Attachment. Cost: 1.

Condition. Trap.

Play into your play area unattached.

If unattached, attach to the next eligible enemy that engages you.

Response: After attached enemy resolves its attack, ready the defending character.

Preston Stone

Fire in the Night #62. Tactics.


This card is extremely disappointing. Only the second tactics trap in the game, yet needs massive support or a niche setup. Here are some possible uses:

  1. Dunedain deck when you have a cheap/weak enemy to engage, and you get the dunedain bonus for an extra enemy. However, like most traps, you won't have a whole lot of control of who gets attached.
  2. Tank enemy that you will need multiple turns to kill. However, most enemies of this nature cannot have attachments or are immune.
  3. A trap for the sake of a trap. I.e. Faramir or other targeted enemies with traps

So while the other traps affect the enemy or make them easier to kill, this one kind of implies that you are going to have him sit around for a while. I can't imagine why that's helpful. I will say that this trap combined with other traps (such as Followed) is very nice but on it's own, doesn't work very well.

Jtothemac 423
I don't know, to me it feels like it was specifically designed for Dunedain, in which case it is a pretty good card. But yeah, outside of — Swordthatwasbroke 499
Outide of that its use is limited — Swordthatwasbroke 499
This is indeed a card created with a specific archetype (Dunedain decks) in mind. It gives one (almost) free defense against an enemy which you can then keep engaged to fuel the archetype effects. And since there is always the possibility of the optional engagement the contro over which enemy gets the trap is higher than usual. Niche but quite effective for its purpose. — Alonewolf87 1422
Also makes the usually-dreaded "Attacking enemy makes an additional attack after this one" relatively tame. — NathanH 7
Tom Cotton loves this card. — GrandSpleen 1225