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card review The Wind Throne

Card Review
The Wind Throne: click to enlarge
The Wind Throne

Card text:

Nearest Haven: Lórien Playable: Items (minor, major) Automatic-attacks: Orcs - 3 strikes with 7 prowess
"...wind in the cracks and gullies of the rocky wall, but the sounds were those of shrill cries, and wild howls of laughter."-LotRII

  • Card Number: TW424
  • Rarity: Fixed5
  • Card Type: Site
  • Alignment: Hero
  • Artist: Pat Morrissey
The Wind Throne
written by LV43
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Overall, The Wind Throne is a pretty useful site, so useful that every Wizards fixed pack and one Lidless Eye fixed pack has one. The auto-attack is a little tougher than most of the straight major item sites (3@7 rather than, say, 2@8 ), but if you're prepared for orcs (Glamdring, Elven rangers, etc.) then it shouldn't be a problem. It's in reach of two havens and two darkhavens, making it a nice site to use in a deck based in the center of the north.

For wizards this site can be a little risky. The 2 draw number isn't too high, and if you've just been in wildernesses and border-lands your opponent may not be fully prepared for a shadow-lands assault, but even so, just one jaunt up to The Wind Throne leaves you open for a barrage of undead, orcs, trolls, dragons, and some drakes. Also, the most common access route to The Wind Throne is from Anduin Vales, a border-land. Chances are that your opponent will be able to play something as nasty as either undead or a Slayer, so beware. Therefore it may be wise to discover your opponent's hazard strategy before you head to The Wind Throne, waiting for further reinforcement before you try an assault or redirecting your quest for information to somewhere safer (Amon Hen, The Worthy Hills, or Weathertop, perhaps). Yet for a company prepared to deal with shadows and dragons, the rewards of The Wind Throne can be worth a trip.

If you're in the greater Grey Mountain Narrows area, your options for major items are a bit stressed. Within four regions of movement you can play major items at some dangerous dark sites (Carn Dum, Mount Gundabad, Mount Gram, Moria) which are in slightly more dangerous locations and have pretty similar auto attacks. The Dragon lairs are also available, but if you don't want to play a hoard item, 3 strikes at 7 are usually preferable to 2@12. Hermit's Hill is also available, but is rather difficult to use effectively. This leaves us with The Wind Throne, Sarn Goriwing, Barrow-downs (with easy autos), and Buhr Widu. The last is a really cool site, but depending on situations can either be out of the way or have a rather unfriendly auto-attack. So as far as decks based around Anduin Vales are concerned, The Wind Throne is one of the better places to pick up an item.

The Wind Throne has another nice feature, it is one of only two sites east of the Misty Mountains and outside of Mordor where information can be played. While Weathertop, Dimrill Dale, and Amon Hen (all having 1 or 2 strikes at 6) are all within easy reach of The Wind Throne, a deck based in Dragon territory or east of Mirkwood will prefer The Wind Throne or Amon Hen. Why would such decks wish to use Information? A Valiant Sword, for instance, becomes a nice +5/+1 weapon when forged with Map to Mithril, and Dragon-lore can let you grab Emerald of the Mariner or Enruned Shield just when needed. When I Know Anything can be a nice addition to a corruption-heavy dragon party, and many decks can benefit from Far-sight.

There is also one very nice feature which The Wind Throne shares with Geann a-Lisch, Isle of the Ulund and Urlurtsu Nurn: Look More Closely Later. This card is about as close as you can come in METW to a sick combo. Explore The Wind Throne. Play Rebuild the Town (#297). Grab an item. Next turn, play Look More Closely Later (#252) to untap the site, grab an item, play LMCL, grab another item. Next turn, have Saruman use the Palantir of Annuminas to retrieve LMCL and grab another item or a Dreams of Lore. Chances are that your opponent will get rather annoyed at you being able to get 2-4 MP per turn and he's only able to play Border-hold creatures on you (watch out for Slayers).

For Minion players, The Wind Throne is not as cool of a site. The site path is fairly safe, just watch out for deep wilderness creatures. While you're largely immune to the Orc/Troll/Undead attacks which plague wizard decks, a couple ahunt dragons can really ruin your day. There are some nice major items playable here, but they could also be played at Sarn Gorwing (for Dol Guldur) or Barrow-downs (for Carn Dum) which are safer. As far as information goes, it's not as big a factor for minion players. There are four minion resources which require information: All Thought Bent Upon It (aka Far-sight), Secrets of Their Forging (aka Ringlore), and That Ain't No Secret and That's Been Heard Before Tonight, which give a couple MPs in addition to whatever you grab at the site, but aren't too cool. Plus, a tough covert company can rack up all the info they want at The Worthy Hills, which never taps (now available for heroes too!).

So The Wind Throne can be a wonderful site for a hero company, and of moderate use to a minion. And who can resist such cool combos as Look More Closely Later?


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 January 17, 2012 06:31 am

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LV63 United States send message

Avatar for duff6551
Member since
November 15, 2002
Subject:    Posted: January 17, 2012 06:31 am Reply with quote Report content icon

a fixed card with many options - and played timely can cause great concern in an opponent - this review offers much information on the card and may require a second or even a third reading to fully appreciate the value of it - very heavy
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