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card review Palantír of Elostirion

Card Review
Palantír of Elostirion: click to enlarge
Palantír of Elostirion

Card text:

Unique. Palantír. Playable at The White Towers. Discard if the bearer moves. If the bearer is a sage: your hand size increases by one and the bearer is able to use this Palantír this turn if he taps. With its bearer able to use a Palantír, tap Palantír of Elostirion to draw a card. Bearer then makes a corruption check.

  • Card Number: LE134
  • Rarity: Rare
  • Card Type: Resource Item
  • Alignment: Minion
  • Artist: Jeffrey Reitz
Palantír of Elostirion
written by LV42
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The Palantiri are better and worse for minions than they are for heroes. They're harder to use - only Calendal can do it inherently, and Focus Palantir isn't worth any MPs, so it *beep* in comparison to Align Palantir. The big hitters in terms of MPs - The Palantiri of Amon Sul and Osgiliath - both need to be stored at Barad-Dur, which is harder than storing at a Darkhaven. But three of the minion Palantiri are worth MORE MPs than the hero versions - this when, in general, minion items tend to be worth less.

Of all the Palantiri, the one of Elostirion is the one that gains the most in comparison. It's available at the same site: one with a small, almost insignificant automatic-attack. It's the only Palantiri whose actual ability has been significantly upgraded for minions. And how!

Instead of helping to lose corruption, the minion P of E increases hand size by one: an ability that needs to introduction or defense of its usefulness. Best of all, this ability doesn't requiring tapping or anything in particular other than just being there. ANY sage can use the P of E, and its second ability is far more flexible than corruption defense - you use the thing to draw a card. That's a surprisingly rare card effect in the game, and to be honest I'm not sure just how powerful it is (although it can never hurt). Even just the increased hand-size would make this item worth its weight, though. Like the METW version, its biggest disadvantage is that you have to stay put. Add 3 MPs to all this and you have an impressive item - one that's worth leaving someone behind for. There's the risk of that person getting wounded by a hazard creature, true, but if he or she has a high enough body, he can get wounded and the added card-size will still hold. Unless your opponent's playing a ruins-oriented hazard side, it's worth the risk.

What's the down side? The White Towers is a long, long way away. Barring helping cards, it will take at least three turns to get up there. In a well-tuned deck you should be able to pick up stuff along the way, but it's still a long and dangerous journey for a minion company. P of E thus works well in decks that are already planning on heading out that way - for example, to lay waste to the Shire.


Original card review taken from :
With the authorization of the webmaster.

The reviewing team consisted of Gwaihir (Chris Farrell), Gimli (Nathan Bruinooge), Ohtar (Charles E. Bouldin, Esq.), Radagast (James Kight), Joshua B. Grace (Beorn), Martijn Steultjens (Fram Frumgarson), Jason Klank (Saruman) and Jeffery Dobberpuhl (Wormtongue)


Modified on July 16, 2011 10:39 pm

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Author Message
LV63 United States send message

Avatar for duff6551
Member since
November 15, 2002
Subject:    Posted: July 16, 2011 10:39 pm Reply with quote Report content icon

like real estate - the three most important things about this card are location location location - useful in the right deck
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