A Test of Will is a card which I can never leave out of a deck that uses . The moment I resolve on that sphere I put in 3 copies of Test of Will. And that's one of the reasons why I really dislike the card. To be clear before I start complaining about it, A Test of Will is possibly the best card in the entire game for pure power. One resource cancels a When Revealed effect from the encounter deck, no other conditions, that effect just straight up doesn't happen. The effect is demonstrably worth paying more than that 1 resource for given how often people will pay extra by playing Dwarven Tomb to retrieve it, or Map of Earnil to retrieve Dwarven Tomb to retrieve Test of Will. And the fact it's so easy makes it to my mind the biggest example in the game of an auto-include card by a very wide margin. It's just so universal and so easy that you can't justify omitting it, and that makes for boring deckbuilding.

It also raises issues with regards to encounter deck design because really quests should be designed on the assumption that the effects in the encounter deck will actually happen. Now I want to be clear - I'm not necessarily advocating for there to be no cancellation of When Revealed effects in the game at all, it's just that Test of Will is a bit too easy, being only 1-cost and no other restrictions on it.

Now earlier in the life of the game there were some treacheries which had ridiculously brutal effects - the infamous "cancel-or-die" which is another thing I really dislike in this game. But my logic here is that those cards were created under the (in my opinion flawed) mindset of "It's fine, because they can cancel it with Test of Will." Following that logic through, if it was either not possible or at least not as easy to cancel such effects, then "cancel-or-die" effects wouldn't be a thing (Since one would at least hope the designers would stop short of effects that were effectively just "die"). Therefore if A Test of Will didn't exist (or was more expensive in some way), then Sleeping Sentry (and similarly ridiculous cards) wouldn't exist, and I feel like I might prefer that version of the game. I feel like it'd be better balanced that way.

Regardless of feelings on how it would have impacted the game balance, I think it's pretty clear that a card of such incredible power as Test of Will absolutely would not be released nowadays. I mean, imagine if Test of Will wasn't in the Core Set, so our only cancellation was Eleanor (or perhaps go even further and imagine Eleanor didn't exist either). Imagine that was the case, most or all decks in the game had no means of cancelling When Revealed effects for 5 years, and then Test of Will was released in the latest adventure pack. People would go crazy about how overpowered it was. The only reason it tends to get a pass is because it was in the Core Set so everyone's used to it existing at this point and they don't really think about it. Or if they do think about it, then it probably saved so many games for them that they naturally feel well-disposed towards it. If a card like Test of Will were released now, it would be more expensive or more limited. It wouldn't just be a 1-cost event.

And then again, I'm also not in any way advocating for the removal of Test of Will from the card pool, and I will continue to include 3 copies in every deck I build forever, most likely. If I wanted to remove it, I'd need to somehow acquire a time machine so I could go back and stop Nate French putting it into the Core Set in the first place, and then we'd see the ripple effects impacting the design of treacheries. Since it was in the Core Set, it's way too late to change it now because the game has been designed to some extent to allow for it existing. That said, I do sometimes find it refreshing when I play more recent quests (which don't have the "cancel-or-die" problem) to use decks without , so when a treachery is revealed there's no lamenting my failure to draw cancellation, no debate over whether this is worth cancelling or if I should save it for something worse later on, the effect just happens and I have to deal with it happening.

In conclusion/summary, Test of Will is a ridiculously powerful card which you should basically never leave out of any deck that can play it. Perhaps we may speculate that things might have been better had it never been created, but even if so it's no use lamenting a past which we cannot change. As Gandalf says, "All we have to decide is what to do with the time that is given us." And in this case, that involves simply accepting that this is one of the most, if not straight up the most powerful card in the entire game, and thus that 3 slots in every deck are automatically spoken for regardless of anything else.

Good arguement :) —
It wouldn't be so necessary if the treacheries weren't so damn ridiculous... —
I agree with this post 100%. —
Good arguments, here... but it's an event... meaning that you won't necessarily have it in hand when needed, which makes it less powerful then a passive ability or an attachment. ;-) —
That doesn't make it less powerful, just less reliable, which is an important distinction - and one which makes cancel-or-die even more of a problem because you can't guarantee having your cancel available, so it becomes unreasonable on both sides of the equation. —
Yeah, I know what you mean! I'm trying more and more to build solo decks without spirit against nightmare quests... —

An excellent ally in any deck with Lore, whether it uses other ents or not. Two resources, he's legitimately good at both questing and attacking, and he won't be a speedbump to your momentum like most ents. I don't think I've ever played him without using his ability - ideally he won't be taking damage anyway. An early Quickbeam will give you breathing room, since you'll make it practical to kill a tough enemy in one turn while keeping ahead of the threat curve at the same time. I find myself throwing him in most of my decks, even as a 1x.

This is basically a waste of a deck slot, though I'd consider it with Gimli... and maybe Dori+Beorn+healing or some complicated shit. One hit point just doesn't matter enough in general, not when you have to place it in advance. In most cases you expect your blockers to either take minimal damage or get their head exploded like Scanners, and I don't know that anyone exposed to frequent damage is important enough to warrant a whole card for such a small bit of extra insurance. Nor are there any 1hp hobbits or dwarves that warrant protection from treachery chip damage. It'd be nice on Defender of Rammas if he was allowed to use it. I at least appreciate that while you can ride a stack of three horses, you can't wear two pairs of shoes. Some things just shouldn't be trifled with.

Similar 0-cost cards that will help you more: Close Call, Dúnedain Remedy, Gondorian Discipline, Livery of the Tower, Tides of Fate, Weather-stained Cloak. If you somehow just need a general purpose filler card, Cram.

First off let me preface by saying that I think Elrohir and Elladan are highly underrated heroes. Yes they require their brother to be in play to be playable but so long as that is the case they can be absolutely fantastic heroes. More so than any other combat heroes except perhaps Boromir they highly reward you for piling up attachments on them thanks to their inbuilt readying. Thanks to this inbuilt ability Elladan or Elrohir alone can defend against or attack and potentially destroy several enemies in one round. Because they have fantastic starting combat stats (3 attack or defense) getting extra actions out of them can almost be compared to having an additional hero. For a single leadership or tactics resource it is sort of like having an additional 3 attack or defense strength hero for the round (obviously not exactly the same as you cannot attack enemies more than once with Elladan etc). So long as you have them buffed with attachments it can be like having an additional 5 attack or defense strength hero! Even without a single attachment they can still do what no other hero can without readying attachments, defend or attack several times in one round.

I think that some of the obvious restrictions when using these two heroes are what lead people to underestimate the pair. Due to their abilities being quite resource intensive you obviously need to use a deck with lots of low cost cards when running the brothers together. You need to find a perfect balance between using their resources to play cards and using their resources to activate their abilities. This can be difficult but also adds an extra layer of planning and strategy to a deck which isn't necessarily a bad thing and might be ideal for some players. It isn't just a matter of playing cards as soon as you can or as soon as possible you really need to weigh up the use of your resources and whether you will need or want additional combat actions from the twins.

Steward of Gondor/The Day's Rising are both no-brainers on Elrohir so that you always have plenty of resources to get additional actions. The Day's Rising does require Sentinel but there is so much incentive to get Sentinel on Elrohir in multiplayer to begin with so that he can block for ANY PLAYER multiple times that this is inconsequential. He can also receive Heir of Mardil as he has the noble trait (this also means Captain's Wisdom and other noble targeted cards can affect him as well!). Dunedain Warning, Gondorian Shield (which combos with Steward), Dunedain Signal, Armoured Destrier, Elven Mail and Cloak of Lorien are all amazing attachments for Elrohir as well. So many nice attachments work well on him which means you not only have plenty of choice for what you want to put on him but you can include several of these cards in your deck to draw them more consistently and have the option to build him into an absolute wall of defense.

The Twins can be paired with Noldor Discard decks as they get boosted by cards like Lords of the Eldar, Tale of Tinuviel etc and both have the Ranger trait as well so can receive cards like Wingfoot etc and can be exhausted to pay for all the various player cards that need a Ranger character as well. The vast amount of choices and cards you can play on them or target them with is astounding. They can be used in Dunedain decks (defending/attacking multiple enemies per turn is perfect for a Dunedain build that wants multiple enemies engaged), Noldor decks, decks built around them, Ranger decks, Grey Company decks etc. Their two spheres tactics and leadership cover the vast majority of cards you want to actually use in conjunction with them as well which is ideal. The fact that they are so much better in multiplayer however means that other players can bring spirit or lore decks to play cards like Cloak and UC on them if you cannot. Can't think of any better target for receiving Ranged than Elladan and cannot think of a better target for receiving sentinel than Elrohir when playing multiplayer.

I think that Elladan is definitely the weaker of the two considering multiple and/or emergency defenses are almost always going to be more valuable than additional attacks as defense is integral to stop characters from falling in battle or heroes dying from undefended attacks and damage. That being said I think that they both have immense value. As a final note I would like to provide an example in which Elrohir is at a level that I believe no other defensive hero can get to. Lets say you have Steward, Shield, two Dunedain Warnings, Elven Mail and Cloak of Lorien attached. Elrohir can defend across the board with sentinel with a defense value of 8 (9 if the active location is a forest) and can keep defending for each resource you pay. It requires a hell of a lot of setup but he becomes near unstoppable. Lets say you went one step further and put Song of Wisdom and Burning Brand on him. Bye bye shadow cards and effects! Now yes you can achieve a similar effect with other defensive heroes by attaching cards like UC or Destrier to get additional actions and defense. This means that you can't then play those nice readying attachments on questing or offensive heroes however and you are never going to top the fact there is no limit on Elrohirs ability. Beregond even with 3 UC's attached is still limited to defending four attacks, Elrohir with 6 resources can defend a whopping seven attacks.

Even though I recently retired the Twins in my decks I will always have a soft spot for them. They are highly underrated heroes that can more or less lock down and keep control over combat on their own when paired up. They combo nicely with so many other heroes, builds and player cards that you always have plenty of options when using them and can even have them in play in different decks but still gain their buffs and fantastic contributions.

I recently built a deck with the brothers specifically for a nightmare quest, and they were pretty good! They are, indeed, underused... —