With the addition of The Burglar's Turn contract this card has definitely a new increased value in solo or 2-handed play, since it helps you fish out location to trigger your contract more consistently while offsetting a little the threat increase in the staging area.

How good is the Sarn Ford Senty? On the surface she appears to be pretty meh. Three resources for two willpower is average for Lore, and her ability is conditional, adding more question marks. In fact, like many Dunedain allies, this card doesn't have much to offer outside of its specific archtype, since it's unlikely that you will be engaged with more then one enemy during the planning phase. A single non-repeatable one card draw is nothing to write home about. However, when this card is considered in light of the type of deck it was designed for, its real value shows through.

To begin with, the two things that make the Dunedain arguably the most difficult archtype to play, at least in solo, are its lack of willpower and card draw. Lets look at willpower first. There are only four other non-unique Dunedain allies with two plus willpower. The Greyflood Wanderer has the same cost to stat ratio, but has a very negligible ability that requires doomed for it to trigger. Dunedain Wanderer is a pure secrecy card, and Dunedain Pathfinder requires a location to be put into play. None of these have any synergy at all with the later Dunedain archtype, and only one has an even semi-useful ability. There is even an argument that the Pathfinder does more harm than good. The fourth card, Ranger of Cordalon, is the only one that comes close. However, its ability focuses on combat rather then questing, which is an area the Dunedain are already very strong in. Contrast this to Sarn Ford Sentry whose ability is what makes it stand out. This card is the only source of built in card draw that the Dunedain have. Lets take a look at a quick example. Dunedain want to be engaged with an ideal two enemies. With Heir of Valandil, the cost of the Sentry can be reduced, and you will draw two cards. That's one Lore resource for a two willpower ally and two cards. Not only is that not bad, its actually pretty dang good. There's not many cards that bring that kind of value to the table.

In short, this card is the reason it's worthwhile to run Dunedain in Lore. It gives an essential boost to Dunedain questing power, and fuels a rare Dunedain card draw engine. I would even go so far as to say that this is the best Dunedain ally outside of Guardian of Arnor.

Darn typos lmao —
I am still bummed that Heir of Valandil does not let you ignore the sphere match for your Dunedain allies, similar to King of Dale —

Since we can all agree a four defense, 4 HP hero is an awesome defender, my main goal here is to determine whether or not sBeregond is objectively better than his Tactics incarnation.

Keywords - They both have sentinel, so that's a wash.

Threat, Traits, and Stats - Same

Picture - Tactics Beregond has an amazing picture, by Magali Villeneuve, which shows him standing in front of some pillars (presumably in Minas Tirith) preparing for battle. Spirit Beregond also has a great picture. The man is bleeding! Badly! One other item worthy of note is that in the two pictures, his shoulder guard is on different sides.

Ability - Tactics Beregond gives a minus 2 discount on all weapon and armor attachments played on him. And there are many in-sphere toys: Gondorian Shield, Raiment of War, Citadel Plate, Spear of the Citadel, and Raven-winged Helm, just to name a few. Spirit Beregond's ability is less geared toward protecting him, but instead the players. He can, if he doesn't take damage in an attack, reduce the threat of whatever player he just defended for by one. In-sphere cards for him include Blood of Númenor, Unexpected Courage, and Desperate Defense. Not to mention, shadow cancellation like Hasty Stroke and Tides of Fate are also spirit.

Flavor text - I just love the flavor text for spirit Beregond.

What are your thoughts? Which of the defenders of the Citadel is more worthy of our praise?

Is sBeregond's ability once per round referring to the group or player? —
It is once per round while Beregond is controlled by one player. For example, if Beregond defends an enemy engaged with another player, lowers their threat, and then readies somehow and defends an enemy engaged with the player who controls him, he cannot also lower that players threat. But is the controlling player were to play Desperate Alliance, Beregond's ability would apply once for the player he is sent to as well. —
My vote goes definitely to TaBeregond since his discount can be key in the first rounds in a sphere with little resource generation (also I enyoy mono-sphere decks so a full Tactics ranged/sentinel combat deck is where it truly shines).. But with the new Helm of Secrecy event from Under the Ash Mountains you can have the best of both words, keeping around TaBeregond to enjoy his discount at the start of the game and them pulling his Spirit doppelganger for mid-late game to keep your threat stable. —
Wow! That's a great point! Helm of Secrecy allows you to switch all attachments as well right? —
Yes, you keep all eligible attachments (and damage tokens) —
I certainly find blue Beregond sees more play in our games, probably because i) unless we're fighting a huge enemy, all Beregond really needs is a Gondorian Shield, so the discount is not that exciting to me, and ii) I tend to value spirit resources above tactics resources. But against a quest with a huge enemy, red Beregond will probably be the winner since you'll want to boost him up more and the threat reduction is less likely to resolve against a dragon or balrog or whatever. —

Bifur is, I would argue, one of the best heroes, and quite possibly one of the best heroes period, in the entire game.

For starters, his stats. He's low threat at 7, and for some inexplicable reason is actually undercosted, possessing 8 total stat points, making him incredibly efficient and cheap. And, continuing his theme of efficiency, his stats are fairly concentrated, 2 making him a decent quester and 2 and 3 meaning that he can take a weak attack or two and not die.

Moving on to his actual text box, the first thing to notice is that he has the Dwarf trait. This is extremely helpful as Boots from Erebor is free and can help increase his survivability while Narvi's Belt looks like it was made for this guy due to his action. And, WOW, that action. Moving around one resource a round doesn't sound like much, but trust me, Bifur's ability is game-changing. The key thing is his sphere, , a sphere either famous or infamous depending on your perspective for having a lack of resource generation, basically limited to Love of Tales and the pseudo resource generation of Gríma. Bifur turns this on its head. He's even better than flat-out resource generation in a way because if you don't need resources you can just choose not to trigger Bifur, whereas the likes of Steward of Gondor have a tendency to pile up Graham's Number worth of resources on one hero while you only draw cards that they can't pay for. Bifur's combination of resource acceleration and resource smoothing solves this problem, allowing you to fairly efficiently redistribute resources to the hero who needs them most at the moment. In addition, because Bifur's ability is a raw action as opposed to a planning action, you can wait until the end of the round to see if you need to use it or not.

Bifur is an insanely flexible hero. His low threat makes it so that he can slot into almost as many decks as Glorfindel, his stats aren't that bad for his threat cost, he grants easy access to 's abundance of card draw effects, and his ability allows you to effectively run either a tri-sphere deck or dual-sphere deck with in the minority as if you had 2 heroes. Overall, Bifur isn't a flashy hero, but he is a solid choice if you need to splash in a deck. Bifur is boring. But who says that boring has to be bad?

Turn one Treebeard —

Another good use of this card might be in conjunction with Guarded attachments, so that you can attach them to the best possible cards for you (a location you can clear somewhat easily, an enemy you might kill with Hands Upon the Bow or Éomer and so forth) and possibly discarding some bad treacheries in the meantime, of course at the cost of the foreknowledge of the encounter deck this cards grant.