Dunedain Signal is a very good card. For one resource you can have a defender for the entire table. Of course, many characters that you want to defend already have sentinel, but there will nearly always be one that doesn't. The other cards that grant sentinel are Shadowfax; which only attaches to Gandalf, Elven Mail; which only attaches to Noldor or Silvan; and Arwen; which is where most of the Signal's competition lies. What it comes down to is whether or not you want to pay an extra resource for two willpower. One important note for all sentinel cards is that... sentinel is useless in solo!

This ally with a 5-health Treebeard can make an all-Lore deck decent. Normally, Ents are annoying with their "come into play exhausted" but this one gives you access to its ability already. Trigger Treebeard's ability then you have an automatic target. Wellinghall Preserver's 3 quest stat is already decent and you should be using this ally to do just that. However, if the scenario becomes combat-heavy, they can still take some punches with its 2-defense and 3-health.

Song of Battle is probably the least useful of the sphere-granting attachments. There isn't a particular reason for wanting a Tactics icon in any given deck. Often it's used to get weapons in a low threat, staging area attack deck, but outside of corner cases like that, it's just a generally useful glue card.

The Warden of Healing has been from his release to this day the gold standard of healing in this game, against which all other healing options are inevitably compared, and for a long time it was also pretty much the only game in town healing-wise. The monopoly is gone but the significance remains.

At the time the Warden of Healing was released, there were a few other options for healing, but none of them especially good. Beorn's Hospitality is pretty terrible; Lore of Imladris had the issue that full heals aren't that great unless you have characters with larger hit point pools than we generally do, and in the long run will heal less than the same cost Warden; one pack after the Warden Healing Herbs were better since they cost nothing but the card slot in the deck and a hero action, but retained the full heal problem; Glorfindel is too expensive and takes up a hero slot; leaving Self Preservation and Daughter of the Nimrodel. Now these two were more reasonable. Self Preservation has the advantage of being generally more durable - there being far fewer effects in the game which discard attachments than which kill allies - but is less flexible since it only goes on one character. The big contrast though is between the Daughter and the Warden, one healing 2 damage from a single hero while the other heals 1 damage each from 2 different characters. The character/hero distinction gives the Warden the edge in some cases regardless, but it could have been a more interesting decision between the two, debating whether you wanted your healing more focused or more widespread. What scuppered this potentially interesting decision was the fact the Warden only costs 2 resources to the Daughter's 3, making him the clearly superior choice.

All healing effects that aren't full heals will of course benefit from having Elrond on the table, but the spread out healing of the Warden benefits extra since Elrond can trigger separately on each separate instance of healing.

The general advantages of the Warden are obvious. He's fairly inexpensive, provides flexible healing wherever you may need it, and is repeatable. In all but the most damage-heavy quests, a couple of Wardens of Healing will generally be enough to keep an entire board-state healthy all game and then some. On top of that there's the ability to ready the Warden after healing so he can heal some more. Of course for the same cost of readying one Warden you could just play another, but that depends on you drawing another, so if you urgently need more healing and can't wait for your card draw (the one potential disadvantage of the Warden being less concentrated healing) the ability to spend a couple of resources and use the Warden again. If you have more resources you can keep doing this over and over again, with the ultimate case being the Glóin+Song of Wisdom/Narvi's Belt+Elrond+Warden of Healing combo, where with Elrond you can heal 2 damage from Glóin for every 2 resources you spend readying the Warden, for a 1-to-1 resource-to-healing conversion, allowing for basically infinite healing as Glóin gains the resources to heal himself by taking the damage which needs to be healed.

If there's not damage on the board and you really need more questing power, you could use the Warden's 1 , which could be boosted by Visionary Leadership, but I'd only do that if you relly need the extra , because there's always potential for damage to happen unexpectedly.

As I noted, the Warden was basically uncontested as far as healing options went for a long time. More recently though, he's not a much the only reasonable choice, though he's probably still the most widely applicable. Lembas is cheaper, more focused, and has the added bonus of readying but is a one-shot; The Long Defeat works well with side-quests but less well without them and is again a one-shot; Galadhrim Healer is technically a one-shot but given the ability to bounce Silvan allies in and out of play doesn't have to be; Dúnedain Remedy though it becomes expensive in the long run and only works for heroes is the first instance of healing outside the sphere; but the real contenders to my mind are Imladris Caregiver and Ioreth. The Caregiver can heal as much as the Warden each round if you have the cards to discard and has even more flexibility, on top of which he doesn't have to exhaust and the discard thing synergises with the mechanics of Noldor decks, making him potentially a better choice in that context; while Ioreth again becomes expensive in the long run but is free initially and mostly corners the market in more focused healing. Both have the advantage of not seeming as much of a waste if you don't consistently have damage to heal, where a Warden on a damage-free board may be offering you nothing for the two resources you spent.

Seeing how Galadhrim Healer and Imladris Caregiver specifically synergise with their respective traits, I highly doubt we'll ever go back to something generic like Warden of Healing, especially since the Warden's consistent and generically available healing had such an impact on the metagame by forming his long-standing monopoly. As I said, the Warden is no longer the only game in town. He's still kind of the default assumption for healing though, with other choices only possibly being better under certain specific circumstances. If you want healing in a deck, Warden of Healing is the first card you should look at, only considering other possibilities if they specifically suit the specific deck or you want even more healing after first adding Wardens.

I used this card before in an all-Lore deck for a two-header solo. I centered the build on Lore Damrod and Trap cards. Because Damrod lowers the cost of my traps, and I used low cost allies, all 3 Lore heroes had extra resources every round. Minimized engagements with maximized healing from these Wardens, was more than enough to push most campaigns. That's until I started scenarios with more locations and treacheries. —

The Sword that was Broken is arguably a misnomer, in that it could be coherently argued this card still is broken. Global boosts are just insanely powerful.

Let's briefly cover the more minor aspects of this card. It has the Artifact trait, giving it synergy with the Ring of Barahir, but 3 resources for one extra hit point is not a good deal if that's all you're getting. This card is weird compared to Aragorn's other staple attachments in that it offers a resource icon as the standard effect while the more powerful and generally useful effect is the part which only applies if the card is attached to Aragorn, which is the opposite of how Celebrían's Stone, Ring of Barahir and Roheryn work. Functionally this serves to make the card useless on any other hero, because it's then a triple cost Song of Kings which you can only play if you already have access. They may as well have just made it read "Attach to Aragorn." It would've come to the same thing in practical terms and been more honest. Now from a balance perspective it could certainly be argued that allowing any hero at all to give +1 to all characters they control would be too powerful, but then restricting it to only one hero doesn't make it any better balanced, it just means the power imbalance is applied to that specific hero (or rather those specific heroes, Aragorn being the most-recreated hero in the game).

So let's for the moment set aside concerns about the balance of the game and simply consider how good this card is. Now technically I mis-spoke at the start, this is not a global boost. It doesn't apply to the whole table, only to characters you control. It is in that respect less flexible than Faramir, who can be targeted on any player in the game and doesn't have to be used if you're wanting to be more precise about your questing. The latter case is rare though and as for the former you build around it by including a lot of questing characters in your deck, plus the Sword costs one less resource than Faramir. In only working on your characters it also does less than actual global boosts Dain Ironfoot and Visionary Leadership - but unlike those two it has no stipulation about the traits of the characters being boosted nor any other condition for the boost being active. Aragorn doesn't need to stay ready or hold on to a spare resource, and he can boost the willpower of any hero or ally in the game, leaving you free to choose whichever you like based on their utility rather than just grabbing everything with a certain trait. While Gondor or Dwarf decks may be pushed towards allies who don't necessarily synergise with the other functionality of the deck, Aragorn with the Sword can just as easily boost Galadriel's Handmaiden, Grimbold, Sarn Ford Sentry, Galadriel, or whoever else may fit in with your deck's strategy.

Having just mentioned ally Galadriel, I shoul point out that she goes nicely with the Sword, having the same cost and being able to pull the Sword out of your top 5 cards and put it into play. Often the Sword that was Broken is used in a deck which intends to give Aragorn all his toys, plus others (e.g. Steward of Gondor) so the chances of you finding a good target for Galadriel tend to be rather high. Alternatively, while it's obviously not as resource efficient, a very reliable means of getting the Sword out is of course the erstwhile Master of the Forge.

Talking of giving Aragorn all the toys, is the most important sphere for that as it contains three out of four of the Aragorn attachments, plus Steward of Gondor which is useful for playing all these things, and getting more resources on the hero who potentially ends up with all four resource icons just makes sense. This to me is the biggest appeal of Aragorn at this point, where in other respects I find I prefer the or versions. Aragorn may be a worse fit for the Sword as he's much more of a focused combat hero, but Aragorn is great for it. In either case though, you definitely want to be starting from already having access on probably both of your other heroes, and the Sword can be the most significant of the attachments for giving Aragorn the icon to pay for the others as well as the fact it has the most powerful benefit of all of them.

I don't think we'll ever see a card like Sword that was Broken again. Well, I suppose we did get Banner of Elendil, but that's only usable in the Saga quests. The designers have generally moved away from these kinds of static global (or whatever you want to call this, player-global maybe) boosts, and for good reason as they can have a significant unbalancing effect on the game. I also would not expect us now to see a card with the wonky distribution of effects the Sword has where it can be attached to other heroes but is basically useless on them. Honestly that's a design error which my mind boggles at the fact it happened even once since the problem seems so obvious. Regardless, the Sword that was Broken is somewhat of a relic of past times in game design terms as well as thematic ones, harking back to a past age of greater power. If you're building a deck which uses any version of Aragorn, contributes to questing, and has access, then the only reason not to use the Sword that was Broken is if you have compunctions about its impact on the balance of the game. It's just that good.