Erestor is the kind of hero that completly changes the way you play the game. He essentially solves card draw all by himself, but at a steep cost: you can no longer save a card for later rounds. Perfect for explosive starts and to never run out of fuel, but restrictive in what you can do. Your deck will need to be built around him. Will of the West is appreciated against certain scenarios, and he naturally synergies with any deck based on playing lots of low cost cards: outlands, Forth, The Three Hunters!, (MotK) Faramir, you name it.

He is also a great fellowship player: by drawing so many cards so fast and not being bothered by redundancy, erestor is amazing at quickly finding important uniques: Glorfindel's Light of Valinor and Asfaloth, Gandalf's Staff, Wizard Pipe, Narya and Shadowfax, Elrond's Vilya, Nenya and Mirror of Galadriel, Boromir's Steward of Gondor, Gondorian Fire and Blood of Númenor, Saruman's Staff, Elladan or Grimbeorn the Old's Orcrist, Lembas for everyone, and the list goes on and on. He is basically Santa.

Great if you want to mix things up, move away from the traditional deck building style, and create interesting and fresh gameplay decisions every round

10/10 would discard my hand again

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I personally found that will of the west is not so important, since you need like 10 rounds of play to draw your whole deck. —

Simply, Angbor is a 2 cost for 2 Willpower ally, and he can help attack if you're in Valour. Solid if you ask me.

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Nice traits as well. Gondor has enough ally buffs in Leadership alone that you can get solid mileage out of 2 cost for Angbor, even without the Valour effect. Leadership Boromir and Visionary Leadership immediately come to mind, but I'm sure there's more. I've used him as one of a handful of "permanent" allies in a Lothiriel deck to decent results as well. Nothing revolutionary, but solid for sure. As a fun note, compare him to Guard of the Citadel from the core set. —

Skinbark is amazing. Going down the line:

His cost is 3, I'd expect that to be 4 for his stats

Willpower 0, he's tactics, so normal

Attack 4, great for his cost

Defense 2, decent

Hit points 3, also decent

Can't have restricteds and enters play exhausted, he's an ent, so normal

While he attacks alone against an orc the enemy doesn't count it's defense? EPIC. Free four damage on an orc? Suits me. It kills most of them.

Even better: MotK. Throw Dúnedain Mark on him and all orcs will want to stay in their caves. But ents can break stone...

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Messenger of the King on an ally which starts exhausted is a bold move for sure, especially for 9 Threat. —
Yeah, but you would never use Skinbark as your defender so you could probably deal with an enemy for one round. —

They should re-name this card Gandalf of Esgaroth. Except it gets better, because you can have three of them, and attachments have lots of different abilities too. I have not played with this card yet, but I am picturing something as absurd as the top comment with the horse throwing surfers.

I've always wanted to love this card. It has very good potential but is loaded with costs and conditions. Don't get me wrong, Helm! Helm! is extremely powerful when you can meet all the conditions safely. Let's take a brief look at it.

The conditions: first you have a 2-cost event. This isn't too bad for an event that discards a potentially big and dangerous enemy. Okay, next you have to play it after any enemies attack. Then you have to exhaust a Rohan ally before discarding it. NOW you can discard that enemy. But not so fast! That enemy has to be non-unique.

The problem? You are probably better off just chumping an ally and ganging up on it with a loaded up Éomer. That way the big baddie you destroyed goes to the Victory Display versus the discard pile (assuming Victory keyword). By the time you get all your blocking done, if the enemy is that dangerous, you've probably already lost an ally anyway. Then you have to discard another one. Even if the defender lives you have to discard a separate ally as you have the exhausting condition. NOW you've lost two allies in one round over one enemy. This is not a good early game card in most decks even with the Rohan discard synergy.

Okay I don't really hate this card that much. Where I do think this card shines is against big (non-unique) enemies late game once you've established a board state and maybe you have (MotK) Gamling or Gúthwinë rolling. In other situations the sacrifices of this card are the clutch game-winners even without a way to retrieve discarded Rohan allies. Honestly, I used to rely on this card against Hill Trolls in my Journeys Along the Anduin until I became more creative. Luckily Helm! Helm! has gotten a boost in the new Children of the Eorl ALEP expansion. Now you can use Squire of the Mark to instantly get back a discarded ally. This makes Helm! Helm! much more viable and even more exciting to play.

One last thing to mention is that I can't help but to wonder if this card would have less conditions if it were desined later in the game. A somewhat comparable card is Hunting Party which benefitted from being released in the Haradrim cycle. Would Helm! Helm! have been a little easier to play if it had a similar mechanic? We'll never know but its interesting to think about.

Helm! Helm! should be viewed as a clutch card in scenarios with big enemies. Its very good in those decks. Early game is a no-go. Nevertheless it's still fun, and ever so rewarding, to discard big enemies! You just have to balance the cost.

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Ironically the best enemies to use this card against are the various Mumaks, bypassing their "cannot take more than X damage each round" ability —
I absolutely agree. This card was amazing during Journey to the Cross-roads! —