This is probably my favorite secrecy card. It's not the most powerful, especially in the face of cards like Resourceful, Timely Aid, and Out of the Wild. But I like scrying! And this card is good enough to warrant inclusion in most decks focused on encounter control, secrecy or not.

Okay, so in secrecy, this card is broken good and should be in any secrecy deck running Lore. Setup your next turn (more in solo) and potentially avoid a game-ending card for no cost! At full price, it is definitely more of a hard sell. That's a whole turn's worth of resources in a mono-lore deck. The effect is still very much worth it in solo, though.

Final verdict, I think one of two things needs to be true for this card to be truly good. It either needs to be played solo (worth it at full price) or in a secrecy deck (so in multiplayer, when fewer turns' worth of cards are seen, the resource cost is reasonable). Neither of those are hard to pull off, and if both are true; Risk some Light is mulligan worthy.

The best Event Card in the game. Period. Widely considered the best Event Card in the whole cardpool.

Arguably (and in my opinion) the single best Card in the game.

A Test of Will in my opinion is the best Card in the game. Beginning with the treacheries (and other "when revealed effects') quests from the earlier cycles, which are often pretty nasty, to the often downright ruinous ones of later cycles, the power to simply say "No" to the Encounter Deck (and at an incredibly cheap cost of 1 resource on top of that and with no strings attached) is insanely good.

I have yet to construct a Deck that contains at least 1 Hero, in which A Test of Will would not be a "automatically include this 3-times" Card.

On the contrary for a lot of treachery-heavy adventures, i have at least considered (and often ended up) putting in at least 1 Hero in each of the players decks (i usually play 2 player games and usually construct both decks), so impactful is A Test of Will.

As an anecdote, i think many players got their 2nd (and maybe even 3rd) core set primarily for more Unexpected Courages or perhaps an additional Steward of Gondor, quite a few of these players might initially not have realised (to be honest both I and the 2 people i played with back then didn't) how impactful the extra A Test of Will would be on the decks performance (and in the case of 3 core sets, the option to include 3x of it it in more than 1 players deck as well...).

57

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).

57
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.