Galadriel, Lady Redeemed (10R11)

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Glimpse of Fate (10U12)


Set: Mount Doom
Kind: Free Peoples
Culture: Elven
Twilight: 3
Card Type: Companion • Elf
Strength: 3
Vitality: 3
Game Text: When Galadriel is in your starting fellowship, her twilight cost is -3. Fellowship or Regroup: Discard an [ELVEN] event from hand to discard a Shadow condition or Shadow possession.
Lore: “‘I pass the test,' she said. ‘I will diminish, and go into the West, and remain Galadriel.'”
Rarity: R
Notes: Lists: SXL, EXL

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General Strategy

GLR is the one of the most controversial cards ever released, with many players either loving or hating her. She's free in a starting fellowship, so you can always use her in a deck, even if it's not an [elven] deck. She converts any [elven] event into condition or possession discard, which helps with cycling, and, with enough events, she can be used to wipe out an opponent's support area. She serves as an easy counter to Grond, which is otherwise a difficult card to deal with, and she can even get rid of cards like Hides, which [dunland] depends on to counter archery. She also has natural synergy with Cirdan the Shipwright who benefits from having [elven] events in the discard pile.

Despite having an effective twilight cost of 0, and being a powerful source of condition and possession discard, GLR has several weaknesses. First, she can only discard conditions/possessions that were played that turn in the Regroup phase, which may not be enough to prevent the damage of cards like They Stole It, Promise Keeping or War Club. Second, she consumes [elven] events to trigger, so if you're being forced to use her all the time, you won't be able to use the events for their intended purpose. Third, depending on your deck size and the number of shadow players you're up against, you may not have enough events to deal with all their support areas, particularly if they playing Besiegers, who are very condition-happy. Fourth, she is extremely weak, to the point that she can't really fight, but is still taking up a slot in your Fellowship (and adding twilight when you move), which leaves you with few fighters unless you go over the 6 companion limit. Fifth, she only really works against support area possessions, and not ones attached to minions (Unless you're double-moving). Sixth she's useless against conditionless/possessionless shadows. Finally, she is vulnerable to being assassinated by shadow assignment abilities (Listed below) or Terrible as the Dawn.

Strengths and Weaknesses

Strong Versus...

  • Any shadows that rely heavily on conditions or possessions (Beseigers, Moria, Corsairs, some Dunland variants, etc.)
  • Grond

Weak Versus...

  • Galadriel does not really bring anything to the table against shadow sides that do not run, or are not dependant on, conditions or possessions. However, most shadows in Movie Block have at least a few conditions.
  • The most obvious silver bullet counter for GLR is Terrible as the Dawn. If you are not playing a [Sauron] culture deck, then perhaps consider splashing some of these [Sauron] minions and 2-3 copies of Terrible as the Dawn:

- Tower Assassin (Probably your best bet, nice body and can be used to eliminate problem allies) - Great Hill Troll (yes, expensive but a great body and can kill off a condition in the later sites in movie block) - Orc Slaughterer - Orc Archer Troop - Shagrat, Captain of Cirith Ungol - Orc Insurgent - Orc Inquisitor - Orc Pillager - Morgul Hunter

  • If you do not want to include Terrible as the Dawn and a [Sauron] splash, then consider the following list of ways one might contend with Galadriel, Lady Redeemed in the Movie Block format:

- Desert Lord to exhaust her (many tactics listed here require that) - Cast Unto the Winds (play 2 copies the same turn, to assure at least 1 will remain when your action takes place) - Fierce in Despair

- Between Nazgul And Prey + an Enduring Nazgul - Called + a Nazgul + 5 threats - Ulaire Toldea, Messenger of Morgul + 4 burdens - Shotgun Enquea + 5 burdens - Bill Ferny + a way to increase his strength, or reduce Galadriel's (or maybe Desert Lord to exert her twice). Hope they don't have any pumps! - Bill Ferny + damage bonuses (with intiative, Stooping to the Kill + Let Her Deal With Them will give him damage +2!) - Morgul Vanguard (assuming she wields Elven Sword or Aiglos)

- Saruman, Servant of the Eye + another Isengard Minion or Saruman's Staff - Brought Back Alive + an Isengard Tracker - Many Riddles (yeah, you'll get at least a turn out of it, but it is more vulnerable than Brought Back Alive) - Orthanc Champion (if she's exhausted) - Caradhras Has Not Forgiven Us (if she's exhausted) - Fires and Foul Fumes

- Gorgoroth Assassin (if you're playing besiegers and don't wanna run Terrible as the Dawn, but just remember to have an engine to go down with it, or a site controlled, the same turn you wanna Assassinate her). - Over the Isen (Go down with this: play a Dunland Minion, play and use Freca to grab a site, assign to GLR. It'd probably be helpful to have a Hides to play that turn as well to protect Freca)

- Frenzy (assuming you can exhaust her, maybe Desert Lord as mentioned above?) - Bitter Hatred (and Malice if bearing Elven Bow) - Hate

- Reclaim the Precious (long shot, assuming she has Nenya) - Haunting Her Steps (yeah, it is a stretch) - Grima Wormtongue (if she's exhausted and bears Nenya + 2 other cards) - Orc Inquisitor, Band of the Eye, Tower Lieutenant and Southern Spies may try to discard her Elven fuel from hand.

Extra Information

Other Versions of Galadriel