Horn's Cry

Event. Cost: 2.

Action: All enemies get -1 until the end of the phase.

Valour Action: Choose a player. Each enemy engaged with that player gets -3 until the end of the phase.

Loud the challenge rang and bellowed, like the shout of many throats under the cavernous roof.
The Fellowship of the Ring
David Vargo

The Treachery of Rhudaur #88. Tactics.

Horn's Cry

This card is gold! For two resources it essentially either wipes out the attacks of a plethora of enemies, or at least makes them easily manageable. Both of these will usually allow one to take the attack of all enemies undefended, leaving any character not used for questing ready to attack. The fact that there are few cards in the game that can singlehandedly allow one to clear their board of enemies only increases this cards value. Of course, to maximize this cards ability, one must be above forty threat. Normally valour cards are hard to splash into any random deck, but in my opinion this card is the exception. Its effect is straightforward enough that one does not need to change their deck for it. When one plays it in the context of valour, however, it becomes even better. With Hope Rekindled! it can be played for free. Combine these two cards with the Hour of Wrath and the effect is deadly, and crazy fun. Horn's Cry allows one to defend unlimited enemies with Hour of Wrath, without taking much damage at all. To spice things up even more, run these cards with tactics Aragorn. For the price of four resources, you can kill every enemy engaged with every player in the game, as well as all the enemies in the staging area! Talk about value! On its own this card has great value, but combine it with a few others and its effects are legendary.