Useful Hazards
Let's face it! Some hazards are better than others! It probably didn't take you long to
find out those Crebain weren't doing anything but giving your opponent some kill points,
while those pesky Cave-drakes were giving him severe head-aches!
In this text I will discuss the hazard cards that I use very often in serious decks. If
you're a new player it might be a good idea to try to get these hazards first -- they will
really improve your decks.
The text is split up into a list of hazards that work against all alignments and
hazards that work well against hero decks or minion decks, respectively. (In a general
opponent tournament, you can bring two decks, one vs. heroes, one vs. minions.)
Versus All Alignments
- Adunaphel - The Wizards - Rare
In my humble opinion, the best Nazgul there is. Tapping the right character at the right
time usually will cost your opponent a turn. Examples: tap the only character in the
company that is still untapped, if your opponent is going to get a faction, tap the
character who was supposed to be doing the influencing, tap the strongest character in the
company, then throw some hazard creatures his way, etc. Adunaphel rules; don't listen to
anyone who tells you something else!
- An Unexpected Outpost - Dark Minions - Common
An indispensable card for getting back the hazards that really hurt your opponent from
your discard pile or to access your sideboard. I usually put two in the play deck and a
third copy in the sideboard. (Note that the wording on the Unexpected Outposts in the
Challenge Decks indicates that you can also take one hazard from your discard pile and
another from your sideboard if Doors of Night is in play.)
- Baduila - Dark Minions - Rare
Baduila is an agent that can send a company back where it came from, which is one of the
most powerful effects in the game! And Baduila's two home sites, Goblin Gate and Mount
Gundabad, are visited frequently by both heroes and minions.
- Cave Worm - The Dragons/The Lidless Eye - Common
This horrible drake with a prowess of 16 is playable at a whole bunch of frequently
visited regions. And even if your opponent manages to kill it, he only gets one kill
point! It's almost to good to be true!
- Daelomin at Home - The Dragons - Rare
Discard to increase hazard limit of a certain company by 2. Easy to play and can be quite
nasty when used at the right time.
- Foolish Words - The Dragons & The Lidless Eye - Common
Great card to screw with faction rolls. Use it as an on-guard card for maximum
effectiveness.
- Mouth of Sauron - The Wizards - Rare
A card that allows you to get any hazard from your discard pile back into your hand! I
don't think I'm being over-enthusiastic when I say this card belongs in every Middle-earth
deck...
- Power Built By Waiting - Against the Shadow - Common
It's a bit less powerful than Daelomin At Home, but it's non-unique. This is another good
card for fast hazard decks.
- Revealed to All Watchers - The Dragons - Rare
A useful card for almost any deck. Allows you to put aside those resources during your
opponents turn and then draw a bunch of new cards -- who knows what kick-ass hazards might
be among them?
- River - The Wizards & The Lidless Eye - Common
Hazards that can potentially force your opponent to do nothing during his site phase
without risking giving away kill points are always good.
- Sellswords Between Charters - The Lidless Eye - Common
This hazard creature may not look very special at first sight but 2 strikes at 11 is quite
good actually. And they can hit both border-holds and shadow-holds which makes them very
versatile.
- Summons from Long Sleep - Against the Shadow - Uncommon
This permanent-event allows you to take a drake or dragon from your hand and place it on
this card. It can then attack (with a +2 prowess bonus) whenever you want it too. Speeds
up your deck and makes those drakes even stronger!
- Twilight - The Wizards/The Lidless Eye - Common
You need at least some Twilights in your deck and/or sideboard in case your opponent plays
a so-called roadblock hazard strategy (the cheezy bastard!) or to remove his Gates of
Morning or Doors of Night at the right time -- or to counter his Twilights (yes, you can
twilight a Twilight) when he tries to remove yours!
- Uvatha the Horseman - The Wizards - Rare
Though he's less versatile than Mouth of Sauron, Uvatha is still very useful: he allows
you to take a hazard creature (including Mouth of Sauron!) from your discard pile and put
it into your hand.
Versus Heroes
- Assassin - The Wizards - Rare
Most hero decks will visit a border-hold or free-hold at least once during a game -- they
need allies and factions and these MP cards are usually only playable at these site types.
When they do -- it's assassination time! This nasty hazard creature has three attacks
against the same character with a prowess of 11! If you don't have any Assassins (they are
rare after all), Slayers are a good substitute.
- Beorning Skin-changers - The Balrog - Fixed
A card that can send your opponent's companies back to where they came from can't be bad.
It's especially devastating against hobbit decks but it can be made to work against almost
any deck.
- Lure of the Senses - The Wizards & The Lidless Eye - Common
This is a corruption card that, unlike Lure of Nature, is playable on any character
(except Ringwraiths). It's also pretty hard to remove.
- Rain-drake - The Dragons - Common
Rain-drake is a 15-prowess triple-wilderness drake that can also hit ruins & lairs
with at least 2 wildernesses in their site path (for heroes, this means you can play
rain-drake at almost every ruins & lairs there is) and as a bonus it's also playable
at coastal seas.
- Rolled Down to the Sea - The White Hand - Rare
This is a card that can really slow down a one ring deck or any other deck that uses
rings. And if your opponent doesn't play with rings you still get to peek at his hand,
which is always useful.
Versus Minions
- Elf-lord Revealed in Wrath - The Lidless Eye - Rare
The Elf-lord is probably one of the most expensive cards in the game... And rightfully so,
since he kicks some serious bad guy butt! With a Chill Them With Fear and no Doors of
Night in play, he has three strikes @ 17!
- Heedless Revelry - The Lidless Eye - Rare
This is a great card against those annoying squatter decks or against decks that play
multiple resources at one site during the site phase (Blasting Fire and similar cards,
wolf allies, Snaga-hai etcetera).
- Ice-drake - The Dragons - Common
Minion decks often visit the regions where this nasty critter (2 strikes @ 15) is
playable.