Editing Hill Clan (6R6)

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The twilight reduction of {{Card|Wild Men of the Hills}}, {{Card|Dunlending Footmen}}, and {{Card|Dunlending Reserve}} will be crucial in getting the most out of this minion. When combined with {{Card|War Cry of Dunland}} or {{Card|Anger}}, the Shadow player may be able to sweep through the Fellowship's companions in one site. Playing Wild Men of the Hills this way potentially gives the Shadow player a minion stronger than {{Card|The Balrog, Terror of Flame and Shadow}} for {{Twilight|2}} less (including the cost of Hill Clan), though the Free Peoples player will almost certainly sacrifice their hand to get rid of that threat if at all possible.
The twilight reduction of {{Card|Wild Men of the Hills}}, {{Card|Dunlending Footmen}}, and {{Card|Dunlending Reserve}} will be crucial in getting the most out of this minion. When combined with {{Card|War Cry of Dunland}} or {{Card|Anger}}, the Shadow player may be able to sweep through the Fellowship's companions in one site. Playing Wild Men of the Hills this way potentially gives the Shadow player a minion stronger than {{Card|The Balrog, Terror of Flame and Shadow}} for {{Twilight|2}} less (including the cost of Hill Clan), though the Free Peoples player will almost certainly sacrifice their hand to get rid of that threat if at all possible.


While {{Card|Wild Man of Dunland}} and {{Card|Dunlending Arsonist}} have fairly typical stats among {{C|Dunland}} Men, this minion's strength and twilight cost are significant enough that it is sometimes worthwhile to play it in the middle of a skirmish with one of its kin. This is particularly handy when the Free Peoples has had much of their gear tossed with {{Card|War Club}} and their main skirmisher has just lost a skirmish, as a damage bonus on this minion will almost certainly force the Free Peoples player to pick between losing a strong companion to wounds or having a weaker companion overwhelmed.
While {{Card|Wild Man of Dunland}} and {{Card|Dunlending Arsonist}} have fairly typical stats among {{C|Dunland}} Men, this mininon's strength and twilight cost are significant enough that it is sometimes worthwhile to play it in the middle of a skirmish with one of its kin. This is particularly handy when the Free Peoples has had much of their gear tossed with {{Card|War Club}} and their main skirmisher has just lost a skirmish, as a damage bonus on this minion will almost certainly force the Free Peoples player to pick between losing a strong companion to wounds or having a weaker companion overwhelmed.


== Deckbuilding Strategy ==
== Deckbuilding Strategy ==
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