Extremely powerful hero. He is now in my "power deck" as in the deck you pull out when a scenario is just ridiculously hard. I've actually gotten to where I don't use him unless I run into those types of scenarios because with the right cards he becomes quite broken.

Not only is his ability action efficient (defend and attack), but it also breaks certain enemies/shadow card chains. There are some enemies who do things like return to staging area after they attack. The timing of his ability is such that he can counter-attack before said enemy can take its escape action. Brilliant. It also breaks nasty shadow card effects like "makes an additional attack after this one".

Now here's the ultimate OP combo: Steward of Gondor - Grants tons of resources and the Gondor trait (this is important). Wealth of Gondor - Free card for extra resources, you'll need it. Gondorian Fire - Turns those tons of resources into tons of attack, which sticks around for the entire phase. Gondorian Shield- Two additional shields. Rohan Warhorse - Re-readies after he kills an enemy.

And if you have those particularly nasty enemies/shadow effects that break through or you're dealing with several enemies. Gondorian Discipline Behind Strong Walls Hold Your Ground!

And lets not forget the thematic card Beorn's Rage, which will also greatly help him early on. The real trick is just making sure he gets plenty of resources.

Yes, it takes time to get all this going. But it's not like hes a slouch until then and obviously there will be other things at play. The point is within a few turns you'l be clearing the table of trolls and enemy captains with ease anywhere on the table. This is really useful if you are in a fellowship with a combat-deficient player when a boss type enemy bounces to the first player at some point in the round. Because he's sentinel and de-facto ranged he can defend and attack for anyone.

Now, with all that said. I find it frustrating that he has no synergy with beorning allies. Frankly, the two are in conflict with each-other. Beornings are relatively expensive allies and yes, I know about beorning-skin changer's cost-saving ability. Grimbeorn's ability is resource intense, and he's the type of hero that begs for a stack of attachments.The other thing is that Grimbeorn is so combat efficient that you don't necessarily need beorning allies.

This card and Smoke and Think really brought the whole Pipe deck archetype finally together. It's flexible, the passive effect is always welcome (especially on squishy Hobbits) and the Response is really amazing, kickstarting your deck by finding Smoke and Think, Smoke Rings, Old Toby or other key events much faster. A must have for many decks, even non-Pipe ones.

This card intent seems to be to help combat-heavy decks struggling against location lock, but in the end I feel that due to its unreliability it will not see much use. You could potentially even end up putting an enemy back in play without discarding any location if you are unlucky, and that degree of lack of control pushes this card into "full folder" territory for me.

I'm pretty sure the wording "add that enemy... TO discard a location" means you don't have to (and in fact you can't) add the enemy if there isn't a suitable location to hit. You still basically wasted a card but at least don't end up behind. —
I am not sure of that cause it say "add...to", and not "you may add...to". If anyone has a ruling from Caleb about that it would be great. —
Where do we go to send ruling questions to Caleb? —
You send an email to cgrace@fantasyflightgames.com and pray very hard to Iluvatar —
The word TO used in that way denotes a cost and an effect. Pay the cost (add the enemy) to get an effect (discard a location). And the rules say you can't pay a cost if the associated effect does not have the potential to change the game state. This interpretation is based on the rules reference entries for TO and COST. —

This attachment, especially when combined with the new Bond of Friendship contract, really gave a new edge to Hobbit decks. The willpower boost is really strong and the resource gain is great, in particular if used with Frodo Baggins since it can fuel its ability. Another good use I ended up getting out of it is with a Lore hobbit (like Pippin or Bilbo Baggins) to easily recurr Gaffer Gamgee and make combat an almost non-issue.

Surprisingly good for a healing card released A.C. (anno custodi, in the year of Warden of Healing).

For starters, Ioreth is free to play. Granted, she's not free to activate, but the fact that she's free to play means that you can only invest in healing when you need it, as opposed to Warden of Healing who you need to spend 2 resources on in order to have access to a card ability that you may turn out not to need over the course of a game.

As for that card ability, Ioreth occupies a different niche than Warden of Healing, providing a strong burst of healing to one target as opposed to weak healing to multiple. Now, this does mean that Warden of Healing is better than her in some cases, such as a quest where there are effects that spread damage as opposed to clustering it, but it also means that Ioreth is actually better than Warden of Healing (wow, never thought I'd hear those words) when you're more focused on keeping 1 character alive, such as a Treebeard deck where Warden of Healing's spread effect is less useful because only 1 character is consistently taking damage. Of course, the fact that Ioreth only targets one character also means that Elrond is less effective paired up with her, but that's relatively minor and says more about Warden of Healing.

Now, Ioreth is expensive to use consistently, but you don't necessarily need to use her consistently (and the decks that do should be bringing plenty of resources to fuel her and Warden of Healing, i.e.; Treebeard and Glóin). This, combined with the fact that since Ioreth heals 3 you can relatively safely stack damage on 1 character before healing it all off at once means that Ioreth is actually cheaper than she looks. Granted, those turns that you don't need her she does nothing, not even having 1 printed and unable to attack or defend, but Warden of Healing's the same case, as typically you don't know whether or not you'll need healing until after the quest phase, when you could conceivably put his 1 to use. You can conceivably boost her with Faramir or Visionary Leadership, but I'd argue it's better and safer to simply hold her back and accept that the ally that you paid 0 resources for is going to do nothing some rounds.

Overall, I rate Ioreth a N.W.T.W.; Not Worse Than Warden. Her lack of upfront cost and burst healing make her a viable alternative to Warden of Healing in decks that don't intend on seeing a lot of characters damaged and her ness means that, so long as you have more copies in hand or your deck, you can relatively safely lose her, as you can simply play another copy and experience no loss to your maximum board state.

To be clear, Ioreth does not surpass Warden of Healing. And that's a good thing, because I'm pretty sure that Warden of Healing getting upstaged is up there with the angels blowing the horns and the Four Horsemen as signals of the Apocalypse.