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{{C|Raider}}s are the evil men who live in the domains under Sauron's shadow, to the south and east of Gondor and Rohan. In this game, {{C|Raider}} culture is an [[Shadow Alignment|Shadow]] [[culture]]s of evil [[Man|man]] [[minion]]s, and is itself split into three [[subculture]]s: the ambushing, oliphaunt-riding archers of the [[Southron]] Haradrim, the disciplined, ferocious warriors of the [[Easterling]]s, and the larcenous piratical [[Corsair]]s of Umbar. Stereotypical dark-skinned, vaguely Persian or Turkic invaders who subscribe to an evil foreign religion may not have aged terribly well, but, hey, playing them means sometimes you get to step on Legolas with a giant war elephant or send an unkempt Peter Jackson to single-handedly crush the entire Fellowship, so you take the good with the bad.
{{C|Raider}}s are the evil men who live in the domains under Sauron's shadow from the lands to the south and east of Gondor and Rohan. In this game, {{C|Raider}} culture is one of two [[Shadow Alignment|Shadow]] [[culture]]s of evil [[Man|man]] [[minion]]s, and is itself split into three [[subculture]]s: the ambushing, oliphaunt-riding archers of the [[Southron]] Haradrim, the disciplined, ferocious warriors of the [[Easterling]]s, and the larcenous piratical [[Corsair]]s of Umbar. Stereotypes of dark-skinned, vaguely Persian or Turkic invaders who subscribe to an evil foreign religion is not a concept that has aged terribly well, but, hey, playing them means sometimes you get to step on Legolas with a giant war elephant or send an unkempt Peter Jackson to single-handedly crush the entire Fellowship, so you take the good with the bad.


{{C|Raider}} culture as a whole was first introduced in [[The Two Towers]], alongside another, separate faction of evil men, {{C|Dunland}}. Initially, {{C|Raider}}s only included the first two subcultures, Southrons and Easterlings. Both subfactions received more cards and developed over the course of [[Tower Block]], but really came into their own with [[The Return of the King]]. Then [[Siege of Gondor]] introduced [[Corsairs]] and their boats, introducing what would remain a top-tier strategy in [[Movie Block]] to this day.
{{C|Raider}} culture as a whole was first introduced in [[The Two Towers]], alongside another, separate faction of evil men, {{C|Dunland}}. Initially, {{C|Raider}}s only included the first two subcultures, Southrons and Easterlings. Both subfactions received more cards and developed over the course of [[Tower Block]], but really came into their own with [[The Return of the King]]. Then [[Siege of Gondor]] introduced [[Corsairs]] and their boats, introducing what would remain a top-tier strategy in [[Movie Block]] to this day.
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The entire culture is one culture, but the way it's split into three means that most decks pick a [[subculture]] and stick with it, only using cards from other subcultures to supplement their strategy. In this way, {{C|Raider}} culture resembles {{C|Isengard}}, although the [[Cultural Enforcement|subcultural enforcement]] isn't nearly so strong. Part of the looseness of this subcultural enforcement is that some cards are weakly aligned with one subfaction or another. A card like {{Card|Discovered}} meshes well with the Easterling plan of placing and [[spot]]ting [[burden]]s, but it's a useful tool for all three subcultures.
The entire culture is one culture, but the way it's split into three means that most decks pick a [[subculture]] and stick with it, only using cards from other subcultures to supplement their strategy. In this way, {{C|Raider}} culture resembles {{C|Isengard}}, although the [[Cultural Enforcement|subcultural enforcement]] isn't nearly so strong. Part of the looseness of this subcultural enforcement is that some cards are weakly aligned with one subfaction or another. A card like {{Card|Discovered}} meshes well with the Easterling plan of placing and [[spot]]ting [[burden]]s, but it's a useful tool for all three subcultures.


{{C|Raider}}s have powerful but generally expensive [[event]] cards. The most (in)famous are their flashy, risky cards to unexpectedly remove troublesome companions: {{Card|Whirling Strike}}, {{Card|Red Wrath}}, and {{Card|Fierce in Despair}}. In theory, these three cards are meant to enable a strategy where you use the Southron signature keyword [[Ambush]] to pay for these powerful events. In practice, they're mostly used to soak up extra twilight from an opponent who has [[flood]]ed, which is common in [[Movie Block]]. This predilection for expensive events also extends to many of their more mundane effects: non-Corsair subcultures have relatively overpriced [[pump]] events, {{Card|On the March}} and {{Card|New Strength Came Now}}. These are rarely played; instead, players tend to use the many {{C|Raider}} utility [[condition]]s like {{Card|Under Foot}}, {{Card|Small Hope}}, and {{Card|Field of the Fallen}} that have pump effects attached to their main effect.
{{C|Raider}}s have powerful but generally expensive [[event]] cards. Case in point, {{Card|Discovered}} is a staple of {{Card|Raider}} decks. That isn't as memorable as the flashy, expensive, and risky cards to unexpectedly remove troublesome companions: {{Card|Whirling Strike}}, {{Card|Red Wrath}}, and {{Card|Fierce in Despair}}. In theory, these three cards are meant to enable a strategy where you use the Southron signature keyword [[Ambush]] to pay for these powerful events, but the most popular Ambush card isn't an Southron card anyway! In practice, they're mostly used to soak up extra twilight from an opponent who has [[flood]]ed, which is common in [[Movie Block]]. This predilection for expensive events also extends to many of their more mundane effects: non-Corsair subcultures have relatively overpriced [[pump]] events, {{Card|On the March}} and {{Card|New Strength Came Now}}. These are rarely played; instead, players tend to use the many {{C|Raider}} utility [[condition]]s like {{Card|Under Foot}}, {{Card|Small Hope}}, and {{Card|Field of the Fallen}} that have pump effects attached to their main effect.


Speaking of which, {{C|Raider}}s have powerful support area cards to enable [[cycling]]. {{Card|Under Foot}} is a keystone of [[swarm]]ing strategies (often multicultural or [[rainbow]] strategies like [[Moria Navy]] or [[Stupid Swarm]]). {{Card|Ships of Great Draught}} not only allows you to never have to worry about a [[Hand Clog|hand clogged]] with Shadow cards, but also lets you retrieve a situational card or play a particularly troublesome card over and over again. With the addition of {{Card|Corsair War Galley}}, this can also give you a near-continuous hold on [[Initiative]], needed to enable certain Southron and Corsair strategies.
Speaking of which, {{C|Raider}}s have powerful support area cards to enable [[cycling]]. {{Card|Under Foot}} is a keystone of [[swarm]]ing strategies (often multicultural or [[rainbow]] strategies like [[Moria Navy]] or [[Stupid Swarm]]). {{Card|Ships of Great Draught}} not only allows you to never have to worry about a [[Hand Clog|hand clogged]] with Shadow cards, but also lets you retrieve a situational card or play a particularly troublesome card over and over again. With the addition of {{Card|Corsair War Galley}}, this can also give you a near-continuous hold on [[Initiative]], needed to enable certain Southron and Corsair strategies.


In theory, {{C|Raider}}s also have strong shared possessions that you play on minions, like {{Card|Raider Bow}} and {{Card|Raider Halberd}}. In practice, both of these cards are only common in one single subculture, and neither one is popular in the culture it's styled after! Both of them appear below along with the corresponding decks.
In theory, {{C|Raider}}s also have strong shared possessions that you play on minions, like {{Card|Raider Bow}} and {{Card|Raider Polearm}}. In practice, both of these cards are only common in one single subculture, and neither one is popular in the culture it's styled after! Both of them appear below along with the corresponding decks.


Most {{C|Raider}} minions are too tightly integrated into their subculture to really work in any deck that isn't devoting significant space to {{C|Raider}} cards. There's one exception: {{Card|Desert Lord}}. He's great for [[exhaust]]ing annoying characters that need to [[exert]] to use their abilities, like {{Card|Legolas, Greenleaf}}, {{Card|Cirdan, the Shipwright}}, and {{Card|Eowyn, Lady of Ithilien}}. You can just slam him down, get two [[direct wound]]s out of him, and maybe even get a third one when he goes to [[skirmish]]. He's just a really great value card that fits into a variety of decks.
Most {{C|Raider}} minions are too tightly integrated into their subculture to really work in any deck that isn't devoting significant space to {{C|Raider}} cards. There's one exception: {{Card|Desert Lord}}. He's great for [[exhaust]]ing annoying characters that need to [[exert]] to use their abilities, like {{Card|Legolas, Greenleaf}}, {{Card|Cirdan, the Shipwright}}, and {{Card|Eowyn, Lady of Ithilien}}. You can just slam him down, get two [[direct wound]]s out of him, and maybe even get a third one when he goes to [[skirmish]]. He's just a really great value card that fits into a variety of decks.
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''See also:  [[Southron]]''
''See also:  [[Southron]]''


Southrons have turbans and bows and they're sneaky ambushing desert warriors but also they have oliphaunts. I guess they're sneaky giant war elephants. Southrons are the least focused of the three {{C|Raider}} subfactions, dabbling in a variety of areas and strategies. Even their subcultural enforcement is sometimes tricky: if a card mentions "a {{CultureIcon|Raider}} archer" or "a mounted {{CultureIcon|Raider}} Man" then it's a card for Southrons, since they have (almost) all of the {{C|Raider}} [[archer]]s and all of the {{C|Raider}} [[mount]]s. Southrons are all over the place, but in practice they have about three-ish common decks, depending on how you count.
Southrons have turbans and bows and they're sneaky ambushing desert warriors but also they have oliphaunts. I guess they're sneaky giant war elephants. Southrons want to have lots of [[twilight]] sloshing around after the [[Shadow Phase]] to pay for expensive events and minion abilities. They also want to have [[initiative]], they like to generate and spot and consume [[threat]]s, and occasionally they [[Site Control|control sites]]. They also [[hate]] overly large or [[rainbow|multicultural]] [[Fellowship]]s. Their subcultural enforcement is sometimes tricky: if a card mentions "a {{CultureIcon|Raider}} archer" or "a mounted {{CultureIcon|Raider}} Man" then it's a card for Southrons, since they have (almost) all of the {{C|Raider}} archers and all of the {{C|Raider}} mounts. Southrons are all over the place, but in practice they have about three-ish common decks, depending on how you count.


Those decks have a shared toolbox. Southrons love to have a bunch of [[threat]]s sloshing around, and {{Card|Rallying Call}} or {{Card|War Towers}} can generate those threats cheaply. These threats can be turned into wounds by killing a companion, or used to fund cards like {{Card|Southron Marksmen}} or {{Card|Ships of Great Draught}}. {{Card|High Vantage}} can efficiently stymie many wounding strategies. They also have some above-average [[hate]] cards for [[Rule of 6|overly large]] or [[rainbow]] Fellowships, such as {{Card|Southron Leader}}, {{Card|Southron Commander}}, and {{Card|Southron Veterans}}. All of these cards are fairly situational, but that's fine! As long as you have {{Card|Ships of Great Draught}}, you can pitch them into discard easily, or retrieve them later at your convenience.
Those decks have a shared toolbox. Southrons love to have a bunch of [[threat]]s sloshing around, and {{Card|Rallying Call}} or {{Card|War Towers}} can generate those threats cheaply. These threats can be turned into wounds by killing a companion, or used to fund cards like {{Card|Southron Marksmen}} or {{Card|Ships of Great Draught}}. {{Card|High Vantage}} can efficiently stymie many wounding strategies. They also have some above-average [[hate]] cards for [[Rule of 6|overly large]] or [[rainbow]] Fellowships, such as {{Card|Southron Leader}}, {{Card|Southron Commander}}, and {{Card|Southron Veterans}}. All of these cards are fairly situational, but that's fine! As long as you have {{Card|Ships of Great Draught}}, you can pitch them into discard easily, or retrieve them later at your convenience.
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The least important part of Southrons is their signature keyword: '''[[Ambush]]'''. '''Ambush''' generates twilight when minions are assigned. In theory, you'd use it to fund the expensive {{C|Raider}} events, or conditions like {{Card|Howl of Harad}} or {{Card|Harsh Tongues}}. In practice, the Ambush numbers are too small to pay for very much, and the minions with Ambush are largely too weak to be worth bothering with. Insofar as Ambush is used in Southron decks at all, it's largely a little extra on a card that's good enough to use anyway.
The least important part of Southrons is their signature keyword: '''[[Ambush]]'''. '''Ambush''' generates twilight when minions are assigned. In theory, you'd use it to fund the expensive {{C|Raider}} events, or conditions like {{Card|Howl of Harad}} or {{Card|Harsh Tongues}}. In practice, the Ambush numbers are too small to pay for very much, and the minions with Ambush are largely too weak to be worth bothering with. Insofar as Ambush is used in Southron decks at all, it's largely a little extra on a card that's good enough to use anyway.


Southrons also dabble in [[site control]], but their cards for actually controlling sites are so inefficient that they're rarely worth bothering with. The only card of note is {{Card|Southron Archer}}. Southron Archer can be [[splash]]ed into other cultures' site control decks, or [[Movie Block]] decks focusing on Southron archers can use {{Card|Crashed Gate}} as a win-win option.
Southrons also dabble in [[site control]], but their cards for actually controlling sites are so inefficient that they're rarely worth bothering with. The only card of note is {{Card|Southron Archer}}. Southron Archer can be [[splash]]ed into other cultures' site control decks, or [[Movie Block]] decks focusing on Southron archers can use {{Card|City Gates}} as a win-win option.


===Southron direct wounding===
===Southron direct wounding===
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''See also:  [[Southron Archery]]''
''See also:  [[Southron Archery]]''


Southron [[archer]]s aren't quite as dirt-cheap as {{C|Moria}}'s: the cheapest ones are {{Card|Southron Bowman}} and {{Card|Southron Archer}}, followed by {{Card|Elite Archer}}. But, similar to [[Uruk Archery]], they also have archer minions with enough strength to skirmish decently well, with {{Card|Desert Lord}}, {{Card|Haradrim Marksman}}, and {{Card|Southron Marksmen}}. (There are some more-expensive archers that can exploit a heavily flooded twilight pool, but they are overpriced and not popular.) {{Card|Southron Bow}} is fairly expensive, but it's worth at least one extra archery wound, and two if you play it on a non-archer. The deck usually runs {{Card|Rallying Call}} and/or {{Card|War Towers}}, both to fund Southron Marksmen and {{Card|Ships of Great Draught}} but also to push even more wounds every time a companion dies. {{Card|Seasoned Leader}} lets minions like {{Card|Desert Lord}} get an extra use of their abilities, and that lends itself naturally to hybridizing this deck with the Southron Mumaks deck below. Alternately, you can just combine this with cheap efficient archers from other cultures, like {{Card|Goblin Bowman}} and {{Card|Morgul Ambusher}}, or use the low-cost Southron archers in an archery deck focused on another culture, or just a [[rainbow]] archery deck.
Southron [[archer]]s aren't quite as dirt-cheap as {{Card|Moria}}'s: the cheapest ones are {{Card|Southron Bowman}} and {{Card|Southron Archer}}, followed by {{Card|Elite Archer}}. But, similar to [[Uruk Archery]], they also have archer minions with enough strength to skirmish decently well, with {{Card|Desert Lord}}, {{Card|Haradrim Marksman}}, and {{Card|Southron Marksmen}}. (There are some more-expensive archers that can exploit a heavily flooded twilight pool, but they are overpriced and not popular.) {{Card|Southron Bow}} is fairly expensive, but it's worth at least one extra archery wound, and two if you play it on a non-archer. The deck usually runs {{Card|Rallying Call}} and/or {{Card|War Towers}}, both to fund Southron Marksmen and {{Card|Ships of Great Draught}} but also to push even more wounds every time a companion dies. {{Card|Seasoned Leader}} lets minions like {{Card|Desert Lord}} get an extra use of their abilities, and that lends itself naturally to hybridizing this deck with the Southron Mumaks deck below. Alternately, you can just combine this with cheap efficient archers from other cultures, like {{Card|Goblin Bowman}} and {{Card|Morgul Ambusher}}, or use the low-cost Southron archers in an archery deck focused on another culture, or just a [[rainbow]] archery deck.


''Example deck: [https://lotrtcgwiki.com/forums/index.php?topic=12034.msg98602#msg98602 Southron archers with boats], a Movie Block deck by Cease on The Last Homely House forums. This is an example of a hybrid using {{Card|Mumak Chieftain}}.''
''Example deck: [https://lotrtcgwiki.com/forums/index.php?topic=12034.msg98602#msg98602 Southron archers with boats], a Movie Block deck by Cease on The Last Homely House forums. This is an example of a hybrid using {{Card|Mumak Chieftain}}.''
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