richsabre said:
trust me - booored will have experimented with her in decks, as we all have who've been here since core-infact me and booored had this discussion months ago which i started regarding her usefulness...i was back then experiementing with other combos and was beginning to break out of my eowyn phase
she isnt that great when it comes down to it, her 1 good point (and yes i used to think she was the sh*t too) is her 4 willpower, but there are far better ways now to quest, perhaps not until you have a few quests packs under you, but still more reliable ways
i used to use her in EVERY **** deck i made, and only now ive stopped do i win more
she is sort of the easy way to make a questing deck without using any combos- and yes combos can be used on her to effect, but it just is missing that juice that really makes a good deck
I think Eowyn is neither better nor worse than the majority of heroes. In fact, there are very few heroes that I feel stand out as either better or worse than the rest. I can't stand Denethor, for example, but I know other people really like him. Beravor seems to me like the clear winner, but you have to build a deck around her to take full advantage of the possibilities of card draw. Boromir's ability to ready whenever he wants is simply nuts, but unless you can ensure you benefit from it, it's not worth the threat increase.
That said, Eowyn excels at questing, as everyone knows, and one of the strongest, simplest decks to play through the initial cycle (and Khazad-dum) was a Rohan deck:
Heroes: Eowyn, Theodred, Dunhere (Starting threat: 25)
Allies: Snowbourn Scout x3, Westfold Horse-Breaker x3, Escort from Edoras x3, Gleowine x2, Miner of the Iron Hills x2, Daughter of the Nimrodel x2, Faramir x1, Eomund x3, Gandalf x3 (22)
Attachments: Dunedain Mark x3, Ancient Mathom x3, Steward of Gondor x3 (9)
Events: A Test of Will x3, Stand and Fight x3, Sneak Attack x3, Will of the West x2, Dwarven Tomb x3, The Galadhrim's Greeting x2, A Light in the Dark x3 (20)
With Eowyn and Theodred committed to questing, you could make lots of progress each turn, and Dunhere would take care of enemies in the staging area. Galadhrim's Greeting and Gandalf would drop your threat so that you didn't have to engage enemies, Dunedain Mark would boost Dunhere so he'd be strong enough to overcome defense strengths, and A Light in the Dark could force enemies that engaged you back into the staging area for Dunhere to attack. Without a Lore hero, the Lore allies need to be played by Stand and Fight, of course, but they each provide valuable, situational effects: card draw, condition removal, and healing.
It seems there were a lot of variants on this deck that saw play, each tweaking the core base by 5 cards or so, and Eowyn was crucial to all of them (as were Theodred and Dunhere). Low starting threat and high starting willpower are the core of the deck.
