- Card Talk Season 6 Episode 1
- Video episode
- Audio episode
- Angmar Awakened
- The Lost Realm
- Player Card Categories
- Card Draw
- Enters Play
The card draw Dunedain ally
Sarn Ford Sentry is one of the Rangers of the North with the Dunedain and Ranger traits. The Rangers of the North are the descended from the people of Gondor’s sister kingdom, Arnor. Arnor 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.
There are not many Dunedain in the LOTR books besides Aragorn. Halbarad is the only other named one that in The Passing of the Grey Company arrives with 30 of his kinsmen to support Aragorn. Dunedain Hunters gives the game another way to represent members of the Grey Company.
Sarn Ford Sentry comes from one of appendices. There it is reported that the Rangers of the North defended the Sarn Ford at the southern border of the Shire. The Ringwraiths, however, forced the sentries away from their post when they came to the Shire looking for The One Ring.
This game often represents knowledge as card draw. The Lore sphere in particular is full of examples cards representing Middle-Earth’s knowledge, stories, and songs with Gleowine, Daeron’s Runes, Deep Knowledge, Erestor, Drinking Song, and Mithrandir’s Advice representing the knowledge, stories, and songs present in Middle Earth. The knowledge in this case is very specific but fits well with the Dunedain getting effects for engaging enemies. The Sarn Ford sentries engaged the Ringwraiths learning the Nine were abroad.
Card Synergies and Interactions
Early Engagement Effects
Much like Halbarad hero, there can be a timing mismatch between playing the sentry and engaging enemies later in the round. Especially if enemies have abilities like Goblin Sniper that prevent engagement or the player just didn’t want to defend so many enemies. Mablung ally, Son of Arnor, Dunedain Hunter, Lore Faramir ally, and Westfold Outrider can all help increase the card draw effect without having to defend the enemy first. Dunedain Hunter can also help in situations where many enemies are not being revealed or in a true solo game.
Specifically, Forest Snare and Entangling Nets synergize very well with the sentry and are in sphere. Forest Snare allows a player to just keep an enemy engaged for the entire game without having to worry about defending or any shadows. Entangling Nets is similar because of the attack reduction making defending easier. The action disadvantage of defending can be offset with Outmatched or just taking the attack undefended. Shadows effects can still be an issue with it in some scenarios.
Gloin can be an interesting way to increase the card draw 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. The Sarn Ford Sentry can help find those attachments for Gloin or more allies to quest through the rest of the scenario.
Attack cancelation effects like Coney in a Trap, Andrath Guardsman, Feint, Thicket of Spears, The Wizard’s Voice, and Out of Sight can help increase the card draw and reduce the risk of the engaged enemies. Granted, it is just temporary. Hobbit decks have a couple additional options available through Gaffer Gamgee and Hobbit-sense although it prevents the player from attacking as well.
The Angmar Awakened cycle features quite a few scenarios that can swarm enemies powering up the sentry’s card draw. Especially any with the Cursed Dead enemy as each one can bring any and all copies in the discard pile back to the staging area and engage the player again. The Seventh Level, second half of Over the Misty Mountains Grim, and Fate of the Wilderland also bring out many enemies quickly.
There are a few scenarios that it would be better to leave Sarn Ford Sentry out because of the card draw. The players lose in Deadman’s Dike and Under the Ash Mountains if their deck runs out of cards and it is best to leave out card draw. The Ringmaker cycle is full of encounter cards that penalize players for cards in hand or drawing cards.
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 Sarn Ford Sentry at 6 rings. Lore allies with 2 willpower tend to cost 3 resources unless they are unique or have a drawback like Wandering Ent that enters play exhausted or Lindon Navigator that is discarded or the player has to discard a card from hand. It is pretty average in that regard. It’s ability is pretty general purpose. Card draw is pretty fundamental to helping decks find what they need to succeed. It is the condition that can make it difficult to trigger and more so to draw multiple cards from. Lore however has many, many options to draw cards for lower cost both in resources and opportunity. Still the card is very much needed in Dunedain decks for the willpower and card draw. Sarn Ford Sentry sees some play in decks with Hobbit heroes due to their additional attack cancelation options and similar bonuses for engaging enemies. Mono Lore decks won’t need the additional card draw but 2 willpower for 3 and possibly drawing a card can be decent filler. It is a fine card but the condition on the card draw keeps it to a few different decks rather than a generally good always under consideration for inclusion.
- Dave –
- Grant –
- Ted –
- Matt – 6
- Tolkien Gateway
- Hall of Beorn
Dunedain Ambush the Orcs in the Weather Hills by kattattack22
Solo Dunedain deck mixing engagement and side quest bonus. It also utilizes Send for Aid, A Very Good Tale, and Elf-Stone to pump out allies quickly.
3x East Road Ranger (The Wastes of Eriador)
2x Faramir (Core Set)
3x Guardian of Arnor (The Battle of Carn Dûm)
3x Ranger of Cardolan (The Wastes of Eriador)
3x Sarn Ford Sentry (The Lost Realm)
2x Thalion (Fire in the Night)
3x Vigilant Dúnadan (The Sands of Harad)
3x Warden of Healing (The Long Dark)
3x Weather Hills Watchman (The Lost Realm)
Player Side Quest (1)
1x Send for Aid (The Treachery of Rhudaur)
3 Heroes, 50 Cards
Cards up to Challenge of the Wainriders
Decklist built and published on RingsDB.
The Hobbit-Stroke by teamjimby
Hobbit heroes want to engage all enemies and cancel attacks with Hobbit-sense and Out of Sight.
3x A Good Harvest (The Steward’s Fear)
3x A Test of Will (Core Set)
3x Daeron’s Runes (Foundations of Stone)
2x Dwarven Tomb (Core Set)
3x Hobbit-sense (Encounter at Amon Dîn)
3x Out of Sight (The Long Dark)
3x Out of the Wild (Road to Rivendell)
3x Peace, and Thought (Shadow and Flame)
3x The Galadhrim’s Greeting (Core Set)
3x The Hammer-stroke (The Blood of Gondor)
1x Will of the West (Core Set)
3 Heroes, 50 Cards
Cards up to The Wastes of Eriador
Decklist built and published on RingsDB.