There are only 7 unique weapons in the game: Herugrim, Glamdring, Sting, Orcrist, Durin's Axe, Sword of Morthond, and Gúthwinë.

The question is, is Guthwinë powerful enough to include in a deck?

Let's look at sphere first. There are six weapons. Really only five because Sword of Morthond has nothing to do with attack or combat. 4 of them require certain traits. Sword of Númenor, Haradrim Spear, Gúthwinë, and the newly spoiled Valiant Sword all require a hero or character with a certain trait. Orcrist does not, but it is guarded. Guthwinë provides 2, but only once each round. Sword of Númenor, Valiant Sword and Haradrim Spear provide one constantly, with an additional ability.

Next, let's look at trait. Gúthwinë can only go on a Rohan hero. So is it objectively better than other Rohan weapons? Spear of the Mark, Dagger of Westernesse, Firefoot, Herugrim and others are all good. Only Guthwinë requires exhausting for the attack boost.

Most of the time, having restricted slots filled with attachments that are always applicable is more desirable. But Guthwine has one shining quality that holds it above others. If the attack destroys an enemy, Guthwine returns a Rohan ally from the discard pile to hand. This is so powerful, and objectively better than Gamling's ability. This combos particularly well with Elfhelm, and Éomund. The Eomund combo is especially entertaining, because it allows you to quest everyone except him, chump him, and then voila! Everyone is ready again. Then, use Guthwine to return him to hand and do it again!

Gúthwinë as a whole is a very useful weapon, if you have a spare restricted slot for it.

Side quests have a lot of variance in utility, ranging from always useful like Gather Information, to Explore Secret Ways which requires a bit of shenanigans. However, Delay the Enemy falls into its own category of almost useless. This sounds a bit harsh, and there are maybe one or two niche cases where it has a use. But let's take a good look at its obviouse purpose: to get rid of an enemy. First of all, it has the battle keyword, meaning that questing characters use their attack rather than their willpower. So the first knock against the card is that we're using the stats that would kill the enemy outright to kill it through a side quest. That's . . . different, I suppose, but certainly not economic. The card has eight quest points, so if you have enough attack to beat this quest, you'll have more than enough to take out whatever enemy your dealing with. Another disadvantage is that the enemy must be engaged with you. Thus you couldnt use it to take down a nasty hill troll that's been hanging out in the staging area. Of course there are ways to get around this, such as discarding a Westfold Outrider, but it would make entirely more sense to just do that and kill the enemy the normal way. In short, the main problem with this card is the battle keyword and the Tactics sphere. If this card didnt have that keyword and was in Spirit it would be amazing, coming from a sphere high in willpower and low in attack.

Before we write this card off, I would like to highlight one possible use for it, though I must admit it is rather niche at best. If you are running a low willpower Tactics deck and begin to get location locked because of that, this card can theoretically get you out of it. You'll have lots of attack, and this card allows you to quest with the battle keyword. If you count correctly, you could quest for two or three turns and explore a location every time, allowing you to clear the staging area. And when you finally decide to finish the quest off, it kills an enemy thats been nagging you because you were using all your attack power to quest. Now this scenario would be extremely niche, and would also require no more locations to be revealed during the turns that your trying to pull this off, which is unlikely. Another more subtle problem is that the card is restricted to one per deck, so your chances of drawing it in the first place are pretty low. Finally, if your getting location locked through lack of willpower, than its almost certainly going to happen again a few turns down the road.

In a nutshell, the obviouse purpose of this card was aborted by the battle keyword, but if you try hard enough and are really desperate you can still find a use for it as a location exploration enabler.

While I agree that this is possibly the worst of all the player side quests I guess there a few fringe cases where Delay the Enemy might find a purpose: against enemies with negative effects for attacking them (Grasping and Trashing Tentacles from Watcher in the Water), some enemies which cannot be damaged or be damaged more than X each round (the various Mumak, Black Bats, some treacheries and shadow effects, The Armies of Mordor, A Haunt for Beasts, Faithless Conspirator, Candle Bearer, Savage Hillman —

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.

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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 —
Outide of that its use is limited —
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. —
Also makes the usually-dreaded "Attacking enemy makes an additional attack after this one" relatively tame. —
Tom Cotton loves this card. —

When creating an archtype, FFG often developes a hero whose abilities kickstart the new style of play. Some of these heros, such as Dain Ironfoot for Dwarves, Brand Son of Bain for Dale, or Celeborn for Silvans, provide a global benefit either through stats or in some other form. Others, such as Herluin the Fair for Outlands, Thranduil for Silvans, or Kahliel for Harad, function more as board state accelerators. Amarthuil falls firmly into the latter category.

The three heros mentioned above all have the ability to ignore spheres of influence while playing allies. This is essential for those archtypes, so much so that two of the three dont even have a secondary ability. If Amarthuil is supposed to fulfill a similar role for the Dunedain, how well does he do his job?  First of all, Amarthuil will only gain the tactics trait, and only when engaged with an enemy. This clearly makes him both less efficient and less valuable than his counterparts in other archtypes. This does not mean that he is bad, but he is more limited. The bad side is that he can not bring Lore or Spirit allies, such as Sarn Ford Sentry or Warden of Annuminas, into a traditional Tactics-Leadership Dunedain deck. On the other hand, if you're running a Leadership-Lore or Leadership-Spirit deck, that lowly Tactics icon is amazing. Something that is often overlooked is that he is not restricted to only allies. Those resources on Amarthuil can be used to bring in Followed, Outmatched, or Feint, in addition to any Dunedain Tactics allies. The ability to bring those cards into a Dunedain deck can work wonders.

As a sphere-smoothing hero, Amarthuil can definetaly be a bit average, though he has the added benefit of not being restricted to ally cards. However, it would be unfair to the trusty Ranger to ignore his other ability. Both Herluin and Thranduil have only one ability, which is reflected in their starting threat levels. Kahliel has a secondary ability, which defines the Harad archtype in some respects, but Amarthuil has an ability that directly augments his first one.  The weakness of the first three heros is that they have no way of accelerating their resources. Here Steward of Gondor makes its appearance, but if you're like me and tire of putting it in every deck, or another player is using it, then an alternative means of resource production is always welcomed. Amarthuil generates his own extra resource, ensuring that his Tactics icon will never be wasted. A hero that can sustain himself without dependance on drawing the right card is incredibly valuable.

Finally, it's important to note that the biggest weakness of Amarthuil is that both his abilities are conditional, the first on engaging one enemy, and the second on engaging two. Though this makes him trickier, I would not say this is a negative quality. To begin with, his stats directly offset the penalty of being engaged. With three defense he can defend attacks of small to medium strength, which is perfect for Dunedain. Secondly, in order for Dunedain to function really well, enemies have to be engaged. This means that by kicking off Amarthuil's abilities, you'll be kicking off a host of other Dunedain benefits. So not a bad deal at all. And you'll trigger his second ability fairly consistently, as the Denedian strive to be engaged with at least two enemies for most of the game.

In conclusion, I think that Amarthuil definetaly has a lot of value to bring to the table. He is not perhaps the best choice for a Tactics-Leadership deck, but in Leadership-Lore or Leadership-Spirit he can really make things hum.

This is a good choice for your Three-Hunters-Deck! Normally, you can only play 2 restricted attachments per hero, the Three-Hunters-Contract allows for 3 and with this belt, a hero in this setup can hold 4 restricted attachments. I had some really cool combos that way. It is also 0 cost which is great. The only possible downside I can think of would be that it takes a slot in your opening hand when you rather want a crucial attachment, but that should be rare.