- Player Card Categories
- Cost Reduction
- Resource Acceleration
The trait based resource acceleration for Dunedain.
You might be wondering who is the Heir of Valandil? Spoilers, it is Aragorn. I know what you’re thinking. Aragorn is Isildur’s Heir. How can he be the Heir of Valandil too? It is because Valandil was the original heir of Isildur. As Isildur’s youngest son he became the king of Arnor after his brothers and Isildur died at the Disaster of Gladden Fields. Valandil ended being the longest reigning king of Arnor at 239 years.
The card’s ally cost reduction by engaging an enemies is similar to idea behind Dunedain Hunter. The Dunedain rangers went where there was trouble during The Watchful Peace. It makes sense that their chieftain would have an easier time mustering them to deal with an immediate threat.
Card Synergies and Interactions
A player might wonder why they might use Heir of Valandil when there is already a staple 2 cost unique resource acceleration attachment, Steward of Gondor. There are a couple reasons to highlight. The first is that the cost reduction can be applied to any Dunedain ally that a player already has a resource match for. This is very advantageous considering the 23 Dunedain allies in the game span all 4 spheres.
The second is, a player can use both. Nearly 2/3 of the Dunedain allies cost 3 or more resources. All the resource acceleration Dunedain can get help get a critical mass of allies and overcome the scenario. Lastly, it provides an alternative in multiplayer when someone else already has Steward of Gondor.
Traps are ideal way to increase the attachment’s cost reduction. Forest Snare in particular works really well because the enemy remains engaged but no longer attacks. Entangling Nets and Outmatched create a similar more safely engaged enemy that can be defended without sacrificing an action. Shadow effects are still a concern unless the player has a defender with some shadow cancelation like A Burning Brand.
Attack cancelation effects like Feint, Thicket of Spears, The Wizard’s Voice, and Coney in a Trap like Trap attachments can help increase the cost reduction and reduce the risk of the engaged enemy albeit just temporarily.
Gloin can be an interesting way to increase the effect. Song of Wisdom or Narvi’s Belt or a Warden of Healing make it that Gloin can heal all damage done to him quite easily. Some hit point bonuses from attachments like Citadel Plate, and he can take undefended attacks even from boss level enemies. Provided shadow effects don’t discard attachments, it can be quite easy to keep several enemies engaged without much trouble. Heir of Valandil might become a “win more” card at that point since combat is essentially neutralized.
Ted often points out that a big drawback to any card is you have to draw it. Fortunately, there are 2 cards that help find an attachment in a deck. Galadriel ally searches the top 5 cards and puts it into play. She is even in sphere with Heir of Valandil. Master of the Forge will do the same expect put it into a player’s hand, but it can be used each round.
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 Heir of Valandil at 7 rings. It is only going into a Dunedain focused deck considering it requires a Dunedain hero and works only on Dunedain allies. That alone immediately makes it a niche card. Then the effect is conditional on having at least 1 enemy engaged. The Dunedain generally want to do that anyway, but it is risky. Especially if keeping any enemies engaged to keep the bonus. The only really nice part of the effect is that it is unlimited. The cost reduction can get high enough to even play a 5 cost Dunedain Wanderer into play for free.
The other major drawback is that it has the same sphere, cost, and also unique like Steward of Gondor. In solo play, unless your Dunedain are really spread across 3 or 4 spheres, Steward is going to be better. In multiplayer, it has the advantage of being a potential alternative if Steward is already taken. It is going to see some play in dedicated Dunedain decks, but not much outside of them.
- Dave – 8
- Grant – TBR
- Ted – 5
- Matt – 7
- Average – 6.67
Dunedain Trappers by Seastan
The most popular Dunedain deck utilizing traps to maximize engaged enemies and power up the effects of Heir of Valandil and Dunedain allies.
2x Dúnedain Hunter (The Lost Realm)
2x Dúnedain Watcher (The Dead Marshes)
3x Galadriel (The Road Darkens)
3x Guardian of Arnor (The Battle of Carn Dûm)
3x Master of the Forge (Shadow and Flame)
3x Northern Tracker (Core Set)
2x Sarn Ford Sentry (The Lost Realm)
2x Warden of Annúminas (The Lost Realm)
2x Celebrían’s Stone (Core Set)
3x Forest Snare (Core Set)
1x Gondorian Fire (Assault on Osgiliath)
2x Gondorian Shield (The Steward’s Fear)
2x Heir of Valandil (The Lost Realm)
2x Ranger Spikes (Heirs of Númenor)
3x Steward of Gondor (Core Set)
2x Sword that was Broken (The Watcher in the Water)
3x Daeron’s Runes (Foundations of Stone)
3x Deep Knowledge (The Voice of Isengard)
2x Descendants of Kings (Escape from Mount Gram)
3x Feint (Core Set)
2x Tighten Our Belts (The Nîn-in-Eilph)
3 Heroes, 50 Cards
Cards up to The Land of Shadow
Decklist built and published on RingsDB.