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=Dunland Culture=
''This culture was only pertinent for the pre-[[Shadows]] sets. If you are looking for strategies for decks set after that time, see [[Men Culture]].''
''This culture was only pertinent for the pre-[[Shadows]] sets. If you are looking for strategies for decks set after that time, see [[Men Culture]].''


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And behind it all stands Saruman, Rabble-Rouser. His words inflame the excitable tribesmen and add even more power to their battle fury. Anytime a minion isn't quite strong enough to get the job done, exert Saruman to add 2 to their strength. Saruman's behind the scenes influence on Theoden hinders the Fellowship and prevents them from moving as freely as they desire, and similarly he can make that last minute double move more difficult by making your opponent exert a companion for each Dunlending on the table.
And behind it all stands Saruman, Rabble-Rouser. His words inflame the excitable tribesmen and add even more power to their battle fury. Anytime a minion isn't quite strong enough to get the job done, exert Saruman to add 2 to their strength. Saruman's behind the scenes influence on Theoden hinders the Fellowship and prevents them from moving as freely as they desire, and similarly he can make that last minute double move more difficult by making your opponent exert a companion for each Dunlending on the table.


All in all, the Dunland culture is another great example of the feel of the book and movies being translated into the game, in a way that not only makes them effective, but fun to play as well.
All in all, the Dunland culture is another great example of the feel of the book and movies being translated into the game, in a way that not only makes them effective, but fun to play as well.  
 
==Subcultures / Strategies==
Made up of just 51 cards, Dunland minions are known for their low vitality, high strength, and powerful triggers after winning skirmishes. Most decks include {{Card|Hides}}, {{Card|War Club}}, and {{Card|Saruman, Rabble-rouser}} given their utility, while other cards generally fit into one of these broad camps (with a fair amount of overlap).
 
===Site Control Beatdown===
The most basic (and often most effective) Dunland deck is a beatdown strategy which grabs one or two sites with {{Card|Hillman Tribe}} and {{Card|Wulf}} (and {{Card|Freca}} in Movie and Expanded) then utilizes cards like {{Card|Burn Every Village}}, {{Card|Over the Isen}}, {{Card|Ready to Fall}}, and {{Card|Dunlending Elder}} to wound and overwhelm companions.
 
===No-site Beatdown===
As the name implies, this deck largely forgoes taking control of sites and puts that card space towards overwhelming companions from the start. Typically there are more pumps and fewer conditions than the site control variant, so {{Card|Too Long Have These Peasants Stood}} is more likely to appear in this deck. {{Card|War Cry of Dunland}} is a good fit here and {{Card|Dark Fury}} replaces {{Card|Burn Every Village}} as the pump of choice, putting the Free Peoples player in danger of having a key companion (or two) overwhelmed at site 3 when Dunland minions stop roaming.
 
===Fierce Swarm===
This deck focuses on playing minions in the middle of the skirmish phase (particularly {{Card|Wild Men of the Hills}}, {{Card|Dunlending Footmen}}, and {{Card|Dunlending Reserve}}) at a discount with the text of {{Card|Wild Man of Dunland}}, {{Card|Dunlending Arsonist}}, and {{Card|Hillman Mob}}, then uses {{Card|War Cry of Dunland}} (or to a lesser extent {{Card|Anger}}) to make that minion fierce as well. Combined with pseudo-fierce minions such as {{Card|Dunlending Robber}}, the Shadow player can turn modest offerings in the shadow phase into enough capable minions in the fierce assignment phase to kill the Ring-bearer or second-string companions.
 
===Mill===
This deck uses {{Card|Dunlending Rampager}} and {{Card|Dunlending Renegade}} to either put strong minions on the table for next to nothing or force the Free Peoples player to toss cards from their hand (most likely Shadow cards, giving your own Free Peoples a bit of an easier time). The end goal may be to get the Free Peoples player down to 3 or fewer cards in hand and play {{Card|Wild Men of the Hills}} (especially with {{Card|War Cry of Dunland}}) in order to overwhelm companions, or to use the hand extension of {{Card|Leaping Blaze}} to put large swarms on the table.


==Designer's Notes==
==Designer's Notes==
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While I'm sad to see the Dunland culture take a break during King block, I have no doubt they will return one day with a vengeance in a future block. And who knows, maybe we'll sneak in a card or two next year when we can, much like we've done for Moria this past year. Until next time, here's to winning skirmishes.
While I'm sad to see the Dunland culture take a break during King block, I have no doubt they will return one day with a vengeance in a future block. And who knows, maybe we'll sneak in a card or two next year when we can, much like we've done for Moria this past year. Until next time, here's to winning skirmishes.
----
{{Culture Table}}
[[Category:Cultures]]
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