Boots from Erebor

  • Player Card Categories
    • Hit Point Bonus
    • Ally Attachment
    • Burglar Treasure

A mundane bonus for a mundane item.

Background

The Lonely Mountain (Erebor) was a large mountain in northeastern Rhovanion that was a major Dwarven stronghold and source of the river Running. The Kingdom under the Mountain was established in T.A. 1999 by Thráin I after he fled from the awakening of Durin’s Bane in the capital of Khazad-dûm. The dwarves dug halls and caves to form the underground city, and the increased prosperity of the area led to the founding of the town of Dale. Thorin I abandoned the Mountain in T.A. 2210 for the Grey Mountains, but after the War of the Dwarves and Dragons, Thrór led a group of dwarves back to Erebor, reestablishing it as the capital of Durin’s folk. The great dragon Smaug attacked the mountain and drove out the dwarves in T.A. 2770, and the mountain remained empty for almost 200 years, with Smaug sleeping in the innermost chamber.

In T.A. 2941, King Thorin II and his company, with the help of Bilbo Baggins, retook the city and the treasure, but Thorin became ill with Dragon Sickness and refused to give any treasure to the Men of Esgaroth. The dwarves were placed under siege, but with the help of Gandalf and the alliance of Elves, Men, and Dwarves, they were victorious against the Orcs and Wargs in the Battle Under the Mountain. Thorin was mortally wounded, and Dáin took up the kingship and returned the Longbeards to the Lonely Mountain. The kingdom was rebuilt, including various improvements to the mountain, but the kingdom and its occupants were not immune to the great Shadow that rose in the last years of the Third Age. During the War of the Ring, the Kingdom of Dale was invaded by an army of Easterlings, and the Dwarves aided the Men of Dale in the great battle at the feet of the mountain. King Brand and King Dáin were killed, but the Men and Dwarves held out until they heard news of Sauron’s defeat in the south.

Card Theme

The game highlights the importance of defensive boosts in increasing a character’s odds of survival. Armor cards like Citadel Plate, Ancestral Armor, Ring Mail, or Raiment of War all offer an added layer of protection in combat by granting extra hit points. This makes complete sense, as the purpose of armor is to guard the wearer from harm and enhance their chances of making it through a battle unscathed.

However, armor isn’t the only piece of apparel that can have a significant impact on a character’s well-being. Boots are a prime example of an overlooked, yet crucial piece of a character’s gear. The characters in The Hobbit and The Lord of the Rings walk for countless miles on their adventures. The significance of having a sturdy pair of boots that can protect their feet and keep them comfortable. Not only does it allow them to traverse difficult terrain, but it also reduces the risk of injury and fatigue, giving them a better chance of making it through their journey intact. In short, Boots from Erebor provide a layer of protection and comfort.

Card Synergies and Interactions

Gloin and Gimli

The Core Set father son duo that rewarded players for taking damage. Gloin gave players additional resources and additional attack on Gimli. The more hit points each have, the more bonuses the players could gain. Even better is the boots are not restricted and do not block putting 2 Citadel Plates on either one. This is very important to Gloin Voltron decks that seek to maximize the undefended attacks he can take to generate resources.

Hobbits

The Hobbits in general are in desperate need of hit points. Only Fatty Bolger, Sam Gamgee, and Tom Cotton have more than 2. Anyway the Hobbits can get more hit points makes them more likely to survive. Especially in scenarios with lots of Archery or direct damage. Spirit Frodo and Tom Cotton will benefit more than the others as the more defensively inclined Hobbit heroes.

Erestor Gift Deck

Erestor can easily cycle through a deck quickly but playing all the cards can be the challenge. Unless the deck is mostly full of zero cost attachments to spread around the table to other players. If the Erestor player knows someone is playing Hobbits or Dwarves then Boots can be a good inclusion.

Beorn Hero and Dori Ally

Beorn hero can’t be healed because he is immune to player card effects. Dori ally, however, can redirect damage since his ability targets the damage. More hit points on Dori increase the chances he can survive using his response until he can be healed. Messenger of the King makes this more reliable as Dori can start in play as a hero.

Burglar’s Turn

A player can technically choose the Boots to include in the loot deck. Doing so actually increases the cost to put the Boots into play since a location needs to be explored first. It really is not a great choice for the contract and it is a bit of a nonbo.

Quest Specific

Having a higher hit point count is advantageous in quests with a high concentration of archery and direct damage effects. This increases the chances of survival until healing or a favorable action opportunity becomes available. The Watcher in the Water, Against the Shadow, Haradhrim, and Vengeance of Mordor quests all contain significant amounts of archery, as do the Lord of the Rings Saga quests starting from Treason of Saruman.

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.

I would only rate Boots from Erebor a measly 8 rings. It’s barely a filler card, due to its minimal impact. While it may have been useful in a limited card pool like its release in the Khazad-Dum deluxe, it was only a decent 47th to 50th card because it was a zero-cost neutral attachment that could provide a hit point. As the card pool has grown, Dwarves and Hobbits have more options to increase their hit points. Not to mention many more allies and attachments that do a lot more for each trait. The best use for the Boots would be in a Gloin deck, but even then, the deck has numerous alternatives, so it may not even make the final cut with only a single copy.

  • Dave – 4
  • Grant – 6
  • Ted – TBR
  • Matt – 8

External Links

Sample Decks

Bond of Hobbitship by Dave Walsh

Bond of Friendship Hobbit Good Stuff deck.

Main Deck

Hero (4)
Frodo Baggins (Conflict at the Carrock)
Merry (The Black Riders)
Pippin (The Black Riders)
Sam Gamgee (The Black Riders)

Contract (0)
1x Bond of Friendship (The Fortress of Nurn)

Ally (20)
2x Bilbo Baggins (The Road Darkens)
2x Bill the Pony (The Black Riders)
2x Boromir (The Road Darkens)
2x Farmer Maggot (The Black Riders)
2x Gaffer Gamgee (Mount Gundabad)
2x Gandalf (Core Set)
2x Quickbeam (The Treason of Saruman)
2x Rosie Cotton (The Mountain of Fire)
2x Treebeard (The Antlered Crown)
2x Warden of Healing (The Long Dark)

Attachment (18)
2x Boots from Erebor (Khazad-dûm)
2x Dagger of Westernesse (The Black Riders)
2x Fast Hitch (The Dead Marshes)
2x Hobbit Cloak (The Black Riders)
2x Red Book of Westmarch (The Land of Sorrow)
2x Ring Mail (The Long Dark)
2x Spare Pipe (The Land of Sorrow)
2x The Arkenstone (The Withered Heath)
2x Unexpected Courage (Core Set)

Event (12)
2x A Test of Will (Core Set)
2x Hasty Stroke (Core Set)
2x Peace, and Thought (Shadow and Flame)
2x Raise the Shire (The Mountain of Fire)
2x Sneak Attack (Core Set)
2x The Shirefolk (Mount Gundabad)

4 Heroes, 50 Cards
Cards up to The Fortress of Nurn

Decklist built and published on RingsDB.

Khazad Dum Minimum Purchase 3 by Darkling Door

This is a deck built from just Core Set + Khazad-dûm cards for Path Less Traveled, an ongoing series on his blog, Darkling Door.

Main Deck

Hero (3)
Bifur (Khazad-dûm)
Gimli (Core Set)
Glóin (Core Set)

Ally (22)
1x Brok Ironfist (Core Set)
3x Daughter of the Nimrodel (Core Set)
2x Erebor Hammersmith (Core Set)
3x Erebor Record Keeper (Khazad-dûm)
2x Faramir (Core Set)
3x Gandalf (Core Set)
2x Gléowine (Core Set)
2x Longbeard Orc Slayer (Core Set)
2x Miner of the Iron Hills (Core Set)
2x Veteran Axehand (Core Set)

Attachment (14)
3x Boots from Erebor (Khazad-dûm)
2x Citadel Plate (Core Set)
2x Dwarrowdelf Axe (Khazad-dûm)
3x Narvi’s Belt (Khazad-dûm)
2x Protector of Lórien (Core Set)
2x Self Preservation (Core Set)

Event (14)
3x Ancestral Knowledge (Khazad-dûm)
3x Durin’s Song (Khazad-dûm)
2x Quick Strike (Core Set)
2x Radagast’s Cunning (Core Set)
2x Secret Paths (Core Set)
2x Sneak Attack (Core Set)

3 Heroes, 50 Cards
Cards up to Khazad-dûm

Decklist built and published on RingsDB.

protect the bear by doomguard

Messenger of the King Dori protects hero Beorn by taking The One Ring and all the bonus hit point attachments.

Main Deck

Hero (3)
(MotK) Dori (Messenger of the King Allies)
Beorn (Over Hill and Under Hill)
Galadriel (Celebrimbor’s Secret)

Ally (6)
1x Bilbo Baggins (The Road Darkens)
1x Gaffer Gamgee (Mount Gundabad)
3x Honour Guard (The Wastes of Eriador)
1x Robin Smallburrow (The Drowned Ruins)

Attachment (33)
1x Boots from Erebor (Khazad-dûm)
3x Citadel Plate (Core Set)
2x Golden Belt (Challenge of the Wainriders)
3x Lembas (Trouble in Tharbad)
1x Magic Ring (The Crossings of Poros)
3x Mirror of Galadriel (Celebrimbor’s Secret)
3x Nenya (Celebrimbor’s Secret)
3x Ring of Barahir (The Steward’s Fear)
2x Self Preservation (Core Set)
2x Silver Harp (The Treachery of Rhudaur)
1x Song of Mocking (The Dead Marshes)
2x Spare Pipe (The Land of Sorrow)
1x The One Ring (A Shadow in the East)
2x Thrór’s Key (On the Doorstep)
1x Thrór’s Map (Over Hill and Under Hill)
2x Unexpected Courage (Core Set)
1x Well Preserved (Under the Ash Mountains)

Event (13)
3x A Test of Will (Core Set)
1x Beorn’s Rage (The Withered Heath)
3x Drinking Song (Mount Gundabad)
3x Feint (Core Set)
3x Well-Equipped (The Blood of Gondor)

Player Side Quest (1)
1x Keep Watch (Beneath the Sands)

3 Heroes, 53 Cards
Cards up to The Land of Sorrow

Sideboard

Hero (1)
Éowyn (Core Set)

Ally (3)
3x Erebor Toymaker (Mount Gundabad)

Decklist built and published on RingsDB.

Hobbit Cloak

  • Player Card Categories 
    • Defense Bonus
    • Surprise
    • Burglar Treasure

Hobbit tribal defense boost

Background

The flavor text comes from Chapter 3 of the Fellowship of the Ring, Three is Company. It comes not long after Frodo leaves Bag End and overhears Gaffer talking to a black rider that is asking after him. It describes Pippin, Sam and him walking silently in the night as they leave Hobbiton.

Card Theme

The game represents the Hobbits affinity for stealth with various bonuses for engaging enemies with higher engagement cost than their threat. This can easily be construed as the advantage they get from the element of surprise. The description of how the Hobbit cloaks help the characters is a bit of stretch to a defensive bonus. It does help them in a defensive manner by avoiding discovery. There already are a couple mechanisms for that in game, engagement and threat control. It seems like threat reduction or increase engagement cost would have been much more thematic in this case. It is not entirely without precedent. Dunedain Warning, the first Leadership attachment with a defense bonus, arguably more about avoiding danger than protective gear.

Card Synergies and Interactions

Engagement Control and Threat Reduction

The game has 2 ways to help ensure Hobbit Cloak defense bonus can trigger, increase the enemies’ engagement cost and reduce a player’s threat. The only repeatable engagement cost increase is from Lore Pippin‘s ability. There are only a couple cards that can increase an enemy’s engagement cost further, Take No Notice and Mablung ally. Both only do so by 5 and for a single phase. This limits their usefulness significantly because 5 will not push the enemies with very low engagement of 10 – 20 above the threat of most decks. This cross-section of enemies are the ones this effect would be the most useful against and needed, but they don’t increase it enough.

Threat reduction is better considering there are several more cards for it. Unfortunately, in sphere options are limited to Leadership Frodo and Sneak Attack and Gandalf. Fortunately, Hobbit focused decks have The Shirefolk that can reduce threat by 4 for free and it is neutral. Elevenses is another hobbit specific option can significantly reduce threat mid to late game when lots of hobbit allies are out. Leadership Frodo, Spirit Merry, Galadriel, Fastred, and Spirit Beregond all provide repeatable threat reduction. Galadriel and Beregond won’t help lower threat below more enemies’ engagement costs, but they’ll maintain threat turn after turn that a lower threat deck can still ambush the same enemies from beginning to the end of the game.

Hobbit Heroes

Sam Gamgee is an excellent target for the cloak. His ability also triggers when engaging an enemy with higher threat readying him to defend. On top of that his base defense is boosted to 2 and with the cloak he gets up to 4 defense matching that of Beregond. Sam also has the most base hit points of the Hobbit heroes only matched by his father-in-law, Tom Cotton. Tom also makes a great target since he has the best defense stat. Both versions of Frodo also can benefit from it. Leadership Frodo provides Leadership access and threat reduction to help keep triggering it as the game progresses. Spirit Frodo already is great defender thanks to his ability, but it only works once per phase. The cloak can allow Frodo to save his ability for when it is really needed and still defend some lesser enemies.

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.

I rate Hobbit Cloak at 7 rings. It is fairly niche considering it is limited to Hobbit heroes and conditional on the attacking enemy having a higher engagement cost. The bonus however is fair costed compared to the +1 defense of Dunedain Warning that can go on any hero and no conditions. It is also similar to the other tribal defense boosts like Gondorian Shield, Shining Shield, and Cloak of Lorien that give a conditional +2 defense for 1 cost. It is slightly less powerful considering it doesn’t provide +1 defense all the time like the others. It works well in a Hobbit deck that focuses on utilizing the bonuses for engaging enemies with higher engagement cost. It is not going to see much play outside that deck type.

  • Dave – 6
  • Grant – 4
  • Ted – TBR
  • Matt – 7
  • Average – 6.67

External Links

Sample Decks

Three Hobbit Treasure Hunters for Antlered Crown by kattattack22

A Hobbit Three Hunters deck utilizing Expert Treasure Hunter for card draw and Fast Hitch for action advantage.

Main Deck

Hero (3)
Bilbo Baggins (Mount Gundabad)
Pippin (The Black Riders)
Sam Gamgee (The Black Riders)

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

Attachment (41)
2x Celebrían’s Stone (Core Set)
3x Dagger of Westernesse (The Black Riders)
3x Dúnedain Mark (The Hunt for Gollum)
3x Expert Treasure-hunter (On the Doorstep)
3x Fast Hitch (The Dead Marshes)
3x Golden Belt (Challenge of the Wainriders)
3x Gondorian Shield (The Steward’s Fear)
3x Hobbit Cloak (The Black Riders)
1x Magic Ring (The Crossings of Poros)
2x Necklace of Girion (The Wilds of Rhovanion)
3x Protector of Lórien (Core Set)
3x Ranger Spikes (Heirs of Númenor)
3x Ring Mail (The Long Dark)
3x Staff of Lebethron (The Land of Shadow)
3x Sting (Mount Gundabad)

Event (9)
3x Feint (Core Set)
3x Heed the Dream (Flight of the Stormcaller)
3x The Shirefolk (Mount Gundabad)

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

Sideboard

Attachment (3)
3x Secret Vigil (The Lost Realm)

Event (3)
3x Deep Knowledge (The Voice of Isengard)

Decklist built and published on RingsDB.

Bond of Hobbitship by Dave Walsh

Dave’s LOTR Saga campaign deck using Bond of Friendship.

Main Deck

Hero (4)
Frodo Baggins (Conflict at the Carrock)
Merry (The Black Riders)
Pippin (The Black Riders)
Sam Gamgee (The Black Riders)

Contract (0)
1x Bond of Friendship (The Fortress of Nurn)

Ally (20)
2x Bilbo Baggins (The Road Darkens)
2x Bill the Pony (The Black Riders)
2x Boromir (The Road Darkens)
2x Farmer Maggot (The Black Riders)
2x Gaffer Gamgee (Mount Gundabad)
2x Gandalf (Core Set)
2x Quickbeam (The Treason of Saruman)
2x Rosie Cotton (The Mountain of Fire)
2x Treebeard (The Antlered Crown)
2x Warden of Healing (The Long Dark)

Attachment (18)
2x Boots from Erebor (Khazad-dûm)
2x Dagger of Westernesse (The Black Riders)
2x Fast Hitch (The Dead Marshes)
2x Hobbit Cloak (The Black Riders)
2x Red Book of Westmarch (The Land of Sorrow)
2x Ring Mail (The Long Dark)
2x Spare Pipe (The Land of Sorrow)
2x The Arkenstone (The Withered Heath)
2x Unexpected Courage (Core Set)

Event (12)
2x A Test of Will (Core Set)
2x Hasty Stroke (Core Set)
2x Peace, and Thought (Shadow and Flame)
2x Raise the Shire (The Mountain of Fire)
2x Sneak Attack (Core Set)
2x The Shirefolk (Mount Gundabad)

4 Heroes, 50 Cards
Cards up to The Fortress of Nurn

Decklist built and published on RingsDB.

Palantir – Community Review

by Erik Miller

  • Player Card Categories 
    • Card Draw
    • Encounter Scrying
    • Encounter Control
    • Burglar Treasure

Background

It’s a big shiny ball that men, Hobbits, and corrupt wizards like to stare into. Too bad only Nobles can use it in the game.

Card Theme

The theme is spot on. Look into the future, and you may be rewarded …. or cursed.

Card Synergies and Interactions

Grey Wanderer, Risk Some Light, Lore Denethor, Needful to Know, Celduin Traveler, Ithilien Lookout, Far Sighted

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.

The Palantir got a lot easier to use with the Grey Wander contract (although it can still to be fun to use with low starting threat heroes), making its value increase since it first came out. With the contract, your threat starts low, you can start with the Palantir in play, and you can ready after using the Palantir. There are also secrecy cards that let you peek at the top cards of the encounter deck when in secrecy. This makes your hit rate with the Palantir increase. With three players, you know exactly what cards you will be getting. In solo, you can set yourself up for multiple rounds. And, even if you don’t know what’s coming the fun of guessing the card type and revealing could (maybe) make up for any threat increase you end up taking.

  • Erik – 4
  • Ian Martin – 5
  • Dave – 7
  • Grant – 7
  • Ted – TBR
  • Matt – 6
  • Average – 5.8

CON LGrn – To Scry or not to Scry by Erik Miller

Grey Wanderer Denethor with a few different ways to scry and control the encounter deck.

CON LGrn – To Scry or not to Scry

Main Deck

Hero (1)
Denethor (Core Set)

Contract (0)
1x The Grey Wanderer (Challenge of the Wainriders)

Ally (20)
3x Celduin Traveler (The Nîn-in-Eilph)
2x Firyal (The Mûmakil)
2x Gandalf (Core Set)
1x Gléowine (Core Set)
1x Haldir of Lórien (A Journey to Rhosgobel)
1x Henamarth Riversong (Core Set)
3x Ithilien Lookout (The Dunland Trap)
1x Mablung (The Land of Shadow)
2x Mirkwood Explorer (The Thing in the Depths)
1x Quickbeam (The Treason of Saruman)
1x Treebeard (The Antlered Crown)
2x Wandering Ent (Celebrimbor’s Secret)

Attachment (8)
1x Dark Knowledge (Core Set)
1x Gondorian Shield (The Steward’s Fear)
1x Palantir (Assault on Osgiliath)
3x Resourceful (The Watcher in the Water)
2x Unexpected Courage (Core Set)

Event (19)
3x Far-sighted (Challenge of the Wainriders)
2x Gildor’s Counsel (The Hills of Emyn Muil)
3x Needful to Know (The Redhorn Gate)
3x Risk Some Light (Shadow and Flame)
2x Shadow of the Past (Return to Mirkwood)
1x Swift and Silent (The Dunland Trap)
2x The Galadhrim’s Greeting (Core Set)
3x Timely Aid (The Redhorn Gate)

Player Side Quest (3)
1x Double Back (Escape from Mount Gram)
1x Gather Information (The Lost Realm)
1x Scout Ahead (The Wastes of Eriador)

1 Hero, 50 Cards
Cards up to Challenge of the Wainriders

Sideboard

Ally (11)
2x Anfalas Herdsman (The Steward’s Fear)
3x Ethir Swordsman (The Steward’s Fear)
1x Ithilien Tracker (Heirs of Númenor)
1x Robin Smallburrow (The Drowned Ruins)
3x Silvan Refugee (The Drúadan Forest)
1x Treebeard (The Antlered Crown)

Attachment (2)
1x Elf-stone (The Black Riders)
1x Strider (The Drowned Ruins)

Event (13)
3x Daeron’s Runes (Foundations of Stone)
3x Drinking Song (Mount Gundabad)
1x Gildor’s Counsel (The Hills of Emyn Muil)
3x Out of the Wild (Road to Rivendell)
1x Shadow of the Past (Return to Mirkwood)
2x The Hidden Way (The Withered Heath)

Deck built on RingsDB.

Spear of the Citadel – Community Review

by Anthony Burke

  • Card Talk Season TBD Episode TBD
    • Video episode
    • Audio episode
  • Cycle
    • Against the Shadow
  • Set
    • Heirs of Numenor
  • Player Card Categories 
    • Direct Damage
    • Ally Attachment
    • Burglar Treasure

Background

I adore the notion of ‘reach’. Defence in depth provided by spears and shield walls really highlights Gondor going into its shell under Denethor’s reign. With a renewed vigour during the Battle of Minas Tirath, the spear becomes aggressive again and wields itself with devastating efficiency.

Card Theme

Given it is a ‘thorns/reflection’ style card it works well with ANY blocker. Anything where you’re needing a tactics defender OR a defender that can have this cost paid by someone with Tactics is nice.

Card Synergies and Interactions

Beregond Tactics is a super synergy as you can play 2 cost attachments for free. If this is drawn in the opening hand you’re in a good stead. Things that search your deck for attachments (Master of the Forge) allows you to find something quickly outside your opening hand.

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.

Spear of the Citadel provides a defender an ability to damage an enemy. The timing of “is declared” can be used to the advantage of the player. Enemies that have 1 health or have one remaining will die before resolving their attack and shadow card.

In addition to this a defender can provide the additional damage, block the attack, and then have declared attacks hit the said attacker and this damage could be enough to kill it.

Pairs nicely with Beregond Tactics.

  • Anthony – 4
  • Dave – TBR
  • Grant – TBR
  • Ted – TBR
  • Matt – TBR
  • Average – 4

Radagast and Radagast’s Staff

The hero and attachment the Eagles deck needed.

Background

Radagast is one of the wizards sent from Valinor to be an emissary of Manwë and the Valar to the peoples of Middle Earth. It is said that that he was a greatly interested in plants and animals although his knowledge of them was second to Gandalf. He lived for a time in Rhosgobel, a small settlement between the Carrock and the Old Forest Road of Mirkwood. As a result, he and Beorn knew of each other as Beorn considered him not bad for a wizard in The Hobbit. He was also a noted friend of the great eagles. He was also used as a pawn by Saruman to bring Gandalf to Orthanc, Whereupon Saruman imprisoned Gandalf preventing from returning to The Shire to inform Frodo what he learned of The One Ring.

Card Theme

Radagast’s interest and friendship with the various beasts of Middle Earth are represented heavily in his abilities and those of his staff. His resource smoothing and the staff’s resource acceleration for creatures reflect bringing those friends to his aid. Whether having them act as spies, carrying messages, or sending Gwaihir to rescue Gandalf from Orthanc. This also ties into his ability to quest without exhausting when a creature is played. As mentioned in the earlier examples, Radagast is able to cover a lot of ground with the help of his bird and beast allies.

The last ability to return a creature enemy to the staging area I don’t think has a thematic link to the books. It seems more to be inspired by The Hobbit: Desolation of Smaug movie directed by Peter Jackson. In the movie, shadowy forms of giant spiders can be seen while Radagast is trying to heal a sick hedgehog. It is only after he draws out the magical sickness the spiders apparently retreat.

Card Synergies and Interactions

Creature Allies

The obvious one here to take advantage of Radagast’s Staff cost reduction and readying, the hero’s ability to smooth resources, and get him to quest without exhausting. The creatures allies available in the game can give a deck a suite of card draw as well as potential answers to enemies, locations, and direct damage. Eagles are the primary contingent of creature allies in the game. Vassal of the Windlord, Winged Guardian, and Wilyador are cheap efficient attacking and defending allies. Their discard effects feed The Eagles of the Misty Mountains to create mid to late game combat behemoths.

Additionally, Descendent of Thorondor‘s direct damage when entering and leaving play can take out enemies in the staging area making combat easier as well as providing pseudo-questing by removing some staging area threat. Meneldor has a similar enters and leaves play ability except for placing progress on locations. Using as many Eagle allies as possible makes The Eagles Are Coming! into a more reliable way to draw multiple cards.

The non-Eagle allies provide the other utility effects to round out a creature deck. Messenger Raven can generate card draw by successfully naming the player card type on top the player deck. Wizard Pipe can reliably set this up. That it returns the raven to hand allows Radagast to reliably quest without exhausting for 1 resource per turn. Riddermark’s Finest can be discarded for location progress for another location control option. Loyal Hound’s damage cancellation and can stop direct damage effects helps make defending with Radagast safer. The insurance in defending is helpful considering the only Lore defensive bonus he can have is Protector of Lorien.

Return Ally to Hand Effects

Meneldor’s Flight, Born Aloft, Flight of the Eagles, and Gwaihir’s Debt much like the core set Sneak Attack let you get extra triggers on the Eagles enter and leave play effects. Particularly useful for Descendent of Thorondor, Meneldor, and even ally Gwaihir if you want to get an Eagle ally back. Normally playing those 3 allies multiple times would be difficult considering their 3, 4, and 5 cost. Radaghast’s Staff makes it much more reasonable to get an extra play or two out of them. Returning creature alies to hand also make sure you have one to play each turn to trigger Radagast’s action advantage.

Defense Bonus

Radagast’s 3 defense stat puts him into the top tier of Lore hero defenders with core set Denethor, Treebeard, and Elrond. He’s in sphere for one of the best shadow control cards in the game, A Burning Brand. If Radaghast is the primary defender, being able to cancel a shadow effect every turn is always going to be good. Unfortunately, the only in-sphere defensive boost he can have is Protector of Lorien. Lore has enough card draw to provide the means to reliably boost his defense higher with it.

Tactics, however, has some additional defense boosting options, and if playing Eagles then a player is likely to include a Tactics hero as well. Gondorian Shield and Round Shield can are nice cheap options to put Radagast in the 4+ defense that is often necessary in many quests.

Word of Command

Word of Command let’s you search your deck for any card to add to your hand, but the requirement of exhausting an Istari carries a heavy opportunity cost. Gandalf and Saruman heroes and allies versions have great stats that players typically want to use. The ally versions tend to not stay in play more than a round. Radagast ally doesn’t have those drawbacks but is very expensive at 5 cost. This means you’re not going to get use its effect early in the game when it would be the most useful. Radagast’s ability to quest without exhausting after playing a creature makes Word of Command easier to play in the early game. Especially in true solo where after questing there may not even be any enemies for combat.

Quest Specific

One ability of Radagast’s Staff haven’t mentioned much yet is that it can return a creature enemy to the staging area. It’s easy to overlook since many earlier player cards triggered off the Orc and Goblin traits. There are a lot of creature enemies in the game. The core set alone has King Spider, Wargs, Hummerhorns, Ungoliant’s Spawn, Marsh Adder, Forest Spider, Black Forest Bats, and Eastern Crows.

This ability can be a game saver if Attercop, Attercop is revealed in Return to Mirkwood. Attercop’s 8 attack is difficult for many decks to deal handle, but the 2 threat is easier to quest over. Wastes of Eriador has exclusively Warg enemies that are also have the Creature trait. The Day / Night mechanism in that quest can make it easy to get overwhelmed with too many enemies and having a way to send one back to the staging during Night could be very useful. The Múmakil has exclusively creature enemies some with very nasty abilities. The staff can do some great work in it by sending back a Territoral Ape when the active location has 4 threat or help to avoid gaining a Strangling Python as an attachment or having Giant Centipede blank a hero’s textbox

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.

I rate Radagast hero at 4 rings. Built in action advantage, good defense stat in Lore so can have A Burning Brand. The hero with his Staff basically makes the creature ally deck work. Downside is he is a little higher threat at 11. Even that isn’t too difficult to get into a deck especially with the Lore Hobbit heroes or Mirlonde. This all makes him a very solid hero, but you need at least some creature allies to leverage the hero’s abilities. Outside a deck without creature allies, Radagast still can be a decent Lore defender.

Radagast’s Staff I rate at 3 rings. The cost reduction makes it Steward of Gondor for creature allies. This makes it one of the best trait based resource accelerators. Amazing value for the more expensive Eagle allies and Giant Bear. It also can ready those strong allies like Eagles of the Misty Mountains. Without creatures allies, the staff seems to take a bigger hit in utility than the hero. The only ability that can be used then is the return creature enemy to the staging area. This ability is more useful than it seems at first glance. The game is rife with spiders, bats, wolves, crows, scorpions and other creature enemies it can return to the staging area.

Overall, I like the Staff better than the hero. The staff with its cost reduction and readying of creature allies is fantastic in an Eagles deck. You don’t even need the hero to use it. You can use it with Radagast ally which doesn’t completely offset his high cost, certainly makes it more playable.

The on the other hand, I have trouble with using as a primary defender. Part of it is the lack of traits to give him some of the stronger defensive attachments like Ancestral Armor or Armored Destrier. Another part is I wish he had a Tactics icon to be in sphere with many of them and could get Support of the Eagles. It is thematic that he is Lore and there are songs, but it would have been easier if he had just been a Tactics hero. I also think his overall Istari package of staff and creature allies isn’t as widely useful or interesting as the Gandalf and Saruman heroes. It is nice that he is lower threat than either of the other 2, but really if I’m playing this hero it’s to facilitate playing expensive Eagle allies. Everything after that is a nice bonus to take advantage of.

Hero

  • Dave – 5
  • Grant – 5
  • Ted – 2
  • Matt – 4
  • Average – 4

Staff

  • Dave – 5
  • Grant – 5
  • Ted – 2
  • Matt – 3
  • Average 3.75

External Links

Sample Decks

The Eagles Are Coming! by radAGHAST 

This deck aims to swarm the board with Eagles utilizing the discount from Radagast’s Staff and Hirgon’s ability after questing succesfully.

Main Deck

Hero (3)
Éowyn (The Flame of the West)
Hirgon (Beneath the Sands)
Radagast (The Fate of Wilderland)

Ally (31)
3x Descendant of Thorondor (The Hills of Emyn Muil)
3x Eagle of the North (Roam Across Rhovanion)
3x Eagles of the Misty Mountains (Return to Mirkwood)
3x Gandalf (Core Set)
2x Gwaihir (Trouble in Tharbad)
2x Landroval (A Journey to Rhosgobel)
3x Loyal Hound (The Fate of Wilderland)
3x Meneldor (Roam Across Rhovanion)
3x Vassal of the Windlord (The Dead Marshes)
3x Warden of Healing (The Long Dark)
3x Winged Guardian (The Hunt for Gollum)

Attachment (6)
2x A Burning Brand (Conflict at the Carrock)
1x Magic Ring (The Crossings of Poros)
3x Radagast’s Staff (The Fate of Wilderland)

Event (16)
3x Daeron’s Runes (Foundations of Stone)
3x Flight of the Eagles (Roam Across Rhovanion)
3x Gwaihir’s Debt (The Fate of Wilderland)
1x Justice Shall Be Done (A Storm on Cobas Haven)
3x The Eagles Are Coming! (The Hunt for Gollum)
3x Word of Command (The Long Dark)

3 Heroes, 53 Cards
Cards up to The Fate of Wilderland

Decklist built and published on RingsDB.

Mono-Lore of the Eagles by The Purple Wizard

An Eagle centric Vilya deck that adds in some of the best questing and support allies from Lore and Spirit. It also utilizes Protector of Lorien to make Radagast into a serious defender with the extra cards drawn by Erestor.

Main Deck

Hero (3)
Elrond (Shadow and Flame)
Erestor (The Treachery of Rhudaur)
Radagast (The Fate of Wilderland)

Ally (34)
1x Arwen Undómiel (The Watcher in the Water)
3x Descendant of Thorondor (The Hills of Emyn Muil)
3x Eagles of the Misty Mountains (Return to Mirkwood)
1x Ered Nimrais Prospector (The Morgul Vale)
2x Firyal (The Mûmakil)
3x Gandalf (Core Set)
1x Ghân-buri-Ghân (The Flame of the West)
2x Glorfindel (Flight of the Stormcaller)
1x Gwaihir (Trouble in Tharbad)
1x Landroval (A Journey to Rhosgobel)
3x Loyal Hound (The Fate of Wilderland)
1x Mablung (The Land of Shadow)
3x Meneldor (Roam Across Rhovanion)
3x Vassal of the Windlord (The Dead Marshes)
3x Warden of Healing (The Long Dark)
3x Winged Guardian (The Hunt for Gollum)

Attachment (15)
2x A Burning Brand (Conflict at the Carrock)
1x Favor of the Valar (The Battle of Carn Dûm)
2x Protector of Lórien (Core Set)
3x Radagast’s Staff (The Fate of Wilderland)
1x Unexpected Courage (Core Set)
3x Vilya (Shadow and Flame)
3x Wizard Pipe (The Road Darkens)

Event (5)
3x The Evening Star (The Grey Havens)
1x The Galadhrim’s Greeting (Core Set)
1x Will of the West (Core Set)

3 Heroes, 54 Cards
Cards up to The Fate of Wilderland

Sideboard

Ally (15)
2x Ered Nimrais Prospector (The Morgul Vale)
2x Ghân-buri-Ghân (The Flame of the West)
1x Gwaihir (Trouble in Tharbad)
3x Imladris Stargazer (Foundations of Stone)
1x Jubayr (The Mûmakil)
1x Landroval (A Journey to Rhosgobel)
3x Northern Tracker (Core Set)
1x Quickbeam (The Treason of Saruman)
1x Robin Smallburrow (The Drowned Ruins)

Event (4)
2x The Galadhrim’s Greeting (Core Set)
2x Will of the West (Core Set)

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)