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Site 7 punishes Fellowships with six or more characters in different ways, but does nothing to Fellowships that respect the [[Rule of 6]]. Notably, all of them give a consistent six [[twilight]]. {{Card|Ruined Capitol}} simply forces a [[stop]] as long as the Shadow player plays a minion, and it's one of the most popular choices, especially since it can't be used to punish someone going from 5-7. {{Card|Osgiliath Crossing}} is also popular, since it allows the Shadow player to draw many cards (to use up the [[flood|excessive twilight]] that large Fellowships often generate) while empowering their [[Enduring]] minions. {{Card|Osgiliath Crossing}} can set up a deathblow by forcing the Free Peoples player to [[double move]], although it's useless if the Free Peoples player simply wipes out all of the minions or went 5-7 that turn. {{Card|Pelennor Grassland}} has almost no effect except maybe helping [[Enduring]] minions, so it can be useful in decks that plan to reach site 7 with a large Fellowship.
Site 7 punishes Fellowships with six or more characters in different ways, but does nothing to Fellowships that respect the [[Rule of 6]]. Notably, all of them give a consistent six [[twilight]]. {{Card|Ruined Capitol}} simply forces a [[stop]] as long as the Shadow player plays a minion, and it's one of the most popular choices, especially since it can't be used to punish someone going from 5-7. {{Card|Osgiliath Crossing}} is also popular, since it allows the Shadow player to draw many cards (to use up the [[flood|excessive twilight]] that large Fellowships often generate) while empowering their [[Enduring]] minions. {{Card|Osgiliath Crossing}} can set up a deathblow by forcing the Free Peoples player to [[double move]], although it's useless if the Free Peoples player simply wipes out all of the minions or went 5-7 that turn. {{Card|Pelennor Grassland}} has almost no effect except maybe helping [[Enduring]] minions, so it can be useful in decks that plan to reach site 7 with a large Fellowship.


Site 8 offers culture-specific benefits to the Shadow player at the cost of consuming [[threat]]s, but, unfortunately, not all Shadow cultures have a site, and some of the benefits are not great. As with site 7, all of them give a consistent eight [[twilight]]. {{Card|Morgulduin}} is one of the best, and so strong that many non-{{C|Ringwraith}} decks use it to retrieve a utility [[Nazgul]] like {{Card|Ulaire Enquea, Lieutenant of Morgul}}. {{Card|Northern Ithilien}} is also popular, and works well with a deck using a {{C|Gollum}} splash, turning the threats from {{Card|Captured by the Ring}} into burdens. {{Card|Morgul Vale}} is a serviceable benefit for {{C|Sauron}} decks. {{Card|Cross Roads}} is marginal: most {{C|Raider}} decks except [[Easterling]]s have other, better uses for [[threat]]s. {{Card|Watchers of Cirith Ungol}} has a completely negligible effect, even for the [[Morc]] decks it's meant to enable: those decks would really rather run Morgulduin, or, failing that, spend those threats on cards like {{Card|Morgul Destroyer}}. It's occasionally used because it's terrible, since it will not benefit the opponent's Shadow hardly at all.
Site 8 offers culture-specific benefits to the Shadow player at the cost of consuming [[threat]]s, but, unfortunately, not all Shadow cultures have a site, and some of the benefits are not great. As with site 7, all of them give a consistent eight [[twilight]]. {{Card|Morgulduin}} is one of the best, and so strong that many non-{{C|Ringwraith}} decks use it to retrieve a utility [[Nazgul]] like {{Card|Ulaire Enquea, Lieutenant of Morgul}}. {{Card|Northern Ithilien}} is also popular, and works well with a deck using a {{C|Gollum}} splash, turning the threats from {{Card|Captured by the Ring}} into burdens. {{Card|Morgul Vale}} is a serviceable benefit for {{C|Sauron}} decks. {{Card|Cross Roads}} is marginal: most {{C|Raider}} decks except [[Easterling]]s have other, better uses for [[threat]]s. {{Card|Watchers of Cirith Ungol}} has a completely negligible effect, even for the [[Morc]] decks it's meant to enable: those decks would really rather spend those threats on other cards. It's occasionally used because it's terrible, since it will not benefit the opponent's Shadow hardly at all.


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.
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