Ever Onward is an interesting idea, but it's execution is somewhat lacking. I think it's main use is to prevent a threat gain on a make-or-break turn where you really need to clear out some enemies and hold everyone back for combat. But it costs three resources and only helps out one player, the main drawbacks of this card. It could also be said that if you're questing unsuccessfully by enough to warrant Ever Onward, you've already lost the game.
Ever Onward
Response: After players quest unsuccessfully, choose a player. That player does not raise his threat.
Khazad-dûm #5 Leadership.
While this offers you the opportunity of just flunking on the quest and preserving your characters for combat, which is a fantastic effect, this card has essentially three problems: One is its hefty resource cost, another its restriction of only targeting one player and its last that, if you want to run that strategy, Doom Hangs Still mostly offers a much more wholistic solution for the entire quest phase/the entire group through both its effects. This renders Ever Onward often as only a card for solo, and even there I almost never saw it. Great silver bullet for The Black Gate Opens in lower player counts!
Rating: 4/10
Decks of mine using Ever Onward