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MIDDLE-EARTH: THE WHITE HAND GUIDE
Part 3: Sites, Hero Resources, Minion Resources and Hazards

Copyright Pierre Jonas Castillo ©2001

Edited by Nigel Buckle for The Guild Companion

This is the third and final article in the series articles covering the cards released in "The White Hand" expansion for the Middle Earth Collectible Card Game. The first article was in the August 2001 issue of the Guild Companion and covered the Fallen Wizards themselves and their specific stage resources. The second in the September 2001 issue considered general Stage Resources, Fallen Wizard items and factions, and characters.

FALLEN-WIZARD SITES

The four sites included in MEWH are usable only by Fallen-wizard players, three of them having a respective hero and minion counterpart. These three are treated for the Fallen-wizard player as Wizardhavens. The other, Deep Mines, is a totally new site located in the Under-deeps and normally adjacent only to a protected Wizardhaven.

DEEP MINES  - Ruins and Lairs (Under-deeps)

[opponent draws/you draw: 2/1; SP: 3]

A company may move to this site only from one of your protected Wizardhavens and only if you have more than 6 stage points. The protected Wizardhaven is the surface site for Deep Mines (i.e., the sites are adjacent and the movement roll required to move between them is 0). You receive the three stage points if any of your companies are at the site. May be duplicated in location deck.

Official Errata: Cannot be duplicated on a given Wizardhaven.

The Deep Mines is a new site that can only be included in a Fallen-wizard's location deck. This site is used for the play of certain stage resources and it provides you 3 SPs. Note that because of the errata this site cannot be duplicated at a given Wizardhaven. You should also be wary of creatures that can be keyed to Ruins & Lairs as they can be played keyed to this site. This is a useful site for Fallen Wizards, as Noldo Lanterns and Dwarven Lightstones (from Dark Minions) are playable here, as are Delver's Harvest and Earth Eater.

ISENGARD - (Wizardhaven) Gap of Isen (C)

[opponent draws/you draw: 2/2]

Special: If one of your companies is at this site, all attacks against it are canceled.

The first of the two Wizardhavens that accommodates all Fallen-wizards, this card is central to certain Fallen-wizard strategies (especially Saruman's being his homesite) as it is one of the two Wizardhavens on which a Fortress can be built, it is located in the Gap of Isen region, and has access to a variety of MP sources on both sides of the Misty Mountains. Being a Wizardhaven, any attack against any of your companies at this site is canceled.

RHOSGOBEL - Wizardhaven (Southern Mirkwood) (C)

[opponent draws/you draw: 2/2; SP: 1]

Special: Only Radagast's companies may use this card. This site is a protected Wizardhaven. If one of your companies is at this site, all attacks against it are canceled. Any of your companies moving to or from Rhosgobel is not considered to be moving through Southern Mirkwood (including one less Dark-domain in their site path). You receive the stage point if any of your companies are at this site.

Official Errata: Remove "Any of your companies moving to or from Rhosgobel is not considered to be moving through Southern Mirkwood (including one less Dark-domain in their site path)." 

This Wizardhaven is exclusively for use by Radagast and his companies. Therefore, only fallen Radagast players can actually move to the FW version of this site. Plus, it's a protected Wizardhaven. This means fallen Radagast companies, unless they are based in the Eriador or lower Misty Mountains area, need not worry about having a protected Wizardhaven or a place to heal, and companies at this site have direct access to the Deep Mines without having to play additional cards (to make the haven protected). Even with the errata given on this card, it can still be useful for the play of certain cards, and essential for a fallen Radagast deck if you intend to actually play the wizard himself (as it's his home site).

THE WHITE TOWERS - Wizardhaven (Arthedain)

[opponent draws/you draw: 2/2]

Special: If one of your companies is at this site, all attacks against it are canceled.

This is probably the most popular Wizardhaven, this being the common starting site of most Fallen-wizard companies, and the home site of Fallen Pallando. It is the second of the two Wizardhavens that accommodates all Fallen-wizards, and has the same benefit the FW version of Isengard has, namely all attacks against any of your companies at this site are canceled. Its location in Arthedain is also quite strategic as there a number of MP sources close by.

HERO RESOURCES

ALLIES

NOBLE STEED - Ally (C) [MP: 1; Mind: 1; P/B: 0/8]

Playable at any tapped or untapped non-Haven site in Rohan, Southern Rhovanion, Khand, Dorwinion, Horse Plains, or Harondor. If each character in a company controls a Noble Steed (or Bill the Pony or Shadowfax), the company may move up to two additional regions. Tap to cancel a strike (not from an automatic-attack) against its bearer or itself.

A substitute to Shadowfax (which is unique), this ally makes a nice addition to any Rohirrim theme deck. It can be played at a number of sites in the regions listed above and is also a good ally to get together with 3 Noble Hounds if you plan to squat in Dunharrow (or any Border-hold in the listed regions). Its combat ability is pretty much in par with the Hound's except it cannot be used against auto-attacks. It has a higher body, making it harder to eliminate compared to the Hound. Additionally, similar to Shadowfax, it has a very good ability if you plan to travel to sites that can be reached in one turn.

EVENTS

PROMPTINGS OF WISDOM - Permanent-event (U) [CP: 2]

Light Enchantment. Playable during the organization phase on a ranger. Target ranger may tap to cancel all hazard effects for the rest of the turn that: force his company to return to its site of origin or that tap his company's current or new site. If so tapped, target ranger makes a corruption check. Cannot be duplicated in a given company.

A nice ranger specific card that can be used as a backup in case Goldberry cannot be played (to prevent the company from being forced to return to its site of origin). Additionally it prevents a site from being tapped from hazards effects such as Long Winter and Foul fumes. However, it forces your ranger to tap as well as make a corruption check. This can be dangerous as you can lose your ranger from a failed roll (this card does carry 2 CP) or from corruption cards played on them.

THE WHITE COUNCIL - Permanent-event (R) [MP: 1]

Playable during your organization phase in your marshalling point pile if your Wizard is in a Haven and you have more marshalling points than your opponent. Your opponent must be a Fallen-wizard or a Wizard. Cannot be duplicated on a given turn.

A very good penny miscellaneous MP card especially for fast hero decks, this card is best played coming from the sideboard. Just let your Wizard rest at a Haven and bring down this card. It is also good to balance out those MPs.

THE WHITE WIZARD - Permanent-event (R) [MP: 2]

Unique. Playable on a Wizard with Sacrifice of Form. +2 to his direct influence, +1 to all of his corruption checks. Discard if Saruman is in play as an opposing Wizard.

This card is obviously best played if you are Saruman. In his Fallen-wizard version, it can very much help him in his checks as he will have a +1 to all his checks (fallen Saruman has a -1 corruption check modifier). Plus, Saruman is perhaps the Wizard that performs a lot of checks through the use of his special abilities. This card provides a solution to his corruption problems. Additionally, it provides another reason why Sacrifice of Form is very useful for a deck that uses its Wizard. If played on hero Gandalf or hero Radagast, they gain a virtual +2 to their corruption checks. The +2 to your Wizard's DI is not bad, too. To top it off, it has 2 MPs to balance out points. You might want to put this card in your sideboard if you plan to use Sacrifice of Form. If your opponent is Saruman, don't bother playing this card

FACTIONS

The four factions listed below are quite different from previous hero factions. First, these are the only non-unique hero factions. That means you are safe from duplicating them even if your opponent gets to play them first and lowers the possibility of you ending up with zero faction MPs. Second, they can be played at the sites listed on their cards regardless of tapped or untapped status. This provided heroes the chance to caravan and get these factions at their listed sites similar to certain minion strategies. Before, they can only caravan at a limited number of sites to get not so many resources. With these cards, it added a new dimension to hero caravanning. Third, they provide additional abilities that can help companies that can help in their strategies. Additionally, some of these factions are not limited to heroes. Even minions (covert) can play them.

A PANOPLY OF WINGS - Animal Faction (C) [MP: 1]

Playable at any tapped or untapped non-Haven, non-Shadow-hold, non-Dark-hold site in a Wilderness if the influence check is greater than 11. Standard Modifications: if Radagast is your Wizard (+3). Discard this faction to make information playable at such a site.

The first of the four non-unique hero factions of the game, this is the most playable since a large percentage of the regions in Middle-earth are Wilderness, as long as it is not a Dark-hold or Shadow-hold, you can play this faction. Obviously, Radagast decks are most likely to use this card, as he is the only one who has a bonus to the influence check (although Radagast doesn't actually have to make the check, as long as you are playing Radagast any of your characters get the bonus). Its ability to make Information playable is also good if you plan to pack many Information cards in your deck, but remember you will lose the faction (and it's MP point) if you utilize this option.

BEASTS OF THE WOOD - Animal Faction (C) [MP: 1]

Playable at any tapped or untapped non-Haven, non-Darkhaven, non-Dark-hold site in Woodland Realm, Western Mirkwood, Heart of Mirkwood, Southern Mirkwood, Fangorn, or Cardolan if the influence check is greater than 11. Standard Modifications: if Radagast is your Wizard (+3). Tap this faction to cancel an attack keyed by name to one of the regions listed above. May also be used as a minion resource card that is only playable by a character in a covert company.

The second of the non-unique hero factions of the game, however, this one is more limited in terms of sites playable. As with A Panoply of Wings, Radagast gets the bonus. Its canceling ability is useful if you plan to center your strategy around any of the regions listed on the card, and you can use it turn after turn, as its use doesn't require the faction be discarded. As another bonus, minion covert companies can also play this faction.

WILD HORSES - Animal Faction (R) [MP: 1]

Playable at any tapped or untapped non-Haven site in Rohan, Southern Rhovanion, Khand, Dorwinion, Horse Plains, or Harondor if the influence check is greater than 11. Standard Modifications: Men with home sites in the regions listed above (+3). Tap this faction to allow any company with one of the regions listed above in its site path to move up to 1 additional region.

This card is another great addition to a Rohirrim theme deck. It can be playable at any site in Rohan (plus at a number of other regions as listed on the card) and can also be useful if your companies tend to travel far and wide as long as any of the listed regions is part of the site path. Unlike the other factions, Radagast decks do not get a bonus on this one, but characters like Théoden and Erkenbrand do.

WILD HOUNDS - Animal Faction (U) [MP: 1]

Playable at any tapped or untapped Ruins and Lairs in a Wilderness if the influence check is greater than 11. Standard Modifications: if Radagast is your Wizard (+3). Discard this faction to cancel an automatic-attack at a Ruins and Lairs or an attack keyed to Wilderness or Ruins and Lairs. May also be used as a minion resource card that is only playable by a character in a covert company.

The last of the Animal factions, it is the second most playable of the four factions listed. Radagast decks also receive a bonus to this faction and minion covert companies can also play this card. Its canceling ability is superior to Beasts of the Wood as it is not limited to a number of sites. It can even cancel nasty creature on-guard cards like Cave-drake or from Dragon attacks due to Dragon's Desolation or Rumor of Wealth, as well as attacks from another company. But this power is offset by the serious drawback that you lose the faction when you use it.

MINION RESOURCES

EVENTS

THE BLACK COUNCIL - Permanent-event (R) [MP: 1]

Playable during your organization phase in your marshalling points pile if your Ringwraith is in a Darkhaven and you have more marshalling points than your opponent and your opponent is a Ringwraith. Cannot be duplicated on a given turn.

The minion version of the hero The White Council, this is a very good penny miscellaneous MP card. It's much easier to play compared to The White Council, as most minion decks tend to have their Ringwraiths sit at a Darkhaven to use their abilities. It is also good to balance out those MPs.

COUNTERFEIT - Permanent-event (R)

Magic. Spirit-magic. Playable on an Orc character in a spirit-magic using character's company. The Orc is considered to be a Half-orc for all purposes. Unless he is a Ringwraith, the spirit-magic using character makes a corruption check modified by -3. Discard if the Orc character is in a company that does not contain a spirit-magic using character.

A card of very limited use, you would only consider putting this in the deck if you need to have Orcs in the company of men and a half-orc is not suitable (and also a spirit-magic user to play this card).

CREPT ALONG CLEVERLY - Short-event (C)

Ranger only. Cancels a Wolf, Animal, Spider, Dragon, Drake, or Undead attack against a ranger's company.

A card that only emphasizes the importance of rangers in the game, this is a variant of the hero Many Turns and Doublings. It can also cancel Dragon and Drake attacks, but it does not have the alternative option when Gates of Morning (or Skies of Fire for minions) is in play. As most players now are wary of hazards such as River and Long Winter, rangers will almost always be seen in any company. If you are playing as a Fallen-wizard, you can have 2 copies of this card plus 2 of the hero version. One of the most useful cards in the whole expansion.

THE FIERY BLADE - Permanent-event (R)

Playable on your Ringwraith or a Ringwraith follower. Each strike against the Ringwraith receives -1 body (-2 body and -2 prowess against The Witch- king). Discard The Fiery Blade after a strike against the Ringwraith fails or if the Ringwraith has Morgul-blade. Cannot be duplicated.

Similar to Morgul-blade, this card helps your Ringwraith effectively kill off creatures or characters and is useful in proactive Ringwraith decks. However, like Morgul-blade, once it serves its purpose, it is discarded. If you are not playing as the Witch-king, you might be better off using Morgul-blade as it also provides a minus to the strike's prowess. You can have this card as a back-up. However, this card is vastly superior to Morgul-blade if you are playing as the Witch-king.

GOVERN THE STORMS - Short-event (R)

Magic. Sorcery. Cancel all hazard effects for the rest of the turn that: force a sorcery-using character's company to return to its site of origin or would tap its current or new site. Unless he is a Ringwraith, the sorcery using character makes a corruption check modified by -4.

This card can be a good alternate for Piercing All Shadows (see below) if your companies are composed mostly of sorcery-users, as you can play it in response to a hazard – and your magic user can be tapped or even wounded. However, it is just a short-event, which means that unless you include three copies of this card or have means of immediately recycling this card, you are better off using Piercing All Shadows. Plus, the resulting corruption check might be too much for any non-ringwraith sorcery-using character.

OPEN TO THE SUMMONS - Permanent-event (U)

Playable on a minion company. One agent minion may be played with target company at a Darkhaven - place this card with the agent. -1 to his mind to a minimum of 1. This card may be played with a starting company in lieu of a minor item. When played as such, reveal it when starting companies are determined as if it were a character. Cannot be duplicated on a given character.

A great card for Ringwraith players as you can now start the game with any of the agents in the starting company. It can be noticed that the different attributes of the minion agents are much more superior compared to their non-agent counterparts, and this card provides minion players the chance to play them immediately and not wait anymore for them to be drawn. Plus, these agents can only be played at their home sites, which can slow down a deck, as they might be located at some other part of the map. The same goes for Fallen-wizard players who can now play some of these agents. A card worth considering if you think the loss of one starting minor item for the company can be made up by the gains one agent can give to the company. This card makes the resource card Faithless Steward much more playable – as you can start with the appropriate agent by using this card.

PIERCING ALL SHADOWS - Permanent-event (U) [CP: 3]

Playable during the organization phase on a ranger. Target ranger may tap to cancel all hazard effects for the rest of the turn that: force his company to return to its site of origin or that tap his company's current or new site. If so tapped, target ranger makes a corruption check. Cannot be duplicated in a given company.

The minion counterpart of Promptings of Wisdom, this is a nice ranger specific card that prevents a company from returning to its site of origin, as well as protects certain sites from being tapped from hazards effects such as Long Winter and Foul Fumes. However, it forces your ranger to tap as well as make a corruption check. Although the 3 MPs on a minion ranger can tap him at the most, if your ranger is also carrying other CP cards with him (items, corruption cards, etc.), this can be dangerous as you can lose your ranger from a bad roll. Also road-block hazards are less of a problem for minions, many minion decks never leave shadow or dark lands, and Beorning Skin-Changers are treated as hazard creatures (not a short event) against minions.

POISON OF HIS VOICE - Short-event (U)

Magic. Spirit-magic. Playable on a hazard permanent-event on a character in a spirit-magic-using character's company. Discard target hazard. Alternatively, playable on a spirit-magic-using Fallen-wizard. -6 to his stage points (to a minimum of 3) for the rest of the turn. Unless the spirit-magic- user is a Ringwraith, he makes a corruption check modified by -3.

Most players would seldom use this card's first ability as you can easily remove hazard permanent-events with Voices of Malice or Twilight (if the hazard is also an environment), or even Ancient Secrets. Plus, the corruption check modifier for Voices of Malice is lower in comparison to this card's. However, Fallen-wizards may try using this card for its alternate effect of reducing their SPs to protect themselves from those nasty anti-FW hazards like Inner Rot and Cruel Claw Perceived. If this card were not a magic card, it would see more use.

SOJOURN IN SHADOWS - Short-event (R)

Magic. Shadow-magic. Playable before strikes are assigned on a character facing an attack in a shadow-magic using character's company. Target character cannot be assigned a strike from the attack. Unless he is a Ringwraith, the shadow-magic using character makes a corruption check modified by -4.

A magic card that is very good in a redirection strategy. However, since it is a magic card, it will be rarely seen in most decks, as you will still need a shadow-magic user to play it. Plus, the corruption check can be devastating to the caster, but this can be a crucial card in some active ring-wraith decks as it is possible to avoid an attack against a lone Ringwraith using this card – even if the attack can not be normally cancelled (like the automatic attack at Shelob's Lair).

WHITE LIGHT BROKEN - Short-event (U)

Magic. Sorcery. Playable on a sorcery-using character. All of his corruption checks are modified by +2 for the rest of the turn. Alternatively, playable on a sorcery-using Fallen-wizard. -4 to his stage points (to a minimum of 3) for the rest of the turn. Unless the sorcery-using character is a Ringwraith, he makes a corruption check.

This card may be considered putting in a deck that relies heavily on sorcery cards as it helps in the corruption checks of any one sorcery-using character for the rest of the turn, since most sorcery cards cause big corruption checks to non-Ringwraith sorcerers. Its alternate effect is quite similar to Poison of His Voice; only it reduces your SPs by 4 instead of 6. This can be helpful if you need to reduce your SPs to a minimum. This card can be best played as a support to Poison of His Voice and vice versa.

ITEMS

MEWH introduces a new item keyword: Technology. These new items are designed only for minions, but Fallen-wizards can use them, too. Three of the items listed below add yet another dimension to minion squatter decks in that they can be played at tapped or untapped Shadow-holds - sites where War-wolves and Snaga-hai are playable. Plus, the special discard ability of two of these cards, Blasting Fire and Liquid Fire, are very useful in combat and influence. (A detailed analysis of both cards will be discussed on each card entry below).

BLASTING FIRE - Special Item (C) [MP: 1; CP: 1]

Technology. Playable at a tapped or untapped Shadow-hold, Dark-hold, or a site with a Dwarf automatic-attack. Discard to cancel all automatic-attacks at a site against the bearer's company, any influence attempts against factions at the site this turn are modified by +2.

The first technology item is very useful in most minion decks, being playable at a tapped site means minion companies can sit in comparative safety (at a dark-hold) and play multiple little MP cards a turn. Influence is more valuable for minion players, and the +2 this card gives when influencing factions will be very helpful. Plus, it cancels all automatic-attacks at a site, which obviously duplicates the effects of Riven Gate (from MEAS). This card, however, is much easier to play compared to Riven Gate as it only needs an untapped character to bring it down from your hand. It can affect any site's automatic-attack (not just Border-holds'), does not cause corruption checks and it has 1 MP.

LIQUID FIRE - Special Item (R)

[MP: 1; CP: 1]

Technology. Playable at a tapped or untapped Shadow-hold, Dark-hold, or a site with a Dwarf automatic-attack. Discard to cause all strikes from all attacks of a non-Dragon, non-Nazgûl, non-Balrog creature keyed to a site to fail (resulting body checks for the creature are modified by -2).

The second technology item can be very useful if a company expect to kill lots of creatures during a game. As with Blasting Fire, it can be playable at certain sites minion companies usually squat in. Its 1 MP does not hurt, too.

MECHANICAL BOW - Major Item (C) [MP: 1; CP: 1; P/B: +2/-1]

Weapon. Technology. -1 to bearer's body. Warrior only: +2 prowess to a maximum of 8; -1 to the body of any strike its bearer faces if he taps to face the strike.

The only technology item that is a weapon, a warrior character is best to use this, and most minions are warriors. However, it also gives the warrior a -1 to his body. Although the ability to give -1 to a strike's body can be good to get the kill MPs, you have the tap the warrior just to get this effect. All in all not the best weapon available – and most likely seen in Fallen Saruman decks (combined with Saruman's Machinery).

VILE FUMES - Special Item (U) [MP: 1; CP: 1]

Technology. Playable at a tapped or untapped Shadow-hold, Dark-hold, or a site with a Dwarf automatic-attack. Discard during the site phase at a Border- hold or Shadow-hold to make all versions of the site Ruins and Lairs. Its normal automatic-attacks are replaced with: Gas - each character faces 1 strike with 7 prowess (cannot be canceled). Keep Vile Fumes with the site until the site is discarded or returned to its location deck.

The fourth technology item is not as useful as Blasting Fire or Liquid Fire as it only replaces an automatic-attack with another one that cannot even be canceled. Though this can be useful, minion companies would definitely prefer to have an automatic-attack they can cancel. If you plan to change Border-holds to Ruins & Lairs, it can be useful if you are playing against hero speed faction decks, but not so much for minions (you definitely don't want to change Shadow-holds into Ruins & Lairs if you are a minion player). You are most likely to play this card with a squatting company for its MP value, rather than for it's discard effect.

HAZARDS

CREATURES

GOBLIN-FACES - Creature (R) [MP: 1; P/B: 7/-; Playable: Border-lands, Shadow-lands, and Border-holds]

Orcs. Men. Three strikes. Following the attack, the attacker looks at a number of cards from the top of the defender's play deck equal to the number of successful strikes of the attack. The attacker may place any of these cards face down on the bottom of the defender's play deck (in any order he chooses). He places the rest on top of the defender's deck (in any order he chooses).

Goblin-faces is another good addition to any Orc or Man hazard strategy, but what makes it unique is its ability to displace up to three cards your opponent might be expecting to draw by putting them at the bottom. You just have to make sure the strikes will succeed to benefit from this ability. Add some Orc/Man enhancers to increase your chances of wounding a character as well as the number of cards you can displace.

EVENTS

Most of the hazard events in this expansion concentrate on Fallen-wizards. Some of these can only be used against Fallen-wizards (e.g., Blind to the West, Cast from the Order, etc.) while some can reach its maximum effect if played specifically against Fallen-wizards (e.g., Cruel Claw Perceived, Inner Rot, etc.). Additionally, most of the hazard permanent-events' effects designed against Fallen-wizards greatly depends on their total Stage Points. You might think twice when considering to include these cards in your deck but due to the official tournament rules stating that you can add up to 10 pre-selected anti-FW cards in your sideboard, you need not worry about wasting sideboard space for these cards when going to tournaments. You can carefully select these 10 cards so you can be prepared when playing against a Fallen-wizard player. However you need to include ways to access your sideboard (such as Nazgul or An Unexpected Outpost) to utilize them, and often you'll find the delay a problem. If you believe it likely you'll face a Fallen-Wizard deck it's probably worth including some of the more generic hazards (that also affect Wizards or Ringwraiths) straight in the main deck.

BLIND TO THE WEST - Short-event (C)

Targets and cancels one hero short-event played by a Fallen-wizard earlier in the same chain of effects. This card can be played at any time and does not count against the hazard limit. Remove this card from the game.

IRE OF THE EAST - Short-event (C)

Targets and cancels one minion short-event played by a Fallen-wizard earlier in the same chain of effects. This card can be played at any time and does not count against the hazard limit. Remove this card from the game.

These two cards are very similar to the alternate use of Many Sorrows Befall except that it can be duplicated in the play deck and targets specific resource types. Blind to the West targets hero resources while Ire of the East targets minion resources. If you put 3 copies of each card in a deck plus Many Sorrows Befall, you can cancel up to 7 resources by your FW opponent, assuming they use minion and hero short-events. Plus, unlike Many Sorrows Befall, these two cards do not count against the hazard limit and can be played anytime (like Twilight). However, once used up, these cards are removed from the game, all in all staple anti-FW cards.

CAST FROM THE ORDER - Permanent-event (R)

Playable on a Fallen-wizard. Make a roll and add the Fallen-wizard's stage points. If the result is less than 16, discard this card. Otherwise, place this card with the Fallen-wizard. The Fallen-wizard's player must use minion sites for Border-holds, Free-holds, and hero Havens. Also, the Fallen-wizard's company is overt.

A hazard permanent event that can only be used against Fallen Wizards - this card prevents FW companies from easily entering hero Border-holds, Free-holds and Havens. It also prevents them from acquiring those hero factions and allies, as they cannot play them at minion versions of those sites. Plus, it can be of great help when you are playing a hero deck and would like to initiate company vs. company combat against the fallen wizard's company as it is now overt.

CRUEL CLAW PERCEIVED - Permanent-event (R)

Playable on a Wizard, Fallen-wizard, or Ringwraith. His general influence is modified by -1. If he is a Fallen-wizard, this modifier is instead: -9 if his stage points (SPs) exceed 20, -7 if his SPs exceed 15, -5 if his SPs exceed 10, or -3 if his SPs exceed 5 (use the first modifier that applies). Additionally, the Fallen-wizard's hand size is reduced by 1 if his SPs exceed 10, and by 1 more if his SPs exceed 20. Cannot be duplicated on a given character. Discard when any play deck is exhausted.

This card can be used against any alignment, so worth considering in any hazard deck, but preferably against a Fallen-wizard as it greatly reduces his player's general influence depending upon his total SPs. Knowing that influence is also a valuable commodity for FWs, this card can help in influence attempts against them as well as a good support card against influence destruction hazard strategies. To top it off, it can reduce their players' hand size by 1 or 2.

ECHOES OF THE SONG - Short-event (C)

If your opponent has more than one stage card and 4 or more stage points, he must discard one stage card of his choice. Alternatively, force a target character to make a corruption check. Remove this card from the game.

This card can be very helpful in slowing down a FW player from achieving victory by forcing the discard of one stage card. It can lower his MP total, which can give his opponent the boost needed to catch up and call the End-of-Game first. It's alternate effect duplicates Weariness of the Heart although it also gets removed from the game (so you cannot recycle it). Worth considering in a general corruption deck if you suspect you may face a Fallen Wizard opponent.

FLOTSAM AND JETSAM - Permanent-event (R)

If a player has 15 or fewer cards in his play deck (20 or fewer if a Fallen-wizard), all effects are automatically canceled which allow him to search through or look at any portion of his play deck or discard pile outside of the normal sequence of play. Discard when any play deck is exhausted. Cannot be duplicated.

A more specialist version of Bane of the Ithil-stone, this card will most likely be preferred by decks that want to use Palantíri but wants to avoid the doubling of CPs caused by Bane. However, this card's effect can only be used if any deck has already thinned out, or usually the later part of the game. It is worth considering as a sideboard card to bring in against specialist decks that rely on manipulating the play deck when it is reduced to a few cards. Also this card can act as a limited backup to Lady of the Golden Wood, as you can only include one of her in your deck (she's unique), against minion opponents.

FOOL'S BANE - Permanent-event (U)

Playable on a Fallen-wizard. Influence checks he makes against hero resources are modified by: -9 if his stage points (SPs) exceed 18, -7 if his SPs exceed 12, -5 if his SPs exceed 7, -3 if his SPs exceed 3, or -1 if his SPs exceed 0 (use the first modifier that applies). Additionally, his Elf characters and Elf factions are each worth 0 marshalling points in all cases. Cannot be duplicated on a given Fallen-wizard. Discard when any play deck is exhausted.

Although playable only against Fallen Wizards, this card can be devastating if a FW player centers his MP acquisition through factions (especially fallen Pallando and fallen Gandalf). His capability to influence his opponent's resources is also weakened by this card.  Plus, his influence over the Firstborn is totally wrecked, as he won't be getting any MPs from such characters and factions. Expect this card to be removed by a Marvels Told or Voices of Malice fairly quickly.

FOUL TOOTH UNSHEATHED - Permanent-event (C)

Playable if your opponent is a Fallen-wizard. If your opponent has 7 or more stage points and is not Alatar, hazards his companies defeat (while this card is in play) without an asterisk [*] are worth no marshalling points. This card overrides any conflicting resources.

Unless you are playing as fallen Alatar, this card will totally rob you of those kill points that most players need to balance out their MPs. And unless you have a card to help you eliminate Free People hazards, don't expect any kills unless this card is gone.

HEART GROWN COLD - Permanent-event (U)

Fallen-wizard players must use minion site cards for hero Havens. If a Fallen-wizard has more than 4 stage points, his player must also use minion site cards for Free-holds. If a Fallen-wizard has more than 7 stage points, his player must also use minion site cards for Border-holds.

This card is the cheaper version of Cast from the Order, being its uncommon counterpart. However, this card's effect is quicker to take effect, as you no longer need a roll. Just wait for the Fallen Wizard's stage points to add up to a total of 8 and he will similarly end up being refused help at hero havens, free-holds and border-holds.

IN THE GRIP OF AMBITION - Permanent-event (C) [CP: 1; SP: 2(3)]

Corruption. Playable on a Fallen-wizard or a Wizard. He receives 1 corruption point (CP). If he is a Fallen-wizard, he receives 2 stage points. If he has more than 7 stage points, he receives an additional stage point. Cannot be duplicated on a given character. During his organization phase, target may tap to attempt to remove this card. Make a roll - if this result is greater than 8, discard this card.

Being playable against both Wizards and Fallen Wizards, this is a very good corruption card. It's add-more-SPs effect against Fallen Wizards can be very useful in combination with hazards like Inner Rot. Add its high discard roll requirement and you have a powerful card, even though it does not force corruption checks the way other corruption cards do.

INNER ROT - Permanent-event (R) [CP: 1(*); SP: 2]

Corruption. Playable on a Wizard or a Fallen-wizard. He receives 1 corruption point (CP). If he is a Fallen-wizard, he receives 2 stage points and the CPs received are instead: 4 CPs if his stage points (SPs) exceed 18, 3 CPs if his SPs exceed 11, 2 CPs if his SPs exceed 5, 1 CP if his SPs exceed 0 (use the first that applies). The target makes a corruption check whenever his controlling player plays a stage card. Cannot be duplicated on a given character. During his organization phase, target may tap to attempt to remove this card. Make a roll - if this result is greater than 6, discard this card.

A very nasty corruption card especially against Fallen Wizards - although the checks might not be as frequent as the other staple corruption cards, playing this card on the Fallen Wizard will definitely force a player to think twice if he still wants to play stage resources: if he plays one, his SPs and probably CPs will increase AND he will make a check. Its high discard roll requirement doesn't help, too. Combine this card with In the Grip of Ambition and a Fallen-wizard will know the real danger of falling.

LONGING FOR THE WEST - Permanent-event (U) [CP: 2]

Corruption. Playable on a Wizard or a Fallen-wizard. He receives 2 corruption points and makes a corruption check at the end of his untap phase if not at a Haven (or Wizardhaven). Cannot be duplicated on a given character. During his organization phase, target may tap to attempt to remove this card. Make a roll - if this result is greater than 6, discard this card.

Another corruption card specifically designed against Wizards and Fallen-wizards, this card works best in combination with Lure of the Senses and Lure of Creation. That way, the Wizard/Fallen-wizard is not safe anymore wherever he is as he will be making corruption checks every untap phase. It is also as hard to remove as the Lures mentioned, and you need to roll at least 10 if the Wizard chooses not to tap. This card should definitely be considered in any corruption strategy vs. Wizards or Fallen Wizards.

MASK TORN - Permanent-event (R)

Fallen-wizards may not bring characters with more than 4 mind into play. If a Fallen-wizard has more than 9 stage points, he may not bring characters with more than 3 mind into play. Discard when any play deck is exhausted.

This card prevents Fallen-wizards from playing those 5-mind, 2 MP characters. Plus, if their SPs are high enough, all they can play are 1 MP characters. Probably most effective if your hazard strategy returns or discards characters – as with this card in play your opponent will struggle to bring in replacements.

NATURE'S REVENGE - Permanent-event (R)

Playable on a site in a Wilderness that normally is a Border-hold or a Shadow-hold, or on a non-protected Wizardhaven in a Wilderness. All versions of the site become Ruins and Lairs and each gains an additional automatic- attack: Animals - each character faces 1 strike with 7 prowess. Discard this card when the site is discarded or returned to its location deck.

This card can make sites like Bree and the Old Forest difficult to enter; and sites like Moria and Goblin-gate more dangerous. For Fallen Wizards, it makes even their very homes an unsafe place to stay in (except Radagast). Cave-drakes can now attack companies entering such sites as well as Dragons (using Dragon's Desolation), or if you use animals as your main strategy then the animal enhancers will help boost the automatic attacks.

POWER RELINQUISHED TO ARTIFICE - Permanent-event (R)

Playable on a Wizard, Fallen-wizard, or Ringwraith. His prowess and direct influence are each modified by -1. If he is a Fallen-wizard, these modifiers are instead: -5 if his stage points (SPs) exceed 20, -4 if his SPs exceed 15, -3 if his SPs exceed 10, -2 if his SPs exceed 5 (use the first modifier that applies). For Alatar and Radagast, reduce the modifier to 0 for prowess and double it for direct influence. Cannot be duplicated on a given character. Discard when any play deck is exhausted.

This card can be played against any alignment, this time lowering the prowess and direct influence of your avatar. Against Fallen Wizards, the effects are much more disastrous. They are now incapable of effectively facing combat (except for Alatar and Radagast) and exerting their influence (especially against Alatar and Radagast). Combine this with Cruel Claw Perceived and other influence reducing hazards to create a real problem for your opponent.

ROLLED DOWN TO THE SEA - Short-event (R)

Unique. Opponent must discard a ring from his hand or from one of his companies if available. If no rings are available as such, he must reveal his hand to you.

At first glance, this card is great against ring strategies, especially against One Ring decks. However, it has also become a staple card as it allows you to look at your opponent's hand – and any player should be able to benefit from knowing what cards your opponent is holding.

SOMETHING ELSE AT WORK - Permanent-event (R)

Playable on a character. Any influence check he makes is modified by -1 and any test for a gold ring in his company is modified by -1. If he is a Fallen-wizard, these modifiers are both instead: -4 if his stage points (SPs) exceed 14, -3 if his SPs exceed 9, -2 if his SPs exceed 4, -1 is his SPs exceed 0 (use the first modifier that applies). Cannot be duplicated on a given character. Discard when any play deck is exhausted.

Another hazard perm that has devastating effects on a Fallen Wizard's influence, this time around working on his checks. The other effect of lowering your chances to get a desired ring can be crucial especially if you are playing a One Ring strategy, and although it cannot be duplicated on a given character, it can be duplicated in a company (just play it on other characters). This card is certainly worth considering for the sideboard for use against ring strategies.

WHOLE VILLAGES ROUSED - Short-event (R)

Playable on a hero Border-hold or Free-hold. The site has the automatic-attacks indicated on the corresponding minion site card (detainment against hero companies) but with +2 prowess. Alternatively, playable on a minion Shadow-hold or Dark-hold. The site has the automatic-attacks indicated on the corresponding hero site card (detainment against overt companies) but with +2 prowess.

This card can be very effective against faction recruiting type of decks in that it creates auto-attacks on a seemingly safe site. Although these attacks can only be detainment depending on what alignment you are playing, it may tap out an entire company before it can play the faction (or any resource playable at the site, for that matter). Very good for slowing down hero speed faction decks and squatter minion decks. This card fills in a blind spot in an "automatic attack" strategy – as you have an easy way to create automatic attacks at hero Border and Free-Holds.

WILL YOU NOT COME DOWN? - Permanent-event (U) [SP: 4]

Playable on a Fallen-wizard at a Wizardhaven. Your opponent must choose to either: discard from play enough stage cards (of his choice) to reduce his stage point total below 7 or to receive 4 stage points. Cannot be duplicated on a given Fallen-wizard.

This card presents a very tough choice for a Fallen Wizard player: will he reduce his SP total to 7 and slow down his run for victory or will he take the 4 SPs and risk a bigger effect from dangerous hazards such as Inner Rot and Power Relinquished to Artifice? Probably only Fallen Alatar can afford to ignore the threat of this card, as it is rare that a Fallen Alatar sits at a Wizardhaven for long.

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