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You know who loves this card? Glóin, that's who! With a side of Lore healing, this Dwarf will have such a delicious breakfast Pippin and Merry would be jealous! Dual defending on a turn? Sure! Warden of Healing would love to help with that. What if Glóin want to go alone? He has a good sense of Self Preservation after all!

If somehow his son got him the The One Ring, he would surely become the most Well Preserved Ring-Bearer of all time! Not to mention the wealthiest! Other minor Magic Rings can also be effective, albeit obviously on a bit smaller scale.

For those who like 'What if' scenarios, or weird anachronistic deckbuilding archetypes, he could sign the Forth, The Three Hunters!, instead of his son, getting Elrond to replace Legolas and keep Aragorn for questing and attacking. What if he becomes The Grey Wanderer and fetch this as the primary attachment, I wonder... Ok, I'm stopping right here, this got silly pretty fast.

Still! This is a nice card to have with Glóin if you like his shenanigans.

One of my favorite target is Elrond himself, to better use his stats (having him act twice or using Vilya and still have him act once). It can be triggered with lot of cards but the easiest setup is with Theodred (player's order permitting if in a Fellowship). —

Bold statement time: Rhovanion Outrider > Northern Tracker. I will die on this hill.

First off, the Outrider is slightly cheaper, which is always good. In addition, the Outrider is Dale, which means you can reduce its cost with King of Dale, which is overpowered (in my opinion), while Northern Tracker is Dunedain, meaning that if you want to reduce its cost you have to use Heir of Valandil, a card that's much iffier.

Second, in exchange for the cheaper cost, you only get slightly reduced stats relative to the Tracker, -1 and -1 (which can be a problem, admittedly). This does make the Outrider's statline a little weaker, but it preserves the 2 that is so useful for while shaving a resource off the cost. However, all of this is ignoring the Outrider's textbox, a fatal mistake.

Rhovanion Outrider's textbox is fairly simple; after committing it to the quest, place 1 progress on a location in the staging area. This is clearly a weaker Northern Tracker the majority of the time (though there are some exceptions to this), but there's an additional part that makes the Outrider more interesting; if that doesn't explore a location, the Outrider gets +1 . This is where the Outrider really begins to show its quality vs. the Tracker; it's an ability that triggers upon committing to a quest that, for once, isn't on a character with only 1 . At worst, assuming there's a location in the staging area that you can place progress on, the Outrider is a 2 ally with 2 , which isn't good for 3 resources but isn't the worst. Yes, the Outrider does only have 1 if it does explore a location with its Response, but the majority of locations that you'll want to explore have more than 1 ; by exploring them, you effectively replace the +1 boost with +X , where X is the of the location you explored -1 (the Outrider's starting ).

Great, you say. But why don't I just use Northern Tracker for all that? It functions almost exactly the same, reseting the encounter deck's board state with regard to locations every few turns. Is spending 3 for a laser better than spending 4 for a nuke? The majority of the time, I'd say yes, partially because saving money allows you to spend it on other useful things (and has a lot of them), and because of an assumption made in one of my earlier statements; if the majority of locations that you want to explore have more than 1 , it must then follow that there are some locations you don't want to explore. And there are, typically low-, high-quest point ones. The Core Set has a great example in the form of Endless Caverns. With Surge, Doomed, and only 1 , Endless Caverns is much better to see in the staging area than shuffled back into the encounter deck. With the Outrider's surgical strike capabilities, you can avoid that; zap any threatening locations with the Outrider, leave the Caverns in the staging area until the end of time. Northern Tracker doesn't have this; it's a tidal wave, sweeping over good and bad alike. It can get rid of Tower Gate and The Necromancer's Pass, yes, but it will also put Endless Caverns in the discard pile to be shuffled back into the encounter deck and make your life miserable again. Or, for a more extreme example, look at Nightmare Mode Journey Along the Anduin; to be precise, look at Gladden Marshlands and A Flooded Ford. Gladden Marshlands would really, really appreciate location control to help whittle it down. But what if A Flooded Ford comes up shortly afterwards, followed by the East Bight so you can't travel to the Marshlands to get rid of them? The Outrider would be able to target the Marshlands with laser-like precision, while Northern Tracker would, unless you have 6 of them out at once, pretty much doom the players to threating out.

Rhovanion Outrider is a more specialized Northern Tracker, slimming down on potentially unneeded stats and ability targets in exchanged for higher and lower cost. And as the economist in me is happy to notice, in this case, 9 times out of 10 specialization wins.

Nice review, I would only add that sometimes in multiplayer where locations gathering in the staging area the Northern Trackers are still the better card since they might end up placing many more progress tokens each round gettin the group out of some bad situations the Outriders would not be able to. Still they are a very good card. —

I think this card is very good, but be careful! Whatever you do, do not make Gandalf, Elrond, Gwaihir and Aragorn Friends, cuz "Starting : 52." I think this contract is best with Hobbits. They are all low and if you include Merry he gets 4 . Question. Can you use MotK heroes with this contract? That would mean using 2 Contracts, right? I don't own A Shadow in the East, so I did not read the rules of Contracts.

Overall 10/10.

Gandalf cannot be choosen with contract, because he belongs to no sphere. —
> Can you use MotK heroes with this contract?" No. Only one contract may be used at a time. —
But a 50 threat line-up (like Cirdan/Elrond/Aragorn/Gwahir) could be legit if you were playing « The Black Gate open » —

is home to several heroes that could be considered the leaders of their archetypes; Kahliel makes the Harad deck work (well, as well as it does), Hirluin the Fair's the keystone of Outlands, while Celeborn pretty much defined Sylvans. Elfhelm is another example of this, a hero with okay stats that helps a new archetype to function. In this case, Mounts.

Elfhelm changes the math involved in playing Mounts: heroes get +1 from the first Mount played on them, effectively turning Windfola into 1 cost for +2 , heroes get +1 , turning the likes of Rohan Warhorse into one of the Weapons it might otherwise replace if you squint, and heroes get +1 (as if Armored Destrier needed to be any better). (Though, where's the boost? Would giving Corefindel +1 while he has Asfaloth be too strong?) However, they only get the boost while they have a Mount attached, not for each Mount they have (which I'm thankful for, that would be just bonkers). Effectively, Elfhelm allows you to get an improved but rapidly-diminishing return on playing Mounts, similar to how Hirluin the Fair doesn't really do anything to help your Outlands allies after they're in play, instead only helping get them into that state.

Two important things to note about Elfhelm; additional sphere icons provide additional stat boosts (Aracoren with Roheryn and Celebrían's Stone gets +1 , , and ), and the effect is global, increasing Elfhelm's power the more players there are in the game. As countless, smarter players have theorized, Elfhelm in a four-player fellowship with lots of Mounts and Songs can (ironically) be a real workhorse, but even in a more compact game, even in solo, Elfhelm is still a very useful hero, especially combined with the Signals from Mirkwood. Elfhelm combined with the likes of Dúnedain Mark and Dúnedain Warning effectively allows you to play Build-A-Hero workshop, with 1 Warning and an Armored Destrier turning Elfhelm into Beregond without sentinel but with readying and pseudo shadow cancellation. With Elfhelm and Armored Destrier (a pack combo every bit as strong as Thranduil and The Elvenking), I've been able to easily stay engaged with multiple enemies as the questing deck. Throw a couple Dúnedain Marks in the mix, and you have a defender and counterattacker all in one. It's no Grimbeorn the Old, but it's still good.

Elfhelm follows in the footsteps of the other Dream-chaser hero, Denethor, not being the most powerful alone but functioning as a very efficient enabler of certain deck types. While Denethor basically stays "You can play Steward T1 in normal mode," Elfhelm says "Throw in Songs, Signals, and Mounts and give any hero any statline you like." Pay no attention to Elfhelm's base 2 , 2 , 2 , and 4 ; that's the base, the bare minimum you can expect to see. The maximum, that I've seen at least, involved Elfhelm blocking the Hill Troll. And taking no damage. And I'm not sure he was exhausted afterwards.

(Wait, how much of this review was actually about Elfhelm and not "Elfhelm makes Armored Destrier even better?")