5 Cards That Heirs of Numenor Have Made Relevant Again
I am really enjoying the time I have spent with Heirs so far. I successfully conquered the Peril in Pelargir, and now have been swimming neck deep in enemies with the Into Ithilien quest. One of the things that I really love about this expansion so far is the way that it is forcing players to re-examine how they build decks. I really feel tested as a player and a deck-builder, in a way that I haven’t felt since my struggles with Conflict at the Carrock back in the day. So as I was building and re-building decks recently, I have found myself including cards that previously didn’t see the light of day, and I’m glad that these cards are no longer doomed to a fate of gathering dust. Here they are:
• For Gondor
This one is clear. Previously, there was not much use for this card. It did provide a global boost to attack, but I never found it useful enough to include in a deck, and there weren’t enough Gondor characters to benefit from the defense buff. Now I find this card extremely useful, mostly to give a questing boost for those battle stages.
• Beorn (Hero)
Yup, the bear never hit the table as a hero for me, mostly because I could generate enough attack with other heroes and his restriction on attachments and immunity to healing effects harshly limited his utility. Now I find his 10 hit points useful in soaking up damage when the encounter deck is dealing out damage like candy on Halloween. More than anything though, that 5 attack can be key in the early stages of a battle quest (he’s like the battle Eowyn).
• Guard of the Citadel
I haven’t used this guy in ages, as he quickly became too vanilla and not powerful enough to justify using with the first few AP’s that came out. Now, he is a low-cost Leadership ally that has 2 hit points and 2 attack with Leadership Boromir’s ability.
• Trollshaw Scout
I never saw a big use for him before, since it was nice that he didn’t need to exhaust to attack, but it required discarding a card. In the past, I would rather include Watcher of the Bruinen, if I was going to include one of the card-burning allies. However, he suddenly becomes a lot more useful to help with battle questing, and dealing with the massive amounts of enemies that come off the encounter deck in these scenarios.
• Path of Need
I still hate that this card is limited to only one per deck, and the 4 cost is still a bit prohibitive. However, in battles and sieges, we now have the tough challenge of exhausting valuable attackers and defenders in order to quest, which renders us far more valuable to enemies. This card essentially allows the player to devote everyone for one turn to a battle or siege without exhausting them, leaving them free to deal with enemies in combat (technically, this card lasts as long as a card is the active location, which in practice means it will probably last for one turn if you are questing with everyone). This can turn the tide during a scenario.
*Pro Tip: Use Thror’s Map or a similar card to remove the location Path of Need is attached to from being the active location after the staging step and before quest resolution. This will keep it in play so that you can travel to that location on another turn, and get another use out of Path of Need.
Honorable Mention: Self Preservation
I haven’t used this card in a long time as there have been better and cheaper healing options (especially Warden of Healing), and to be honest I haven’t had to include a lot of healing effects in recent scenarios. However, the amount of damage inflicted by these Heirs scenarios through archery, high attack enemies, and treacheries has made me consider bringing Self Preservation back into the mix, along with Lore of Imladris.
What do you think everyone? What cards have you found yourself using that were previously collecting dust because of these new scenarios and mechanics?