Smeagol, Old Noser (5C28)
|Poor Wretch (5C27)||
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|Smeagol, Slinker (5R29)|
So, you've got this odd looking, strength 3 companion hanging around. What can you do with him? The key to using Old Noser isn't winning skirmishes with him. That's not going to happen, unless Frodo has Sting (Baggins Heirloom) and you are willing to exhaust him.
So, that said, what good is he? The double move. He can conceivably put up to four wounds on opposing minions, and that's before you have to decide. Combine that with Aragorn, Wingfoot, or Forests of Lothlorien and you can clear the board of the Cave Troll or the Witch King.
His ability is costly, however. Two exertions is a lot, especially as your other companions (that can fight) are getting banged up as well (because using his ability is not so necessary if you're constantly winning skirmishes, right?). There are a few options to get around this. One is to include extra copies to heal him. If you are going to do that, I recommend Be Back Soon instead, letting you "toss" Smeagol at a big minion, and him not dying. Then you can replay him the next turn, like a twisted unbound Hobbit.
There are a few other uses of Smeagol's special ability that are a bit more eccentric and combo related. The key is that he lets you place the cards beneath your deck in any order.
That's very useful for two cards in particular:
Beren and Luthien, which lets you make minions Strength -1 if there are Elf cards beneath your draw deck, and more importantly The Underdeeps of Moria. That lets you reveal the bottom card of your deck for three twilight, and if it's a Moria orc, put it in your hand. Swarming just got (a little) easier! >by Trek Barnes
Strengths and Weaknesses
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|Sméagol, Slinker (5R29)||Ring-bound. To play, add a burden.
Skirmish: Add a burden to make Sméagol strength +2 and take no wounds.
|Sméagol, Poor Creature (6C45)||Ring-bound. To play, add a burden. Skirmish: Discard a card from hand to make Sméagol strength +1.|
|Sméagol, Always Helps (7R71)||Ring-bound. To play, add a burden.
Assignment: Assign a minion to Sméagol and add 2 threats to exhaust that minion.
|Sméagol, Hurried Guide (7C72)||Ring-bound. To play, add a burden.
Skirmish: If you have initiative, discard 2 cards from your hand. Sméagol cannot be overwhelmed unless his strength is tripled.
|Sméagol, Slippery Sneak (8R27)||Ring-bound. To play, add a burden.|
|Sméagol, Bearer of Great Secrets (9R+30)||Ring-bound. To play, add a burden.
Each time the fellowship moves, place an unbound companion in the dead pile.
Regroup: If Sméagol is the Ring-bearer, add 2 burdens to discard each minion.
|Sméagol, Scout and Guide (11R51)||Ring-bound. To play, add a burden.
Each time Sméagol wins a skirmish, you may play the fellowship's next site.
Skirmish: If Sméagol is at a marsh, exert him to cancel a skirmish involving him.
|Sméagol, Simple Stoor (13U55)||Ring-bound. To play, add a burden.
For each card titled Déagol in your discard pile, Sméagol is strength +2 and resistance –1. Each time Sméagol wins a skirmish, you may take a card from your draw deck and place it in your discard pile.
|Sméagol, Wretched and Hungry (15R49)||Ring-bound. To play, add a burden.
Each Ring-bound companion is resistance +1.
Skirmish: Exert 2 Ring-bound Hobbits to make Sméagol strength +1 and prevent him from being overwhelmed unless his strength is tripled.
|Sméagol, Pitiable Guide (19P11)||Ring-bound.
To play, add a burden.
Skirmish: Exert a Ring-bound companion to make Sméagol strength +2.
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