So, am I the only one who is pretty much underwhelmed by the new Dunedain cards? I'm talking about TLR and the first two adveture set, but the the other spoilered cards don't make me feel much better about the Dunedain trait. The whole concept of getting benefits from being engaged with enemies sounds cool, but does it work? IMO it doesn't, slaying an enemy or totally avoiding him is (almost) always the better approach (especially when you get a scenario that totally mocks this brand new concept - yes, I'm looking at you, Wastes of Eriador!).
I don't see a chance of playing any of these new cards in solo mode. Perhaps the concept works better in multiplayer? Also, I ask myself why they're building this concept around lore and leadership instead of tactics. I mean. Isn't tactics the sphere that should get benefits from fighting enemies? And why are most of these cards so expensive? There are only a couple of allies that cost less than 3. That makes building a themed deck almost impossible.
Another problem is that the concepts for Rangers and Dunedain have no synergies. They even contradict each other, ao the player cannot build a deck around both traits. Either it is traps, or it is keeping your enemies engaged (but ok, Forest Trap, you're a good boy!).
I am disappointed, I already thought that the old Faramir hero was a low point in card design, but these new cards seem to follow that trend, too. It doesn't help that we get crazy powerful cards for other traits in each pack.