Showing posts with label events. Show all posts
Showing posts with label events. Show all posts

Thursday, April 30, 2015

Impressions - The Treason of Saruman - Player Cards

Thanks to back ups at the west coast ports, we are blessed with back to back big box expansions.  The Lost Realms is still fresh, but we can now continue our journey through The Lord of the Rings saga, entering into the events of The Two Towers.  In this entry, I will give my opinion on the player cards for this saga expansion.

Heroes


All these heroes have been spoiled prior to the release, but this did not lower my anticipation.  Fellowship Aragorn gives us a fairly different saga hero, compared to Frodo or other Frodo.  Gone is The One Ring, and now Aragorn has a readying ability.  We already have multiple attachments which have abilities specific to Aragorn, such as Celebrian's Stone or Sword that was Broken which can give this version of Aragorn even more utility.
Théoden, King of the Rohirrim, was a hero that divided the community when the tactics version came out.  A new version was released in this pack.  Now a spirit hero, gone is his willpower boost, replaced with a much needed cost reducer for Rohan allies.  Since there is no resource generation, save for Miruvor, in spirit, and Rohan allies can be fairly pricey, this is a welcome ability.  Also, it allows you to reduce cost down to zero, so cards like Westfold Horse-breeder can play for free.  The only downside that I see for Théoden is his threat.  Prior to Théoden's release, Idraen was the highest threat spirit hero, with 11 threat, and the same stats as Théoden.  Obviously, if you want to to run monospirit, there are plenty of low cost heroes you can pair him with, but you're going to be in rough shape if you're trying to splash spirit with him.
Treebeard had just recently been introduced as an ally, and now we see his hero version.  Just like hero Gandalf did, playing hero Treebeard removes a versatile ally from your deck.  There were very few decks that I didn't put the ally version of Treebeard in, due to his powerful stats and his resource generation.  Even if there aren't any more Ents in the deck, ally Treebeard's resources are still useful for readying him.  That said, hero Treebeard has solid stats.  His action ability, while potentially risky, can allow you to have a powerful quester/attacker turn one.  Being able take damage after staging to boost your willpower can be savior, just like Eowyn's card discard ability, but not limited by the number of players in the game.  Since he's lore, he already has in sphere healing abilities, whether it's the core classic Self Preservation, or more recent cards such as Athelas, which allow you to continue recycling his ability.

Allies


Four allies came with this saga expansion, three of which are ally versions of former heroes.  Ally Gimli is a solid addition to any Dwarf deck, or leadership decks in general.  Now in the leadership sphere, his ability to ready after an enemy is revealed allows him to react to the enemy.  Whether that is using Gimli's sentinel to defend, or to attack back with his 2 attack (more likely 3 with Dain).  At four cost, he's also a great candidate for A Very Good Tale, which again still has utility in case enemies show up.
Legolas has been a solid hero since the core set.  His ability to add progress has always been a boon to the tactics sphere, which typically lacks in questing.  While this version doesn't have progress generation, the ally version has card draw, another ability lacking in tactics.  Typically, if I want card draw in a tactics deck, I pull out Foe-hammer, which requires a hero attacking and a weapon.  Though Legolas draws one card, versus Foe-hammer's three, his draw is more reliable and with less parts to get the combo.  That all said, I wish there was some synergy with the silvan cards of the Ring-maker cycle.  There is no benefit to bouncing Legolas back to your hand, and since he's tactics, there is not an eligible silvan hero (aka not Legolas) to pair with him. That said, he's a strong addition and definitely a card I'll be messing with.
Hama was an hero famous for his event recycling ability, especially the infamous "Hama lock" which had previously been used to break Shadow and Flame, now errata'd away.  In the most recent COTR podcast, they state that the hero version is a younger version of Hama, where this ally version is an older version, where he has taken the the role of Doorward to King Théoden and Captain of the King's guard.  This version definitely represents his more defensive side.  Already solid stats for three cost, or two if brought into play with Théoden's ability, Hama really shines during combat.  He gets to ready and gains 3 additional defense.  Because of the readying, he gets could be committed to the quest first, and then still defend.  At the end of the combat phase, you have to discard him, but there are still ways to get more utility out of him.  Since he's going to get discarded anyway, he would be a good candidate for Ride to Ruin, or if you want to save him, you could always attach Born Aloft to him to bring him back to hand and play later.
Quickbeam is the only ally from this expansion that doesn't have a previous hero version.  A unique Ent ally, so though you can only have one on the table at a time, his stats make up for the uniqueness.  Like other Ents, he has to come into play exhausted, however he has an ability that gives him immediate utility.  For the cost of one damage from his three hit points, he gets to ready when he enters play.  Normally, we would be concerned to take damage, but at his cost, and the synergy with Booming Ent, I don't see a reason not to include him and not take advantage of his response.

Attachments


The first attachment is a new mount.  Arod, able to attach to any hero, or Legolas, is able to place progress on a location.  Attaching it to hero Legolas, along with two Blades of Gondolin, and you have to potential for up to five progress placed on locations after a kill.  Throw in Asfaloth, and you have another progress, two if it's on Glorfindel.  With the new ally version of Legolas, it can be used on him as well.  Arod could also work well in a Rohan deck, using Westfold Horse-breeder to pull it, and then attaching to Éomer.
Ent Draught is a fairly simple attachment.  Extra hit points are nice, but it doesn't really excite me.  Similar to classic attachment, Citadel Plate, it gives extra hit points, but doesn't take up a restricted slot.  This makes it good for Treebeard, who relies on taking damage to boost questing and attacking, or hero Gimli.  It also gives you a little extra to handle quests with archery.
Herugrim is one of my favorite cards from the expansion.  This weapon opens up the opportunity for questing decks to have significant attack power.  Two of the strongest heroes to attach to: Eowyn or either Théoden.  Include Steed of the Mark or Unexpected Courage, along with willpower boosting, such as The Favor of the Lady or Dúnedain Quest, and you have the opportunity to quest strongly and still attack enemies that come down.  If you include Nor am I a Stranger, granted a longer combo to setup, you have unlimited choices of who to use this with.
Shadowfax is another unrestricted mount, though limited to Gandalf.  Shadowfax gives Gandalf ranged and sentinel, as well as a readying effect.  This is definitely a multiplayer card.  Thematically, it makes sense to include it, and it is neutral, so it is flexible regardless of what heroes accompany Gandalf.  Even with that, I would use Unexpected Courage over Shadowfax in a solo game.  If you're using hero Gandalf, more than likely you are using Wizard Pipe, so getting Unexpected Courage to the top of your deck so Gandalf can use any sphere shouldn't be a problem.

Events

Entmoot is similar to Mustering the Rohirrim and The Eagles are Coming! where you can pull allies of a certain trait into your hand.  I find it interesting the inconsistencies between these cards.  For Rohan, you have to pay 1 resource, and only get to pull 1 ally out.  With the eagles, you can pull out as many as you find.  The Ents work the same as the eagles, but you have to have an Ent character in play.  If you're playing with hero Treebeard, then the requirement for an Ent character isn't a problem, but if you prefer the ally version, then you need to have something out before the card is effective.
Helm! Helm! seems situational.  You have to exhaust and discard a Rohan ally to discard a non-unique enemy enemy engaged with you.  This means you probably don't get to utilize the ally you are discarding since it has to be ready.  I suppose you could use ally Hama's ability to ready so that it can be exhausted and discarded.  It also has to happen only after enemies have attacked, so it doesn't even allow you to save a defense, meaning you may have to lose two characters for especially rough enemies.
The Three Hunters is the last event included in the expansion, and is the third Fellowship card.  I'm not a big fan of both Fellowship and Baggins sphere cards, since you can't play it unless you are controlling the respective hero, and it cannot be used outside of the saga quests.  At three cost,  it seems like it will be hard to save the resources until the card holder is able to play it.  Obviously, there is resource smoothing that could be used, such as Théodred's response, or Errand-rider, but I would be hesitant to put any resource acceleration on Aragorn, unless I planned to use an attachment to give him additional resource icons.  That all said, if the resources are available, the card's ability is strong.  Being able to ready three heroes and give them stat boosts could be useful regardless of the reason.  Perhaps you need three additional willpower to boost questing, or you need to added combat strength to deal with enemies that showed up.  It's unfortunate that is requires that the player controls Fellowship Aragorn, as it makes it unavailable in The Black Rider and The Road Darkens.

Final Thoughts

In many ways, the player cards in Treason of Saruman are welcome additions to the card pool. Some of which are more situational than others, but there is a place for each card. It's hard not to compare these cards to what we received in The Lost Realm, because of how closely they were shipped. In my opinion, I am more excited about the cards from The Lost Realm than Treason of Saruman. There are strong cards in this expansion, but I feel The Lost Realm introduced new ways to run a deck, where as these cards feel like more of the same. 
What's your thought? I'd love to hear if you agree or disagree. 

Wednesday, April 8, 2015

Impressions - The Lost Realm - Events, Attachments, and Side Quests

Events


There are three event cards in The Lost Realms, with spirit missing a card.  Tireless Hunters is what I call a "soft" version of feint.  During combat, you're able pull an enemy over to you, and if it has been dealt a shadow card, then it is removed.  This could be used to move an enemy from another player that isn't set up to defend an attack, or even bring an enemy down from the staging area.  Back in the core set days, the Hill Troll in Journey Down the Anduin could be a daunting enemy.  It was common to forest snare him until you could deal with it.  Unfortunately, you either had to spend a feint, or deal with his 6 attack for at least a round.  In this case, you could use this card to pull him down after enemies have attacked, then snare him during the next turn's planning.
Expert Trackers reminds me of Strength of Will. Instead of a static amount of progress, you are able to place progress on a location relative to the threat of an engaged enemy.  There's not much to say about it, it's solid.  As long as you have a deck with a good number of scouts or rangers, I don't see a reason not to include it to help with location control.
Ranger Summons is the card that got me excited for this expansion.  First off, it's a signal card, so it has synergy with our new watchman.  For one cost, this card places a ranger ally into the encounter deck.  I have to imagine that this was inspired by The Massing at Osgiliath's Ranger of Ithilien.  It can do damage to an enemy, or put progress on a location, then you get to give it to whichever player needs him most.  Solid stats for the cost, but I wish it would of had a shadow effect, like the Ranger of Ithilien.  Perhaps that would of been overpowered.  Regardless, I'm very happy with this card, and I can tell from my initial playthroughs that it is very satisfying to see them come up during staging.

Attachments


Heir of Valandil reminds me of O Lórien!  To fit in with the Dúnedain trait, instead of being a static reduction, it is relative to the number of engaged enemies.  I imagine it will be good as we get through the cycle and fill out the number of Dúnedain allies.  I don't see any value, however, in a mono-leadership deck, considering the amount of resource acceleration available.
Secret Vigil is my favorite attachment from the expansion.  It provides a lot of utility that isn't available in tactics, particularly threat reduction, both enemy and player.  There was a core set card, Power in the Earth, which had similar effects, but for location.  It didn't, however, provide any additional utility beyond reducing the threat in the staging area.  It fits right into what tactics is meant to do, and not only benefits the player who played it, but each player.
When I saw Athelas, the first thing I did was pull up the quest cards for A Journey to Rhosgobel, to see how it was written about the Athelas objective cards.  These can't be used to for the last quest card in AJtR, but it could still heal Wilyador earlier in the quest.  My second thought was relating it to lembas, another recent lore attachment.  Where as that only healed three hit points, and readied the character, this heals all damage and removes a condition.  Not having a cap on healing isn't as big of a deal for me, as the most you would typically heal is four, but I'm always happy to have more condition removal.  Also, it doesn't have to heal the character its attached to, so there's flexibility there.  Unfortunately, you have to exhaust the attached character, so you use up their utility in exchange for the healing.  A small inconvenience for sure, but there's plenty of value to make up for it.
Star Brooch is a solid questing boost.  As opposed to The Favor of the Lady or Dúnedain Quest, which both cost two, for one you get the same boost, and it cannot be reduced.  The only trade off is limit one per hero, and you have to put it on a Dúnedain or Noldor hero, but that still opens it up to plenty of valid targets, such as Idraen or Glorfindel.  This attachment would come in very handy in quests where there are willpower reduction conditions, such as Black Breath.

Side Quests


A new addition to the player card line up, side quests allow for the players to take a break from the main quest for some added benefit.  Similar to The Battle of Five Armies, players decide which quest card they will take on, and then quest against that.  Not only do you get the benefit of the side quest, but it could also be useful in quests where you don't want to progress too quickly, such as Conflict at the Carrock, where you usually want to build up before taking on the trolls.  The only neutral card in The Lost Realm is a side quest, Gather Information.  Limit one per deck, it allows the players to search their decks for a card of choice, and add it to their hand.  Similar to Word of Command, being able to pull those key cards from your deck could be game changing.  In the quests included with The Lost Realm, there are various effects which can penalize you for how many quests are in play, but for all previous quests, I don't think there's any negative to include this.

Final Thoughts

Looking at the new cards as a whole, I'm very excited for where the designers are taking the game.  None of the cards drastically change the way the game is played, but they all give the players new options to explore.  Regardless if you build a Dúnedain deck, a lot of the cards can be included in older builds.  I look forward to testing out these cards in future plays.  What do you guys think?  What is your favorite card?  Are there combos that I didn't mention that merit further exploration?