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The Mumakil: Hero Review

There’s no better way to start a cycle than with a good old-fashioned Mumak hunt! The Mumakil Adventure Pack sees our adventurers turned big game hunters for the very first time, all in the pursuit of finding mounts across the unforgiving desert. In terms of player cards, we saw a wide variety of trait and deck type support in The Sands of Harad deluxe expansion. The Mumakil pack, however, really hones in primarily on one trait specifically: the brand new Harad trait. It makes sense to take this approach, since this trait did not exist previously and so will need a heavy dose of support up front if it hopes to be viable in the near future. At the same time, while this pack definitely goes a long way towards forming the foundations of a Harad pack, it isn’t quite the “deck in a box” that The Steward’s Fear was for Outlands. Still, I’m getting ahead of myself a bit. First things first, let’s look at the hero of The Mumakil, who forms the cornerstone of the new Harad deck type. Can he reach the heights of such peers as Dain Ironfoot and Celeborn? Or will he fold under the pressure? Read on to find out!

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The Sands of Harad: Allies, Attachments, and Events Review


It’s definitely difficult to name a more iconic duo than the heroes found in The Sands of Harad deluxe expansion. However, with this cycle focusing on a region far from the areas of Middle-earth that we are familiar with, what themes will the rest of the player cards in this expansion draw from? And how will they hold up as strong new members of the card pool? Read on to find out!

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Campaign Mode: The Passage of the Marshes (Part 1)


After defeating the armies of the treacherous wizard Saruman at Helm’s Deep, our intrepid heroes, led by Aragorn and Gandalf, struck back at Isengard itself. Saruman used every last bit of his wizardry in a final, desperate attempt to claw out some kind of victory, but was ultimately forced to retreat inside his fortress. Now, he is neutralized for the moment, with Isengard occupied by an army of Ents. With the scenarios of The Treason of Saruman completed, it is now time to turn our attention to The Land of Shadow.
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The Sands of Harad: Heroes Review


The Sands of Harad is the latest deluxe expansion for our beloved game, one that takes us further afield in terms of geography and lore than we have ever been before. Our heroes venture into an area that was never really explored by Tolkien: Harad. This is a place that is far different in terms of climate, culture, and history than anything we encounter in the text of The Lord of the Rings, and while that might be slightly jarring at first, I welcome this chance at exploration and finally learning more about the southern lands! While the lands and foes we face might be different this time around, the heroes are actually some familiar faces. That’s right, we have received brand new versions of Legolas and Gimli to compete with the original Core Set incarnations. The theme of these new editions is the legendary friendship of Legolas and Gimli rather than their solitary exploits. But can these heroes actually help you win a game? Read on to find out!

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The City of Corsairs: Allies, Attachments, and Events Review


It’s time for another lightning round review, as I tear through the rest of the player cards of the City of Corsairs pack. As was true last time, I’ve restricted myself to a maximum of four sentences per card. Which cards will pass muster and which are better left on the streets of Umbar? Read on to find out!

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Spirit Hero Poll #2 Results


The time has come to finally put the second edition of the favorite Spirit hero poll to bed. The first run of the Spirit hero poll was conducted early in the days of this blog. Which Spirit heroes have grown in popularity? Which have fallen from favor? Which of the newer heroes have endeared themselves? Let’s get some answers!
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Arts of the Enemy: Part 1 (Gaining A Foothold)


During the Council of Elrond, it was the lord of Rivendell himself that warned against examining too closely the ways of darkness. After Gandalf related the fall of Saruman, Elrond cautioned:

It is perilous to study too deeply the arts of the Enemy, for good or for ill.

Such advice is wise when facing down a Dark Lord or taking the fate of the world in your hands. However, for the purpose of getting better at a game that can often be quite punishing, we are going to be casting these wise words into the fires of Mount Doom, with all due respect to Elrond. In this new article series, I am going to be focusing on the other side of the coin from the Deck Building 101 series: gameplay strategy itself. While deck building gets a ton of attention and is certainly an important aspect of LOTR LCG, making the right decisions when playing is equally important if you hope to avoid a grisly fate.

In Part 1 of Arts of the Enemy, I will be taking a look at one of the most crucial parts of the game: gaining a foothold in the first few rounds so that you are not swept away. I would argue that the early game is the most vital part of a game of LOTR LCG for the vast majority of scenarios. Getting established quickly and effectively is often the difference between a more and less powerful deck or player.

This sounds great in theory, but how exactly can you become a master of the early game in practice? Read on to follow this three step program! Read more…