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Site 9 is the endgame, and all of the options are very straightforward, and largely a matter of taste. They even all have the same twilight number: 9. It largely comes down to your Shadow deck's relationship with threats and burdens. Would you like more threats (or just a generically good site that supports almost all decks)? {{Card|Dagorlad}}. Would you rather finish off an almost-corrupted [[ring-bearer]]? {{Card|Slag Mounds}}. {{Card|Haunted Pass}} is a little shakier, since you need to consume the threats you'd certainly rather turn into wounds, but it can be worth it to make your draw more consistent or punish Free Peoples players who roll into site 9 with a large threat stack, expecting Dagorlad. The odd one out is {{Card|Narchost}}, which is worse than Slag Mounds in a [[corruption]] deck and useless to any other sort of deck, and thus almost never played.
Site 9 is the endgame, and all of the options are very straightforward, and largely a matter of taste. They even all have the same twilight number: 9. It largely comes down to your Shadow deck's relationship with threats and burdens. Would you like more threats (or just a generically good site that supports almost all decks)? {{Card|Dagorlad}}. Would you rather finish off an almost-corrupted [[ring-bearer]]? {{Card|Slag Mounds}}. {{Card|Haunted Pass}} is a little shakier, since you need to consume the threats you'd certainly rather turn into wounds, but it can be worth it to make your draw more consistent or punish Free Peoples players who roll into site 9 with a large threat stack, expecting Dagorlad. The odd one out is {{Card|Narchost}}, which is worse than Slag Mounds in a [[corruption]] deck and useless to any other sort of deck, and thus almost never played.


The site path, as a result, encourages a certain pace. Except for {{C|Dwarven}} decks, [[bidding]] high doesn't bring much in the way of benefits except for going first, since most of the initial sites are weak and site 4 can punish excess burdens. For the move from 1-3, it strongly discourages overplaying cards on the first turn with the site 2 penalties for losing initiative, as well as the small bonuses at site 1 to situational [[choke]] tactics. Skipping past site 3 is discouraged because, as with other formats, you're not only losing out on the healing, but also possibly the gametext helping your deck to set up. Unlike earlier formats, there's no version of site 3 that favors certain Shadow decks, though. Site 4 favors the Shadow somewhat, but site 5 is the pivot. {{Card|Steward's Tomb}} can be the hardest site in the format! A well-developed Fellowship can often go 3-5, but most often Free Peoples players who are in the lead will aim to go 3-4 then 4-6, to get the hardest move out of the way the beginning of a turn rather than the end, and follow it by moving into the relatively easier site 6. It's difficult to go 3-5, 5-7 as the player in the lead, since you'll generally get no benefit from the opponent's site 6 (and, even in a mirror match, any opponent could be running {{Card|Minas Tirith First Circle}} against you). But a 3-5, 5-7 move is generally doable for the player trying to catch up, and it effectively blanks two of the possible sites you could face at site 7. The path also discourages decks that try to bulk up their Fellowship at site 6, because site 7 could unpredictably punish them for it. After that, it's just Shadow-favored sites to close out the game, notable mainly that they tend to interact with the [[threat]] and [[burden]] piles.
The site path, as a result, encourages a certain pace. Except for {{C|Dwarven}} decks, [[bidding]] high doesn't bring much in the way of benefits except for going first, since most of the initial sites are weak and site 4 can punish excess burdens. For the move from 1-3, it strongly discourages overplaying cards on the first turn with the site 2 penalties for losing initiative, as well as the small bonuses at site 1 to situational [[choke]] tactics. Skipping past site 3 is discouraged because, as with other formats, you're not only losing out on the healing, but also possibly the gametext helping your deck to set up. Unlike earlier formats, there's no version of site 3 that favors certain Shadow decks, though. Site 4 favors the Shadow somewhat, but site 5 is the pivot. {{Card|Steward's Tomb}} can be the hardest site in the format! A well-developed Fellowship can often go 3-5, but most often Free Peoples players who are in the lead will aim to go 3-4 then 4-6, to get the hardest move out of the way the beginning of a turn rather than the end, and follow it by moving into the relatively easier site 6. It's difficult to go 3-5, 5-7 as the player in the lead, since you'll generally get no benefit from the opponent's site 6 (and, even in a mirror match, any opponent could be running {{Card|Minas Tirith First Circle}} against you). But a 3-5, 5-7 move is generally doable for the player trying to catch up, and it effectively blanks two of the possible sites you could face at site 7. The path also discourages decks that try to bulk up their Fellowship at site 6, because site 7 could punish them for it, and never in a predictable way, since most decks could run more or less any site 7. After that, it's just Shadow-favored sites to close out the game, notable mainly that they tend to interact with the [[threat]] and [[burden]] piles.


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