It's cool,it's powerful,but I hate this card.

The Grey Wanderer is a panacea. It works on almost every hero, and make a one hero deck better than three hero deck very easy : you can use every sphere's card, you can use secrecy system, you can search 1 cost key card when setup, you also get extra ready and heal.

I like the idea for using one hero deck some times,but LotR should be a three hero game in my opinion. if one hero deck can better then most of three hero deck, LotR may become next AH or Marvel,not itself any more.

177
I disagree. I think the card is very good. Put you still need to raise your threat by one to use the action. Raising your threat by 2 each round instead of one makes a big deal. In addition, you can only get the benefits of one hero and one hero's stat line. —

At times, there are heroes you use so often that you have to force yourself to stop using them to make room for others. As much as I initially liked Hirgon, I never thought he'd become an overused hero, but in looking back through my decks, I'm surprised how often he's slipped in without me realizing it.

There are a few reasons. One, rarely generates resources, but if you've plenty of allies, it's like he's generating 2 resources from the start. Two, as often has higher threat, many allies couldn't reach their full "enter play" potential as enemies wouldn't remain in staging until next turn, but now Descendant of Thorondor, Galadhon Archer, and even Knight of Minas Tirith can be guaranteed to get their bonus right after staging. And three, his optional bonus ability of granting +1 and +1 can sometimes make all the difference.

Other allies he's fun to use with are Marksman of Lórien to take out a new enemy, or Meneldor, at times exploring a new location completely. And if you've ever played Beorning Skin-changer for a mere 1 resource to then upgrade into a Giant Bear... well... it feels like Christmas. Of course, getting any costly ally cheaper feels great, whether it's Legolas for card draw, Honour Guard for wound prevention, etc.

Late in the game, you may feel you have extra resources, but that's because Hirgon did his job by giving you fast board presence and maintaining control. In those moments, it's gratifying to see all these expensive allies in play, which weren't nearly as costly as they appear.

Still, Hirgon, as much as I love ya, I'm gonna have to retire you for a while as you've been sneaking into my decks... although I have this one deck in mind that you'd really benefit... and that upcoming scenario is combat heavy, so you'll need to stay close... and I've been meaning to try Théoden again, who'd give you 3 , and you did give him The Red Arrow, which would be thematic...

216

Guardian of Arnor - the lynchpin of the Dunedain deck. The Dunedain deck functions through keeping at least two enemies engaged as often as possible. The benefits include things such as reduced cost of cards, extra resources, extra actions, more attack value, etc. etc. However, the challenge of the Dunedain lies in keeping enough enemies engaged while having enough allies to quest, defend two or more enemies, and preferably kill one enemy every turn. Now this can by all means be done with a deck other than the Dunedain, but while using Dunedain the challenge becomes significantly harder. The danger of the Dunedain does not lie in a new enemy being revealed every round, but in several being revealed at once. This can happen through a variety of ways, and when it does you're in trouble. Because you already have several enemies engaged, you now have at least four to deal with. And it is almost garunteed that a few have 4, 5, or 6 attack value. In a deck without Guardian of Arnor, the ceiling of most cards is 3 defense, maybe 4, and 2 or 3 hit points. An attack of 5 will porbably kill a defender, which in this situation is fatal. In addition, several others will also take damage, meaning their days are numbered. At this point, the next turn seems likely to end in ignominy, as it is unlikely that you have enough combat power to kill more than one big enemy, and your trusty soldiers will be destroyed next combat phase. However, when the Gaurdian of Arnor is in play, this dilemma becomes a piece of cake. Lets say 2 of them are on the board. Both their defense would jump to 5. This ensures that any heavy attackers will deal little to no damage, leaving the gaurdians free to defend again with a similar value the next turn. The beauty of the Guardian of Arnor is that he can handle almost any situation. Lets stick to the theory of keeping two enemies engaged at all times. These enemies will most likely have an attack of 2 or 3 at the most. The Guardian along with almost anyone else will handle these with ease. In an ideal world, the next turn will bring you an enemy of 4 or 5 attack. Now with three enemies engaged, the Guardian's defense rises to 4. Once again, the Guardian and two others can easily handle this. Now with more than three enemies, as in the first example given, it usually becomes necessary to field at least two of the Guardians. But once the are out, they will stick with you through thick and thin.

Halbarad

There aren't many heroes that are strictly oriented towards the Dunedain trait. There are certainly many that provide support for the archetype, such as the various Aragorn heros, but really only two others function exclusively through engaging enemies, Halbarad and Amarthiul. Of these two, Amarthiul is often viewed as the more attractive, both statistically and according to his abilities. This may be in part due to his battle heavy construction which makes him so valuable, particularly in the line of defense. That being said, I find it difficult to make an either/or comparison between the two, because Halbarad focuses on different aspects of the Dunedain trait than Amarthuil. Stats and planning phase benefits are what the latter bring to the table. Halbarad, meanwhile, offers abilities that are just as powerful, though a few are more unique than others. Having characters with the ability to perform multiple actions during one round is vital to the Dunedain deck. Halbarad allows one to not only use him to quest, but also have him available to defend smaller attacks, or even chip in on the offensive. Since this ability comes into play by keeping enemies engaged, it requires no more set up than any traditional Dunedain deck. In addition, his two willpower is another stat that is rare throughout the Dunedain archetype. Questing, at least in a Tactics-Leadership deck, is inherently the weakest aspect of the Dunedain trait. In an archetype oriented more towards defending, willpower can be a rare commodity. Though Halbarad's two willpower will not blow anybody away, it will definitely lighten the burden of questing, particularly at the beginning of the game. And if one can find a way to increase his willpower, such as by attaching Celebrian's Stone or Star Brooch to him, Halbarad can become a questing monster. Even further, if one is able to add a few attachments such as Sword of Numenor, he can be up and ready to be a powerful force in the combat phase. But another aspect of Halbarad's benefits to the Dunedain archetype is his ability to engage an additional enemy during the encounter phase. At first glance this may not seem like much, and if one is playing solo than it does have a greatly reduced effect on the game. But in a multiplayer situation it does allow one to have a slight control over which enemies engage which players. Oftentimes the Dunedain will be better prepared to defend than one's partner, and Halbarad allows one to swipe any threatening enemies before they reach engagement checks. Another use for the ability to optionally engage multiple enemies in one round is that it can provide a quick method of getting the Dunedain benefits up and running. This works not only at the beginning of the game, but also when one is forced to do away with a too powerful enemy, leaving the Dunedain stranded with either no enemies or just not enough of them engaged. Perhaps the biggest misconception concerning Halbarad, however, is that he is only beneficial in a deck specifically structured for the Dunedain trait. On the contrary, having enemies that unintentionally hang around through multiple rounds is a rather common occurrence, giving one that extra action quite often. Multiple actions per character are always valuable, and as stated above, Halbarad needs only a few attachments to make him truly formidable in all phases of the game.

I fully endorse Warden of Arnor's strategic review.

I wanted to add that this card is such a thematic home-run. From the artwork, quote and ability, it all speaks to the invigoration of the Dwarven spirit () by traveling to ancestral territory. Naturally, it's quest dependent and not an auto-include, but to me that makes it even more thematic! To avoid being too corny (per the card's title), all I'll say is I too feel a little sense of exhilaration when I'm able to include it in a deck (more theme win).