Category Archives: Key Concepts

Key Concepts: Sideboarding

Observant readers may have noticed that my recent deck lists have included a “sideboard”. For those unfamiliar with this term – prevalent in competitive card games – allow me to explain. A sideboard is a list of cards that are not … Continue reading

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Key Concepts: Grading

Whether it is movies, books, or college professors a simple 1 to 5 star grading system is woefully one-dimensional. The reality is that anything worth grading in the first place, is worth analyzing with a bit more nuance than five choices. With … Continue reading

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Key Concepts: Splashing

While mono-sphere decks can be very powerful, a deck is often even more effective if you include one hero from another sphere. Adding just a bit of another sphere is known as splashing. The reason why splashing can improve a … Continue reading

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Key Concepts: Traits – Rohan

With the card pool expanding slowly but surely, more traits are starting to gain relevance. In our last look at traits, we reviewed the many powerful effects available to Dwarf decks. While not as fundamental as spheres, traits are still … Continue reading

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Key Concepts: Control

“The greatest victory is that which requires no battle.” ― Sun Tzu, The Art of War Fighting a battle involves managing risk on many levels. Lord of the Rings: The Card Game is no different. Everything from keeping your heroes alive, … Continue reading

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Key Concepts: Resource Curves

Even with mono-sphere decks on the rise, resource management remains vital to successful deck design. Whether you are building a Rohan quest-rush deck, a Gondorian Ranger deck with traps and staging area tricks, or a deck featuring the power of … Continue reading

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Key Concepts: Factions

In the latest episode of The Grey Company Podcast, I briefly mentioned that I prefer to view the game in terms of factions. Since Outlands was the topic of the episode, there was not sufficient time for me to expound … Continue reading

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