Eleanor

By shosuko, in Strategy and deck-building

How valuable do you feel she is?

How do you work her into a deck?

From my experience some quests can live or die by being able to replace just 1 "when revealed" card with ANY other...

Yet she is just... so... weak... -_- Maybe it's because I'm a noob... I use the Test of Will event card so far, but have lost some quests because I couldn't draw that up before the dreaded treachery came through.

With only 1 will, 1 attack, 2 defense, and only 3 health... What else can I use her for besides a low starting threat ?

She's not needed when playing solo.

But her value rises with every extra player.

When playing 3 or 4 player games she rocks, as almost every round some nasty "wen revealed" effect will show up. Especially in NM mode.

Do you would say the sacrifice of 1 hero dedicated to canceling when revealed is worth it over a 3-4 player game?

This game has gotten to the point where you need to build a deck with synergies. You have to include heros that play nice with each other for one reason or another. Canceling a bad treachery... isn't enough. Eleanor just doesn't play well with others, and I think that's because of her traits. She's only Gondor, and unfortunately, Gondor has pretty much nothing in Spirit sphere. Sure, there is the Pelagrir Shipwright, but there aren't a lot of combo pieces there. You have to have a plan for your deck to do something, and Eleanor sitting around planning to cancel treachery is just not good enough. You can of course splash red and give her Gondorian Shield, but I think this is weak. Weak because if you're splashing red you could have taken Beregond, or Boromir and put the shield on them instead.

You can also run into problems when you use Eleanor. The fact of the matter is that Treachery doesnt add threat (at least not permanently, most of the time) and whatever you replace it with -barring another treachery- does. It is so easy to get yourself into a location lock by overusing Elenor or swarm yourself with enemies, and you find yourself in the outrageous position of "I could use Eleanor's ONLY ability right now, but do I actually want to?" You may end up using her cancel only once or twice a game, and that's just not enough. With rare exception, it's better to just take what the treachery dishes out, or to use A Test of Will, a card of the same sphere, that has the same ability, only better, for a meager 1 resource.

If you don't hit a treachery card you want to cancel during staging, Eleanor pretty much just sits around doing nothing, and that's very bad. You can't usually afford to have a hero who doesn't quest, cant block, and has only 1 attack.

She's a hero that canceling the right treachery at the right time can save you the game, and then everyone high-fives and says "Eleanor is awesome!" but overall she doesn't preform as well as others, IMO.

I have also had some very fun Palantir decks in multiplayer with her as my hero because her noble trait allows her to look into the distance. Again, the deck is terrible in solo but pretty great with a good team to work with.

In solo she is playable if you can put a Gondorian shield on her; if you don't use her to cancel an effect, she can be a good defender.

Do you would say the sacrifice of 1 hero dedicated to canceling when revealed is worth it over a 3-4 player game?

Yes I do.

In multi player games the effect of "losing" 1 hero action is far less horrid then in single player.

You can see this example in the escape from dol guldur quest: 1 player, hard as it gets.

With every extra player it gets more affordable.

Yes, she might do nothing a round, and so be it.

But the build in fail save she has has saved my group countless times.

She's not a "must have" by any means tho, specially if there are several spirit players around the table.

I very rarely use her. Usually I find it's better to plan around the treacheries in a scenario. Is there lots of direct damage? Bring allies with lots of HP. Does a treachery make nasty things happen if you have multiple copies of a card in the discard pile? Build a deck with many one-of's.

There are some treacheries, however, that you can't *really* plan around. 'Each player searches the deck and adds a Harad enemy to the staging area." Ouch. 4 new enemies. Now that's a time you'd like to have Eleanor.

I have also had some very fun Palantir decks in multiplayer with her as my hero because her noble trait allows her to look into the distance. Again, the deck is terrible in solo but pretty great with a good team to work with.

During the AtS cycle, I played this deck a lot. I would make 4 mono-spheres decks and always play 2 at a time. They were all Gondor-flavour, too, and a lot of fun against those quests. Eleanor was usually holding the Palantír, too.

'Each player searches the deck and adds a Harad enemy to the staging area." Ouch. 4 new enemies. Now that's a time you'd like to have Eleanor.

Indeed.

I have also had some very fun Palantir decks in multiplayer with her as my hero because her noble trait allows her to look into the distance. Again, the deck is terrible in solo but pretty great with a good team to work with.

I'd be really curious to see that list. I've yet to actually use that attachment but would love to! Mind sharing?

Edited by Slothgodfather