Bad in solo, pretty bad in 2-player games, somewhat decent in 3-4-player games (at least in some constellations); underwhelming Trap/Dunedain synergy; niche (but quite good) uses in some quests.

I feel that Son of Arnor is not a particularly well liked card by the community, and also that this is not entirely without reason.

Son of Arnor is overpriced for his 2 2 2 stats alone and his ability is often not powerful enough to justify the increased price. On top of that the ability is neither very easy to make good use of nor universally helpful.

Synergy with Dunedain or (mostly) Trap trait cards is also often pretty underwhelming (enemies in traps tend to often not pose immediate enough problems that you would need to engage them with any kind of urgency on the other hand the combo with Followed seems to be relatively decent).

However

I feel that Son of Arnor is not as bad (or even useless) as many people think to seem he is. While his Response is almost always useless in solo and also often at best marginally useful in 2-player games, I think it becomes much better, as the number of players increases.

You see... enemies can occasionally, through engagement checks or encounter deck shenanigans, end up at the wrong side of the table (the wrong player).

While this shouldn't happen too often in 2-player games (as least as long as the player decks are somewhat soundly designed and the players aren't simply crushed by unfortunate setup/turn 1 encounter cards) the unpredictability of the encounter deck increases as the number of players does and so does the chance of one or more enemies landing at the wrong side of the table (especially in enemy-heavy adventures).

If one (or Eru Ilúvatar forbids even more) of these players has a support or pure questing deck that can't handle these enemies properly (from my experience pretty likely in 3-player games, almost assured in 4-player games), you need something to rectify this situation (and pray that aforementioned players can survive before you are able to do so)

Heroes or allies with Ranged or Sentinel are a solution to the problem, cards that let you engage enemies engaged to other players (exactly like this card does) are another one.

Sooooooooo...

If the player with Son of Arnor in his Deck is the player where the enemies are supposed to go (there are a few good Defenders...) aaaaaand they end up somewhere else... Playing Son of Arnor can be a pretty decent option.

While there are better options like for example Aragorn or Westfold Outrider for this case not everyone might have in their deck (or have before mentioned cards in their cardpool).

On top of that there are some fringe (but very nice) uses in quests like The Watcher in the Water, where Son of Arnor allows you to engage enemies you would not otherwise be allowed to. (tbh i can't think of any other quests where this would even be remotely as useful as in Watcher in the Water, but there have to be some, right? ^^)

In short, while i think Son of Arnor is not a brilliant (or even good card) in most cases, there are fringe cases where he can be a decent option (and even fringier ones where he's really good).

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Other cases he's useful include when you're playing with hero Halbarad, or when there's an annoying enemy in the staging area (Goblin Sniper or Bill Ferny come to mind), or one turn one of many scenarios when you start with an enemy in the staging area and you want to cut down on how much threat you have to quest against. —

If you for some reason want a review about this card, just read the reviews on Elrond. Short version?: It’s powerful. Incredibly powerful. Turns out, in a card game, playing cards for free is pretty good.

When I first read Peace and Thought, I was nothing but peaceful. Two heroes' actions used up for the round? That's insane! But I quickly came to realize the power of drawing a whopping five cards in one go. Here are its costs listed with some counterarguments:

The card slot - Seriously? Is that a concern when you draw five cards in replacement out of the deal?

A Lore resource - Okay, so you might have the tiniest smidge of trouble playing your piano hand. Either way, are you honestly complaining over five cards for just a resource. One for just two cards is a bargain.

Exhaust two heroes - Yeah, this is the big one, and the only thing keeping PaT from all Lore decks. This is a big price to pay, especially since you can only play it after your cards are ready for the round; no cheating it in after combat.

There are still a plethora of ways to mitigate the cost. Any sort of readying for your heroes rocket's the playability. In a multiplayer game where your buddies can cover for you or in a deck with low threat that can avoid early enemies, doubling your hand size is incredibly strong. The title is almost false-advertising. Just wait for the following planning phase, you'll know it when you hit it.

Even with his errata Boromir still stands well in his spot. The steadfast hero goes great with a Gondorian Shield and has access to a multitude of great weapons and armour to make this Captain of Gondor a cut above the rest.

The designers have done a fantastic job of capturing the theme of this character standing fast in his Fellowship form. Great card.

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Merry is, in my opinion an under rated card. He keeps your Hobbits within Secrecy and pairs up with his best friends Sam Gamgee and Pippin incredibly well. He also gives you access to spirit within Hobbits which when taking a look at the other options, is something in itself. My favourite use for Merry is giving him a Hobbit Pony, with his trusty steed you can keep him upright within the questing and staging step and wait for enemies to appear to trigger him, if no immediate threats are worth exhausting him, you can commit to the quest at the end of the Staging step with his pony!

Merry also gives you access to the infamous Hobbit Pipe deck, should you choose to pursue that deckbuild. A solid card and a worthy look at in any Hobbit archetype and a fair low threat Hero, who can keep you there, outside of the trait.

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