I haven't played with Glorfindel or Asfaloth in quite some time. Sure, it is really powerful, but what we do instead is quest harder, make use of Northern Trackers, West Road Travellers and/or any other number of things that help manage locations. As with the Light, I do see them as really powerful, and it did take me a very long time to build a spirit deck without Glorfindel/Light and if a Lore player joined the table I'd get them to add Asfaloth to their deck. The only cards I've ever felt I HAD to run, regardless of the scenario, were spirit cancels. Except just recently we've done rather well against quests just powering through them and taking the treachery/shadow cards in the face (Erestor Gondor deck paired with a mono-tactics). To be certain, not bringing cancels has meant a very horrid and untimely death on a number of occasions, but we are each playing decks we want to play and are willing to take that risk.
Anyways, my suggestion is - just try other things anyways, even if you feel you can't do better than Glorfindel/Light/Asfaloth - because you can't really - but I wouldn't say it is necessary.
I also agree with the others. Creating a near equivalently powerful card to help others get away from using Asfaloth would likely just make you run both unless it is solved by being a different version of Asfaloth. I'd like that since I never make use of the current version. I'd like to see a version that puts 1 progress on up to 3 different locations. Likely 3 cost. Maybe dropping the "restricted" keyword and the cost by 1 if attached to Glorfindel.
Edited by Slothgodfather
