- Card Talk Season 5 Episode 48
- Video episode
- Audio episode
Mass Dunedain readying for sticky situations.
This card refers to the people of Gondor’s sister kingdom, Arnor. Arnor was the northern one of the two Numenorian kingdoms. It was the official seat of their High King. After Isildur’s death it split into three smaller kingdoms, Cardolan, Arthedain, and Rhudar. The people of these successor kingdoms dwindled after wars with Angmar and a plague until only scattered settlements and wandering bands remained. Still the blood of Numenor was not diluted like Gondor and the northern Dunedain retained the longer lifespans and some of the physical and mental gifts bestowed on their ancestors.
The card refers to how the Dunedain retained some of the gifts bestowed on their ancestors, the Edain. The Edain were men of the First Age that fought with the elves against the original dark lord, Morgoth. The gods of Middle Earth blessed the Edain with greater physical and mental abilities than others in the race of men. Additionally, they intermarried some with the elves. This only added to their genetic advantages. The greater physical stature and knowledge of the Edain and later the Numenorians (Second Age descendants) made them seem as kings to other men in Middle Earth. While these attributed waned among the Dunedain in the Third Age, they still demonstrated greater physical and mental abilities than most men of the time along with a twice as long lifespan. It is fitting a theme to put on a card that has the Dunedain accomplishing more through action advantage.
Card Synergies and Interactions
The Dunedain characters in the game are great targets for readying. Many of them have multiple 2 or better stats. This goes back even to the Core Set with Northern Tracker that has a great location control ability when questing to place a progress on each location in the staging area along with a decent 2 attack and 2 defense. It often can lead to a tough decision on using Northern Tracker to quest or save for combat. Some of the allies even has stats that scale with the number of enemies engaged which also scales the readying effect. It can make for a huge turn to ready several Dunedain that could have stats at 3 or more due to having a few enemies engaged.
A few of the heroes and unique allies also have very useful abilities that require them to be exhausted. Beravor can draw a player 2 cards. Sulien can reduce the threat of locations in the staging area. Spirit Aragorn can reduced the threat of a single location and possibly place a progress on the location.
Traps work great to increase the effect of every Dunedain engaged enemy bonuses because it offsets the downside of keeping an enemy engaged. 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.
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. Generally once Gloin is set up, the Dunedain are only needed to quest and attack. Action advantage might not be needed as much. Especially from an event that will ready them only one time.
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 Descendants of Kings at 8 rings. It is a card I’m sure I’ve included a couple copies at least once. At the time of writing this, I couldn’t tell you if I’ve every played it in a game. I’ve been in situations where it would be helpful with a Dunedain focused deck. It is easy to end up with a bunch of enemies engaged and needing to defend all the attacks and leaving no one left to attack back. Sometimes that is fine and other times, it would be great to ready at least an attacker or two to bring the number of enemies back to a manageable level. It is one of those cards that has to show up at the right time or a player holds onto it for that just in case situation. Now, it is possible to splash this card into a deck that isn’t Dunedain focused, but I don’t see much point to it. Ever Vigilant with a similar cost can ready any ally and not need an enemy engaged. It can also ready heroes but Dunedain have many readying attachments they qualify for roughly the same resource cost. It is just a very situational card. I hope someday to use it to ready many Dunedain heroes and/or allies and turn the tide of battle with it.
- Dave –
- Grant –
- Ted –
- Matt – 8
- Average –
Dúnedain: for solo plays (Revised Core + Angmar Awakened) by warlock000
A Dunedain theme deck using only the Revised Core Set and Angmar Awakened cycle cards. Check out the deck description on ringsdb for many great piloting tips.
Dúnedain: for solo plays (Revised Core + Angmar Awakened)
3x Dúnedain Hunter (The Lost Realm)
2x Faramir (Core Set)
3x Fornost Bowman (The Dread Realm)
3x Gandalf (Core Set)
3x Guardian of Arnor (The Battle of Carn Dûm)
1x Henamarth Riversong (Core Set)
2x Honour Guard (The Wastes of Eriador)
3x Ranger of Cardolan (The Wastes of Eriador)
3x Sarn Ford Sentry (The Lost Realm)
3x Snowbourn Scout (Core Set)
1x Son of Arnor (Core Set)
2x Athelas (The Lost Realm)
2x Celebrían’s Stone (Core Set)
3x Forest Snare (Core Set)
3x Heir of Valandil (The Lost Realm)
1x Protector of Lórien (Core Set)
2x Steward of Gondor (Core Set)
2x The Long Defeat (The Battle of Carn Dûm)
3 Heroes, 50 Cards
Cards up to The Dread Realm
Decklist built and published on RingsDB.