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i just wouldn't know how to put together a good lotr deck until i seen the cards and even then i don't know how effective they would be alone without other outside supporting cards from other sets in the game.
what would be a good combo to ensure i get the ring bearer on each card played so i can get it stacked quickly?
I don't think much of LotR Alchemy but I stopped enjoying that miserable format when they took away dungeons which was a brilliant mechanic that they gave some love to in Alchemy and then snatched it away. Sadly in Historic, too many decks obsolete most of the dungeon mechanic cards. So my help is minimal at best.
The legendary halflings are all good ring bearers as they tend to be the smallest creatures on the board and so dodge blockers easily. (The ringbearer gets the kithkin style --speaking of old school-- can't be blocked by bigguns ability).
In fact there are many potential ways to build a good Lotr deck. Again though I dislike LotR Alchemy too much to be any more help than that. (Ironically I grew up first having my Dad read the Hobbit to me when I was very young and then when I learned to read, picking up the Trilogy and eventually the Silmarilian, Book of Lost Tales, etc. Huge fan of the books. The movies are trash imho and while I enjoyed the cards themselves for their lore, the mechanics just piss me off. And particularly Alchemy itself is a hot dumpster fire.
theres a few good black cards in the lotr set list. thats very true. including ringwraiths. but the cost is to high to make trying to go for those plays not really worth it imo. but i'm still not sure how well they actually do in matches. especially since only having seen people try using them against me in matches usually turns out very poorly and not in their favor. but then again, maybe that has more to do with my black/white control and not their deck specifically since tbh, the deck i run the most only has 1 real game play weakness to it and its just removal. outside of that is a bad hand and bad draws. which i noticed the lotr set has a severe lack of card removal or play beyond "return to target creature to opponents hand." which is objectionably the worst choice to make since it leave it open to being played again at a better time for them or to be used to re-combo another effect for them. but when i talk about removal i'm speaking specifically about artifacts and enchantments. creatures are always easy to deal with. except for enchantment creatures... such as shrines for example.