How many people actually own this card? People were using this in they're decks before it was released. Hmmmmmm... Suspicious... And isn't it really hard to buy?

And MotK allies shouldn't be a "Expansion" on this site.

The card had been spoiled well before the release. I'd assume people had been proxying it. The AP Land of Sorrow is out now but it could be difficult to find depending on where you live. The MotK allies expansion helps significantly when building decks on this site. I'm glad it's there! I also believe it is there for compatibility reasons. For example, there neess to be a hero version of a card to count it as a hero when in the building process —
Not necessarily @Uruk-guy. You just have to have the ally you want to use in your deck. also if you draw all copies of the ally it cant become a hero. —
@truck that's exactly right. My comment didn't address that though. I was speaking only about the website interface. —
@Uruk-guy ok —

There a few memorable moments in this game's life, from its release with the Core Set to the start of its hiatus after Fortress of Nurn. One of those memorable moments, in my opinion, is the release of the Long Dark. This one Adventure Pack neatly divides the entire card pool into two periods; B.W., or Before Warden, and A.C., Anno Custodi, in the year of warden. Which warden am I talking about? This guy, of course. As a multiple use healing card (unlike Lore of Imladris) that can target allies (unlike Daughter of the Nimrodel) without requiring you to predict ahead of time who's most likely to be damaged over the course of the game (unlike Self Preservation), Warden of Healing effectively conquered the healing market, becoming the gold standard in healing overnight. After his release, any healing cards would face an uphill battle if they wanted to be included. Galadhrim Healer? Nice, but in 2 turns or 1 turn and 2 resources, Warden's better. Imladris Caregiver? The only reason they aren't immediate binder fodder is because they don't exhaust to heal and they have 2 so they don't die to Evil Storm. Ioreth? Free to play, and the healing's a more potent burst as opposed to Warden's more diluted group healing. However you provide it, if you're a healing card released A.C., you are going to be compared to Warden of Healing, and if you're found wanting, you will see as much play as Common Cause.

Dunedain Remedy, on the surface, appears to be destined to see as much play as poor Corefindel; it's a free point of healing, yes, but only 1 point, and after that any more healing you want to get out of it costs 1 resource, just like Poorfindel. And, just like the poor Noldor, it can't just be any resource; it has to be a resource on the hero with the Remedy, meaning it could potentially get stranded attached to a hero who's perpetually hungry for resources like Aragorn while damage builds up on your other heroes.

And it has to be heroes; just like Daughter of the Nimrodel, Dunedain Remedy can't heal allies, making direct damage to your questing allies even more hazardous and any damage annoying, as it's more likely to linger on the card and disrupt an otherwise physically smooth surface.

So, Dunedain Remedy's expensive, minimal, and restrictive. And it's the best healing card A.C., and for one reason; its sphere.

Dunedain Remedy is , just like the other Signals, one of three healing cards outside of . This changes the game; for the first time, you don't need to splash in your deck just in case direct damage starts worrying you. Now, every sphere except for ( has Stand and Fight and Reforged to get off-sphere healing cards into play) has healing options, and with Magic Ring's release even that problem was solved.

Later in the cycle, Rune-master was released, helping Dunedain Remedy along by somewhat mitigating its resource cost. But even without Rune-master, Dunedain Remedy is still an amazing card, if only for the deckbuilding opportunities it opens up; no more does the appearance of direct damage force you to include in your deck (Druadan Forest is a biiit iffy, though).

Yes, Dunedain Remedy isn't the best healing card in the game, or even necessarily that good. It's basically Corefindel as an attachment with the first use free but without the ability to heal allies. It's expensive, minimal, and restrictive, many of which Warden of Healing is not. But it's also another thing Warden isn't; not . It's that little detail, that difference in little right-hand symbol and coloring, that makes Dunedain Remedy one of the greatest healing cards in the game; it may not provide as much healing as Warden, but it provides that healing to those long left out.

In our 4 players mono-sphere Fellowship we used this card to great effect in the middle-late game, with all the non Lore decks having quite a bit of resources laying around and taking out some pressure from the Warden(s). Sometimes the Remedy was passed around like ten times at the end of the combat phase, cleaning out all the damage on heroes. The presence of Elrond at the table also made this card (but also any healing card) definitely better. —

Really like this card. The ability to see next encounter card and potential card draw is awesome. Also works well with raise the shire since you can essentially use her ability twice She always ends up in my hobbit deck....and also my heart cause she's so cute

The previous review says everything better than I could, I just wanted to point out a probably funny combination with Helm of Secrecy. Since every hero has a higher threat than Sméagol, he could be swapped in for every other hero. And since you are out of setup then, there is no Stinker that you have to shuffle into the encounter deck! Although it kind of negates the upside of Sméagol‘s low threat, there are options that are similarly low in this matter, but with worse stats.

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Could be niche in a scenario when one of your heroes get a nasty treachery Condition. Putting Smeagol into play would remove it because he can't have attachments. —

Skyward Volley and Grappling Hook share two common features;

  1. They're not reliable, but

  2. They're really, really fun

First off, the bad news; at 2 cost, Skyward Volley's expensive for an event, and the forced exhaust only adds to that. It incentivizes running 3 copies in the sphere with the second-worst card draw after , and practically necessitates enough card draw to see at least the second copy (2 cost and exhausting a ranged character for 2 damage isn't a good deal). It's a Combat Action, so you can't use it to get around archery. It requires you or someone else to be engaged with the enemy you want to hit, so you can't blow up the Hummerhorns without dealing with its Forced effect. It can't hit enemies who are immune to non-combat damage or player card effects in general. It's typically superfluous, as most ranged characters typically have enough attack to at least help you deal with the majority of enemies.

Honestly, that last point really hits the nail that is Skyward Volley on the head; it's superfluous and over the top, and you'd be better served putting more dependable, restrained cards like Veteran Axehand in your deck.

On the other hand, the LCG is a game, and games are about fun, and there's something to be said for stopping an enemy attack, not by playing the ever-dependable Feint or even by playing Quick Strike to melt something with the Gimli flamethrower, but by shooting the enemy in the face with a volley (or multiple, if needed,) of arrows. There's just something kind of fulfilling about exhausting a ranged character to deal direct damage, and the visual of a volley of arrows sinking a ship (like Sahir's Escort, may the Seas crush it) is amusing.