I don't believe this card is very good unfortunately, or at the very least it is pretty much outclassed by Bow of the Galadhrim in nearly every way. I put multiple copies of this in my ranged Silvan combat deck but eventually left them out for Rivendell Blade.

The problem with this card, unless I'm reading the rules wrong, is the ranged condition. Just because the character gains ranged does not mean it is making a ranged attack. If an enemy engages you, this card is no good. If you have the ability to attack staging area enemies (with Haldir of Lórien), this card does not help you. Bow of the Galadhrim gives you +1 in that first case and +2 in the second.

Maybe there are some niches cases to this card, I'd say giving Aragorn or Elladan ranged if your party depends on it is probably the most likely. Perhaps you have an unranged Silvan like Mirlonde or something. You could give her this so that she can eventually get Bow of the Galadhrim.

Indeed this is most useful in giving Ranged to those who lack, but it can also be slightly helpful for heroes loke Haldir since it's not a restricted attachment, so it can be stacked onto a couple of other weapons. —
Ah yes good call, I missed the fact that it is not restricted. —
I have had a question about the ranged keyword that the community may be able to help me with. It is only considered a “ranged attack” when a character is attacking an enemy engaged with another player correct? So this card would not give Haldir +1 attack if he used his ability to attack someone in the staging area right? —
It's a "ranged attack" when you join an attack through the use of the Ranged keyword, or when a card effect explicitly calls it so, like how it happens with Great Yew Bow. —
Thanks! So this card would not give Haldir +1 attack if he used his ability to attack an enemy in staging area because his ability does not specifically say he is making a ranged attack. —
That is correct. Attacks into the staging area are just regular attacks outside the normal attacking rules. For an attack to be considered Ranged, the enemy being attacked has to be engaged with another player. This has often come up with Hands Upon the Bow, which allows a character with the Ranged trait to make an attack into the staging area. Key thing to remember is that attack is not a ranged attack; it is a regular attack by a ranged character outside the normal rules of attacking enemies. —

As I expand my collection, many of the core set allies that used to find themselves in lots of my decks (Snowbourn Scout as an example) become less and less useful over time. Gondorian Spearman here is the opposite. The more options for little bits of direct damage that I get my hands on, the more useful this guy gets.

  1. His ability is great. I view it less as an ally ability and more as an event that reads 'when an enemy with only 1 remaining health attacks, cancel that attack and kill that enemy.' When you add Spear of the Citadel, you make that 2 remaining health. As my card pool expands there are more and more ways to chip away at enemies health that soften them up without killing them (Infighting, Ranger Bow, Galadhon Archer). With each one in your deck, pulling off Gondorian Spearman kills get that much easier. I particularly like having him in decks/ fellowships with Haldir of Lórien, who can attack before the enemies. Quick Strike is another obvious, but expensive combo.

  2. All of this is well and good. But what makes him great (IMO) is that sentinel keyword. That means he can take down ANY one health enemy in your game!

His biggest downside? That 1hp makes him very vulnerable. It can be overcome with some damage cancellation Gondorian Discipline, but aside from that he is quite squishy. The upside is that he will not be questing, so lots of those 'damage questing/exhausted characters' shouldn't impact him.

A Squire's Helm can help boost his HP —
I don't have that one yet, but when I do I am sure I will make good use of it! —

After Merry and Pippin drank the Ent draught offered to them by Treebeard, they grew three inches to become the tallest Hobbits in history. The game designers have faithfully and thematically rendered the invigorating power of this mysterious drink with this card, which provides an excellent boost of 2 to any character, provided you control an Ent character who can administer the draught.

There are many potential uses for this extra health. Most commonly, you can boost your main defensive hero (or set up for undefended attacks on heroes like Glóin or the new Barliman Butterbur), letting them tank larger attacks or have some buffer to survive nasty shadow effects. But you can also use Ent Draught to great effect on Allies, too! A quick draught can greatly increase the lasting defensive power of one of your Ents (which you need to play the card in the first place), such as Derndingle Warrior or ally Treebeard himself. But it also goes well with other staple defensive allies like Jubayr, Defender of Rammas, Deeping Defender, or Eldahir so long as you have access to and an Ent. Outside of defense, the draught is very useful for the two Ent heroes, Treebeard and Quickbeam, both of whom need large health pools to power their ability. But the draught can also be used to keep squishy heroes or allies alive in the face of nasty treacheries like Blocking Wargs or Power in Their Terror. How many times have you wished your Warden of Healing or Henamarth Riversong had just one extra hitpoint to survive The Necromancer's Reach? Ent Draught can grant you the peace of mind to exhaust such allies whenever you need to!

There are many, many varied uses for this attachment. In fact, it's so versatile that you'll almost never be sad to have it in your hand... unless you don't have an Ent in play! So, how hard is it to meet this single condition? The answer is, not hard at all. You can always run an Ent hero to guarantee the draught, but it's far from necessary. Ents like Quickbeam, Treebeard, and Wandering Ent are easily splashable in any deck. Entmoot and Lore's native card draw abilities mean that even with only 4 or 5 Ent allies in the deck, you're likely to get an Ent out on time (and don't forget that Ent Draught has the Ent trait -- so Entmoot pulls this attachment, too!).

In conclusion, if you're playing and have room for a couple of Ents, it's almost always worth your while to throw in a couple Ent Draughts to help out whichever heroes or allies need a little extra health and survivability. Try it, it's refreshing!


Isengard Messenger is an effective card in the right build. Run him in a deck featuring Gríma and he essentially quests for two each round and potentially three if you have another doomed card in hand like Deep Knowledge. With two messengers on the table they can provide a burst of six willpower which goes a long way to help you clear those active locations and/or quest cards.