At first sight the ability looks very tempting to add this card to the deck, but in reality it really don't work. First of all, the price is really to high and to make it really useful, you need to face a hell-of-lot of orcs to make it work. And when i mean a lot, i mean suicidal number and even then, is not doing so much. The other stats are not impressive at all beside 3 hp, which mean this guy is much more a moving orc target, then orc slayer. I wonder if it can be useful in dwarf deck, but I doubt it. I like the artwork though. Verdict: 2/5.


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.


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.


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. DĂșnedain 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.

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 —