This is a really bad card. The Core Set in general fell prey to some unfortunate overcosting, but healing in particular got the short end of the stick, with this card being the worst offender of all. 5 resources, in , to heal all heroes controlled by one player? Pull the other one, it's got bells on, what does the card really do? Wait, that is the real card? Well, that's never getting out of the binder/box.

The thing is, firstly, healing is something you can manage without often enough. You try to avoid damage stacking up too much. When damage does stack up, a lot of the time it'll stack up on one or two characters. Getting it spread evenly between your heroes is pretty rare. Even if it is, the theoretical maximum this card could heal without you using hit point boosting effects is 12 damage, 4 on each hero. Realistically, it's never actually going to be that good. While remembering that all Core Set healing was too expensive, compare this to the Daughter of the Nimrodel. Still pricey at 3 resources, but heals 2 damage every single round unless she dies. Now that's more reasonable.

The thing is, if you compare Beorn's Hospitality in its ideal circumstances to the Daughter then maybe it looks somewhat favourable. The thing is though that as I mentioned, the ideal circumstances are never going to happen, and 5 resources is really expensive. Without acceleration, which isn't easy to come by in the sphere, that's almost two full rounds worth of resources, and given that is the classic card draw sphere, you're almost bound to draw something more worth spending those resources on. Perhaps something which will actually advance your board state rather than just waiting to reset it after you take a bunch of damage which you might not need to if you advance your board state. Plus, it's almost 2 full rounds worth of resources if you're mono-, which you may well not be. 3 rounds with two heroes. The effect is potentially decent but often won't be relevant since as I mentioned damage is unlike to be spread out in a convenient manner for this to be useful, and you're pretty much bound to have something else you'd rather be paying for. For 5-cost, a card has to be making a really huge effect on the game, and this is not huge enough.

The final nail in the coffin of this card was of course Waters of Nimrodel, which is basically what this card should have been. Not limited to heroes, cheaper, filling out extra cost in the form of Doomed, but that's easier to pay than resources, and targets all players. All of which is why Waters of Nimrodel is an amazing healing card, whereas Beorn's Hospitality is just an amazingly bad one.

I wish that FFG woould sell a pack of 20 or so cards with new and better replacement cards for cards from the core set such as this one... —

One of the most interesting cards released recently, I think. Two hero secrecy decks were a curiosity when secrecy was introduced. Sometimes they could work out well, other times, overcoming the starting lag in actions and stats was too difficult to be feasible. Now we have this card, which helps cover the old problems of secrecy. Granting both action advantage and two more , Strider goes a long way to helping two hero decks compensate. Now the question is, which heroes does it synergize with best? I've seen decks that play it on Treebeard, allowing him to contribute his big stats to both questing and combat. This certainly can be effective, enabling a hero to both quest and attack or defend, but what if you aren't playing a deck designed to do any combat? There are ways for this card to be used to good effect by decks focused on questing or support. Heroes like Beravor, Eleanor, Dori, Haldir of Lórien, spirit Merry, and Argalad all have an action they can exhaust themselves for. Strider enables them to quest and exhaust for their useful actions after questing! So you can send Beravor to the quest and exhaust her for card draw or even Distant Stars or Quick Ears. You can send Eleanor to the quest and always have her ready to cancel a treachery, and the other four mentioned heroes can all use their actions to help when enemies show up after questing. What about using it to make Elrond or Círdan the Shipwright quest hard and still have 'em ready to use their rings, Fair and Perilous, or Tale of Tinúviel? This is just one way it can be used to help the team in multiplayer games. The simple fact that Strider provides another action means it will work well with heroes that can be exhausted to use another action, whether they provide it from their own text box or from an event or attachment. It is an enabler of many new possibilities.

A very simple but potentially very effective effect. One of two cards (the other being Stand and Fight) which immediately in the Core Set marked out as the primary sphere for recursion effects. It's a very simple, but very effective ability. But despite its power I would also consider it well-balanced. The ability to recur things over and over is potent to be sure, and it offers incredible flexibility to decks, which for a cost of an extra 1 resource can treat any card in their discard pile as in their hand. The thing is though, any serious balance issues with Dwarven Tomb I would say are more issues with the cards it's being used to recur than with the Tomb itself.

So let's talk about why this card is so good, and about its limitations. It's not for every deck, of course - many decks will be happy to simply draw and play things from hand, and to only play each card once. But some decks want to use their events multiple times, while others may get enthusiastic about discarding from their hand or their deck. In such decks as those this may well be the perfect card. And sometimes it's just nice to have that flexibility.

The flexibility is the biggest point in its favour, as I've already alluded to. You can use Dwarven Tomb to get back an ally who died, an ally who you discarded to a player or encounter card effect, a temporary attachment, an attachment which was discarded by an encounter card effect, an event you played, or of course any card which you discarded from hand or discarded from your deck. The recent support for Noldor discard mechanics and the Dwarven deck-mining mechanic have given Dwarven Tomb a serious resurgence. Of course it's limited by the fact it can only target cards, but at the time of writing a search on RingsDB for cards which aren't heroes in the spirit sphere returns 116 results, which is easily enough to be getting on with. Now if you want to use your recursion for events, it might seem like the Map of Earnil is more flexible, since you don't have to choose which event you want to recur in advance - on the other hand though, the Map requires an action window to trigger it and you can take the same approach with the Tomb, on top of which you can use Dwarven Tomb to pull back events which are responses (like A Test of Will) in advance, which the Map cannot do. Finally of course, Dwarven Tomb always costs 1 whereas the Map only costs 1 if you're mono-sphere.

Dwarven Tomb is a card which can easily be pigeonholed into just a way of recycling Test of Will, and while that may well be the most potent option since Test of Will is an incredibly powerful card, the fact you have that flexibility is what drives Dwarven Tomb into being a truly great card. In a Caldara deck you may well use it to recur Fortune or Fate. If your threat is a concern you can obviously use it to recur threat reduction. In a dwarven mining deck of course you can recur anything you've been mining away, but most especially Imladris Stargazer or Zigil Miner. In a Palantir deck I've used it to recur Minas Tirith Lampwright to cancel a Surge which I've scried. If a quest has attachment discarding effects you can bring back your Unexpected Courage or Mirror of Galadriel or To the Sea, to the Sea! or whatever else is absolutely key to your deck's strategy. In any deck which goes crazy with its discards (from hand or deck) you may want it to recycle Will of the West. The options are far too extensive to list all of them, which is basically my whole point. You can do so much with Dwarven Tomb, it's such a flexibly powerful card, granting you additional access to various other powerful cards, it just opens up so many options and that makes it one of the most potentially interesting cards released in the Core Set.

I've always wondered why they did not release equivalent cards for the other spehres... —

Feint is kind of like the tactics equivalent of A Test of Will - it allows a one-time escape from disaster, you'll never be disappointed to draw one, and you'll probably kick yourself for not holding back a resource for it at some point. It's a powerhouse card, and a likely 3x in any deck I build that includes tactics. It comes up all the time where somebody is just one body short of being able to survive a round or kill something, so then you play this and they basically gain an action for one coin. Not just that, but it shuts down all sorts of "when attacks" effects and eliminates the risk of shadow cards. In most cases it's like the enemy doesn't exist for the turn. If you follow it up with Forest Snare, you can effectively blank a lot of tough enemies without ever having to fight.

It's also an excellent Shadow effectt cancelation! One of the strongest cards in the game, I think. —

The most powerful threat reduction event, and one that has salvaged many a game for my group. The cost will slow you down, but it often prevents a loss, whether by dodging a 10 attack boss that came out prematurely or giving the team a couple extra turns to close out the game at the end. I don't typically play it unless I have an immediate reason to, or it's late-game and I have extra money. Besides the powerful effect, the flexibility provides extra value, as you can target the player with the ranged guys, choose whether or not to spread it around depending on the situation, etc. I think all decks generally need some form of threat management, and Galadhrim's Greeting is one of the top contenders for mono- or a multisphere deck that can move its resources around in a pinch. Also, if you're playing a doomed deck with other people, be a dude and include 3x of this.

This combined with the Pooch or A Good Meal is insane. —