My apologies. I accidentally hit Edit Post instead of quote, it seems.
Sauron wrote:I don't know there seems to be an awful lot of cards that allow for multiple movements, bridge, forced march, etc. While highly unlikely you could build a deck that used such cards to cause the same kind of thing.
All of them have their limiters. Infinite Carambor relies on a combination of two cards to even get going, and that a combo which only FWs can pull off. The most obvious comparison is World Gnawed, and that still doesn't allow bouncing. Ditto Gangways. Given that all movement enhancers are limited, an obscure combo that manages infinite movement seems to contradict ICE intention regarding movement enhancers. I have a deck that uses a combo of Forced March/Uvatha Unleashed to try and draw a turn-one One Ring, but even that has draw issues and vulnerability to Elf-lords.
Bandobras Took wrote:
By contrast, it was ICE's intent to make squatting decks viable and competitive, else they would never have made cards such as Hiding or Hide in Dark Places, both meant to aid squatters, nor would they have made the FW alignment, which derives a great deal of its strength from the ability to get MPs at havens, and even tapped havens.
Hiding was in the Wizards no? Before you could even squat?
Are you kidding? In Wizards, Thorough Search
allowed the play of Greater Items. Between that and 3 MPs for Rescue Prisoners before storing, only a weirdo would move more than once (and that, probably to get Ally MPs). It was the realization that they made squatting play too strong that led to the errata issued for these cards. Not only that, but Old Road allowed for safe 3 MP faction play from a Haven, to say nothing of the Pallando/Cirdan/Elves of Lindon combo, readily available from the first set. Squatting was a part of the game from day one. Not so infinite movement.