Forth, The Three Hunters! – Community Review

by Jonathan Gillies

  • Player Card Categories 
    • Healing
    • Willpower Bonus

Background

The contract references Aragorn, Gimli, and Legolas pursuing the Urak-Hai after the breaking of the fellowship in The Two Towers.

Card Theme

This card harkens back to the core of The Lord of the Rings where a few brave souls can change the fate of the world. Rather than relying on hordes of allies swarming. Your three heroes must be brave and bold enough to risk this journey alone. But are given significant aid from the Valar and their gifts (cost-reduction), blessings (willpower boosting) and their healing (yeah still healing). I can really see how the developers wanted to create that feeling of a small band of heroes working alone to overcome the armies and traps of the enemy as they sprint across locations.

Card Synergies and Interactions

This contract combos with strong heroes that can get the most out of its boosting by being capable fighters and questers. As such it requires and works best with as much readying as you can throw at it: Leadership Aragorn, Spirit Legolas, Leadership Frodo, and Sam Gamgee are all excellent candidates for this contract. Arguably and ironically (since he is dead by the time of this contract’s namesake) Tactics Boromir is the best hero to make this really work with his ability to ready often throughout all phases of the game and help you with hide, escape, sailing, fortitude, racing and other tests. He’s always ready for you.

Anything else that helps with giving your few characters more actions such as Light of Valinor, Unexpected Courage x3, Shadowfax, Magic Ring, Steed of the North, Steed of the Mark, Rohan Warhorse (lots of mounts here), readying events and all of those delicious food-readying items are key to include.

Heroes that draw cards will help you get this contract flipped sooner and Erestor can do often do it round 1.

This deck excels in most quests because it completely ignores any effects that harm allies. And while you get to entirely avoid any treacheries, enemies or other hindering affects that target allies, this also can make quests where you have an objective ally you have to protect become extremely hard and create more auto loss events. Likewise when you are always defending with heroes shadow effects that discard the defending character are often game over in that moment.

Also Pelennor Fields, while beatable, absolutely requires having Will of the West in your starting hand as you have no allies to be put into play. Meaning your entire deck is discarded on the second phase and you skip right to the third much harder one. Also Wind-Whipped Rain and other discard all attachments you control are game-Enders. But still overall the benefits far outweigh the negatives of this contracts deck-building requirements. Also Ranger Summons or other players sending you their allies (looking at you Rider of the Mark and Blue Mountain Trader) is a great way to sneak in some allies into your deck. As there is no restriction on side B of the contract or gaining allies through other means.

Ring Rating

Card Talk uses the highly scientific yet arbitrary scale of 1 ring for the card to rule them all to 10 to be cast back into the fiery chasm from whence it came.

Alright hear me out here. I have been playing a Forth, The Three Hunters Gandalf, Spirit Legolas and Tactics Boromir deck for a solid year and a half now as I have been taking on every single quest in the game with the same deck, no changes or substitutions. And I can honestly say that this card is a 1, it’s the one contract to rule them all.

Firstly it completely opens up a new style of play that wasn’t really practical before. This is something the contracts were meant to do generally, but this one takes the cake for sheer power and changing up the game to the point that it almost feels like a different game entirely. Traditionally in our lovely game you are trying to build up an ally swarm as quickly as you can and then once you have raised the shire (or perhaps all of middle earth) you can casually walk through the game with your horde of allies both unique and not. This contract limits you to your three heroes only, and suddenly this game shifts from a classic strategy game horde builder to a classic dungeon crawler. This also feels so much more thematic as often it’s the work of a few heroes against the forces of the enemy that wins the day. You have to choose strong heroes because that’s all you have to take on the horrors of the enemy. Then with your heroes you slowly progress through the quest looking for more loot (oops I mean items, loot is another deck right?) to make your heroes stronger. Once you have two restricted attachments per hero suddenly your heroes becomes super powered, charged with willpower bonuses and by the end your fully levelled up mecha-warrior heroes battle their way to the finish.

Now next let’s talk about power, Bond of Fellowship is great to start with an extra hero, and Perilous Voyage helps with card draw and some crazy fun on the B side, but this contract is hands down the strongest of the lot. You are given an cost reduction of 1 for each of your heroes first restricted attachment EACH ROUND! That is essentially three free resources a round (or 4 with saga heroes) if your deck is full of restricted items (which it should be!). Helping to increase your board state is incredibly helpful and just ask Beregond how much he likes his cost reduction. So three extra resources a round of purchasing power is a great way to accelerate the often most difficult part of quests which is getting your engine going. And if you aren’t hurting for questing too badly you can even delay flipping your contract a few rounds to further utilize this early game acceleration.

But what happens when you flip that contract? All of a sudden you get a willpower boost for EACH restricted attachment on your heroes. And 2-4 extra willpower per hero makes questing a breeze for the second half of the game. Also you get the added benefit of a built in healing of 1 on each of your heroes a round. This greatly boosts your characters survivability as you have no chump blocking allies around.

But wait there’s more! While attachment-hating quests can completely ruin your burglar’s turn decks, and Escape From Dol Guldur ends your grey wandering before it begins, this contracts negative is actually a benefit. Think about the standard flow of the game traditionally. You are trying to increase your board state to build up your engine and then power through the quest as you deal with enemies that pop up and clear locations. The encounter deck always wants to attack you by filling the staging area with locations, swarming you with enemies (or strong attacks/damage), stealing your cards/resources, blocking your questing and finally attacking your board state. So many treachery cards and enemies specifically target allies. As they assume every player has some. When you don’t have allies at all, then a good chunk of the encounter deck more often then not will simply miss in their attempts to hurt you. This gives you more time to further build up your board state and be able to crush whatever remains.

One must also talk about the weaknesses of this contract to balance out the sheer power of it. And while you get to entirely avoid any treacheries, enemies or other hindering affects that target allies, this also can make quests where you have an objective ally you have to protect become extremely hard and create more auto loss events. Likewise when you are always defending with heroes shadow effects that discard the defending character are often game over in that moment.

Also Pelennor Fields, while beatable, absolutely requires having Will of the West in your starting hand as you have no allies to be put into play. Meaning your entire deck is discarded on the second phase and you skip right to the third much harder one. Also Wind-Whipped Rain and other discard all attachments you control are game-Enders. But still overall the benefits far outweigh the negatives of this contracts deck-building requirements. Also Ranger Summons or other players sending you their allies (looking at you Rider of the Mark and Blue Mountain Trader) is a great way to sneak in some allies into your deck. As there is no restriction on side B of the contract or gaining allies through other means.

When playing with this contract you do need to make sure you have a ton of readying so Unexpected Courage x3, Shadowfax, Magic Ring, Heroes that ready other heroes, and all of those delicious food-readying items are key to include. And Tactics Boromir is permanently glued to this contract for me for all of the cards that need you to exhaust a character outside do the traditional questing and fighting phases including but not limited to hide, sailing, and escape tests.

All in all this contract is the best example of how one single card can completely change how a game is played, how it feels and how it turns a novelty idea in the before-contract times into one of the most powerful archetypes in the game. That is why this card is a 1 to me and it’s extremely hard for me to not just always want to build another Forth, Three Hunters deck.

*for reference,
https://www.ringsdb.com/decklist/view/18333/thethirdagegba3hunterstheonedeck-2.0

TLDR: This contract completely changes the entire gameplay feel, takes the teeth out of the encounter deck since there are no allies to harm, and gives you crazy early game resource acceleration and second half power questing.

  • Jonathan – 1
  • Dave – TBR
  • Grant – TBR
  • Ted – TBR
  • Matt – TBR
  • Average – 1

The Third Age GBA (3 Hunters THE ONE DECK!) by Christian_Medic

this is the deck I have beaten every single non-nightmare quest in the game with, and a share of nightmares that I have as well:

Main Deck

Hero (3)
Boromir (The Dead Marshes)
Gandalf (The Road Darkens)
Legolas (The Sands of Harad)

Contract (0)
1x Forth, The Three Hunters! (The City of Ulfast)

Attachment (38)
1x A Burning Brand (Conflict at the Carrock)
1x Arod (The Treason of Saruman)
2x Blade of Gondolin (Core Set)
1x Blood of Númenor (Heirs of Númenor)
1x Captain of Gondor (The Antlered Crown)
3x Dagger of Westernesse (The Black Riders)
2x Dwarven Axe (Core Set)
1x Favor of the Valar (The Battle of Carn Dûm)
1x Gandalf’s Staff (The Road Darkens)
3x Golden Belt (Challenge of the Wainriders)
1x Gondorian Fire (Assault on Osgiliath)
3x Gondorian Shield (The Steward’s Fear)
1x Light of Valinor (Foundations of Stone)
1x Livery of the Tower (The Flame of the West)
1x Magic Ring (The Crossings of Poros)
1x Miruvor (Shadow and Flame)
1x Raiment of War (The Thing in the Depths)
1x Rohan Warhorse (The Voice of Isengard)
1x Shadowfax (The Treason of Saruman)
1x Silver Circlet (Wrath and Ruin)
1x Steed of the Mark (The Morgul Vale)
1x Steward of Gondor (Core Set)
1x Strider (The Drowned Ruins)
1x Unexpected Courage (Core Set)
2x Unexpected Courage (Two-Player Limited Edition Starter)
1x Vigilant Guard (A Storm on Cobas Haven)
2x War Axe (The City of Ulfast)
1x Wizard Pipe (The Road Darkens)

Event (10)
1x Dwarven Tomb (Core Set)
1x Elven-light (The Dread Realm)
1x Foe-hammer (Over Hill and Under Hill)
3x Open the Armory (The Dungeons of Cirith Gurat)
1x Power of Orthanc (The Voice of Isengard)
2x The Galadhrim’s Greeting (Core Set)
1x Will of the West (Core Set)

Player Side Quest (2)
1x Double Back (Escape from Mount Gram)
1x Gather Information (The Lost Realm)

3 Heroes, 50 Cards
Cards up to Challenge of the Wainriders

Decklist built and published on RingsDB.

Leadership Elfhelm

Elfhelm gives stat-boosts to heroes with mount attachments
  • Player Card Categories 
    • Willpower Bonus
    • Attack Bonus
    • Defense Bonus

Background

If you’re solely a LOTR fan of the Peter Jackson films you may be wondering who this “Elfhelm” guy is and why you haven’t heard of him before. Well, that is because they pretty much cut him out of the story for the theatrical release. In the books he has a much more prominent role. Elfhelm eventually became the Marshal of the East-Mark. He was present at the Battle of the Ford of Isen where Theodred had fallen to the forces of Isengard. He later appears in Rohan’s ride to Gondor and fights in the Battle of Pelennor fields. While riding to Gondor he is actually aware of Eowyn’s presence and even supplies her with Theodred’s sword – the sword which would inevitably become the Witch-King’s demise. In the lore we see Elfhelm riding to and fro, making haste to where his king, or Gandalf, needs him most. This is presumably the theme behind his card abilities as well as his stats clearly boost the heroes around him.

Card Theme

Elfhelm is a lord of Rohan. And like any faithful Rider of the Mark he is well-trained in the art of horseback combat. It’s only natural that a lord of Rohan synergizes with the mount sub-archetype. While this sub-archetype is not as fleshed out as the typical Rohan discarding archetype it does have its benefits. Especially if you appreciate passive, versatile abilities. With Elfhelm you get a +1 boost hero to stats when that hero is equipped with a mount attachment. With the exception of Lore, each hero on the table with an attached mount will get at least one stat boost correlating to their sphere. This has the potential to increase hero stats dramatically for all players. Whether you’re building for an epic multiplayer Helm’s Deep game, or just “horsing” around solo, Elfhelm has his place on the table. Or in the stable? Okay, enough with the dad jokes… let’s “mount” up and see what Elfhelm has to offer.

Card Synergies and Interactions

Thematic Deckbuilding Ideas

Elfhelm’s hero version is pretty cut-and-dry in that mounts are needed to make him work. This concept is great in terms of theme and lore. Rohan is unique and powerful in Middle-Earth because of their horseback capabilities. Elfhelm helps reinforce this by rewarding the use of mounts. This reward comes in the form of +1 attack for Tactics heroes, +1 willpower to Spirit heroes, and +1 defense to Leadership heroes. A noteworthy mention is that his ability specifically excludes the Lore sphere. I have seen many people talk about house ruling the inclusion of the Lore sphere to include +1 HP. There is only one Lore Rohan “hero” which is Grima. This could be an indicator his intention may be to boost his Rohirrim comrades. You know, the ones who are not corrupt. While mount cards are what make him work, a potential drawback is how Elfhelm’s ability relies on extra cards to make him work. This can take up valuable deck space. Luckily, there are many useful mount-traited cards in the game. Not all of them are Rohan-themed though there are many thematic options. More on that later.

If you are going for a thematic Elfhelm/Mount deck you are obviously making room in your deck for mounts. Another common strategy is to include Song cards to grant additional spheres for heroes. I see this as particularly thematic when you envision a Rohirrim charge and the accompanying battle cries and chants. For that reason, song cards not only help boost an Elfhelm deck but align with a thematic Rohirrim charge. Much like what we see in the infamous scene of the “Ride of the Rohirrim” in the lore. It is fitting then that Burst into Song is in sphere with Elfhelm, boasts Rohan artwork, and has an incredibly thematic quote from the books:

“And then all the host of Rohan burst into song, and they sang as they slew, for the joy of battle was on them, and the sound of their singing that was fair and terrible came even to the City.”

Okay, now a show of hands: who wants to immediately go and build a thematic Elfhelm/Rohan deck after reading that? I know I do.

Deckbuilding Considerations

We already know Elfhelm can really only work when you give dedicated space in your deck to mounts. Count a few more spaces dedicated to songs and perhaps another two for Burst into song. Here we see the biggest limitation to Elfhelm decks – he requires a LOT of deck space to make him truly thrive. With this being the case, I see him as a great multiplayer hero where you can be the support role. You bring all the mounts and songs and your entire fellowship can benefit. When deciding to bring Elfhelm you will undoubtedly need to answer the question, “Are the mounts going to offer that much of an advantage to justify their use.” Let’s evaluate some thematic options as well as some other popular hero choices to see if Elfhelm can really help them.

Mounts

Rohan has many mounts specific to them. They are all worthy of adding into an Elfhelm deck. Notable cards include:

Snowmane: Give Theoden his steed, boost his willpower, and allow him to get ready for combat. If you use his Tactics version you get an even better combat boost. 

Armored Destrier: Use on Elfhelm himself to boost his defense stat and offer shadow cancellation. Better yet, give it to his buddy Erkenbrand for better stats and advantage.

Firefoot: Could Eomer possibly become a more powerful attacker? Why, yes he can! Because he gets an additional attack if you equip him with Firefoot thanks to Elfhelm.

Rohan Warhorse: What’s that? Giving Eomer more attack with Firefoot wasn’t enough and you want him to attack twice? Or you want to slap it on Tactics Eowyn for a double 11 attack swing? Rohan Warhorse can make it happen!

Windfola: The queen of questing, Spirit Eowyn, gets an extra willpower for one resource. That allows her to accrue two willpower for one resource and a guarantee she will not be removed from any questing thanks to Windfola’s ability. 

Steed of the Mark: A great option for whoever wins the “I get to use Steward of Gondor” debate. 

Not all of your fellowship will be using Rohan of course. Some of the best non-Rohan and mount synergies include:

Arod: For any tactics hero to boost attack and improve the chances of gaining that extra progress token. 

Armored Destrier: Denny and this steed are good friends. Elfhelm is also in sphere for this card if playing solo. 

Asfaloth: Especially for Spirit Glorfindel.

Hobbit Pony: especially for Spirit Merry with Fast Hitch or Unexpected Courage.

Firefoot: Basically any Tactics hero. But Grimbeorn loves him the most!

Shadowfax: Make Gandalf stronger (when equipped with his ring).

Roheryn and Steed of the North: Aragorn loves his horses as much as any of his other toys. He will be boosted an additional stat (attack) if you use Roheryn on his Leadership or Spirit versions. 

Non-Mounts

Song of Battle/Kings/Travel: Grant additional spheres for heroes for extra stat boosts. 

Burst into Song: Nearly an auto include if you run songs. Use it after defending but before attacking. After all, who doesn’t like singing while they slay? 

Westfold Horse-Breeder: Great mount search and acceleration. 

Charge of the Rohirrim: Even more boosts for heroes with mounts?! What are you waiting for? Ride out and meet them!

Forth, The Three Hunters: This contract *elevates* Eflhelm significantly in solo. I’d argue Three Hunters actually makes Elfhelm not only viable in solo, but close to top tier. You don’t have to worry about putting allies on the board and can focus solely on mounts and songs. No to mention Elfhelm becomes a good dedicated defender with Armored Destrier in a Three Hunter’s build. 

Sword-Thain: You get another hero with boosted stats if you attach a mount.

Quest Specific

Given the stat-boosting nature of Elfhelm’s ability you could throw him into any scenario. I personally think he does not play great in solo unless you run him in a Three Hunter’s deck. There are many scenarios which simply do not allow for setup time. If you are running three spheres it becomes even more difficult to accomplish this and get allies on the table. In my experience this ends up being overwhelming (location lock or enemy swarming) and sometimes frustrating.I would argue that Elfhelm shines most in a multiplayer game where he can throw his boosts around the table. So long as others are including mounts in their decks Eflhelm’s ability only increases in strength with higher player counts. This might make epic multiplayer games that much more epic. It’s this type of versatility that allows Elfhelm to potentially excel in most scenarios rather than specializing in any one. With a little coordination your fellowship can gauge what types of mounts and songs are best suited for the scenario and voilà! You’re ready to ride!

Ring Rating

Card Talk uses the highly scientific yet arbitrary scale of 1 ring for the card to rule them all to 10 to be cast back into the fiery chasm from whence it came.

  • Dave – 8
  • Grant – 6
  • Ted – 5
  • Matt – 5
  • Joe – 6
  • Average – 6

I have to give Elfhelm a 6 overall. It pains me because I’m clearly biased towards loving Rohan cards. The fact of the matter is he just is not a top tier hero and is often too cumbersome in solo. I will say he is a strong multiplayer hero. As long as another player can offer combat help in the early stages of the game Elfhelm could be a deciding factor in whether or not victory is achieved. The contrast for grading solo vs. multiplayer is quite a large spread for me. I’d give him a 6 for solo (Forth, Three Hunters! saves him from a 7) and a 4 for multiplayer. Unfortunately for Elfhelm, he rides as a middle-of-the-road hero at the end of the day. Still, he is a fun hero to play in the right circumstance!

Sample Decks

Rohan’s Mighty Hunters by The BGamerJoe

A thematic Rohan 3 hunters deck featuring Elfhelm as the defender.

Main Deck

Hero (3)
Elfhelm (Temple of the Deceived)
Éowyn (Core Set)
Théoden (The Morgul Vale)

Contract (0)
1x Forth, The Three Hunters! (The City of Ulfast)

Attachment (39)
3x Ancestral Armor (Roam Across Rhovanion)
3x Ancient Mathom (A Journey to Rhosgobel)
3x Armored Destrier (Temple of the Deceived)
1x Celebrían’s Stone (Core Set)
1x Dúnedain Warning (Conflict at the Carrock)
3x Golden Shield (The Flame of the West)
2x Herugrim (The Treason of Saruman)
2x Round Shield (Mount Gundabad)
2x Silver Circlet (Wrath and Ruin)
1x Silver Harp (The Treachery of Rhudaur)
3x Snowmane (The Land of Shadow)
2x Song of Travel (The Hills of Emyn Muil)
2x Steed of the Mark (The Morgul Vale)
3x Unexpected Courage (Core Set)
3x War Axe (The City of Ulfast)
3x Warrior Sword (The Ghost of Framsburg)
2x Windfola (A Storm on Cobas Haven)

Event (11)
3x A Test of Will (Core Set)
2x Elven-light (The Dread Realm)
3x Foe-hammer (Over Hill and Under Hill)
3x Well Warned (The Sands of Harad)

3 Heroes, 50 Cards
Cards up to The City of Ulfast

Sideboard

Attachment (5)
3x Raiment of War (The Thing in the Depths)
1x Silver Harp (The Treachery of Rhudaur)
1x Steed of Imladris (Across the Ettenmoors)

Event (6)
3x Sterner than Steel (The Flame of the West)
3x The Galadhrim’s Greeting (Core Set)

Player Side Quest (1)
1x Rally the West (The Black Serpent)

Decklist built and published on RingsDB.

Earth, Wind, and Firefoot by TheChad

A Grimbeorn + Firefoot deck using Elfhelm’s bonus and other attachments to power up Grimbeorn’s attack.

Main Deck

Hero (3)
Elfhelm (Temple of the Deceived)
Éowyn (Core Set)
Grimbeorn the Old (The Withered Heath)

Ally (17)
3x Arwen Undómiel (The Watcher in the Water)
2x Beorn (Core Set)
3x Beorning Skin-changer (The Withered Heath)
2x Gandalf (Core Set)
2x Giant Bear (Fire in the Night)
2x Honour Guard (The Wastes of Eriador)
3x Westfold Horse-breeder (The Voice of Isengard)

Attachment (25)
3x Ancient Mathom (A Journey to Rhosgobel)
1x Arod (The Treason of Saruman)
1x Dúnedain Remedy (The Drowned Ruins)
3x Firefoot (The Dunland Trap)
1x Hauberk of Mail (The Wilds of Rhovanion)
1x Miruvor (Shadow and Flame)
2x Necklace of Girion (The Wilds of Rhovanion)
3x Orcrist (Fire in the Night)
1x Snowmane (The Land of Shadow)
1x Song of Kings (The Hunt for Gollum)
1x Steed of Imladris (Across the Ettenmoors)
3x The Day’s Rising (The Antlered Crown)
2x Unexpected Courage (Core Set)
2x Windfola (A Storm on Cobas Haven)

Event (6)
2x Hasty Stroke (Core Set)
1x Quick Strike (Core Set)
3x Sneak Attack (Core Set)

Player Side Quest (2)
1x Double Back (Escape from Mount Gram)
1x Gather Information (The Lost Realm)

3 Heroes, 50 Cards
Cards up to Fire in the Night

Sideboard

Hero (1)
Hirgon (Beneath the Sands)

Ally (3)
3x Wild Stallion (Roam Across Rhovanion)

Attachment (9)
3x Armored Destrier (Temple of the Deceived)
3x Steed of the Mark (The Morgul Vale)
3x Steward of Gondor (Core Set)

Event (6)
3x Beorn’s Rage (The Withered Heath)
3x Open the Armory (The Dungeons of Cirith Gurat)

Decklist built and published on RingsDB.

Stone of Elostirion

Guarded (location). Restricted.

Attach to a hero. Attached hero gets +2  [willpower].

You draw 1 additional card during the resource phase.

Stone of Elostirion is the latest of the player Guarded X attachments introduced in Ered Mithren cycle and only one of two released in Vengeance of Mordor. I think there is a strong case that it is the most playable of the Guarded X attachments with a lot of appeal to variety of players. The Guarded (location) mechanism provides Pippin players some opportunities to exploit location control combos with this card. Those combos provide means to basically negate the effects of adding another location. The automatic extra card per turn combined with a willpower boost is a powerful combination that a Boromir player can appreciate. While Bilbo players can enjoy the deep dive into Middle Earth stemming from the card’s background to theme.

Background

The Stone of Elostirion as indicated by the card art, is one of the palantiri. It was a rather unique one at that considering it was not linked to the others. Instead, it only looked West to Varda. It resided in one of three towers at the aptly named Tower Hills that was part of the former nation of Arnor. It was still there during the stated timeframe of the game between The Hobbit and Lord of the Rings as it left Middle Earth with the ringbearers. Gildor Ingolorian when he meet Frodo and company in Fellowship of the Ring, reportedly was returning from a visit to the stone with his company of elves. Although, this is not specifically mentioned within the text of their meeting.

Card Theme

The mechanics of this card fit right into the its background from the books. It being guarded by a location is perfect considering wandering companies of Elves would travel to the Tower Hills just to see it. Their hope to see Elbereth as Gildor and his company sing of is inspiring to them represented by the willpower boost of +2.

Palantir

The other thematic element to this card is the potential knowledge one can gain from through the different palantiri. Generally, knowledge in the game is represented by card draw. This is consistent with the other Palantir player cards (except for the Saga boon). The Palantir attachment allows players to exhaust it to possibly draw cards. The Seeing Stone is very targeted card draw for a card with Doomed. One noticeable difference between these two and Stone of Elostirion is the others come at the cost of direct threat gain. Stone of Elostirion could cause threat gain from questing unsuccessfully, but it doesn’t instantly raise threat for its card draw effect. This fits since it was not linked to the other palantiri . The Stone then didn’t carry the risk of Sauron spying or influencing people through the palantir in his possession.

Thematic Deckbuilding Ideas

  • Leadership or Lore Gildor Inglorion
    • He is the one that actually visited the Stone.
    • The Stone is in sphere with his ally version
    • Either version has location control options to help play Stone more easily (see Card Syngeries and Interactions section)
  • Frodo Baggins (Leadership hero especially)
    • Represents the Frodo leading his friends through the Shire evading the Black Riders
    • In sphere with Marnier’s Compass
  • Sam
  • Merry
  • Pippin
  • Wandering Exile
    • Many bands of elves traveled Eriador in the Third Age were called wandering companies.
    • Gildor calls his company of elves exiles in his meeting with Frodo.
  • Other non-unique Noldor allies
    • Gildor and his wandering companies of elves are identified by Frodo as high elves, but only Gildor is referenced by name.

Card Synergies and Interactions

Discard Location Effects

Guarded X cards come under a player’s control as soon as they’re “free of encounters” This means that players cards that discard the guarding location in play are generally the fastest and easiest way to get The Stone of Elostirion. Marnier’s Compass chief among them considering it only requires a leadership or scout character, it is repeatable, and can be done with the location in the staging area. Distant Stars, Short Cut, and Heirs of Eärendil all work as well, but the required character traits are not as broad. Distant Stars and Short Cut also require you can travel to the guarding location.

Direct Location Progress

Another way to accelerate getting Stone of Elostirion under your control is placing progress without having to quest. Cards like Asfaloth, Northern Tracker, Spirit Aragorn Hero, Mirkwood Explorer, Arod that can place progress on locations in the staging area are generally better. Many quests have locations that limit this method. There are others that place progress on the active location that still can help clear the guarding location faster, such as, Tactics Legolas Hero, Lórien Guide, and Steed of Imladris.

Automatic Card Draw

There are three heroes in the game that also have draw additional card(s) effects like the Stone, Lore Bilbo hero, Erestor hero, and Círdan the Shipwright. They will have the player draw 7 cards (and discard 1) each resource phase. Once the stone is out it can get up to 8 cards. This set up with the Perilous Voyage Contract a player could potentially draw the entire 100 card deck in 12-13 turns.

Quest Specific

Temple of the Deceived is the ideal scenario to play this card. All the locations are placed out as a map and there are none in the encounter deck. Once the Stone is played, the player fails to find any locations and gain control of it immediately.

Ring Ratings

Card Talk uses the highly scientific yet arbitrary scale of 1 ring for the card to rule them all to 10 to be cast back into the fiery chasm from whence it came.

I rate Stone of Elostirion at 3 rings. It has 2 pretty powerful and widely useful effects on it. An additional card per turn means more options for what a player can do on their turn. The 2 willpower stat boost isn’t as exciting as the card draw, but it is a great value. Allies with 2 willpower at 2 cost are efficient for sending to the quest. The Stone only costs 1 resource and gives the same amount of additional willpower.

The other cost in adding a location to the staging area, is significant. This can be bypassed, mitigated, or even negated if build for it as mentioned in the card synergies section. Many of those cards are even in the same sphere as the Stone. Those location control cards do take up valuable deck space, but without them then when you play the card is key. Usually once the player deck is established and gaining ground in the mid to late game. Then it is in danger of becoming a “win more” card because you may not really need the willpower and card draw. It is that point in the game, however, when that extra card could be more valuable in keeping a deck from stalling out.

The quest being played will make it more or less playable as well. Many later quests prevent or limit location control strategies or have terrible locations that be extremely difficult to deal with. Besides Temple of the Deceived there will be others with locations that are not much of an issue to deal with. Others like Dungeons of Cirith Gurat encourage “voltron” builds that focus on building up the heroes with attachments. Stone of Elostirion is one of few player cards options with a +2 willpower boost and help boost the deck’s questing capability.

That all said, Stone of Elostirion is certainly powerful but has drawbacks to match. This is why a 3 seems appropriate. It will get considered for every deck I build with Lore because of its 2 widely useful effects. It may not make the final list because it can be tricky to play, don’t have the deck space for some location control, or the quest has troublesome locations. If I rated purely on power or how playable it is, I could see giving it a 4 or 5 rating. It gets an extra boost from me for interactions with location control and the theme. This card added more details to the meeting of Gildor and the Hobbits in Fellowship of the Ring for me. Prior to this review, I thought this was the Palantir Saruman had and was mistaken in that. This game continues to expand my knowledge and relationship to the stories of Middle Earth. I appreciate this card more as a result.

  • Dave – 3
  • Grant – 3
  • Ted – 4
  • Matt – 3
  • Average – 3.25

External Links

Sample Decks

Guarded-o-rama by Card Talk Dave

A Forth the Three Hunters deck with Tactics Bilbo, Leadership Eomer, and Tactics Eoywn focusing on getting Guarded cards to be free of encounter cards.

Main Deck

Hero (3)
Bilbo Baggins (Mount Gundabad)
Éomer (The Mountain of Fire)
Éowyn (The Flame of the West)

Contract (0)
1x Forth, The Three Hunters! (The City of Ulfast)

Attachment (39)
3x Cram (Over Hill and Under Hill)
3x Dagger of Westernesse (The Black Riders)
1x Durin’s Axe (Wrath and Ruin)
2x Firefoot (The Dunland Trap)
3x Golden Belt (Challenge of the Wainriders)
2x Golden Shield (The Flame of the West)
2x Gúthwinë (The Mountain of Fire)
1x Magic Ring (The Crossings of Poros)
2x Mariner’s Compass (The Grey Havens)
1x Mithril Shirt (The Fate of Wilderland)
1x Necklace of Girion (The Wilds of Rhovanion)
3x Rohan Warhorse (The Voice of Isengard)
2x Spear of the Citadel (Heirs of Númenor)
3x Steward of Gondor (Core Set)
1x Sting (Mount Gundabad)
1x Stone of Elostirion (Under the Ash Mountains)
1x The Arkenstone (The Withered Heath)
1x Thorongil (The Fortress of Nurn)
3x War Axe (The City of Ulfast)
3x Warrior Sword (The Ghost of Framsburg)

Event (12)
3x Bilbo’s Plan (The Land of Sorrow)
3x Foe-hammer (Over Hill and Under Hill)
3x Open the Armory (The Dungeons of Cirith Gurat)
3x The King’s Return (The Fate of Wilderland)

3 Heroes, 51 Cards
Cards up to The Fortress of Nurn

Scout’s Honor by Uruk-Guy

Scout themed multiplayer support deck with many direct location progress effects.

Main Deck

Hero (3)
(MotK) Haleth (Messenger of the King Allies)
Aragorn (The Fortress of Nurn)
Legolas (The Sands of Harad)

Contract (0)
1x Messenger of the King (The Land of Sorrow)

Ally (14)
2x Dunedain Pathfinder (Race Across Harad)
2x Firyal (The Mûmakil)
2x Forest Road Traveler (Fire in the Night)
1x Haleth (The Fortress of Nurn)
2x Mirkwood Explorer (The Thing in the Depths)
2x North Realm Lookout (The Wilds of Rhovanion)
2x Rhovanion Outrider (Temple of the Deceived)
1x Súlien (The City of Corsairs)

Attachment (31)
3x Ancient Mathom (A Journey to Rhosgobel)
2x Dúnedain Pipe (The Black Serpent)
3x Elf-stone (The Black Riders)
2x Leather Boots (Fire in the Night)
2x Light of Valinor (Foundations of Stone)
2x Map of Rhovanion (The Wilds of Rhovanion)
2x Mirkwood Long-knife (The Sands of Harad)
1x Mithril Shirt (The Fate of Wilderland)
2x Necklace of Girion (The Wilds of Rhovanion)
2x Ring of Barahir (The Steward’s Fear)
1x Silver Circlet (Wrath and Ruin)
1x Silver Harp (The Treachery of Rhudaur)
1x Stone of Elostirion (Under the Ash Mountains)
1x Thorongil (The Fortress of Nurn)
2x Unexpected Courage (Core Set)
1x Warden of Arnor (The Three Trials)
3x Woodmen’s Clearing (The Withered Heath)

Event (11)
3x A Test of Will (Core Set)
2x Desperate Defense (The Flame of the West)
3x Elven-light (The Dread Realm)
2x Scouting Party (Temple of the Deceived)
1x The Galadhrim’s Greeting (Core Set)

3 Heroes, 56 Cards
Cards up to The Fortress of Nurn

Sideboard

Ally (3)
1x Mirkwood Runner (Return to Mirkwood)
1x Rider of Rohan (Beneath the Sands)
1x Warden of Healing (The Long Dark)

Attachment (2)
1x Protector of Lórien (Core Set)
1x Silver Circlet (Wrath and Ruin)