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Voice of Isengard: Attachments Review

by on March 4, 2014

The Voice of Isengard - Matt Stewart watermarked

It’s a non-stop review party here at TftC, as I work my way through all of the player cards that have been released as part of the newest deluxe expansion for The Lord of the Rings: The Card Game. So far we’ve seen brave heroes of Rohan ready to sacrifice themselves for the greater good, as well as treacherous denizens of Isengard that offer a devil’s bargain of power in exchange for potential damnation. While several of these heroes and allies seem quite useful, I would argue that it is the attachments in this expansion that really steal the show. To see what I mean, you’ll just have to keep reading!


* Rohan Warhorse (Tactics Attachment, 1 cost):

I usually try to stay away from dramatic, hyperbolic statements as much as possible, but here I’ll break my rule: This is the single best card in the entire expansion. The Tactics sphere has been absolutely begging for a readying effect for some time now, and like some hero of old, the Rohan Warhorse rides in to answer the call:

 Attach to a  Tactics or Rohan hero. Restricted.

Response: After attached hero participates in an attack that destroys an enemy, exhaust Rohan Warhorse to ready attached hero. 

What I appreciate about this attachment is the way in which it provides a needed ability for the Tactics sphere in a way that feels Rohan_Warhorsethematically appropriate. This is a conditional form of readying that is triggered by and helps facilitate what Tactics does best: killing enemies, and thus it doesn’t feel out of place at all. In terms of gameplay, the Rohan Warhorse is remarkably flexible, as it can be placed on any Tactics hero, as well as non-Tactics heroes with the Rohan trait  (Dunhere is probably the most likely candidate). From there, the options are nearly endless and will only expand in the future.

The most popular candidate for receiving this attachment will likely be Legolas, as he could potentially kill two enemies in one turn, netting a total of four progress tokens as a result of his ability. Even better, the fact that he has the ranged keyword means that he will have more potential targets available, presuming that he is being used in multiplayer of course. Another intriguing possibility is attaching the Warhorse to Hama in order to maximize his recycling capability. Hama can be a controversial figure, in that his ability to facilitate a perennial lock-down via Feint or Thicket of Spears can sometimes be perceived as boring, but he can actually help recycle a wide range of useful Tactics events, from Hands Upon the Bow to Forth Eorlingas! to Foe-hammer to many more. With the Rohan Warhorse, Hama could potentially bring back two cards per turn from the discard pile, rather than just one. However, in many cases there is just one card that you are looking to recycle each turn, not two, and Hama’s ability can be a drain on your hand (because you have to discard an existing card in your hand to bring one back). What would be quite powerful is using one attack to recycle Foe-hammer and the second to recycle the other card you are interested in, as this would ensure a constant supply of cards to your hand and keep the whole engine going indefinitely (that is, assuming there are enough enemies to serve as targets).

One magnificent target for the Rohan Warhorse, which might not spring to mind immediately, is the oft-derided Brand son of Bain. Just like Legolas, he has the ranged keyword, which makes finding available targets much easier in multiplayer. It’s worth emphasizing here that this is one of the potential limitations of the Rohan Warhorse (and any combinations/engines based around it): the need to find a consistent supply of targets. Of course, if you’re not able to activate the Warhorse’s ability on any given turn, it’s not a big loss, as you only need the readying to attack again anyway (excepting those cases where you might need to use an effect that requires exhausting a character), but it’s still something to keep in mind. Beyond ranged, though, Brand has the potential to set up an amazing chain of readying. For those who’ve forgotten, Brand can ready another player’s character when he destroys an enemy engaged with that player. Thus, Brand could join his three attack with another player’s hero, destroy an enemy, then ready that player’s hero. Since an enemy has been destroyed, the Rohan Warhorse could then be used to ready Brand, allowing him to join with that hero once more (and potentially ready him/her again) or mount an attack elsewhere. This chain becomes even crazier if you add Merry into the mix, who readies another participating character in the same attack that destroys an enemy (not to mention how insane things would get if there were multiple copies of Rohan Warhorse in play). It’s easy to see that Brand has amazing value here, and he’ll soon be riding his Warhorse straight into the living room of every player who ever disparaged his name, unleashing a few arrows into them as a friendly greeting. Since I’ve said a few unkind words about him in the past, I’ll be dreading the sound of approaching hooves from now on…

Of course, there are other viable options, including Bard, Eomer (a personal favorite), Dunhere, and Merry himself, but I’ll move on to discussing some of the limitations of this attachment. Most importantly, it has the “restricted” keyword, which means that you’ll only be able to equip one weapon to augment the horse-riding hero’s attack strength. This is actually great design, as it limits the power of the Rohan Warhorse a bit by lowering your attack strength ceiling and thus potentially limiting the number of enemies that you can kill, meaning that you might not always be able to trigger the Warhorse’s ability. In addition, as mentioned previously, the availability of targets is also an in-built limitation of this readying effect. Still, these “drawbacks” are just examples of a solidly built card, in my opinion, and I’ll have a hard time leaving this attachment out of future Tactics decks.

One thematic/gameplay gripe may be the fact that this card perhaps should have been limited to just the Rohan trait in order to increase the power and desirability of that faction. However, I won’t argue with the addition of such a much-needed and amazing card that helps cover for a weakness of a sphere in a way that doesn’t feel out of place. It’s worth remembering, however, that Nor Am I A Stranger can grant the Rohan trait to any hero, opening up the possibility of sharing the Warhorse with other spheres. While Spirit doesn’t really need such help, an attack-minded Lore hero, such as Faramir, might make great use of it, as could several Leadership characters (although, simply attaching Song of Battle might be a more useful option). When all is said and done, Rohan Warhorse is surely the star of Voice of Isengard.

Versatility: ♦♦♦♦♦◊

Efficiency: ♦♦♦♦♦

Uniqueness: ♦♦♦♦◊

Silver Lamp (Spirit Attachment, 2 cost):

When the player card spoilers first started trickling through the community forums, Silver Lamp was my pick for the one card that might unseat the Rohan Warhorse. After all, it would be difficult for anyone to argue against the power of the shadow control that is provided by this attachment:

Attach to a  Spirit hero. 

While attached hero is ready, shadow cards dealt to enemies engaged with you are dealt face up.(Shadow card effects are still resolved when resolving enemy attacks.) 

However, while this card is quite strong, there are some inherent weaknesses that hold it back from top marks. First, it must be placed Silver_Lampon a Spirit hero. The problem with this requirement is that decks featuring Spirit heroes are usually focused more on questing than combat, making Silver Lamp a wonderful tool in the wrong hands. There are certainly ways around this issue, as I’ve built plenty of combat-focused Spirit/Tactics decks, for example, featuring one Spirit hero who could make great use of the Lamp. The important point here is that Silver Lamp is not as much of a “plug-and-play” card as it appears at first glance. Rather, it takes some deck building to make sure that this attachment has enough utility to justify its inclusion. Most likely, this means including a Spirit hero in your combat deck. Alternatively, I considered the possibility of using Desperate Alliance to send the Silver Lamp hero to the combat player, but unfortunately shadow cards are dealt at the very beginning of the combat phase before any actions can be taken. A valid option is for the combat player/deck to use something like Westfold Outrider or The Hammer-stroke to pull an engaged enemy across the table after the shadow cards have been dealt face-up (but before they attack). Finally, it’s worth mentioning that you could also look at Silver Lamp as a an important and subtle form of a defense for a Spirit deck that is weak in combat. Often, such a deck will have to engage enemies at some point, whether they like it or not, and the Silver Lamp can help the controlling player to make the best defensive decision possible, which can help to protect fragile heroes and allies. It should also be mentioned that since the card text does not call for a printed Spirit icon, you could technically throw something like a Song of Travel onto Beregond or a Celebrian’s Stone onto Aragorn and take advantage of the Silver Lamp.

Beyond sphere fit, the requirement that the hero carrying the Silver Lamp must be ready for its effect to trigger can also be an obstacle. Many Spirit heroes are dedicated questers and so may not be available to operate the Lamp when it comes time for combat. However, I don’t think this is as substantial a limitation as the sphere requirement. For one, Spirit Glorfindel is a natural fit for this attachment, as he will often be ready for combat thanks to Light of Valinor. As much as I hate to throw another attachment onto old Glorfy’s pile of toys, this natural synergy can’t be ignored. Frodo is another great choice, as he will often be kept back for combat because of his defensive ability. Even better, a player that is using Frodo will frequently need to make decisions regarding when to take attacks undefended or which attacks should be left undefended, and Silver Lamp can provide just the information needed to always make the right choices. Beyond those two heroes, Eleanor and Caldara are both Spirit characters that can sometimes serve as defenders, but are quite vulnerable with only three hit points, making it imperative to know exactly when an attack boosting shadow effect is just around the corner.

While we’ve talked about the negative aspects of this attachment, the basic power of this card is clear. The two elements of uncertainty in this game, and the two moments that can undo players’ plans, are the staging step of the quest phase and the dealing of face-down shadow cards that contain unknown effects. While straight up shadow cancellation through Hasty Stroke and A Burning Brand remains the best option in most cases, there are unique advantages provided by knowing all shadow effects in advance. The most important is the ability to make defending decisions with perfect knowledge. This means that you will know which enemies have an attack boosting shadow and should be chump blocked. Conversely, you can see which enemies have a shadow that punishes the destruction of a character and thus should be defended by a hero. Undefended attacks can be taken on without fear, as it would be impossible to be taken by surprise and lose a hero. By contrast, A Burning Brand may cancel shadows for that one defender, but it won’t help guide your choice of defender in a more general sense. The only problem that might arise are those shadows that chain into other shadow effects, as you will be ignorant of those further effects until they are drawn. Similarly, the Silver Lamp cannot itself cancel an effect, so there may be situations where all you accomplish is knowing a horrible effect is on the horizon before it occurs. Beyond just guiding the choice of defender, though, this attachment also facilitates other cards based around the presence or absence of shadow effects, with Small Target being the best example. Just this one attachment has dramatically increased the value of that Hobbit-centric event.

Overall, this is a valuable card with some in-built limitations that require planning. The cost of two is not insubstantial and will force you to make some tough decisions between playing a card that will immediately increase the power of your forces on the board or the Silver Lamp, which has a more nuanced effect. This means that sometimes this card may just end up sitting in your hand for most of the game. However, all these costs and limitations are important, as a more unrestricted version of this card could completely take the fun out of the game by removing a key unpredictable element. As it is, this will be a  card that falls in the top tiers of power but falls just short of the highest levels.

Versatility: ♦♦♦◊◊

Efficiency: ♦♦♦♦◊

Uniqueness: ♦♦♦♦◊

Keys of Orthanc (Neutral Attachment, 1 cost):

Of the three attachments included in the Voice of Isengard expansion, Keys of Orthanc is the most conditional and least versatile. This is because it relies on the Doomed keyword as the trigger for its resource generation:

Attach to a hero. 

Response: After you raise your threat from the Doomed keyword, exhaust Keys of Othanc to add 1 resource to attached hero’s resource pool. 

Perhaps the best aspect of this attachment is that it is neutral, meaning that spheres that are weak in resource generation, such as Keys_of_OrthancLore and Spirit, can benefit from having their very own cash engine. On the other hand, it can be argued that every other attachment that generates resources is better and more consistent: the Steward of Gondor is so reliable you can set your watch by it, being dependent only on exhausting itself; Resourceful is expensive outside of Secrecy but generates an extra resource per turn as a passive effect once it’s attached; and the Horn of Gondor is dependent on characters leaving play, but this is likely to be more frequent than the triggering of Doomed and can occur multiple times per round. Only Love of Tales is more situational than the Keys of Orthanc.

However, that doesn’t mean  that this card should be rejected like Grima asking for a prom date. It offers useful resource generation if you are willing to build a deck around it or if you are planning to run a Doomed-focused deck anyway. While the Keys of Orthanc does trigger off of Doomed cards in the encounter deck, I would hesitate to ever rely on this method, unless a particular scenario contains a high frequency of that particular keyword.

As far as player card triggers are concerned, Grima provides the best natural synergy. You have the option of either putting the Keys of Orthanc on Grima himself, providing essentially a two resource swing when playing a Lore card with Grima’s ability (the savings of one provided by Grima and the additional resource generated by the Keys), or putting it on a hero of a different sphere, who will reap the benefits whenever Grima triggers his effect. Note that this could be a hero controlled by another player if you want to send it across the board as a peace offering for the Doomed-pocalypse you’re about to rain down on their life. A particularly effective choice is to play the Keys of Orthanc on a Spirit hero, whether your own or one controlled by another player, as these resources can be used to pay for The Galadhrim’s Greeting to mitigate the threat increase. The best part of pairing Grima with the Keys of Orthanc is that he can use his ability at will (although limited to once per round), and thus you don’t need to worry about drawing an actual Doomed card to trigger the Keys of Orthanc.

Beyond Grima, the five event cards in this set all have the Doomed keyword and can be used with the Keys (as does Saruman). If you’re planning to use a fair number of these events anyway, then there is no reason not to include this attachment. The question is where the threshold lies in the absence of Grima. For example, is it worth including the Keys of Orthanc if the only Doomed cards in your deck are three copies of Legacy of Numenor or Deep Knowledge? At that point, in the most ideal situation, you would only be netting two resources over the course of a game (three generated by the Keys minus one for the cost itself, although the net gain for any particular sphere may vary), and this is assuming you draw and play all three copies. This probably wouldn’t be worth the deck space. On the other hand, six copies of Doomed cards would net you five resources overall (possibly six for a given sphere, if you pay for the Keys with a different sphere), which is a substantial amount and is probably worth inclusion, depending upon the overall composition of your deck and your confidence in grabbing most of the included copies (meaning card draw would be important).

To conclude, the Keys of Orthanc is a welcome addition to the game, as yet another option for resource generation, and a neutral one to boot. It is fairly restricted because of its unique trigger, but when it is operating in the right context, it can be quite useful.

Versatility: ♦◊◊◊◊

Efficiency: ♦♦♦♦◊

Uniqueness: ♦♦♦♦◊


With the attachments reviewed, only the events remain of the Voice of Isengard player cards. As mentioned in the introduction, even though there are only three of them, I feel the attachments, as a unit, are the strongest of the card types included in this set, although we’ll see that some of the events are quite powerful as well. If compelled, I would have to say that the Rohan Warhorse is the best of the attachments, because of its sheer versatility, cheap cost, and ability to facilitate some powerful combinations. The Silver Lamp would come next, as knowledge, particularly when applied to shadow effects, is indeed power, although this attachment comes with a few limitations that keep it from the top spot. Finally, the Keys of Orthanc would occupy last place, not because this attachment is not powerful, but simply because  it is less versatile than the other attachments (meaning that it can only fit into a small number of deck types). With that said, share your thoughts below, and keep your ear out for the sound of a galloping horse, Brand son of Bain may be coming for his vengeance!


From → Reviews

  1. DC06675 permalink

    I was finally able to dive into the first Voice of Isengard quest last night and it was one of the most tense games I have played yet. I played solo two-handed and lost a total of 3 heroes. Unfortunately, I was not able to come across a Rohan Warhorse, but I have no doubt in it’s value. I would like to make a quick shout-out to Théoden and steed of the mark. I noted in the Comments of your morgul vale review that Théoden was disappointing, but in this game he really shined with Steed of the Mark. I played him in a Dunhere, Spirit Glorfindel deck for a total threat of 25 and teamed that up with another 25 threat deck of Eomer, Merry and Eowyn. Maybe it was due to the fact that his tactics resource wasn’t always necessary, but I often used him for questing for three and then defending or attacking. That really came in handy since the first two cards that came out during the game were treacheries that raised the players threats by the number of cards in their hand. Really excited to try the Warhorse and right now I have 1 copy of the Silver Lamp in my deck but I don’t know if I should really put in more than that just because it does have some strong limitations.

    • TalesfromtheCards permalink

      Thanks for sharing your Theoden experience! He will likely continue to be one of the most divisive and controversial heroes around for the foreseeable future. Some say he is complete garbage and not the worth the cardboard he’s printed on, others feel that he is a crucial hero that adds a great deal of value to the card pool. My own personal opinion is that the truth lies somewhere in between, and I suspect that my opinion of him would be greater if those stats and that ability were not attached to the character of Theoden. He probably would have been more accepted if that were the case, but expectations for the King of Rohan were so high. I do think he fills a certain role (mono-Tactics aid and quester for Tactics) that no one else can, and I do like more options in the game rather than less. My disappointment is more thematic than anything,

      As for Silver Lamp, I think it can be really strong if you’re using Glorfindel in a Spirit/Tactics. That’s pretty much an ideal situation in many ways.

  2. James permalink

    Rohan warhorse is good but in single handed solo is not terribly useful. A hero can only make one attack per round unless using a ranged attack and supporting another player. Now if quick strike comes or using the one lore character to attack then at the end of the round draw cards, super. but as it is, it is almost useless in single handed play.

    • jjeagle permalink

      ” A hero can only make one attack per round unless using a ranged attack and supporting another player”.

      Er, no!

    • Glowwyrm permalink

      I haven’t tried it out solo, but I can see how it is more situational in solo. Maybe you could leave a couple of enemies in the staging area, then engage both in the same turn so that you can kill both that round. And lots of annoying little enemies have surge, and the warhorse would allow you to pick off the little one then take a swing at a bigger one. And in combat heavy quests, even solo I imagine this card would have uses. But, as you said, its value goes up with more targets, so more players + ranged = more value. I’ve put it to very good use in two-handed games.

    • There are numerous situations where you can draw more than one enemy per round in single player:
      – Surge
      – Setup that pulls out enemies + staging (e.g. Journey Down the Anduin, Massing at Osgiliath, etc)
      – When revealed effects (e.g. Southron Support)
      – etc

      I certainly agree that the situations are limited, but I think you might be overestimating that limit.

    • TalesfromtheCards permalink

      I’m not sure if I understand your point correctly. If you mean that a character can only attack once, that’s not quite accurate, as there is no limit to how many times a given character can attack (as long as they’re ready). The only limit in the rules is the number of times the same player can attack each enemy (once). So a hero that readies with Rohan Warhorse by destroying one enemy can then attack another enemy. If you mean that in solo there are fewer available targets, as Glowwyrm suggested, then that is a fair point, but there are still many times when you will take on two or more enemies at once (especially in a combat-heavy quest). Using Eomer and Rohan Warhorse, I often was able to use the horse and his 5 attack to swing at two enemies per turn.

  3. Glowwyrm permalink

    Grima and Keys of Orthanc gives you the resource output of Steward of Gondor for only one threat per player. It’s really too bad this combination works best in a solo environment (when there’s no risk of someone else using Steward) because resource acceleration across multiple decks can be tough. If you’re feeling generous, or you’re trying to get your partner to hate your Grima deck less, you can play Keys of Orthanc on someone else’s hero, so that they’re getting the benefit of a resource a turn too.

    • TalesfromtheCards permalink

      Good point about Grima/Keys working best in solo being a bit of a waste because of the availability of Steward. I did try the combo again last night in two-handed play and it worked quite well as an alternative when you’re not using Leadership at all. I’m just a bit worried that Loragorn/Desperate Alliance will be the only way to consistently make it work in multiplayer (consistently being the key word).

  4. Tracker1 permalink

    For solo, I think the best target for the Warhorse is Eomer. The restricted requirment is going to make it difficult squeeze into a deck with lets say Legolas, who already has an assortment of restricted attachmens to choose from, and I would probably be looking to other sources of readying for him i.e. Unexpected Courage, the only way I can see it working well in a solo deck that does not contain Eomer is to go the eagle route and look to Support of Eagles. But this just takes forever to set up, and in most of my solo decks usually just contain one tactics hero, so i might never see the combo in a game. Attaching it to dunhere will not happen offten since, I’d rather have 2 weapons attached, and UC.

    Silver Lamp seems cool, but, again for solo, I think it will see limited play if any in my decks. Just seems like another target card for Glorfindel, but the 2 cost is what makes this card likely to just sit in my hand as I play other cards to get the deck up and running. I usually don’t make a choice to play a card or not based on art, but for some reason i find the art very unappealing.

    Keys of Orhtanc is probably the best attachment in the batch for the solo player. Since doomed mechanic seems to be easiest to play solo, this card can really provide a big boost to a deck that is going the doomed route, and since it fits into a whole new type of solo deck it will see a lot more play than the other 2 attachments. So, in my solo eyes it is the best in the group of attachments, and with Grima it pulls the whole doom mechanic together.

    So my list is Keys, Warhorse, Lamp.

    • TalesfromtheCards permalink

      I would agree with you about Eomer/Warhorse being the best solo choice (again, my two-handed/multiplayer bias is showing in the article). He just works so well with the horse because, as I emphasized in the hero review, he doesn’t need weapons really to have strong attack strength, which is perfect since the Warhorse is restricted. Just throw one weapon onto him and he can often kill enemies by himself. It also makes perfect thematic sense that Eomer would be the best, or one of the best, choices for this attachment, so I credit the designers for their design all around here.

      The Silver Lamp art is a bit odd, mostly because I feel like it doesn’t really fit with the other at in the game.As for the Keys, I think the Warhorse will probably get as much, if not more play, than the Keys, but I could be wrong. You are right that it facilitates a whole new deck type, but I suppose that I based my rankings mainly on versatility of the cards, perhaps overly so. As I mentioned elsewhere in this comment thread, I tried Grima/Keys again last night and had a much better experience, and I think it can work well even in two-player/two-handed, but I worry that it will be overly dependent on Loragorn/Desperate Alliance.

      • Tracker1 permalink

        My rating for the keys is strictly from solo perspectve, with 2 or more players the Warhorse is going to see much more play.

        • TalesfromtheCards permalink

          Fair enough. How are you feeling about Grima/Doomed now? I know you were down on him when the expansion was first released. Have you had a chance to give it a try again since then?

          • Tracker1 permalink

            As you read in the event’s article i am way into Grima/Doomed. I think the only pit fall is I’m stuck with Grima and Aragorn. Mirlonde is also a good fit to help with the starting low threat, and to take advantage of mono lore synergy, i think she is better fit than Spirit Glorfindel. Any cards of a different sphere can easily be accessed songs love of tales is finding a way into these decks which is cool since i rarely use that card. I like that I can build a number of different deck types with just those 3 heroes and the doomed mechanic, possibly Trap decks, eagle decks, I did Outlands with Hurluin and another version with Elrond, i’ve even had some success with dain in the line up, and by personal favorite right now is this Istari deck.


            The only thing i dislike about it is the heroes have very little theme synergy. The allies could revolve around a theme, but the heroes are there just to facilitate the mechanics associated with their card abilities, and that can get boring after awhile, since currently the decks i’m playing with rely on the same strategy with just with different set of allies. We’ll see what else is in store for doomed. If it gets more love it will continue to be interesting. If not then it is what it is and will fade as new deck types emerge, but in summary i think for solo play it’s off to a good start. I like having completly different ways to approach the game and this is one more tool in the bag.

            Thanks for the discussion.

  5. After reading this, I really like the idea of trying a dual-sphere Spirit and Tactics deck with Eowyn, Glorfindel, and Beregond. Beregond will be the defensive powerhouse (as usual) but he will also be looking for a Song of Travel as well. After that’s equipped… you guessed it, he’ll proceed to grab the Silver Lamp, making him more solid than the walls of Minas Tirith. As you mentioned, this will take no small degree of luck in the card draw department, but it would definitely be fun to see how it plays out.

    • Tracker1 permalink

      Eowyn, Glorfindel, and Beregond are a great hero line up for solo play. It was one of my best decks for a while. Prefect fit for the lamp. Might as well just put the Lamp on Glorfindel though.

      • konokono permalink

        I’ve found that Eowyn + Glorfindel + anyone already makes for an incredible solo deck 🙂 But yes, Beregond is strong and just pushes them even further over the top!

        • TalesfromtheCards permalink

          That starting willpower of 7 is so good that it’s dangerously addictive. They should put a warning label on that pairing.

          • konokono permalink

            By the way, that was my first time posting here. Thanks for maintaining this incredible blog. As someone who is relatively new (been playing for a couple months) I’ve learned a lot from it and it has really enriched my playing experience!

            • TalesfromtheCards permalink

              Thanks! I really appreciate you reading and taking the time to comment, and I’m glad you’ve embraced this amazing game!

    • TalesfromtheCards permalink

      It’s really a perfect line-up in that you have the ultimate quester (Eowyn), ultimate defender (Beregond), and strong quester/attacker (Glorfindel). The symmetry is appealing.

  6. Landroval permalink

    one non-ranged attack per enemy per round is the rule i find most annoying in this game. I would like to see a strong tactics hero who has an ability which overrides it.

    I’m assuming keys of orthanc = 1 resource regardless of whether it is doomed 1 or doomed 4?

    Silver Lamp is obviously included for hobbit decks + small target. Also a good combo with feint as you can choose which shadow card not to trigger. Plus isn’t there a leadership card which lets you discard a shadow card?

    I think the horse is thematic in its restriction: only rohan or warriors can operate on the warhorse, and one hand is needed on the mare hence it’s restricted. If there was a 1 resource requirement on it that would have wrecked it.

    • TalesfromtheCards permalink

      Correct. The Keys grant only 1 resource regardless of the actual amount of threat inflicted by the Doomed. Dawn Take You All is the Leadership card that discards shadows, and I was excited to use it with Silver Lamp, but then I read the text again and it says that it discards a “facedown” shadow, which means it actually wouldn’t work with the Lamp!

  7. Tonskillitis permalink

    Rohan warhorse is probably the most interesting and satisfying of these cards though I feel all of them have potential in the right deck. The Warhorse brings an important choice for who to play it on and how to equip your heroes with restricted attachments. This makes Eomer quite useful because he can boost his high attack without a weapon. With just a dagger or a spear he becomes a real powerhouse. This attachment has led me to re-evaluate the worth of dunedain mark just to ensure that Dunhere (one of LOTR greatest heroes after Brand) has enough strength to make full use of his horse readying effect, cutting down hordes of Dunlendings . I don’t think you could say that the warhorse is overpowered simply because it is relatively tricky to boost up a heroes attack strength to more than 5 potential attack so they are by no means guaranteed to kill all enemies which often need 6 attack to destroy these days…

    • TalesfromtheCards permalink

      Good call on Dunedain Mark. That attachment is perhaps underrated, but it’s only 1 cost and doesn’t have the restricted keyword. I think it will become more valuable over time as those “restricted” slots become more precious.

  8. matthew permalink

    ” It’s easy to see that Brand has amazing value here, and he’ll soon be riding his Warhorse straight into the living room of every player who ever disparaged his name, unleashing a few arrows into them as a friendly greeting. Since I’ve said a few unkind words about him in the past, I’ll be dreading the sound of approaching hooves from now on…”

    As always, you make me laugh Ian.

    And cuz I’m a jerk, I’ll say I’ve been on Team Brand from the moment he was released! 🙂

  9. Mndela permalink

    I usually wanted to play Dark knowledge with Small Target. Now is easier. Frodo doesnt reduce his wp by 1. With new see-shadows, you can chose which enemy defend with small-target. Now problem is: Dark Knowledge becomes totally useless.

  10. sweetnesswhachacha permalink

    Yeah, silver lamp has a massively powerful effect, but enough drawbacks to make it interesting.

    Rohan warhorse is incredible. I had also considered Brand, maybe with someone running heroes like Bereavor or Denethor, people who could use abilities and safely quest or defend early on.

    The keys seem lackluster, unless you think of them as Grima’s attachment, like Asfaloth for Glofindel.

    Thanks again!

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