Silverlode archer is an archetype of ranged ally, you will not use it much in solo game, beside very specific scenarios, which require ranged characters, but in fellowship and multiplayer he is quite useful. There were two archetype ranged allies in the core set, this one and Horseback Archer, where silvan had little bit harder position, since there was not much synergy or support for building a silvan deck in the early days of the game. Even so, 2 ranged and one are quite good for start. Since class have no problem with extra resources, is quite easy to put him in play. Worst thing about him is, that he has only 1 hp and so you can't even combo it with Silvan Tracker. So from this point of view I can't go higher with rating then average. The artwork is very interesting and reminds me some comicbooks of Fables. Verdict: 3/5.

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Before Thurinder came along, side quests remained in my binder. On a whim I decided to try him out with a side quest package of The Long Defeat, The Road Goes Ever On and various side quests. It was amazing. Also, his set up ability allows you to grab a key side quest that can further a particular strategy like Beorn and Keep Watch. All in all Thurinder is an aweome addition to the Hero Lineup.

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This card more than any other has probably "fixed" a lot of solo Trap and Dunedain builds. It essentially functions as forcing an engaged enemy to "quest" for you...atleast to the point of neutralizing existing staging threat. Slap 2x of these on a 2-3 threat enemy and then hit them with a Forest Snare and in most scenarios, this enemy now has become a "dedicated quester" subtracting 4-6 threat from the staging area every round.

The other great thing about this card is that it's generally a little easier to target the enemies you want to hit with it than most of your traps like Ranger Spikes or Poisoned Stakes. One downside of many conventional traps is that they automatically attach to the first enemy entering the staging area, which is generally something you don't have a lot of control over, and are typically trapping blindly without the benefit of scry cards like Henamarth Riversong or Interrogation. Enemy engagement, however, is something that the player has much greater control over, increasing the chances that you land this trap on the enemy you actually want it on.

The best part though is that it is custom tailored to give solo Trap and Dunedain builds the very thing that they traditionally have struggled with, early and mid game questing power. Combine it with Emyn Arnen Ranger and suddenly it feels like double dipping on willpower. Dúnedain Hunter also goes fantastic with it, allowing you to "hopefully" peruse the encounter deck for an enemy of choice to bring right into engagement.

It's a card that certain builds in the card pool have needed for a very long time and I'm VERY glad to see it.

Your analysis is intriguing. I may have to give this one a try. —

I daresay this is the most unique weapon in the game. For one, it's only the 3rd Lore weapon. (The other two are Ranger Bow and Ranger Spear, both limited to Rangers.) However, Legacy Blade has 2 limitations they don't: It can only go on heroes and it's Restricted. Oh wait, there's a 3rd -- on it's own, it gives +0 .

You "fix" that by completing side quests, but they take time. Thurindir can kick start it, and/or you bring it on quests with many encounter side quests. (It doesn't say "player side quests.") Even so, let's say you complete a side quest quickly, making it +1 ... not an improvement over other weapons. Complete another, and you're at +2 ... better, but many weapons give +2 . Now complete another and you're at +3 ... and that is, in all honestly, the goal here, is it not?

Few weapons generate that much attack. (There's Elven Spear and Haradrim Spear, but at a high cost; the one "steady" weapon than can compare is Herugrim, but with it's own limitations.) If you make that happen, you can arm a hero with 2 of them for a whooping +6 . However, by then it's probably late in the game and you could have had 2 other weapons for 1 resource each doing +4 . (Yes, it costs 0, but the real cost is in taking up deck space until you make it pay off.)

So is Legacy Blade worth it? Not usually, unless you build for it and/or bring it to quests with encounter side quests. But that's kind of the point, in that it's almost a mini-game within the game to try and max it out. Because if you're going for consistency across multiple decks and/or quests, this isn't the first weapon you reach for.

Still, I really like it for 2 reasons. First, it's thematic and distinct, in that it grows in power as you build your legacy... hence the name. And second, I think it's the coolest weapon art in the game. Not only because of the contoured handle with gemstones and smooth shimmering blade, but because it's resting on a table with maps and a mini bust, implying the heroes are pre-planning other elements (side quests) to aid in the main quest. Such an understated image conveys the card's text so elegantly, going far beyond the weapon itself.

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I love this card in any of my thurindir decks because even if it only adds one attack, it has done its work for 0 cost. There are weapons that give one attack for 1 resource, this one costs zero and is pretty easy to get to, any more sidequests and it just gets better —

I was surprised to find that there have been no reviews on Arwen so far, as she seems to be a very popular - and powerful - hero. Well then, here we go.

You want some additional willpower? You need extra-resources every turn? You are looking for a reasonably cheap Spirit-hero without changing the rest of your deck? Enter the fair daughter of Elrond. With her 3 willpower she will probably concentrate on questing in most scenarios. Her combat-stats aren't spectacular, but if necessary she can block some smaller or medium-sized attacks as long as you can deal with unpredictable shadow-effects. Which shouldn't be a problem with Spirit (Hasty Stroke, Jubayr).

What really makes her shine, though, is her ability. Getting an additional resource every round from the beginning is more than helpful. Just think of all the good and expensive Spirit-allies (Northern Tracker, Elfhelm, Rhovanion Outrider) which tend to cost 3 or 4. Or remember how often you had to choose between playing a card or saving that one resource for A Test of Will. Why not enjoy the luxury of having both?

Note that she can give that resource to another (Noldor) character or to herself. She can even support her spouse Aragorn, but obviously she will often work with her father Elrond, who can pay for allies of any sphere.

Speaking of Noldor: in that archetype, discarding is no drawback but part of the fun. Think of Lords of the Eldar, The Evening Star or Glorfindel. The best card to complement her ability is, however, Elven-light, as you can switch between getting resources and cards just as the game-state requires.

Her only drawback is that you can't use the ally-version of her character (Arwen Undómiel). Apart from that, she seems to be one of the most versatile, straightforward and useful heroes in the game.

Finally, what I personally like about Arwen is that her mechanic somehow reflects the function of her character in the story of The Lord of the Rings, the book version, to be more precise. She is not the bold and active warrior-princess that is portrayed in the films. She's just that ever-present inspiration in the background for her people, her family and her Dunedain-love. Also consider the Tale of Tinúviel, ingame and story-wise.

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There have probably have been no reviews because this card is SO good, that it reviews itself! —