Ace design on Legolas and Gimli. Don't know what spheres they fit in best, but ace design.
Beorn is really cool, but I'd drop the cost reduction from the human-form (and some threat), and I would remove the "ready and draw 1 card" if the enemy is destroyed. A built-in swift strike is good enough, freeing you from dealing with that attack if the enemy is destroyed. Being able to do that while exhausted is almost overpowered. Readying and drawing 1 card is waaaay over the top. That's a built in double action advantage (quest, attack while exhausted, then ready to attack again or defend), in some cases.
I understand Beorn is "busy" but honestly I'd like to see a more complex hero. The neutral human side of Beorn is good on his own, but is 3 points low considering his stats vs starting threat. That is part of the balancing reason I wanted the bear side to be so strong. Also, since you can't flip him until you hit 40 or higher threat, I wanted him to be useful on his own. Thematically, I felt he was best as a neutral hero and so in order to get any use out of his resources I included the ability to pay for Mount and Creature cards. This plays into his ability to speak with animals and hanging out with more intelligent creatures. I toyed on and off with the cost reduction. I can see giving it up. After you reach the 40 threat range, you can exhaust Beorn to turn into a bear and flip the card. I wanted there to be a cost to switching - since you have to exhaust him you don't get to use human Beorn for defending, etc. - into the more tactical and offensive bear. (attachments also fall off of the bear form) But I also wanted to have something that targets his most hated enemies of Goblins and Orcs. I can see giving up the stand or draw, but unless you are playing some of the early quests just having 5 attack isn't going to be killing much any more. Most enemies are not that squishy so I felt it was still justifiable. New player cards always make the old quests easier. That can't be helped since the new quest cards continue to get harder, more shields, more health, toughness, etc.
I also liked the concept of the bear side having more health, but regular healing not working on him. So he could take too much damage as the bear and then not be able to revert back without sacrificing some creatures or mounts.
Honestly the more I think about it, he could be a threat of 13 or 14. even with the removal of the cost reduction and the standing effect.
To make it less of a quick strike I could change it to a response after resolving a Goblin or Orc enemy attack against you, he can swing for free, even if exhausted?
Sorry! I totally missed the fact that he's a neutral hero, which makes the cost reduction a little more sensible, as he's "costing" you one resource per turn which you can't use on colored cards. I'm still not sure about it, but it's less serious now, I think. And I think he makes perfect sense as a neutral hero.
And how about losing at least the "draw one card" stuff? The thematic representation of card draw is usually knowledge, and I don't see how this fits Beorn. Maybe have him spread damage with his big paws, so after he deals any amount of damage to an enemy engaged with you, deal one damage to another enemy (or two? seems strong) engaged with you? I'd prefer damaging more enemies to readying and card draw. Maybe place one damage on one more enemy engaged with you, and if you're engaged with four or more enemies, place another one damage on another enemy engaged with you. I'm seeing him flailing around the battlefield, taking down several orcs with one fell swoop. The more he's surrounded, the angrier and stronger he becomes.
Edited by narubianHorror293