;
*{{Card|Rohirrim Helm}}&lt;br /&gt;
*{{Card|Death They Cried}}&lt;br /&gt;
*{{Card|Doom Drove Them}} (2)&lt;br /&gt;
*{{Card|Gondorian Ranger}} (4)&lt;br /&gt;
*{{Card|Mablung, Soldier of Gondor}}&lt;br /&gt;
*{{Card|Might of Numenor}}&lt;br /&gt;
*{{Card|Stone Tower}} (2)&lt;br /&gt;
*{{Card|Sword of Gondor}} (2)&lt;br /&gt;
*{{Card|Faramir's Bow}}&lt;br /&gt;
*{{Card|Ranger's Bow}} (3)&lt;br /&gt;
*{{Card|War and Valor}} (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|7R324}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Pippin,_Wearer_of_Black_and_Silver_(7R324)&amp;diff=120607</id>
		<title>Pippin, Wearer of Black and Silver (7R324)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Pippin,_Wearer_of_Black_and_Silver_(7R324)&amp;diff=120607"/>
		<updated>2022-12-23T03:00:18Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|7R324|[[Return of the King Index]]|[[Pippin, Sworn to Service (7C323)|Pippin, Sworn to Service (7C323)]]|[[Pressing On (7R325)|Pressing On (7R325)]]}}&lt;br /&gt;
{{CardTabs|Shire}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Companion]] from the [[Return of the King]] set.&lt;br /&gt;
{{CardInfobox|7R324}}&lt;br /&gt;
{{QueryCardCategories|7R324}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
In first block, Pippin largely plays the role of speed bump, so he takes a backseat to Merry's more skirmish-capable abilities. In second block, he and Merry turn &amp;quot;speed bump&amp;quot; into an art form with their built-in disappearing acts. But then in third block, Wearer of Black and Silver shows up and starts hunting down orcs like he's got a bounty to collect.&lt;br /&gt;
&lt;br /&gt;
The ability to wound a minion twice during the skirmish phase--and particularly, a minion involved in another companion's skirmish--is really good. It's {{Card|Legolas, Greenleaf}} levels of good. Against minions with less than 3 vitality, this is an instant skirmish victory. And paired with free peoples archery, manuever and skirmish phase wounding, or vitality-reducing fortifications, bigger minions can be put within reach of Pippin's killing blow.&lt;br /&gt;
&lt;br /&gt;
Naturally, this power has to be balanced by the right restrictions, so there are 3 strategic considerations to consider before signing Pippin up to be guard of the citadel. 1.) He must be returned to hand. This is a simple, accessible cost, and it has the hidden benefit of recycling Pippin's vitality if he has any wounds. All the same, if you choose to hold on to Pippin in your hand so you can play him again next turn, you will reduce your hand-cycling ability by at least two total cards--one as you reconcile at the end of your turn, and at least one more as you reconcile during your opponent's turn. This can be costly. 2.) The minion you choose to wound must be roaming. Without the proper free peoples support, this creates a time limit for the effectiveness of Pippin's ability, contingent on which minions your opponent chooses to use. 3.) Pippin needs to be done with any skirmishes of his own. Or, much more likely, Pippin needs to avoid skirmishes altogether, because his return-to-hand cost will tend to throw away support cards such as {{Card|Hobbit Sword}} or {{Card|Pippin's Armor}}. Since Pippin needs to avoid skirmishes, he is rather vulnerable to minion swarms, and he will also raise the number of companions you want to include in your fellowship, which will in turn place your fellowship in danger of speed-limit cards like {{Card|Southron Commander}}, {{Card|Greed}} and the ubiquitous {{Card|Ulaire Enquea, Lieutenant of Morgul}}.&lt;br /&gt;
&lt;br /&gt;
Where Pippin shines as a companion is in the role of honorary Ring-bound ranger. Paired with the minion-site-manipulation of {{Card|Gondorian Ranger}}, or {{Card|Ancient Roads}}, Pippin's ability can stay usable throughout the entirety of the game--and the potential to wound minions fits right in with the Ring-boung ranger's skirmish-wounding mechanics.&lt;br /&gt;
&lt;br /&gt;
Alternatively, it is quite possible to use Pippin as either an unsupported splash companion for early-game minion removal--or to stock your deck with support cards anyways. Once time runs out on Pippin's ability, so do his costs and vulnerabilities. From that point on, you can place whichever cards you want to on him, at least without worrying about Pippin throwing them away, himself. On that note, this version of Pippin can actually trade himself out mid-game for another version of himself (or simply make space for another companion). Simply return Pippin to your hand during the skirmish phase, and then toss him into the Discard Pile as you reconcile. This could be an interesting way bring out {{Card|Pippin, Guard of Minas Tirith}} in a {{C|Gondor}} focused deckbuild.&lt;br /&gt;
&lt;br /&gt;
==Decklist==&lt;br /&gt;
'''Marriage of Ithilien''' (3rd block)&lt;br /&gt;
{{Card|Eowyn, Daughter of Eomund}}&lt;br /&gt;
{{Card|Faramir, Ithilien Ranger}}&lt;br /&gt;
{{Card|Frodo, Tired Traveller}}&lt;br /&gt;
{{Card|The One Ring, Answer to All Riddles}}&lt;br /&gt;
{{Card|Pippin, Wearer of Black and Silver}} (2)&lt;br /&gt;
{{Card|Horse of Rohan}} (2)&lt;br /&gt;
{{Card|Brego}} (2)&lt;br /&gt;
{{Card|Windfola}}&lt;br /&gt;
{{Card|King's Mail}}&lt;br /&gt;
{{Card|Rohirrim Bow}}&lt;br /&gt;
{{Card|Eowyn's Sword, Dernhelm's Blade}}&lt;br /&gt;
{{Card|Rohirrim Helm}}&lt;br /&gt;
{{Card|Death They Cried}}&lt;br /&gt;
{{Card|Doom Drove Them}} (2)&lt;br /&gt;
{{Card|Gondorian Ranger}} (4)&lt;br /&gt;
{{Card|Mablung, Soldier of Gondor}}&lt;br /&gt;
{{Card|Might of Numenor}}&lt;br /&gt;
{{Card|Stone Tower}} (2)&lt;br /&gt;
{{Card|Sword of Gondor}} (2)&lt;br /&gt;
{{Card|Faramir's Bow}}&lt;br /&gt;
{{Card|Ranger's Bow}} (3)&lt;br /&gt;
{{Card|War and Valor}} (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|7R324}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Pippin,_Wearer_of_Black_and_Silver_(7R324)&amp;diff=120606</id>
		<title>Pippin, Wearer of Black and Silver (7R324)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Pippin,_Wearer_of_Black_and_Silver_(7R324)&amp;diff=120606"/>
		<updated>2022-12-22T23:42:13Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|7R324|[[Return of the King Index]]|[[Pippin, Sworn to Service (7C323)|Pippin, Sworn to Service (7C323)]]|[[Pressing On (7R325)|Pressing On (7R325)]]}}&lt;br /&gt;
{{CardTabs|Shire}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Companion]] from the [[Return of the King]] set.&lt;br /&gt;
{{CardInfobox|7R324}}&lt;br /&gt;
{{QueryCardCategories|7R324}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
In first block, Pippin largely plays the role of speed bump, so he takes a backseat to Merry's more skirmish-capable abilities. In second block, he and Merry turn &amp;quot;speed bump&amp;quot; into an art form with their built-in disappearing acts. But then in third block, Wearer of Black and Silver shows up and starts hunting down orcs like he's got a bounty to collect.&lt;br /&gt;
&lt;br /&gt;
The ability to wound a minion twice during the skirmish phase--and particularly, a minion involved in another companion's skirmish--is really good. It's {{Card|Legolas, Greenleaf}} levels of good. Against minions with less than 3 vitality, this is an instant skirmish victory. And paired with free peoples archery, manuever and skirmish phase wounding, or vitality-reducing fortifications, bigger minions can be put within reach of Pippin's killing blow.&lt;br /&gt;
&lt;br /&gt;
Naturally, this power has to be balanced by the right restrictions, so there are 3 strategic considerations to consider before signing Pippin up to be guard of the citadel. 1.) He must be returned to hand. This is a simple, accessible cost, and it has the hidden benefit of recycling Pippin's vitality if he has any wounds. All the same, if you choose to hold on to Pippin in your hand so you can play him again next turn, you will reduce your hand-cycling ability by at least two total cards--one as you reconcile at the end of your turn, and at least one more as you reconcile during your opponent's turn. This can be costly. 2.) The minion you choose to wound must be roaming. Without the proper free peoples support, this creates a time limit for the effectiveness of Pippin's ability, contingent on which minions your opponent chooses to use. 3.) Pippin needs to be done with any skirmishes of his own. Or, much more likely, Pippin needs to avoid skirmishes altogether, because his return-to-hand cost will tend to throw away support cards such as {{Card|Hobbit Sword}} or {{Card|Pippin's Armor}}. Since Pippin needs to avoid skirmishes, he is rather vulnerable to minion swarms, and he will also raise the number of companions you want to include in your fellowship, which will in turn place your fellowship in danger of speed-limit cards like {{Card|Southron Commander}}, {{Card|Greed}} and the ubiquitous {{Card|Ulaire Enquea, Lieutenant of Morgul}}.&lt;br /&gt;
&lt;br /&gt;
Where Pippin shines as a companion is in the role of honorary Ring-bound ranger. Paired with the minion-site-manipulation of {{Card|Gondorian Ranger}}, or {{Card|Ancient Roads}}, Pippin's ability can stay usable throughout the entirety of the game--and the potential to wound minions fits right in with the Ring-boung ranger's skirmish-wounding mechanics.&lt;br /&gt;
&lt;br /&gt;
Alternatively, it is quite possible to use Pippin as either an unsupported splash companion for early-game minion removal--or to stock your deck with support cards anyways. Once time runs out on Pippin's ability, so do his costs and vulnerabilities. From that point on, you can place whichever cards you want to on him, at least without worrying about Pippin throwing them away, himself. On that note, this version of Pippin can actually trade himself out mid-game for another version of himself (or simply make space for another companion). Simply return Pippin to your hand during the skirmish phase, and then toss him into the Discard Pile as you reconcile. This could be an interesting way bring out {{Card|Pippin, Guard of Minas Tirith}} in a {{C|Gondor}} focused deckbuild.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|7R324}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Pippin,_Wearer_of_Black_and_Silver_(7R324)&amp;diff=120605</id>
		<title>Pippin, Wearer of Black and Silver (7R324)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Pippin,_Wearer_of_Black_and_Silver_(7R324)&amp;diff=120605"/>
		<updated>2022-12-22T19:25:52Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|7R324|[[Return of the King Index]]|[[Pippin, Sworn to Service (7C323)|Pippin, Sworn to Service (7C323)]]|[[Pressing On (7R325)|Pressing On (7R325)]]}}&lt;br /&gt;
{{CardTabs|Shire}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Companion]] from the [[Return of the King]] set.&lt;br /&gt;
{{CardInfobox|7R324}}&lt;br /&gt;
{{QueryCardCategories|7R324}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
In first block, Pippin largely plays the role of speed bump, so he takes a backseat to Merry's more skirmish-capable abilities. In second block, he and Merry turn &amp;quot;speed bump&amp;quot; into an art form with their built-in disappearing acts. But then in third block, Wearer of Black and Silver shows up and starts hunting down orcs like he's got a bounty to collect.&lt;br /&gt;
&lt;br /&gt;
The ability to wound a minion twice during the skirmish phase--and particularly, a minion involved in another companion's skirmish--is really good. It's {{Card|Legolas, Greenleaf}} levels of good. Against minions with less than 3 vitality, this is an instant skirmish victory. And paired with free peoples archery, manuever and skirmish phase wounding, or vitality-reducing fortifications, bigger minions can be put within reach of Pippin's killing blow.&lt;br /&gt;
&lt;br /&gt;
Naturally, this power has to be balanced by the right restrictions, so there are 3 strategic considerations to consider before signing Pippin up to be guard of the citadel. 1.) He must be returned to hand. This is a simple, accessible cost, and it has the hidden benefit of recycling Pippin's vitality if he has any wounds. All the same, if you choose to hold on to Pippin in your hand so you can play him again next turn, you will reduce your hand-cycling ability by at least two total cards--one as you reconcile at the end of your turn, and at least one more as you reconcile during your opponent's turn. This can be costly. 2.) The minion you choose to wound must be roaming. Without the proper free peoples support, this creates a time limit for the effectiveness of Pippin's ability, contingent on which minions your opponent chooses to use. 3.) Pippin needs to be done with any skirmishes of his own. Or, much more likely, Pippin needs to avoid skirmishes altogether, because his return-to-hand cost will tend to throw away support cards such as {{Card|Hobbit Sword}} or {{Card|Pippin's Armor}}. Since Pippin needs to avoid skirmishes, he is rather vulnerable to minion swarms, and he will also raise the number of companions you want to include in your fellowship, which will in turn place your fellowship in danger of speed-limit cards like {{Card|Southron Commander}}, {{Card|Greed}} and the ubiquitous {{Card|Ulaire Enquea, Lieutenant of Morgul}}.&lt;br /&gt;
&lt;br /&gt;
Where Pippin shines as a companion is in the role of honorary Ring-bound ranger. Paired with the minion-site-manipulation of {{Card|Gondorian Ranger}}, or {{Card|Ancient Roads}}, Pippin's ability can stay usable throughout the entirety of the game--and fit quite well, for the potential to wound minions works in tandem with the Ring-boung ranger's skirmish-wounding mechanics.&lt;br /&gt;
&lt;br /&gt;
Alternatively, it is quite possible to use Pippin as either an unsupported splash companion for early-game minion removal--or to stock your deck with support cards anyways. For once time runs out on Pippin's ability, so do his costs and vulnerabilities. From that point on, you can place whichever cards you want to on him, at least without worrying about Pippin throwing them away, himself. On that note, this version of Pippin can actually trade himself out mid-game for another version of himself (or simply make space for another companion). Simply return Pippin to your hand during the skirmish phase, and then toss him into the Discard Pile as you reconcile. This could be an interesting way bring out {{Card|Pippin, Guard of Minas Tirith}} in a {{C|Gondor}} focused deckbuild.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|7R324}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Pippin,_Wearer_of_Black_and_Silver_(7R324)&amp;diff=120604</id>
		<title>Pippin, Wearer of Black and Silver (7R324)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Pippin,_Wearer_of_Black_and_Silver_(7R324)&amp;diff=120604"/>
		<updated>2022-12-22T19:23:39Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|7R324|[[Return of the King Index]]|[[Pippin, Sworn to Service (7C323)|Pippin, Sworn to Service (7C323)]]|[[Pressing On (7R325)|Pressing On (7R325)]]}}&lt;br /&gt;
{{CardTabs|Shire}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Companion]] from the [[Return of the King]] set.&lt;br /&gt;
{{CardInfobox|7R324}}&lt;br /&gt;
{{QueryCardCategories|7R324}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
In first block, Pippin largely plays the role of speed bump, so he takes a backseat to Merry's more skirmish-capable abilities. In second block, he and Merry turn &amp;quot;speed bump&amp;quot; into an art form with their built-in disappearing acts. But then in third block, Wearer of Black and Silver shows up and starts hunting down orcs like he's got a bounty to collect.&lt;br /&gt;
&lt;br /&gt;
The ability to wound a minion twice during the skirmish phase--and particularly, a minion involved in another companion's skirmish--is really good. It's {{Card|Legolas, Greenleaf}} levels of good. Against minions with less than 3 vitality, this is an instant skirmish victory. And paired with free peoples archery, manuever and skirmish phase wounding, or vitality-reducing fortifications, bigger minions can be put within reach of Pippin's killing blow.&lt;br /&gt;
&lt;br /&gt;
Naturally, this power has to be balanced by the right restrictions, so there are 3 strategic considerations to consider before signing Pippin up to be guard of the citadel. 1.) He must be returned to hand. This is a simple, accessible cost, and it has the hidden benefit of recycling Pippin's vitality if he has any wounds. All the same, if you choose to hold on to Pippin in your hand so you can play him again next turn, you will reduce your hand-cycling ability by at least two total cards--one as you reconcile at the end of your turn, and at least one more as you reconcile during your opponent's turn. This can be costly. 2.) The minion you choose to wound must be roaming. Without the proper free peoples support, this creates a time limit for the effectiveness of Pippin's ability, contingent on which minions your opponent chooses to use. 3.) Pippin needs to be done with any skirmishes of his own. Or, much more likely, Pippin needs to avoid skirmishes altogether, because his return-to-hand cost will tend to throw away support cards such as {{Card|Hobbit Sword}} or {{Card|Pippin's Armor}}. Since Pippin needs to avoid skirmishes, he is rather vulnerable to minions swarms, and he will also raise the number of companions you want to include in your fellowship, which will in turn place your fellowship in danger of speed-limit cards like {{Card|Southron Commander}}, {{Card|Greed}} and the ubiquitous {{Card|Ulaire Enquea, Lieutenant of Morgul}}.&lt;br /&gt;
&lt;br /&gt;
Where Pippin shines as a companion is in the role of honorary Ring-bound ranger. Paired with the minion-site-manipulation of {{Card|Gondorian Ranger}}, or {{Card|Ancient Roads}}, Pippin's ability can stay usable throughout the entirety of the game--and fit quite well, for the potential to wound minions works in tandem with the Ring-boung ranger's skirmish-wounding mechanics.&lt;br /&gt;
&lt;br /&gt;
Alternatively, it is quite possible to use Pippin as either an unsupported splash companion for early-game minion removal--or to stock your deck with support cards anyways. For once time runs out on Pippin's ability, so do his costs and vulnerabilities. From that point on, you can place whichever cards you want to on him, at least without worrying about Pippin throwing them away, himself. On that note, this version of Pippin can actually trade himself out mid-game for another version of himself (or simply make space for another companion). Simply return Pippin to your hand during the skirmish phase, and then toss him into the Discard Pile as you reconcile. This could be an interesting way bring out {{Card|Pippin, Guard of Minas Tirith}} in a {{C|Gondor}} focused deckbuild.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|7R324}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Pippin,_Wearer_of_Black_and_Silver_(7R324)&amp;diff=120603</id>
		<title>Pippin, Wearer of Black and Silver (7R324)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Pippin,_Wearer_of_Black_and_Silver_(7R324)&amp;diff=120603"/>
		<updated>2022-12-22T19:20:46Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|7R324|[[Return of the King Index]]|[[Pippin, Sworn to Service (7C323)|Pippin, Sworn to Service (7C323)]]|[[Pressing On (7R325)|Pressing On (7R325)]]}}&lt;br /&gt;
{{CardTabs|Shire}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Companion]] from the [[Return of the King]] set.&lt;br /&gt;
{{CardInfobox|7R324}}&lt;br /&gt;
{{QueryCardCategories|7R324}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
In first block, Pippin largely plays the role of speed bump, so he takes a backseat to Merry's more skirmish-capable abilities. In second block, he and Merry turn &amp;quot;speed bump&amp;quot; into an art form with their built-in disappearing acts. But then in third block, Wearer of Black and Silver shows up and starts hunting down orcs like he's got a bounty to collect.&lt;br /&gt;
&lt;br /&gt;
The ability to wound a minion twice during the skirmish phase--and particularly, a minion involved in another companion's skirmish--is really good. It's {{Card|Legolas, Greenleaf}} levels of good. Against minions wih less than 3 vitality, this is an instant skirmish victory. And paired with free peoples archery, manuever and skirmish phase wounding, or vitality-reducing fortifications, bigger minions can be put within reach of Pippin's killing blow.&lt;br /&gt;
&lt;br /&gt;
Naturally, this power has to be balanced by the right restrictions, so there are 3 strategic considerations to consider before signing Pippin up to be guard of the citadel. 1.) He must be returned to hand. This is a simple, accessible cost, and it has the hidden benefit of recycling Pippin's vitality if he has any wounds. All the same, if you choose to hold on to Pippin in your hand so you can play him again next turn, you will reduce your hand-cycling ability by at least two total cards--one as you reconcile at the end of your turn, and at least one more as you reconcile during your opponent's turn. This can be costly. 2.) The minion you choose to wound must be roaming. Without the proper free peoples support, this creates a time limit for the effectiveness of Pippin's ability, contingent on which minions your opponent chooses to use. 3.) Pippin needs to done with any skirmishes of his own. Or, much more likely, Pippin needs to avoid skirmishes altogether, because his return-to-hand cost will tend to throw away support cards such as {{Card|Hobbit Sword}} or {{Card|Pippin's Armor}}. Since Pippin needs to avoid skirmishes, he is rather vulnerable to minions swarms, and he will also raise the number of companions you want to include in your fellowship, which will in turn place your fellowship in danger of speed-limit cards like {{Card|Southron Commander}}, {{Card|Greed}} and the ubiquitous {{Card|Ulaire Enquea, Lieutenant of Morgul}}.&lt;br /&gt;
&lt;br /&gt;
Where Pippin shines as a companion is in the role of honorary Ring-bound ranger. Paired with the minion-site-manipulation of {{Card|Gondorian Ranger}}, or {{Card|Ancient Roads}}, Pippin's ability can stay usable throughout the entirety of the game--and fit quite well, for the potential to wound minions works in tandem with the Ring-boung ranger's skirmish-wounding mechanics.&lt;br /&gt;
&lt;br /&gt;
Alternatively, it is quite possible to use Pippin as either an unsupported splash companion for early-game minion removal--or to stock your deck with support cards anyways. For once time runs out on Pippin's ability, so do his costs and vulnerabilities. From that point on, you can place whichever cards you want to on him, at least without worrying about Pippin throwing them away, himself. On that note, this version of Pippin can actually trade himself out mid-game for another version of himself (or simply make space for another companion). Simply return Pippin to your hand during the skirmish phase, and then toss him into the Discard Pile as you reconcile. This could be an interesting way bring out {{Card|Pippin, Guard of Minas Tirith}} in a {{C|Gondor}} focused deckbuild.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|7R324}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Pippin,_Wearer_of_Black_and_Silver_(7R324)&amp;diff=120602</id>
		<title>Pippin, Wearer of Black and Silver (7R324)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Pippin,_Wearer_of_Black_and_Silver_(7R324)&amp;diff=120602"/>
		<updated>2022-12-22T19:16:47Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|7R324|[[Return of the King Index]]|[[Pippin, Sworn to Service (7C323)|Pippin, Sworn to Service (7C323)]]|[[Pressing On (7R325)|Pressing On (7R325)]]}}&lt;br /&gt;
{{CardTabs|Shire}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Companion]] from the [[Return of the King]] set.&lt;br /&gt;
{{CardInfobox|7R324}}&lt;br /&gt;
{{QueryCardCategories|7R324}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
In first block, Pippin largely plays the role of speed bump, so he takes a backseat to Merry's more skirmish-capable abilities. In second block, he and Merry turn &amp;quot;speed bump&amp;quot; into an art form with their built-in disappearing acts. But then in third block, Wearer of Black and Silver shows up and starts hunting down orcs like he's got a bounty to collect.&lt;br /&gt;
&lt;br /&gt;
The ability to wound a minion twice during the skirmish phase--and particularly, a minion involved in another companion's skirmish--is really good. It's {{Card|Legolas, Greenleaf}} levels of good. Against minions wih less than 3 vitality, this is an instant skirmish victory. And paired with free peoples archery, manuever and skirmish phase wounding, or vitality-reducing fortifications, bigger minions can be put within reach of Pippin's killing blow.&lt;br /&gt;
&lt;br /&gt;
Naturally, this power has to be balanced by the right restrictions, so there are 3 strategic considerations to consider before signing Pippin up to be guard of the citadel. 1.) He must be returned to hand. This is a simple, accessible cost, and it has the bidden benefit of recycling Pippin's vitality if he has any wounds. All the same, if you choose to hold on to Pippin in your hand so you can play him again next turn, you will reduce your hand-cycling ability by at least two total cards--one as you reconcile at the end of your turn, and at least one more as you reconcile during your opponent's turn. This can be costly. 2.) The minion you choose to wound must be roaming. Without the proper free peoples support, this creates a time limit for the effectiveness of Pippin's ability, contingent on which minions your opponent chooses to use. 3.) Pippin needs to done with any skirmishes of his own. Or, much more likely, Pippin needs to avoid skirmishes altogether, because his return-to-hand cost will tend to throw away support cards such as {{Card|Hobbit Sword}} or {{Card|Pippin's Armor}}. Since Pippin needs to avoid skirmishes, he is rather vulnerable to minions swarms, and he will also raise the number of companions you want to include in your fellowship, which will in turn place your fellowship in danger of speed-limit cards like {{Card|Southron Commander}}, {{Card|Greed}} and the ubiquitous {{Card|Ulaire Enquea, Lieutenant of Morgul}}.&lt;br /&gt;
&lt;br /&gt;
Where Pippin shines as a companion is in the role of honorary Ring-bound ranger. Paired with the minion-site-manipulation of {{Card|Gondorian Ranger}}, or {{Card|Ancient Roads}}, Pippin's ability can stay usable throughout the entirety of the game--and fit quite well, for the potential to wound minions works in tandem with the Ring-boung ranger's skirmish-wounding mechanics.&lt;br /&gt;
&lt;br /&gt;
Alternatively, it is quite possible to use Pippin as either an unsupported splash companion for early-game minion removal--or to stock your deck with support cards anyways. For once time runs out on Pippin's ability, so do his costs and vulnerabilities. From that point on, you can place whichever cards you want to on him, at least without worrying about Pippin throwing them away, himself. On that note, this version of Pippin can actually trade himself out mid-game for another version of himself (or simply make space for another companion). Simply return Pippin to your hand during the skirmish phase, and then toss him into the Discard Pile as you reconcile. This could be an interesting way bring out {{Card|Pippin, Guard of Minas Tirith}} in a {{C|Gondor}} focused deckbuild.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|7R324}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Pippin,_Wearer_of_Black_and_Silver_(7R324)&amp;diff=120601</id>
		<title>Pippin, Wearer of Black and Silver (7R324)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Pippin,_Wearer_of_Black_and_Silver_(7R324)&amp;diff=120601"/>
		<updated>2022-12-22T19:15:29Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{{NavBar|7R324|[[Return of the King Index]]|[[Pippin, Sworn to Service (7C323)|Pippin, Sworn to Service (7C323)]]|[[Pressing On (7R325)|Pressing On (7R325)]]}}&lt;br /&gt;
{{CardTabs|Shire}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Companion]] from the [[Return of the King]] set.&lt;br /&gt;
{{CardInfobox|7R324}}&lt;br /&gt;
{{QueryCardCategories|7R324}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
In first block, Pippin largely plays the role of speed bump, so he takes a backseat to Merry's more skirmish-capable abilities. In second block, he and Merry turn &amp;quot;speed bump&amp;quot; into an art form with their built-in disappearing acts. But then in third block, Wearer of Black and Silver shows up and starts hunting down orcs like he's got a bounty to collect.&lt;br /&gt;
&lt;br /&gt;
The ability to wound a minion twice during the skirmish phase--and particularly, a minion involved in another companion's skirmish--is really good. It's {{Card|Legolas, Greenleaf}} levels of good. Against minions wih less than 3 vitality, this is an instant skirmish victory. And paired with free peoples archery, manuever and skirmish phase wounding, or vitality-reducing fortifications, bigger minions can be put within reach of Pippin's killing blow.&lt;br /&gt;
&lt;br /&gt;
Naturally, this power has to be balanced by the right restrictions, so there are 3 strategic considerations to consider before signing Pippin up to be guard of the citadel. 1.) He must be returned to hand. This is a simple, accessible cost, and it has the bidden benefit of recycling Pippin's vitality if he has any wounds. All the same, if you choose to hold on to Pippin in your hand so you can play him again next turn, you will reduce your hand-cycling ability by at least two total cards--one as you reconcile at the end of your turn, and at least one more as you reconcile during your opponent's turn. This can be costly. 2.) The minion you choose to wound must be roaming. Without the proper free peoples support, this creates a time limit for the effectiveness of Pippin's ability, contingent on which minions your opponent chooses to use. 3.) Pippin needs to done with any skirmishes of his own. Or, much more likely, Pippin needs to avoid skirmishes altogether, because his return-to-hand cost will tend to throw away support cards such as {{Card|Hobbit Sword}} or {{Card|Pippin's Armor}}. Since Pippin needs to avoid skirmishes, he is rather vulnerable to minions swarms, and he will also raise the number of companions you want to include in your fellowship, which will in turn place your fellowship in danger of speed-limit cards like {{Card|Southron Commander}}, {{Card|Greed}} and the ubiquitous {{Card|Ulaire Enquea, Lieutenant of Morgul}}.&lt;br /&gt;
&lt;br /&gt;
Where Pippin shines as a companion is in the role of honorary Ring-bound ranger. Paired with the minion-site-manipulation of {{Card|Gondorian Ranger}}, or {{Card|Ancient Roads}}, Pippin's ability can stay usable throughout the entirety of the game--and fit quite well, for the potential to wound minions works in tandem with the Ring-boung ranger's skirmish-wounding mechanics.&lt;br /&gt;
&lt;br /&gt;
Alternatively, it is quite possible to use Pippin as either an unsupported splash companion for early-game minion removal--or to stock your deck with support cards anyways. For once time runs out on Pippin's ability, so do his costs and vulnerabilities. From that point on, you can place whichever cards you want to on him, at least without worrying about Pippin throwing them away, himself. On that note, this version of Pippin can actually trade himself out mid-game for another version of himself (or simply make space for another companion). Simply return Pippin to your hand during the skirmish phase, and then toss him into the Discard Pile as you reconcile. This could be an interesting way bring out {{Card|Pippin, Guard of Minas Tirith}} in a [[Gondor]] focused deckbuild.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|7R324}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Bidding&amp;diff=120597</id>
		<title>Bidding</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Bidding&amp;diff=120597"/>
		<updated>2022-12-21T06:28:02Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Category: Comprehensive Rules References That Need Fixed]]'''From the [[comprehensive_rules_4-0#who_goes_first|Comprehensive Rules 4.0]]:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div bigger&amp;gt;Who goes first?&lt;br /&gt;
&lt;br /&gt;
In the Starter Rules, players decide randomly who goes first. Normally, however, players bid burdens to determine this.&lt;br /&gt;
&lt;br /&gt;
Players place secret bids for the right to determine who goes first in the game. The bidding is done with black tokens, which will become burdens on your Ring-bearer.&lt;br /&gt;
&lt;br /&gt;
Each player secretly places a number of burdens in his hand (you may bid zero). When all players are ready, simultaneously reveal the bids. The highest bid wins the right to choose where he goes in the turn order. Any choice is available.&lt;br /&gt;
&lt;br /&gt;
Next, the second highest bidder chooses from the remaining positions in the turn order, and so on. Keep track of each player’s bid, as these tokens will become burdens on his Ring-bearer.&lt;br /&gt;
&lt;br /&gt;
If there are any ties, then the tied players resolve randomly who chooses first among them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div fgbrown&amp;gt;''Tom, Chuck, Tim, and Mike are playing, and the initial bids are Tom 3, Chuck 4, Tim 3, and Mike 1. Chuck wins the right to choose, and he chooses to go first (placing 4 burdens on his Ring-bearer). Tom and Tim are tied, so they flip a coin, and Tom wins the tiebreak. He chooses second (placing 3 burdens on his Ring-bearer). Tim chooses to go fourth (3 burdens), leaving third for Mike (1 burden).''&lt;br /&gt;
&lt;br /&gt;
The first player sits down, and the others then sit in clockwise order around the table according to their choices.&lt;br /&gt;
&lt;br /&gt;
=Strategic Considerations=&lt;br /&gt;
&lt;br /&gt;
Because bidding is a part of setting up the game, it can strongly influence how you build your deck, and deserves careful planning. It is a powerful advantage to be able to go first, as this allows you to place down your own copy of site 1 (often with key game text for for furthering your Free Peoples' setup. Think: {{Card|The Prancing Pony}}), and because this immediately puts your Free Peoples in the lead in their race towards site 9. The pressure is now on for your opponent to either slow your Free Peoples down, or, more rarely, to use cards which add to the move limit for their turn. Theoretically, if they fail in these endeavors, there is nothing their Free Peoples' side can do to keep up.&lt;br /&gt;
&lt;br /&gt;
Bidding high comes with great risks, however. The number of tokens you choose to bid will become the number of burdens with which your [[Ring-bearer]] begins the game, and there are powerful shadow cards--and entire shadow strategies--which grow in power as the burdens begin to stack up. Furthermore, going first--if that is your choice after winning your bid--allows your opponent to play their sites down on the adventure path, beginning from site 2, and going all the way until their Free Peoples (potentially) outpaces you. This allows for powerful site-based shadow support, as seen with cards like {{Card|Ford of Bruinen}}, {{Card|Hollin}} and {{Card|Dimrill Dale}}. And finally, going first requires your Free Peoples to step out on their first turn with only those resources found in your opening hand, or otherwise fetched out by your Site 1. This may not be a problem at all; there's always a chance that your opening hand will be stellar. But a Free Peoples' strategy which intends to go first should account in some way for the risk of a very poor opening hand--and this largely comes down to the self-sufficiency of the starting Fellowship (and, as appropriate, the companion possibly fetched by site 1).&lt;br /&gt;
&lt;br /&gt;
The risk of starting with too many burdens can be powerfully countered by the use of {{Card|Sam, Son of Hamfast}} in your starting fellowship. However, Sam comes with a twilight cost of 2, which leaves only two further twilight to spend on other companions. Alternatively, in the proper block/format, Sam might be fetched by The {{Card|Green Dragon Inn}} with relative ease, at the cost of otherwise being able to fetch a more stalwart fighter, such as Aragorn.&lt;br /&gt;
&lt;br /&gt;
There are benefits to bidding low, particularly for a deck strategy which is designed around going second. Being able to confidently bid zero burdens leaves your Ring-bearer quite healthy to begin the game, which at the very least gives you time to see what shadow strategy your opponent is playing. If you begin to see that burdens won't be too much of a risk against your opponent's shadow side, then you can more reliably involve your Ring-bearer in skirmishes and archery fire, thereby protecting some of your other key companions, as they in turn protect your Ring-bearer. Going second also gives you a chance to reconcile after your first Shadow phase, and take your first Free Peoples turn with a good probability of a stronger hand than your first 8 cards.&lt;br /&gt;
&lt;br /&gt;
Finally, it is worth noting that the winner of the bid gets to choose where he or she will go in the turn order. So, winning a bid can mean going second, if that is your gameplan.&lt;br /&gt;
&lt;br /&gt;
{{:Game Concepts Table}}&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Moria_Archer_Troop_(2U67)&amp;diff=112670</id>
		<title>Moria Archer Troop (2U67)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Moria_Archer_Troop_(2U67)&amp;diff=112670"/>
		<updated>2022-11-06T01:53:32Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{NavBar|2U67|[[Mines of Moria Index]]|[[Huge Tentacle (2R66)|Huge Tentacle (2R66)]]|[[Must Do Without Hope (2U68)|Must Do Without Hope (2U68)]]}}&lt;br /&gt;
{{CardTabs|Moria}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Moria}} [[Minion]] from the [[Mines of Moria]] set.&lt;br /&gt;
&lt;br /&gt;
{{CardInfobox|2U67}}&lt;br /&gt;
&lt;br /&gt;
{{QueryCardCategories|2U67}}&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
The centerpiece of the {{C|Moria}} archery sub-strategy, here we see a [[Minion]] weighing in at an unwieldy 6 twilight, and armed with a mere 8 strength for its trouble.  So, this card is rubbish, yes?&lt;br /&gt;
&lt;br /&gt;
Well. There's something interesting going on with this card's ability. By being an archer, and by having the capacity to add another notch to the archery total, the Moria Archer Troop can have the functional role of two minion archers rolled into one card. So although this minion lacks in twilight efficiency, it has a kind of card-slot efficiency. It takes up only one spot in your hand, and one spot in your deck, and yet performs the archery function of two cards. And if you include a full playset of {{Card|Host of Thousands}}, you can capitalize on that &amp;quot;card-slot efficiency&amp;quot; by increasing the frequency with which the Moria Archery Troop shows up, throwing out multiple archery wounds turn after turn.&lt;br /&gt;
&lt;br /&gt;
And what this minion lacks in strength, it makes up for in vitality. Many of the more popular Moria orcs have a vitality of 1, making them susceptible to manuever and free peoples' archery wounding. The Moria Archer Troop can provide a shield for some of these minions, giving them a chance to survive to the skirmish phase. Another compelling use for this vitality is to arm the Moria Archer Troop with a {{Card|Moria Axe}}. This powerful weapon is enough to transform the Troop into a proper threat during the skirmish phase, capable of reaching a strength of 14. &lt;br /&gt;
&lt;br /&gt;
It is still true that the twilight cost can be prohibitive for this character, especially at the earlier sites, and especially against choke strategies. Using sites such as the {{Card|Great Chasm}} and {{Card|Dimrill Dale}} can make a big difference, and the {{C|Moria}} culture has plenty of options to generate extra twilight. But then again, the Moria archers all have an uncharacteristically high twilight cost--{{Card|Goblin Bowman}}, {{Card|Goblin Marksman}}, {{Card|Archer Commander}}, and most egregiously of all, the {{Card|Goblin Archer}} (who probably isn't worth including in your deck). To help your hand run efficiently, consider using support cards which can fly out of your hand at no cost--{{Card|Goblin Armory}} and {{Card|Goblin Scimitar}} would be especially helpful in this kind of a deckbuild.&lt;br /&gt;
&lt;br /&gt;
So, to our first question: is this card bad? No. Just, building a Shadow side around it is kinda complicated. But fun...&lt;br /&gt;
&lt;br /&gt;
== Weak Against==&lt;br /&gt;
&lt;br /&gt;
* Naturally, archery reduction cards like {{Card|2R105}} and {{Card|Shield of Boromir}} can make many arrows fall harmlessly into the chasm...&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Moria_Archer_Troop_(2U67)&amp;diff=112669</id>
		<title>Moria Archer Troop (2U67)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Moria_Archer_Troop_(2U67)&amp;diff=112669"/>
		<updated>2022-11-06T01:51:03Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{NavBar|2U67|[[Mines of Moria Index]]|[[Huge Tentacle (2R66)|Huge Tentacle (2R66)]]|[[Must Do Without Hope (2U68)|Must Do Without Hope (2U68)]]}}&lt;br /&gt;
{{CardTabs|Moria}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Moria}} [[Minion]] from the [[Mines of Moria]] set.&lt;br /&gt;
&lt;br /&gt;
{{CardInfobox|2U67}}&lt;br /&gt;
&lt;br /&gt;
{{QueryCardCategories|2U67}}&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
The centerpiece of the {{C|Moria}} archery sub-strategy, here we see a [[Minion]] weighing in at an unwieldy 6 twilight, and armed with a mere 8 strength for its trouble.  So, this card is rubbish, yes?&lt;br /&gt;
&lt;br /&gt;
Well. There's something interesting going on with this card's ability. By being an archer, and by having the capacity to add another notch to the archery total, the Moria Archer Troop can have the functional role of two minion archers rolled into one card. So although this minion lacks in twilight efficiency, it has a kind of card-slot efficiency. It takes up only one spot in your hand, and one spot in your deck, and yet performs the archery function of two cards. And if you include a full playset of {{Card|Host of Thousands}}, you can capitalize on that &amp;quot;card-slot efficiency&amp;quot; by increasing the frequency with which the Moria Archery Troop shows up, throwing out multiple archery wounds turn after turn.&lt;br /&gt;
&lt;br /&gt;
What this minion lacks in strength, it makes up for in vitality. Many of the more popular Moria orcs have a vitality of 1, making them susceptible to manuever and free peoples' archery wounding. The Moria Archer Troop can provide a shield for some of these minions, giving them a chance to survive to the skirmish phase. Another compelling use for this vitality is to arm the Moria Archer Troop with a {{Card|Moria Axe}}. This powerful weapon is enough to transform the Troop into a proper threat during the skirmish phase, capable of reaching a strength of 14. &lt;br /&gt;
&lt;br /&gt;
It is still true that the twilight cost can be prohibitive for this character, especially at the earlier sites, and especially against choke strategies. Using sites such as the {{Card|Great Chasm}} and {{Card|Dimrill Dale}} can make a big difference, and the {{C|Moria}} culture has plenty of options to generate extra twilight. But then again, the Moria archers all have an uncharacteristically high twilight cost--{{Card|Goblin Bowman}}, {{Card|Goblin Marksman}}, {{Card|Archer Commander}}, and most egregiously of all, the {{Card|Goblin Archer}} (who probably isn't worth including in your deck). To help your hand run efficiently, consider using support cards which can fly out of your hand at no cost--{{Card|Goblin Armory}} and {{Card|Goblin Scimitar}} would be especially helpful in this kind of a deckbuild.&lt;br /&gt;
&lt;br /&gt;
So, to our first question: is this card bad? No. Just, building a Shadow side around it is kinda complicated. But fun...&lt;br /&gt;
&lt;br /&gt;
== Weak Against==&lt;br /&gt;
&lt;br /&gt;
* Naturally, archery reduction cards like {{Card|2R105}} and {{Card|Shield of Boromir}} can make many arrows fall harmlessly into the chasm...&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Moria_Archer_Troop_(2U67)&amp;diff=112668</id>
		<title>Moria Archer Troop (2U67)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Moria_Archer_Troop_(2U67)&amp;diff=112668"/>
		<updated>2022-11-06T01:47:24Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{NavBar|2U67|[[Mines of Moria Index]]|[[Huge Tentacle (2R66)|Huge Tentacle (2R66)]]|[[Must Do Without Hope (2U68)|Must Do Without Hope (2U68)]]}}&lt;br /&gt;
{{CardTabs|Moria}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Moria}} [[Minion]] from the [[Mines of Moria]] set.&lt;br /&gt;
&lt;br /&gt;
{{CardInfobox|2U67}}&lt;br /&gt;
&lt;br /&gt;
{{QueryCardCategories|2U67}}&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
Here we see a {{C|Moria}} [[Minion]] weighing in at an unwieldy 6 twilight, and armed with a mere 8 strength for its trouble.  So, this card is rubbish, yes?&lt;br /&gt;
&lt;br /&gt;
Well. There's something interesting going on with this card's ability. By being an archer, and by having the capacity to add another notch to the archery total, the Moria Archer Troop can have the functional role of two minion archers rolled into one card. So although this minion lacks in twilight efficiency, it has a kind of card-slot efficiency. It takes up only one spot in your hand, and one spot in your deck, and yet performs the archery function of two cards. As such, this minion is the centerpiece in a moria archery deck. And if you include a full playset of {{Card|Host of Thousands}}, you can capitalize on that &amp;quot;card-slot efficiency&amp;quot; by increasing the frequency with which the Moria Archery Troop shows up, throwing out multiple archery wounds turn after turn.&lt;br /&gt;
&lt;br /&gt;
What this minion lacks in strength, it makes up for in vitality. Many of the more popular Moria orcs have a vitality of 1, making them susceptible to manuever and free peoples' archery wounding. The Moria Archer Troop can provide a shield for some of these minions, giving them a chance to survive to the skirmish phase. Another compelling use for this vitality is to arm the Moria Archer Troop with a {{Card|Moria Axe}}. This powerful weapon is enough to transform the Troop into a proper threat during the skirmish phase, capable of reaching a strength of 14. &lt;br /&gt;
&lt;br /&gt;
It is still true that the twilight cost can be prohibitive for this character, especially at the earlier sites, and especially against choke strategies. Using sites such as the {{Card|Great Chasm}} and {{Card|Dimrill Dale}} can make a big difference, and the {{C|Moria}} culture has plenty of options to generate extra twilight. But then again, the Moria archers all have an uncharacteristically high twilight cost--{{Card|Goblin Bowman}}, {{Card|Goblin Marksman}}, {{Card|Archer Commander}}, and most egregiously of all, the {{Card|Goblin Archer}} (who probably isn't worth including in your deck). To help your hand run efficiently, consider using support cards which can fly out of your hand at no cost--{{Card|Goblin Armory}} and {{Card|Goblin Scimitar}} would be especially helpful in this kind of a deckbuild.&lt;br /&gt;
&lt;br /&gt;
So, to our first question: is this card bad? No. Just, building a Shadow side around it is kinda complicated. But fun...&lt;br /&gt;
&lt;br /&gt;
== Weak Against==&lt;br /&gt;
&lt;br /&gt;
* Naturally, archery reduction cards like {{Card|2R105}} and {{Card|Shield of Boromir}} can make many arrows fall harmlessly into the chasm...&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Moria_Archer_Troop_(2U67)&amp;diff=112667</id>
		<title>Moria Archer Troop (2U67)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Moria_Archer_Troop_(2U67)&amp;diff=112667"/>
		<updated>2022-11-06T01:44:41Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{NavBar|2U67|[[Mines of Moria Index]]|[[Huge Tentacle (2R66)|Huge Tentacle (2R66)]]|[[Must Do Without Hope (2U68)|Must Do Without Hope (2U68)]]}}&lt;br /&gt;
{{CardTabs|Moria}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Moria}} [[Minion]] from the [[Mines of Moria]] set.&lt;br /&gt;
&lt;br /&gt;
{{CardInfobox|2U67}}&lt;br /&gt;
&lt;br /&gt;
{{QueryCardCategories|2U67}}&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
Here we see a {{C|Moria}} [[Minion]] weighing in at an unwieldy 6 twilight, and armed with a mere 8 strength for its trouble.  So, this card is rubbish, yes?&lt;br /&gt;
&lt;br /&gt;
Well. There's something interesting going on with this card's ability. By being an archer, and by having the capacity to add another notch to the archery total, the Moria Archer Troop can have the functional role of two minion archers rolled into one card. So although this minion lacks in twilight efficiency, it has a kind of card-slot efficiency. It takes up only one spot in your hand, and one spot in your deck, and yet performs the archery function of two cards. As such, this minion is the centerpiece in a moria archery deck. And if you include a full playset of {{Card|Host of Thousands}}, you can capitalize on that &amp;quot;card-slot efficiency&amp;quot; by increasing the frequency with which the Moria Archery Troop shows up, throwing out multiple archery wounds turn after turn.&lt;br /&gt;
&lt;br /&gt;
What this minion lacks in strength, it makes up for in vitality. Many of the more popular Moria orcs have a vitality of 1, making them susceptible to manuever and free peoples' archery wounding. The Moria Archer Troop can provide a shield for some of these minions, giving them a chance to survive to the skirmish phase. Another compelling use for this vitality is to arm the Moria Archer Troop with a {{Card|Moria Axe}}. This powerful weapon is enough to transform the Troop into a proper threat during the skirmish phase, capable of reaching a strength of 14. &lt;br /&gt;
&lt;br /&gt;
It is still true that the twilight cost can be prohibitive for this character, especially at the earlier sites, and especially against choke strategies. Using sites such as the {{Card|Great Chasm}} and {{Card|Dimrill Dale}} can make a big difference, and the {{c|Moria}} culture has plenty of options to generate extra twilight. But then again, the Moria archers all have an uncharacteristically high twilight cost--{{Card|Goblin Bowman}}, {{Card|Goblin Marksman}}, {{Card|Archer Commander}}, and most egregiously of all, the {{Card|Goblin Archer}} (who probably isn't worth including in your deck). To help your hand run efficiently, consider using support cards which can fly out of your hand at no cost--{{Card|Goblin Armory}} and {{Card|Goblin Scimitar}} would be especially helpful in this kind of a deckbuild.&lt;br /&gt;
&lt;br /&gt;
So, to our first question: is this card bad? No. Just, building a Shadow side around it is kinda complicated. But fun...&lt;br /&gt;
&lt;br /&gt;
== Weak Against==&lt;br /&gt;
&lt;br /&gt;
* Naturally, archery reduction cards like {{Card|Mithril Coat}} and {{Card|Shield of Boromir}} can make many arrows fall harmlessly into the chasm...&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Moria_Archer_Troop_(2U67)&amp;diff=112666</id>
		<title>Moria Archer Troop (2U67)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Moria_Archer_Troop_(2U67)&amp;diff=112666"/>
		<updated>2022-11-06T01:42:30Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{NavBar|2U67|[[Mines of Moria Index]]|[[Huge Tentacle (2R66)|Huge Tentacle (2R66)]]|[[Must Do Without Hope (2U68)|Must Do Without Hope (2U68)]]}}&lt;br /&gt;
{{CardTabs|Moria}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Moria}} [[Minion]] from the [[Mines of Moria]] set.&lt;br /&gt;
&lt;br /&gt;
{{CardInfobox|2U67}}&lt;br /&gt;
&lt;br /&gt;
{{QueryCardCategories|2U67}}&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
Here we see a {{C|Moria}} [[Minion]] weighing in at an unwieldy 6 twilight, and armed with a mere 8 strength for its trouble.  So, this card is rubbish, yes?&lt;br /&gt;
&lt;br /&gt;
Well. There's something interesting going on with this card's ability. By being an archer, and by having the capacity to add another notch to the archery total, the Moria Archer Troop can have the functional role of two minion archers rolled into one card. So although this minion lacks in twilight efficiency, it has a kind of card-slot efficiency. It takes up only one spot in your hand, and one spot in your deck, and yet performs the archery function of two cards. As such, this minion is the centerpiece in a moria archery deck. And if you include a full playset of {{card|Host of Thousands}}, you can capitalize on that &amp;quot;card-slot efficiency&amp;quot; by increasing the frequency with which the Moria Archery Troop shows up, throwing out multiple archery wounds turn after turn.&lt;br /&gt;
&lt;br /&gt;
What this minion lacks in strength, it makes up for in vitality. Many of the more popular Moria orcs have a vitality of 1, making them susceptible to manuever and free peoples' archery wounding. The Moria Archer Troop can provide a shield for some of these minions, giving them a chance to survive to the skirmish phase. Another compelling use for this vitality is to arm the Moria Archer Troop with a {{card|Moria Axe}}. This powerful weapon is enough to transform the Troop into a proper threat during the skirmish phase, capable of reaching a strength of 14. &lt;br /&gt;
&lt;br /&gt;
It is still true that the twilight cost can be prohibitive for this character, especially at the earlier sites, and especially against choke strategies. Using sites such as the {{card|Great Chasm}} and {{card|Dimrill Dale}} can make a big difference, and the {{c|Moria}} culture has plenty of options to generate extra twilight. But then again, the Moria archers all have an uncharacteristically high twilight cost--{{card|Goblin Bowman}}, {{card|Goblin Marksman}}, {{card|Archer Commander}}, and most egregiously of all, the {{card|Goblin Archer}} (who probably isn't worth including in your deck). To help your hand run efficiently, consider using support cards which can fly out of your hand at no cost--{{card|Goblin Armory}} and {{card|Goblin Scimitar}} would be especially helpful in this kind of a deckbuild.&lt;br /&gt;
&lt;br /&gt;
So, to our first question: is this card bad? No. Just, building a Shadow side around it is kinda complicated. But fun...&lt;br /&gt;
&lt;br /&gt;
== Weak Against==&lt;br /&gt;
&lt;br /&gt;
* Naturally, archery reduction cards like {{card|Mithril Coat}} and {{card|Shield of Boromir}} can make many arrows fall harmlessly into the chasm...&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Aragorn,_King_in_Exile_(1P365)&amp;diff=106606</id>
		<title>Aragorn, King in Exile (1P365)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Aragorn,_King_in_Exile_(1P365)&amp;diff=106606"/>
		<updated>2022-05-22T02:36:01Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Strengths and Weaknesses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{NavBar|1P365|[[Fellowship of the Ring Index]]|[[Gandalf, The Grey Wizard (1P364)|Gandalf, The Grey Wizard (1P364)]]|[[The Lord of the Rings, Trading Card Game (1M2)|The Lord of the Rings, Trading Card Game (1M2)]]}}&lt;br /&gt;
{{CardTabs|Gondor}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Gondor}} [[Companion]] from the [[Fellowship of the Ring]] set.&lt;br /&gt;
&lt;br /&gt;
{{CardInfobox|1P365}}&lt;br /&gt;
&lt;br /&gt;
{{QueryCardCategories|1P365}}&lt;br /&gt;
= Strategy =&lt;br /&gt;
Aragorn, King in Exile, has the simple ability to heal one wound at the start of your turn. Although that isn't flashy, it can certainly spell the difference between one of your companions withstanding your opponent's shadow side, or being lost to the goblins. The effectiveness of Aragorn's ability can be enhanced by damage reduction cards such as {{Card|Armor}} and {{Card|2R105}}, and supplemented with additional healing from cards like {{Card|Athelas}} and {{Card|Elrond, Herald to Gil-galad}}.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Aragorn's healing is restricted to companions with Aragorn signet, which means that if you choose to use this version, you must also give careful consideration to which versions you are using of the other companions in your Fellowship. The good news is, there are plenty of strong character options with the Aragorn signet. In First Block alone, you have standouts like {{Card|Sam, Son of Hamfast}}, {{Card|Frodo, Reluctant Adventurer}} and {{Card|Arwen, Daughter of Elrond}}. Other respectable candidates include {{Card|Gandalf, The Grey Pilgrim}}, {{Card|Merry, From O'er the Brandywine}} and {{Card|Boromir, Lord of Gondor}}.&lt;br /&gt;
&lt;br /&gt;
In fact, King in Exile's game-text is one of the few, truly-effective uses of character signets in the game's production, and can provide the foundation for a deck which makes further use of the mechanic. {{Card|Hard Choice}}, for example, provides top-tier healing at a minimal cost (and fits right into King in Exile's strategic wheelhouse). Alternatively, some very interesting plays can be made with {{Card|These Are My People}}. Or perhaps there is some synergy to explore with {{Card|No Mere Ranger}}.  &lt;br /&gt;
&lt;br /&gt;
Overall, this version of Aragorn provides an answer to shadow sides designed to generate lots of wounds through archery, damage bonuses, threats, regroup phases actions, etc.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
Generally, it's important to get King in Exile out as early in the game as possible, because his healing occurs at the beginning of each turn. The later he shows up, the fewer wounds he will have the chance to heal.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that Aragorn has the Ranger keyword, and therefore has access to a large collection of cards which spot, exert or otherwise support rangers.&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
Although King in Exile isn't as tempted to exert himself as his FotR counterpart, {{Card|Aragorn, Ranger of the North}}, his gametext can not be used to heal himself, so it is important to protect Aragorn as much as is reasonably possible.&lt;br /&gt;
&lt;br /&gt;
Finally, although healing and damage reduction can be a valuable tool for a well-built Fellowship, it can do nothing to spare Frodo from getting overwhelmed after an ill-advised double-move, or after that Fellowship has flooded the twilight pool. A Free Peoples side with powerful healing still requires the ability to remove minions from the table and/or shield its Ringbearer during the skirmish phase. Fortunately, Aragorn has access to a number of cards which can help confront the opponent's shadow side. &lt;br /&gt;
&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* {{Card|Hard Choice}}&lt;br /&gt;
* {{Card|Athelas}}&lt;br /&gt;
* {{Card|Armor}}&lt;br /&gt;
* {{Card|2R105}}&lt;br /&gt;
* {{Card|Elrond, Herald to Gil-galad}}&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* Uruk-Hai, whose damage bonuses are inevitably oppressive. &lt;br /&gt;
* Wounding strategies: Archery, Threats, {{C|Isengard}} orcs, etc.&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* Swarm strategies. Can be answered with {{Card|Aragorn's Bow}}&lt;br /&gt;
* Beatdown stategies which can kill companions by overwhelming.&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|1P365}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Aragorn,_King_in_Exile_(1P365)&amp;diff=106605</id>
		<title>Aragorn, King in Exile (1P365)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Aragorn,_King_in_Exile_(1P365)&amp;diff=106605"/>
		<updated>2022-05-22T02:19:38Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{NavBar|1P365|[[Fellowship of the Ring Index]]|[[Gandalf, The Grey Wizard (1P364)|Gandalf, The Grey Wizard (1P364)]]|[[The Lord of the Rings, Trading Card Game (1M2)|The Lord of the Rings, Trading Card Game (1M2)]]}}&lt;br /&gt;
{{CardTabs|Gondor}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Gondor}} [[Companion]] from the [[Fellowship of the Ring]] set.&lt;br /&gt;
&lt;br /&gt;
{{CardInfobox|1P365}}&lt;br /&gt;
&lt;br /&gt;
{{QueryCardCategories|1P365}}&lt;br /&gt;
= Strategy =&lt;br /&gt;
Aragorn, King in Exile, has the simple ability to heal one wound at the start of your turn. Although that isn't flashy, it can certainly spell the difference between one of your companions withstanding your opponent's shadow side, or being lost to the goblins. The effectiveness of Aragorn's ability can be enhanced by damage reduction cards such as {{Card|Armor}} and {{Card|2R105}}, and supplemented with additional healing from cards like {{Card|Athelas}} and {{Card|Elrond, Herald to Gil-galad}}.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Aragorn's healing is restricted to companions with Aragorn signet, which means that if you choose to use this version, you must also give careful consideration to which versions you are using of the other companions in your Fellowship. The good news is, there are plenty of strong character options with the Aragorn signet. In First Block alone, you have standouts like {{Card|Sam, Son of Hamfast}}, {{Card|Frodo, Reluctant Adventurer}} and {{Card|Arwen, Daughter of Elrond}}. Other respectable candidates include {{Card|Gandalf, The Grey Pilgrim}}, {{Card|Merry, From O'er the Brandywine}} and {{Card|Boromir, Lord of Gondor}}.&lt;br /&gt;
&lt;br /&gt;
In fact, King in Exile's game-text is one of the few, truly-effective uses of character signets in the game's production, and can provide the foundation for a deck which makes further use of the mechanic. {{Card|Hard Choice}}, for example, provides top-tier healing at a minimal cost (and fits right into King in Exile's strategic wheelhouse). Alternatively, some very interesting plays can be made with {{Card|These Are My People}}. Or perhaps there is some synergy to explore with {{Card|No Mere Ranger}}.  &lt;br /&gt;
&lt;br /&gt;
Overall, this version of Aragorn provides an answer to shadow sides designed to generate lots of wounds through archery, damage bonuses, threats, regroup phases actions, etc.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
Generally, it's important to get King in Exile out as early in the game as possible, because his healing occurs at the beginning of each turn. The later he shows up, the fewer wounds he will have the chance to heal.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that Aragorn has the Ranger keyword, and therefore has access to a large collection of cards which spot, exert or otherwise support rangers.&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|1P365}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Frodo,_Tired_Traveller_(4C302)&amp;diff=106551</id>
		<title>Frodo, Tired Traveller (4C302)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Frodo,_Tired_Traveller_(4C302)&amp;diff=106551"/>
		<updated>2022-05-05T20:10:42Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{NavBar|4C302|[[The Two Towers Index]]|[[Frodo, Courteous Halfling (4R301)|Frodo, Courteous Halfling (4R301)]]|[[Frodo's Cloak (4R303)|Frodo's Cloak (4R303)]]}}&lt;br /&gt;
{{CardTabs|Shire}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Companion]] from the [[The Two Towers]] set.&lt;br /&gt;
&lt;br /&gt;
{{CardInfobox|4C302}}&lt;br /&gt;
&lt;br /&gt;
{{QueryCardCategories|4C302}}&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
In the Two Towers, Frodo and Sam strike off on their own, and the storyline is divided into multiples plot threads. Decipher took a gentle approach to this division of characters by introducing the unloaded keyword, Ring-bound, given to those characters who continue to deal directly with the mission of destroying the Ring. All companions could continue to interact with one another in the game, but various cards rewarded players for having an emphasis on one side of the story or another. &lt;br /&gt;
&lt;br /&gt;
Frodo, Tired Traveller, represented this thematic idea by granting a simple ability to remove burdens if ones deck includes ringbound companions. And since he was released as a common and placed into each of the Towers Block starter decks as the default ringbearer, he served as a consistent reminder of the new keyword. It is worth pointing out that the rare version of Frodo released in the same set, {{Card|Frodo, Courteous Halfling}}, specifically rewarded the Fellowship for the inclusion of many unbound companions.  &lt;br /&gt;
&lt;br /&gt;
By the end of the game's production, the number of unbound companions far outweighed the number of ringbound companions--which for the most part include the many versions of Sam, Smeagol, and the Rangers of Ithilien. But Tired Traveller works really well in his specific corner of the game by giving ringbound decks an effortless way to clear burdens. This can allow players to bid high at the outset of games, and works as a defense against minion sides which capitalize on spotting a certain number of burdens.&lt;br /&gt;
&lt;br /&gt;
In short, if your deck isn't working with ringbound companions, there's no good reason for using this version of Frodo. But if your deck relies heavily on ringbound companions, this version of Frodo is one of the stronger options.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|4C302}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Frodo,_Tired_Traveller_(4C302)&amp;diff=106550</id>
		<title>Frodo, Tired Traveller (4C302)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Frodo,_Tired_Traveller_(4C302)&amp;diff=106550"/>
		<updated>2022-05-05T20:09:09Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{NavBar|4C302|[[The Two Towers Index]]|[[Frodo, Courteous Halfling (4R301)|Frodo, Courteous Halfling (4R301)]]|[[Frodo's Cloak (4R303)|Frodo's Cloak (4R303)]]}}&lt;br /&gt;
{{CardTabs|Shire}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Companion]] from the [[The Two Towers]] set.&lt;br /&gt;
&lt;br /&gt;
{{CardInfobox|4C302}}&lt;br /&gt;
&lt;br /&gt;
{{QueryCardCategories|4C302}}&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
In the Two Towers, Frodo and Sam strike off on their own, and the storyline is divided into multiples plot threads. Decipher took a gentle approach to this division of characters by introducing the unloaded keyword, Ring-bound, given to those characters who continue to deal directly with the mission of destroying the Ring. All companions could continue to interact with one another in the game, but various cards rewarded players for having an emphasis on one side of the story or another. &lt;br /&gt;
&lt;br /&gt;
Frodo, Tired Traveller, represented this thematic idea by granting a simple ability to remove burdens if ones deck includes Ringbound companions. And since he was released as a common and placed into each of the Towers Block starter decks as the default ringbearer, he served as a consistent reminder of the new keyword. It is worth pointing out that the rare version of Frodo released in the same set, {{Card|Frodo, Courteous Halfling}}, specifically rewarded the Fellowship for the inclusion of many Unbound companions.  &lt;br /&gt;
&lt;br /&gt;
By the end of the game's production, the number of Unbound companions far outweighed the number of Ringbound companions--which for the most part include the many versions of Sam, Smeagol, and the Rangers of Ithilien. But Tired Traveller works really well in his specific corner of the game by giving Ringbound decks an effortless way to clear burdens. This can allow players to bid high at the outset of games, and works as a defense against minion sides which capitalize on spotting a certain number of burdens.&lt;br /&gt;
&lt;br /&gt;
In short, if your deck isn't working with Ringbound companions, there's no good reason for using this version of Frodo. But if your deck relies heavily on Ringbound companions, this version of Frodo is one of the stronger options.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|4C302}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
	<entry>
		<id>https://wiki.lotrtcgpc.net/index.php?title=Frodo,_Tired_Traveller_(4C302)&amp;diff=106549</id>
		<title>Frodo, Tired Traveller (4C302)</title>
		<link rel="alternate" type="text/html" href="https://wiki.lotrtcgpc.net/index.php?title=Frodo,_Tired_Traveller_(4C302)&amp;diff=106549"/>
		<updated>2022-05-05T20:08:28Z</updated>

		<summary type="html">&lt;p&gt;WestMichiganRings: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{NavBar|4C302|[[The Two Towers Index]]|[[Frodo, Courteous Halfling (4R301)|Frodo, Courteous Halfling (4R301)]]|[[Frodo's Cloak (4R303)|Frodo's Cloak (4R303)]]}}&lt;br /&gt;
{{CardTabs|Shire}}&lt;br /&gt;
&lt;br /&gt;
[[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Companion]] from the [[The Two Towers]] set.&lt;br /&gt;
&lt;br /&gt;
{{CardInfobox|4C302}}&lt;br /&gt;
&lt;br /&gt;
{{QueryCardCategories|4C302}}&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
In the Two Towers, Frodo and Sam strike off on their own, and the storyline is divided into multiples plot threads. Decipher took a gentle approach to this division of characters by introducing the unloaded keyword, Ring-bound, given to those characters who continue to deal directly with the mission of destroying the Ring. All companions could continue to interact with one another in the game, but various cards rewarded players for having an emphasis on one side of the story or another. &lt;br /&gt;
&lt;br /&gt;
Frodo, Tired Traveller, represented this thematic idea by granting a simple ability to remove burdens if ones deck includes Ringbound companions. And since he was released as a common and placed into each of the Towers Block starter decks as the default ringbearer, he served as a consistent reminder of the new keyword. It is worth pointing out that the rare version of Frodo released in the same set, [[Card|Frodo, Courteous Halfling]], specifically rewarded the Fellowship for the inclusion of many Unbound companions.  &lt;br /&gt;
&lt;br /&gt;
By the end of the game's production, the number of Unbound companions far outweighed the number of Ringbound companions--which for the most part include the many versions of Sam, Smeagol, and the Rangers of Ithilien. But Tired Traveller works really well in his specific corner of the game by giving Ringbound decks an effortless way to clear burdens. This can allow players to bid high at the outset of games, and works as a defense against minion sides which capitalize on spotting a certain number of burdens.&lt;br /&gt;
&lt;br /&gt;
In short, if your deck isn't working with Ringbound companions, there's no good reason for using this version of Frodo. But if your deck relies heavily on Ringbound companions, this version of Frodo is one of the stronger options.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''General usage''&lt;br /&gt;
* ''Unorthodox or subtle usage''&lt;br /&gt;
* ''Common pitfalls of using this card''&lt;br /&gt;
&lt;br /&gt;
== Deckbuilding Strategy ==&lt;br /&gt;
''In this section, describe:''&lt;br /&gt;
&lt;br /&gt;
* ''Cards and strategies this card works well with''&lt;br /&gt;
* ''Cards and strategies this card works particularly well or poorly against''&lt;br /&gt;
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''&lt;br /&gt;
&lt;br /&gt;
= Strengths and Weaknesses =&lt;br /&gt;
== Synergizes With... ==&lt;br /&gt;
&lt;br /&gt;
* ''List friendly cards that work well with this card''&lt;br /&gt;
&lt;br /&gt;
== Strong Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy cards this card does well against''&lt;br /&gt;
&lt;br /&gt;
== Weak Versus... ==&lt;br /&gt;
&lt;br /&gt;
* ''List enemy or friendly cards to avoid playing this card with''&lt;br /&gt;
&lt;br /&gt;
= Rulings =&lt;br /&gt;
''In this section'':&lt;br /&gt;
&lt;br /&gt;
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''&lt;br /&gt;
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''&lt;br /&gt;
* ''Link to rules discussions on TLHH''&lt;br /&gt;
&lt;br /&gt;
= Alternate Personas =&lt;br /&gt;
{{AlternateVersionTable|4C302}}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''&lt;br /&gt;
* ''Link to decks that use this card''&lt;br /&gt;
[[Category:Cards That Need Work]]&lt;/div&gt;</summary>
		<author><name>WestMichiganRings</name></author>
	</entry>
</feed>