Great addition to the ally pool, especially the Rohan ally pool. Having the Devoted keyword, he can be added to pure Rohan (or Warrior) decks even without access. His ability can be very useful in taking down beefier enemies. I have made specially good use of him with Éomer. Even when you have Gúthwinë attached to him, he will still often be unable to take down those enemies in the staging area that you really want dead. But with this guy, he can one-shot most of the enemies in the game; and thanks to Gúthwinë’s effect, you can return Deeping Bowman to your hand after the attack to repeat the trick. Granted, you’ll have to invest some resources to do that every round, but that’s a nice design bonus, I think: If you’re playing a mono- deck, you’ll have plenty of resource acceleration anyway (because Éomer is already eating up one resource every round), but if you’re mixing in other spheres (like Tactics), you’ll prefer other options (and have less resource acceleration). Before this guy, Éomer was hard to make good use of in a deck without Tactics access to cards like Spear of the Mark, but with Deeping Bowman, he has received some much-needed mono- support. Of course, our friendly fellow is also a nice addition to any other deck able to play him. You can always choose to either attack with him (and since he has the Ranged keyword, he will have a target more often than not), or, if you’re down more than 1 , you can discard him so your other attackers can hopefully finish the job. He also has 1 , which is always nice (and being Rohan, he can be boosted by cards like Astonishing Speed). A great addition to the card pool, and bonus points for giving new life to an otherwise difficult-to-use type of deck.

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One additional benefit of this card that I've recently discovered is that it allows for strategically playing attachments on locations after the staging step of the quest phase. It can be quite powerful to be able to drop Elf-stone on the active location once you already know that you will be clearing it. Explorer's Almanac is another fun option, as you can choose a second location to clear based on how well you quested. And if you are running an Erestor discard theme (or Dwarf mining discard, etc.), you can store your location attachments in the discard pile until you need them :).

Oh my, what a dreamy artwork! The stag looks half wolf to me, but of course the symbol of Thranduil should bear some fierceness.

So this card requires you to have three heroes, a sphere with limited resource access. You've got Bifur in multiplayer and Love of Tales, which can be quite strong, but your choice of songs may be limited. And sadly, cost reduction is not an option for this one. You can add in a hero and give them sphere access to solve resource problems, but that is more setup required and you need to be sure to have that arranged when the enemy drops in. Playing this event costs you a round of resources any way.

And what do you get? You get rid of an enemy in the Staging Area. A powerful effect that is commonly accompanied by limitations. The first one I already mentioned, it is a strong limitation compared to e.g. Hunting Party. The second one is timing: it is a Combat Action. There is no way you can get rid of the enemy before quest resolution. And it needs to be an enemy with a higher engagement cost than your threat because it only works on enemies in the staging area. If you do not engage the enemy anyway it will probaby be in staging next quest phase anyway, so in a card by card comparison, Hunting Party is much stronger. Within you have several options: for weak enemies there is Expecting Mischief, if you are able to sneak in Faramir (e.g. with Elf-stone), you might deal some more damage. And the biggest baddy with the same "not engaged" limitation is Haldir of Lórien, whom you can power up to take out most of the possible targets with a single attack. Where this card is okay at is getting you Guarded attachments. If you are unlucky and get an enemy you cannot kill so easily. There is no Guarded (enemy) attachment in , Stone of Elostirion is straight ineligible and for the others you need to depend on luck or encounter analysis (luckily there are lots of options to look at or manipulate the encounter deck, Henamarth Riversong, Far-sighted, Risk Some Light...)

So what are possible targets? Enemies may not be immune nor unique. Later in the game, most bosses that are worth the three resources have at least one of these feats. The famous Hill Troll is the most obvious choice, followed by Hummerhorns. Mûmakil and Oliphaunts are very good targets, ship enemies to avoid Boarding and many enemies with nasty engagement effects (e.g. Haradrim in Two Towers).

So far my only mono deck was a trap deck, which has other ways to deal with enemies, but Ships and Mûmaks don't fall into traps. Here this card really shines.

EDIT: I noticed that the hart in The Hobbit is neither a symbol of Thranduil nor necessarily white, but through the artwork and the movies (where it's an elk) I made the connection. —

This is one of the worst cards of the entire cardpool, of course, but I think I finally found a case where it might actually be playable. For a long time, I thought you might want to play this against locations that sit in your staging area all game long, sadly those are mostly immune to player card effects. However, you could use this against locations you don't want to reveal ever again (be it for surge, doomed or when revealed effects).

As for doomed, Hall of Beorn gives 5 locations with doomed 1, of which 4 are locations you might still want to travel to for various reasons, and the fifth one is the Endless Caverns from Escape from Dol Guldur, which is a scenario you'd probably rather use more powerful cards against.

Similarly with surge, there are 14 surging locations, however, all of those will force you to eventually clear them through selfexploration, permanent effects or outright forcing you to travel there.

This leaves us with the when revealed effects, where we finally find some suitable targets, like the Impassable Bog (1st cycle), Fouled Well, Plundered Armory, Warg Lair, Stagnant Creek (2nd cycle), Slopes of Gundabad (8th cycle). A cool combo could be cooperating with the West Road Traveller on neutralizing the Dreadful Gap from Dwarrowdelf or the Stock-Brook from the Fellowship of the Ring.

Of course, in order to make all this worth the effort, you want to effectively lower your probability of revealing the said location again... which grows with a thin encounter deck (not the case with most of the quests quoted above) or with additional players.

So in summary, if you want to gain some "I actually put Power in the earth to a sensible use" bragging rights, throw it into your deck together with West Road Traveller the next time you play a 4 player game of Into the Pit/Flight from Moria/Redhorn Gate/Road to Rivendell/The Dead Marshes, and there is a slim chance it might actually happen :)

it is usable in haldan-decks —

I initially underrated this card. The heroes are the core of any deck, so I never thought it would be worth it for me to exhaust two of my heroes for the entire next round, no matter what I was getting in return. Especially because I play true solo a lot of the time, and I'd be losing the stats of 2/3 of my heroes for the entire next round. But one day, just to force myself to use it, I decided to put it in a hero Gandalf deck to be my only source of card draw (besides Gandalf's Staff of course). My other two heroes were hobbits ( Pippin and Merry) to keep my starting threat low.

Well, boy did this card overperform. Every time this card came up, I realized I didn't mind at all exhausting my hobbits to draw 5 new cards. I kicked some serious butt when I tested the deck against The Oath and The Caves of Nibin-dûm and regularly ended up drawing my entire deck by the time the game was over. And then it hit me - you don't put Peace and Thought in a deck where you have heroes whose stats you need, you put it in a deck where you have heroes whose stats you DON'T need! Because the reason you need a hero to be ready is so that you can exhaust it to use its stats, and often in true solo you're left with ready characters at the end of rounds anyway, so if you don't need a hero's stats then exhausting it to do something else (like drawing a bunch of cards) is super strong.