Core Set
(x2)

The Three Trials
(x5/x4)

The Lost Realm
(x1)

The Lost Realm
(x3/x1)

The Lost Realm
(x4)

The Lost Realm
(x2/x1)

The Lost Realm
(x5/x4)

The Treachery of Rhudaur
(x1)

The Treachery of Rhudaur
(x2)

The Treachery of Rhudaur
(x3/x2)

The Battle of Carn Dûm
(x1)

The Battle of Carn Dûm
(x1)

The Dread Realm
(x1)

(1)
5
4
5
12




Undead.
Dúnedain.
Sorcerer.
Cannot have attachments.
Daechanar gets +1 Attack for each Sorcery card in play, and gains indestructible while at least 1 Sorcery card is in play.
Forced: When Daechanar is damaged, if there is at least 1 Sorcery card in play, cancel all damage just dealt and remove a Sorcery card from the game.
The Dread Realm
(x3/x1)

The Dread Realm
(x3/x2)

The Dread Realm
(x2)

(18)
2
4
0
5




Undead.
Wraith.
Forced: When Wraith of Carn Dûm leaves play, attach it to a character in play. (Counts as a Sorcery attachment with the text: "Attached character has -1 Willpower, -1 Attack, and -1 Defense. If the attached character leaves play, return Wraith of Carn Dûm to the staging area as an enemy.")
The Grey Havens
(x3/x2)

The Grey Havens
(x3)

The Grey Havens
(x2/x1)

The Grey Havens
(x2/x1)

Temple of the Deceived
(x1)

Temple of the Deceived
(x3)

Temple of the Deceived
(x2/x0)

(46)
3
4
1
5




Undead.
Island Watcher cannot be optionally engaged.
While Island Watcher is in the staging area, it gains: "Forced: At the beginning of the encounter phase, if the active location has the Ruins trait, Island Watcher engages the player with the highest treat. Then, deal it 2 shadow cards."
Temple of the Deceived
(x2)

The Ghost of Framsburg
(x1)

(30)
3
3
3
6




Undead.
Wight.
Hazard.
Cannot have non-objective attachments.
Fram's Shade gets +1 Threat, +1 Attack, and +1 Defense for each Loot objective the players control.
When Fram's Shade is dealt shadow cards, deal it a number of shadow cards equal to the number of Loot objectives the players control (to a minimum of 1).
The Ghost of Framsburg
(x2/x1)

The Ghost of Framsburg
(x3/x2)

The Land of Shadow
(x3)

The Land of Shadow
(x3)

The Land of Shadow
(x3/x1)

The Flame of the West
(x4)

The Flame of the West
(x3/x2)

The Flame of the West
(x2)

The Flame of the West
(x2/x1)

The Flame of the West
(x1)

The Flame of the West
(x1)

The Stone of Erech
(x3)

The Stone of Erech
(x4)

The Stone of Erech
(x2)

The Stone of Erech
(x2)

The Stone of Erech
(x1)

The Stone of Erech
(x3)

The Dead Marshes Nightmare
(x3)

The Dead Marshes Nightmare
(x2)

The Dead Marshes Nightmare
(x3)

The Dead Marshes Nightmare
(x3)

The Three Trials Nightmare
(x3)

The Three Trials Nightmare
(x3)

The Three Trials Nightmare
(x3)

Deadmen's Dike Nightmare
(x2)

Deadmen's Dike Nightmare
(x2)

The Treachery of Rhudaur Nightmare
(x2)

The Treachery of Rhudaur Nightmare
(x2)

The Treachery of Rhudaur Nightmare
(x3)

The Battle of Carn Dûm Nightmare
(x3)

The Dread Realm Nightmare
(x2)

The Fate of Númenor Nightmare
(x2)

(41)
4
6
4
10




Undead.
Forced: After attackers are declared during an attack against Guardian of the Golden King, look at the bottom card of the first player's deck. Choose and remove characters from the attack until only X or fewer characters are attacking, where X is the looked-at-card's printed cost (those characters do not ready).
Temple of the Deceived Nightmare
(x2)

Temple of the Deceived Nightmare
(x2)

The Drowned Ruins Nightmare
(x4)

The Passage of the Marshes Nightmare
(x3)

The Passage of the Marshes Nightmare
(x3)
