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{{CardTabs|Shire}}
{{CardTabs|Shire}}


[[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Condition]] from the [[Realms of the Elf-Lords]] set. While not particularly noteworthy upon its release, later cards empowered it to become one of the most notorious Free Peoples conditions. This posed a particular problem for Decipher: they had few ways to create new sources of burden removal without continuing to propel The Shire Countryside to greater heights and no way to use a companion's vitality to reliably limit phase actions. {{Card|Erland, Dale Counselor}} was the final straw,<ref>[http://web.archive.org/web/20070408171859/http://www.decipher.com/content/2004/10/102804lotrxlistchange.html Shadows X-list Update]</ref> a generally well-costed card that would introduce an endless loop with The Shire Countryside and {{Card|A Light in His Mind}}. It was one of many [[Fellowship Block]] cards to be [[X-list|banned]] when [[Shadows]] was released, a precursor to set rotation in [[Black Rider]].
[[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Condition]] from the [[Realms of the Elf-Lords]] set. While not particularly noteworthy upon its release, later cards empowered it to become one of the most notorious Free Peoples conditions. It was one of many [[Fellowship Block]] cards to be [[X-list|banned]] upon the release of [[Shadows]], which ultimately drove Decipher's decision to introduce set rotation in [[Black Rider]].
 
{{CardInfobox|3R113}}
{{CardInfobox|3R113}}
{{QueryCardCategories|3R113}}</noinclude>
{{QueryCardCategories|3R113}}</noinclude>
= Strategy =
= Strategy =
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The greatest downside for The Shire Countryside is that it is often the only thing connecting the burden part of the deck to the rest of it. There will be some games when it is drawn later than one would like, and even more when it is discarded by a Shadow player before a player can get much use out of it. This makes The Shire Countryside both the cornerstone and the weak spot for a deck which is over-reliant on it, a dangerous combination: without it the Fellowship loses healing, of course, but they're also left to choose between not using the burden-adding portion of their strategy, conserving burden removal to take advantage of healing later (potentially allowing 5 burdens for {{Card|Ulaire Enquea, Lieutenant of Morgul}} or clogging the hand), or using up their burden removal and not having enough left for healing down the road. The most consistent Shire Countryside decks, therefore, are aware that it may not always be available. Instead of forming the entire deck's identity, it is best used to compliment everything that the Free Peoples is ''already'' doing. Reliable and relatively costless burden removal from {{Card|A Light in His Mind}} goes far to mitigate these concerns, but of course it is an obvious target for removal as well and unique to boot.  
The greatest downside for The Shire Countryside is that it is often the only thing connecting the burden part of the deck to the rest of it. There will be some games when it is drawn later than one would like, and even more when it is discarded by a Shadow player before a player can get much use out of it. This makes The Shire Countryside both the cornerstone and the weak spot for a deck which is over-reliant on it, a dangerous combination: without it the Fellowship loses healing, of course, but they're also left to choose between not using the burden-adding portion of their strategy, conserving burden removal to take advantage of healing later (potentially allowing 5 burdens for {{Card|Ulaire Enquea, Lieutenant of Morgul}} or clogging the hand), or using up their burden removal and not having enough left for healing down the road. The most consistent Shire Countryside decks, therefore, are aware that it may not always be available. Instead of forming the entire deck's identity, it is best used to compliment everything that the Free Peoples is ''already'' doing. Reliable and relatively costless burden removal from {{Card|A Light in His Mind}} goes far to mitigate these concerns, but of course it is an obvious target for removal as well and unique to boot.  


While any deck with lots of burden removal is able to bid high, The Shire Countryside scales well as the game progresses and more copies are put in play. For some builds (particularly ones with a capacity for clearing minions off the table), it may be favorable to bid low and accept going second on occasion in hopes of passing the opponent later once everything is set up. Sanctuary healing can be unnecessary for Shire Countryside decks: [[doubling]] past the healing from site 6 is an act few others can follow and sets the stage for a double move to site 9 next turn for the win.
While any deck with lots of burden removal is able to bid high, The Shire Countryside scales well as the game progresses and more copies are put in play. For some builds (particularly with a capacity for clearing minions off the table), it may be favorable to bid low and accept going second on occasion in hopes of passing the opponent later once everything is set up. Sanctuary healing can be unnecessary for Shire Countryside decks: [[doubling]] past the healing from site 6 is an act few others can follow and sets the stage for a double move to site 9 next turn for the win.


The [[Site#List of King Block Sites|King Block site path]] can be especially harrowing for The Shire Countryside. All site 4s allow the Shadow player to remove burdens, not only for great benefit but also denying an opportunity for the Free Peoples player to remove them and trigger healing. {{Card|Pelennor Prairie}} in particular demands that there be no burdens upon moving, which may be difficult at that point in the game. {{Card|7U341}} allows the Shadow player to make sure the Free Peoples player can't keep burdens on the board through usual means and may end up overwhelming companions. {{Card|Steward's Tomb}} at the next site is even worse. {{Card|Follow Smeagol}} or {{Card|Get On and Get Away}} are natural fits, but there's no way to rely on drawing them by site 3. Rather than risk unfavorable sites it can be best to plan on going second, with {{Card|Pelennor Plain}} usually the safest site 4.
The [[Site#List of King Block Sites|King Block site path]] can be especially harrowing for The Shire Countryside. All site 4s allow the Shadow player to remove burdens, not only for great benefit but also denying an opportunity for the Free Peoples player to remove them and trigger healing. {{Card|Pelennor Prairie}} in particular demands that there be no burdens upon moving, which may be difficult at that point in the game. {{Card|7U341}} allows the Shadow player to make sure the Free Peoples player can't keep burdens on the board through usual means and may end up overwhelming companions. {{Card|Steward's Tomb}} at the next site is even worse. {{Card|Follow Smeagol}} or {{Card|Get On and Get Away}} are natural fits, but there's no way to rely on drawing them by site 3. Rather than risk unfavorable sites it can be best to plan on going second, with {{Card|Pelennor Plain}} usually the safest site 4.


The "(except a Hobbit)" clause is carved out almost explicitly for {{Card|Sam, Son of Hamfast}}, though the two cards aren't always at odds. With some source of burden removal in the Fellowship phase, it can be shifted from a healing engine to a burden removal engine: remove burdens with Sam's text and then one more with a card like {{Card|Brace of Coneys}} to trigger The Shire Countryside and heal Sam. This may be worth considering for a Free Peoples side which accumulates more burdens than wounds, though such strategies are few and far between.
The "(except a Hobbit)" clause is carved out almost explicitly for {{Card|Sam, Son of Hamfast}}, though the two cards aren't always at odds. With some source of burden removal in the Fellowship phase, it can be shifted from a healing engine to a burden removal engine: remove burdens with Sam's text and then one more with a card like {{Card|Brace of Coneys}} to trigger The Shire Countryside and heal Sam. This may be worth considering for a Free Peoples side which accumulates more burdens than wounds, though such strategies are few and far between.
Its transformation from enabling an interesting but ultimately unreliable combo to a healing juggernaut posed a particular problem for Decipher: they had few ways to create new sources of burden removal without continuing to propel The Shire Countryside to greater heights and no way to use a companion's vitality to reliably limit phase actions. {{Card|Erland, Dale Counselor}} may have been the final straw, a generally well-costed card which introduces an endless loop with The Shire Countryside and {{Card|A Light in His Mind}}. It was banned in [[Standard]], and in a community vote remained on the [[X-list]] for [[Expanded]].


== Deckbuilding Strategy ==
== Deckbuilding Strategy ==
The cultural enforcement required by The Shire Countryside is weak for any deck with Frodo as the Ring-bearer. Playing a second Hobbit in the starting fellowship makes it much less likely to ever clog your hand, and having backup Hobbits in the deck provides some cover should you run into trouble early on. {{Card|Merry, Friend to Sam}} is a popular choice in the starting fellowship as his ability is naturally complemented by its healing, and {{Twilight|3}} remaining allows plenty of decks to take advantage of the setup.
The cultural enforcement required by The Shire Countryside is weak for any deck with Frodo as the Ring-bearer. Playing a second Hobbit in the starting fellowship makes it much less likely to ever clog your hand, and having backup Hobbits in the deck provides some cover should you run into trouble early on. {{Card|Merry, Friend to Sam}} is a popular choice in the starting fellowship as his ability is naturally complemented by its healing, and {{twilight|3}} remaining allows plenty of decks to take advantage of the setup.


The Shire Countryside enables some of the game's most potent and flexible healing, but it's not the only way to constantly remove wounds from companions. If there are many Frodo signets or a {{C|Gondor}} Man, Pipeweed decks provide a similar caliber of healing in the Fellowship phase without relying on conditions (though the reliance on possessions is a liability itself in [[Movie Block]] where corsairs and {{Card|Corsair Marauder}} are popular). {{Card|Shoulder to Shoulder}} allows easy healing for Elven and Dwarf fellowships in the maneuver phase, transferring wounds to self-healing {{C|Elven}} allies. The [[Hobbit Hospital]] strategy keeps Shire-folk healthy with {{Card|Hobbit Party Guest}} refilling {{Card|The Gaffer, Sam's Father}} and {{Card|Farmer Maggot, Chaser of Rascals}} every turn.
The Shire Countryside enables some of the game's most potent and flexible healing, but it's not the only way to constantly remove wounds from companions. If there are many Frodo signets or a {{C|Gondor}} Man, Pipeweed decks provide a similar caliber of healing in the Fellowship phase without relying on conditions (though the reliance on possessions is a liability itself in [[Movie Block]] where corsairs and {{Card|Corsair Marauder}} are popular). {{Card|Shoulder to Shoulder}} can provide a similar caliber of healing for Elven and Dwarf fellowships in the maneuver phase, moving wounds to self-healing {{C|Elven}} allies. The [[Hobbit Hospital]] strategy keeps Shire-folk healthy with {{Card|Hobbit Party Guest}} refilling {{Card|The Gaffer, Sam's Father}} and {{Card|Farmer Maggot, Chaser of Rascals}} every turn.


= Strengths and Weaknesses =
= Strengths and Weaknesses =
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* Most site 4s on the [[Site#List of King Block Sites|King Block site path]], especially {{Card|Pelennor Prairie}} which comes when the Free Peoples player may have a stockpile of burdens from earlier sites and little opportunity to remove them
* Most site 4s on the [[Site#List of King Block Sites|King Block site path]], especially {{Card|Pelennor Prairie}} which comes when the Free Peoples player may have a stockpile of burdens from earlier sites and little opportunity to remove them
* {{Card|Steward's Tomb}}
* {{Card|Steward's Tomb}}
= See Also =
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