The Last Homely House
Middle-Earth => Chamber of Mazarbul => Topic started by: Thranduil on June 15, 2010, 04:40:55 AM
-
This block, currently codenamed !Paths, is a site block. The main focus is the sites, the adventure path, the adventure decks, etc. This follows on from my last DC block, Light & Shadow, to which the sites were essentially incidental and instead focussed on resistance and The Ring. The final set, !Back to the Light, included a lot of culture-shifted cards (cards normally of one culture found in another) and sprinkled throughout was the roots of multi-culture. In particular, I began focussing on "tribal cards" (cards that care about unloaded keywords like knight, ranger, besieger, tracker etc.). This tribal theme will come to the fore in !Paths.
!Paths will comprise of 3 sets, for the moment known as:
1) Road (250 cards)
2) Goes (120 cards)
3) On (120 cards)
Block mechanics:
• The most important mechanical theme is sites. This means cards like Pathfinder and Traveled Leader are obviously important. Also cards that care about terrain, like Gondorian Blade, Uruviel, Woodland Maid and so on. Also cards like Caravan from the South. And many other things besides! It will see games using sites, adventure paths and adventure decks in new ways never seen in LotR before!
[1] Bow of Lórien [Elven]
Possession • Ranged Weapon
Bearer must be an Elf.
While the fellowship is at a forest site, each minion skirmishing bearer is strength -1.
While the fellowship is at a river site, bearer is an archer.
C
(0) Tracking the Enemy [Gondor]
Event • Skirmish
Stealth.
Make a ranger strength +2 (or +3 if an opponent is ahead of you on the adventure path).
C
• I was hinting at this before by my Lookout thread, which will feature as one of the block mechanics. This allows me to spend most cardspace on permanent cards (characters, followers, conditions, possessions, artifacts) but many of them will act like events. For those of you who haven't seen my other thread, lookout will work like this:
Lookout – Phase: Cost. (Phase: Pay the lookout cost to play this card from your hand; then discard it from play).
[2] Vindictive Breelander [Men]
Minion • Man
Str: 6
Vit: 3
Sit: 2
Traitor. Lookout – Maneuver: Spot your traitor minion. (Maneuver: Spot your traitor minion to play this minion from your hand; then discard it from play).
When this minion is killed or discarded from play, you may reveal the Free Peoples player’s hand.
U
• A keyword I've used before will be making a recurrence, with a slight change: legendary (when a legendary permanent card is about to go to the discard pile from play or a legendary event is about to go to the discard pile after resolving, it goes to the dead pile instead of the discard pile). This means each player has in principle 2 dead piles, Shadow and Free Peoples, which are only active during their opponent's or their turns respectively. So there will be mechanics hinging on the discard and dead piles as well. Note that the uniqueness rule of the dead pile still applies only to companions.
[6] •Úlairë Enquëa, Feared Lieutenant [Wraith]
Minion • Nazgûl
Str: 11
Vit: 4
Sit: 3
Damage +1. Fierce. Legendary. (When Úlairë Enquëa is about to go the discard pile from play, he goes to the dead pile instead).
C
• The first set will also showcase a new keyword which I also previewed a while back: Monument (A monument card's game text is always active). This allows particularly sites (but also other cards) to continue to affect the game even when you are past them (or it is not your turn), and to include global effects or effects for you as a player instead of as either a Shadow or FP player.
[2] •Library of Orthanc, Ancient Repository [Isengard]
Artifact • Support Area
Monument. (Library of Orthanc's game text is always active).
To play, spot Saruman.
Your maximum hand size is increased by 2.
R
And now with that teaser, I will tell you that I'll start with some more details and new cards from the first set, Road, in the near future.
-
looking forward to it !!
-
I don't like the idea of sets named 'Goes' and 'On'.
I'm not sure that I like the legendary idea... I mean basically if it doesn't have any of the dead pile rules it's just another discard pile but with another name. One thing that could be interesting could be minions that are not discarded at the end of the turn, Legendary could be a nice keyword for that.
The Monument Keyword is a good idea. What happens if I shuffle a monument from my discard pile into my draw deck? It is still active?
-
I don't like the idea of sets named 'Goes' and 'On'.
They're not actually going to be called that! ;) They're just codenames, like MTG called this year's block Live, Long and Prosper until the set names, Zendikar, Worldwake and Rise of the Eldrazi were released. I haven't finalised the names yet, and I thought I would leave a little bit of suspense.
I'm not sure that I like the legendary idea... I mean basically if it doesn't have any of the dead pile rules it's just another discard pile but with another name. One thing that could be interesting could be minions that are not discarded at the end of the turn, Legendary could be a nice keyword for that.
It's not quite another discard pile, because it is harder to get back cards that go to the dead pile. I'm hoping that when I use it a bit, you'll see what it's really for.
Minions that don't discard at the end of the turn are really weird and I'm not sure how that would work. What would they do in between turns?
The Monument Keyword is a good idea. What happens if I shuffle a monument from my discard pile into my draw deck? It is still active?
No. I suppose technically the helper text should perhaps read: "While in play...". It was implied, but not stated explicitly.
Thranduil
-
I thought that the monument keyword made the cards still active even if they were in the discard pile as well. I still like that keyword anyway.
Minions that don't discard at the end of the turn are really weird and I'm not sure how that would work. What would they do in between turns?
Between turns... well you could move the card away (in your support area maybe) and keep the wounds on your minion. When the next shadow phase would start, just move the minion back... as it is already in play you don't have to pay his cost again.
I'll make a new thread about that. Let's keep this thread talking about your new block only.
-
Tell me what you think about these guys:
[4] •Aragorn, Of the Three Hunters [Gondor]
Companion • Man
Str: 8
Vit: 4
Res: 8
Ranger.
At the start of the regroup phase, if an opponent is ahead of you on the adventure path, you may discard a minion.
A R
[2] •Legolas, Of the Three Hunters [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Archer.
At the start of the archery phase, if an opponent is ahead of you on the adventure path, you may exert a minion.
A R
[2] •Gimli, Of the Three Hunters [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1.
At the start of your fellowship phase, if an opponent is ahead of you on the adventure path, you may take a Free Peoples event into hand from your discard pile.
A R
-
For nostalgias sake!
Tell me what you think about these guys:
[4] •Aragorn, Of the Three Hunters [Gondor]
Companion • Man
Str: 8
Vit: 4
Res: 8
Ranger.
At the start of the regroup phase, if an opponent is ahead of you on the adventure path, you may discard a minion.
A R
Good but he would probably suit the C version more. Ive always thought that regroup effect characters are less useful than other effect ones as you dont by rule double move as much as you single move.
[2] •Legolas, Of the Three Hunters [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Archer.
At the start of the archery phase, if an opponent is ahead of you on the adventure path, you may exert a minion.
A R
Compared to other legolas and due to the fact hes rare id have to say wound. 50% of the time hes going to be useless if the guy is ahead of you.
[2] •Gimli, Of the Three Hunters [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1.
At the start of your fellowship phase, if an opponent is ahead of you on the adventure path, you may take a Free Peoples event into hand from your discard pile.
A R
Wow power to the dwarves! Love him, can think of many ways to abuse him!
-
For nostalgias sake!
Did you notice where my inspiration came from lem0n? :hey:
lem0nhead
[4] •Aragorn, Wingfoot (V) [Gondor]
Companion • Man
Strength: 8
Vitality: 4
Resistance: 8
Ranger.
If an opponent is ahead of you on the site path, Aragorn gains hunter 3 and at the start of the maneuver phase you may wound a minion.
"'Forty leagues and five you have measured ere the fourth day is ended! Hardy is the race of Elendil"'"
4 V 364
Also I'll tell you of an alternate Legolas I had:
"At the start of the maneuver phase, if an opponent is ahead of you on the adventure path, you may heal Legolas twice."
I didn't use it because I wanted the "if an opponent is ahead of you" to be an aggressive strategy, not a defensive. It would be too easy to play a surviving FP with this sort of strategy, letting your opponent get ahead to trigger your comps so that they survive, instead of trying to get ahead.
Thranduil
-
What about making the texts for Aragorn & Legolas active if they are ahead on the adventure path in exchange for exertions or threats?
gk
-
For nostalgias sake!
Did you notice where my inspiration came from lem0n? :hey:
lem0nhead
[4] •Aragorn, Wingfoot (V) [Gondor]
Companion • Man
Strength: 8
Vitality: 4
Resistance: 8
Ranger.
If an opponent is ahead of you on the site path, Aragorn gains hunter 3 and at the start of the maneuver phase you may wound a minion.
"'Forty leagues and five you have measured ere the fourth day is ended! Hardy is the race of Elendil"'"
4 V 364
Also I'll tell you of an alternate Legolas I had:
"At the start of the maneuver phase, if an opponent is ahead of you on the adventure path, you may heal Legolas twice."
I didn't use it because I wanted the "if an opponent is ahead of you" to be an aggressive strategy, not a defensive. It would be too easy to play a surviving FP with this sort of strategy, letting your opponent get ahead to trigger your comps so that they survive, instead of trying to get ahead.
Thranduil
I knew it sounded familiar, and i was thinking I'm sure someone tried that idea before.... :)
I agree with you wholeheartedly. If youre behind you should be attacking to catch up, not sitting back on your laurels. Keep with the aggro, and less control. (Cant help but use Magic terms its such a superior game!)
-
The concept is good, but once you are ahead (which is apparently the point) you lose their gametext and then they do nothing. Players are unlikely to use them if they want to win by getting to site 9 first .... they probably need something else for when they are in the lead. Just my 2 cents.
-
I like their gametext but I would gave them all Hunter 1.
-
I can see the point of putting on a minor keyword like hunter 1 to make sure they have something useful at other times, but unfortunately I refuse to use such a boring keyword! Is there some other simple thing I could do?
I think I will follow lem0n's suggestions: 1) make Aragorn C, 2) make Legolas wound minions instead. I'm okay with them not doing anything exciting when they're ahead. There are going to be a series of cards that help the underdogs and harm the leaders.
At the moment, I'm just going to be throwing out ideas to see how they are received. Let's try some legendary cards:
[1] Hidden Realms [Elven]
Condition • Support Area
Legendary. Tale. (When this card is about to go to the discard pile from play, it goes to the dead pile instead).
Maneuver: Spot an Elf and discard this condition to replace the current site with a forest or river site with Shadow number 2 or more from your adventure deck.
C
So the point of this card being legendary is that it stops you using it again and again with cards like Gil-galad.
[3] •Lost Secrets [Elven]
Condition • Support Area
Legendary. (When this card is about to go to the discard pile from play, it goes to the dead pile instead).
Lookout – Fellowship: exert your companion. (Fellowship: Exert your companion to play this card from your hand; then discard this card from play).
To play, spot an Elf.
When you play this condition, choose an opponent who must discard a card from hand.
When this condition is discarded, choose an opponent who must discard a card from hand.
U
Here it provides an extra drawback for a lookout card that likes to be discarded.
[2] Learn from the Past [Elven]
Event • Maneuver
Legendary. (When this card is about to go the discard pile after resolving, it goes to the dead pile instead).
Spot your unique Elf to place a Free Peoples card from your discard pile on top of your draw deck.
U
In this card it comes with a discard pile mechanic, stopping you from abusing it.
[8] The Long Defeat [Elven]
Event • Fellowship
Spell. Legendary. (When this card is about to go the discard pile after resolving, it goes to the dead pile instead).
To play, spot an Elf.
Exert 3 companions to move each character card in all discard piles into that card's owner's dead pile.
R
Here it offsets a huge effect (centred around discard/dead piles).
So what do we think of each of these slightly different uses of the legendary keyword? Which ones work well? Which ones don't? (I'm much more interested in how legendary is working for these cards than the details of the cards themselves).
Thranduil
-
I think that putting conditions, events etc. into the dead pile kinda distorts the function of the dead pile. Also are there not other cards that have actions based on the number of cards in the dead pile.
Can we not have another pile and call it the graveyard?
gk
-
I think that putting conditions, events etc. into the dead pile kinda distorts the function of the dead pile. Also are there not other cards that have actions based on the number of cards in the dead pile.
Can we not have another pile and call it the graveyard?
I wouldn't say "distort". Rather "expand". Have you ever played A Game of Thrones TCG (now one of Fantasy Flight Game's LCGs, Living Card Games)? They used a similar discard/dead pile duality. The dead pile started off as the place killed characters go, but it wasn't long before there were doomed cards that went there and other mechanics involving it.
So I'm not convinced it makes the dead pile significantly less dramatic, but can increase interaction of cards and rules by a large amount.
Essentially this block is trying to use physical cardspace that is not often used in the current game, for example adventure decks, adventure paths, discard pile and dead pile. For most of these cards, you could of course use the "removed from the game" zone or make a new one called "graveyard", but I feel that while there is a game zone that is hardly used, we might as well use it.
I hope those ramblings make some sort of sense...
Thranduil
-
Good idea to make Legolas wound minions instead. I'd like your Aragorn to be Rare to fit with his Legolas and Gimli counterparts. What about making him Strength 9?
Hidden Realms
Condition • Support Area
Legendary. Tale. (When this card is about to go to the discard pile from play, it goes to the dead pile instead).
Maneuver: Spot an Elf and discard this condition to replace the current site with a forest or river site with Shadow number 2 or more from your adventure deck.
C
So the point of this card being legendary is that it stops you using it again and again with cards like Gil-galad
Well... if you don't want any Gil-Galad abuse, you could just add 'Remove this card from the game.' If Gil-Galad is still a problem just X-List him.
Lost Secret is interesting.
I don't understand how you could abuse Learn from the Past.
I thought there wouldn't be that much 'Legendary' cards. The keyword sounds like its a very important card. Some of the one you made are regular commons and uncommons. However, The Long Defeat looks pretty legendary.
At first I wasn't sure about Legendary, however... Allies are going to the Dead Pile so why not having other types of cards here as well.
-
I am wondering about the dead pile: how does it work when a unique companion is in play and then another copy later goes to the dead pile (as in The Long Defeat)? Also, how do you keep track of the rule of 9 when you are moving companions into the dead pile from the discard pile? Just curious about this stuff.
-
I thought there wouldn't be that much 'Legendary' cards. The keyword sounds like its a very important card. Some of the one you made are regular commons and uncommons. However, The Long Defeat looks pretty legendary.
2 things to say about this: 1) It is not as common as I've made it out to be, and I doubt that all those cards I posted would see the light of day in the same set, more likely spread over the block. 2) [Elven] is also one of the best cultures for legendary, so you expect to see more in that culture than others.
I am wondering about the dead pile: how does it work when a unique companion is in play and then another copy later goes to the dead pile (as in The Long Defeat)? Also, how do you keep track of the rule of 9 when you are moving companions into the dead pile from the discard pile? Just curious about this stuff.
To be honest, I had not thought about that! But presumably, you only care about the rule of 9 when you try to play a companion. Also, I did not make The Long Defeat clear as to whether it puts all your opponents' companions as well as their minions into the dead piles, and I'm not sure what the answer actually is! ;)
I was also considering putting legendary on followers. What do you think about that?
Thranduil
-
I was also considering putting legendary on followers. What do you think about that?
This would be a good idea, as long as it is an important character... don't put legendary on Bounder.
-
I was also considering putting legendary on followers. What do you think about that?
This would be a good idea, as long as it is an important character... don't put legendary on Bounder.
I would agree with this as it does make sense that followers should go to the dead pile like allies under the right circumstances.
-
I am wondering about the dead pile: how does it work when a unique companion is in play and then another copy later goes to the dead pile (as in The Long Defeat)? Also, how do you keep track of the rule of 9 when you are moving companions into the dead pile from the discard pile? Just curious about this stuff.
To be honest, I had not thought about that! But presumably, you only care about the rule of 9 when you try to play a companion. Also, I did not make The Long Defeat clear as to whether it puts all your opponents' companions as well as their minions into the dead piles, and I'm not sure what the answer actually is! ;)
I was also considering putting legendary on followers. What do you think about that?
Thranduil
Yeah, I can follow the idea of adding non-character cards to the dead pile as a way to spice up game play. I think when you start putting companions there in some of these quirky ways, it starts to create more problems though, and to me it is just a really powerful ability. Of course, I say this without knowing what the rest of your card ideas look like. I also can't say I'm the biggest fan of putting minions in the dead pile... it seems to create more strangeness to mix free peoples and shadow cards there.
As far as legendary followers, I don't see problems with that, just like I think conditions and events are OK. Overall I like your ideas and the creativity is great!
-
I also can't say I'm the biggest fan of putting minions in the dead pile... it seems to create more strangeness to mix free peoples and shadow cards there.
Well each player will have a Shadow dead pile and a FP dead pile, which I didn't make the most clear before, so they would be fairly separate.
I'll hopefully post some more legendary ideas soon.
Thranduil
-
Some more ideas:
[2] •Galdor, Ambassador [Elven]
Follower • Elf
Str: +2
Res: +1
Legendary. Aid – discard 2 cards from hand.
To play, spot an [Elven] companion.
Each event you play during a skirmish involving bearer is legendary.
U
So here again legendary acts as a drawback. He had relatively high pay-off, but events you play for his bearer go to your dead pile.
[3] •Dáin Ironfoot, Steadfast King [Dwarven]
Follower • Dwarf
Res: +2
Legendary. Aid – discard the top 4 cards of your draw deck.
To play, spot your [Dwarven] companion.
Bearer is valiant and damage +1.
Skirmish: Exert bearer twice or discard Dáin Ironfoot to make bearer strength +1 for each card in your dead pile.
R
Legendary here goes on a dead-pile effect.
Does that all seem good?
Now a bonus card:
[6] •Boundaries of Elvenhome [Elven]
Condition • Support Area
Monument. (While this card is in play, its game text is always active). Stealth.
To play, spot 2 Elves.
Each time another player plays a character (except at a sanctuary), that player must discard a card from hand.
R
Thranduil
-
I'm not sure if a minor character like Galdor deserves to be legendary... He isn't doing anything in the movie... perhaps he is more important in the books.
Discarding the top 4 cards of my draw deck is a lot. Swap 'your [Dwarven] companion' for 'a [dwarven] companion'.
Why do Boundaries of Elvenhome is a stealth card?
Other than that, everything looks great.
-
So are unique followers in the dead pile going to prevent another copy of them being played? This has implications for Dain Ironfoots gametext.
I might be off here .... but I think there is some confusion with the Legendary keyword ... it is meant to represent uniqueness and limit the cards use, but the keyword suggests the card / persona is a legend and this is not necessarily true the way i see it. Perhaps the keyword could be switched to something else (like Unique .... boring i know but perhaps it captures the essence of the keyword). Just my 2cents.
-
Discarding the top 4 cards of my draw deck is a lot.
I don't really think so, I mean, with all those legendary cards around here, you can pump bearer easily to strength +5 and more by exerting hm twice or discarding Dain.
-
I'm not sure if a minor character like Galdor deserves to be legendary... He isn't doing anything in the movie... perhaps he is more important in the books.
I hear where you're coming from. But I like him as legendary because he's an Elf and is going to go into the West, never to return.
So are unique followers in the dead pile going to prevent another copy of them being played? This has implications for Dain Ironfoots gametext.
So far, this is not true. The uniqueness dead rule currently only applies to companions. So a question: should the uniqueness dead pile rule apply to ALL legendary cards?
I might be off here .... but I think there is some confusion with the Legendary keyword ... it is meant to represent uniqueness and limit the cards use, but the keyword suggests the card / persona is a legend and this is not necessarily true the way i see it. Perhaps the keyword could be switched to something else (like Unique .... boring i know but perhaps it captures the essence of the keyword). Just my 2cents.
Good points. I think I would say it most represents the fact that things are continually lost from Middle-Earth never to return – spells, places, peoples – and turn into legends.
I don't really think so, I mean, with all those legendary cards around here, you can pump bearer easily to strength +5 and more by exerting hm twice or discarding Dain.
Here's another important clarification: currently, legendary cards only go to the dead pile if they would go to the discard pile from play (if permanents) or from the void (if events). So discarding legendary cards from draw decks or hands does not put them in the dead pile.
Another question: should legendary cards go to the dead pile whenever they're about to go to the discard pile?
Also a minor clarification. I do not intend all these legendary cards to be in the same set – these will be spread over the whole block, and I'm not sure a lot of them will even make the cut at all.
Thranduil
-
So far, this is not true. The uniqueness dead rule currently only applies to companions. So a question: should the uniqueness dead pile rule apply to ALL legendary cards?
I think that it should. Otherwise it would require a modification of the current rules. Also, it gives more credibility to the keyword by differenciating it more than regular cards that goes to the discard pile. By the way, the uniqueness dead rule applies to allies as well.
Another question: should legendary cards go to the dead pile whenever they're about to go to the discard pile?
I guess that it would make more sense to put them in the dead pile only when they are discarded from play. From my point of view, even events are discarded from play (right after the have been played).
-
Dain Ironfoot is a powerhouse follower .... I like him alot. There are other comparable followers in terms of power like Rohirrim Doorwarden so he is hopefully not over-powered.
Strength +1 for each card in your dead pile encourages you to kill off companions, kill off allies, or get legendary cards in the dead pile. Get this guy on your RingBearer and you are looking pretty strong.
He is even better if he is not unique once he enters the dead pile. You discard him to get the strength bonus. This in turn will fuel the next Dain you play.
He would also be a nice trick with enduring wraiths. Wraiths with Gimli as RingBearer?
In short ... I like this Dain alot, but i think Legendary followers (and maybe even followers themselves?), not so much legendary cards in general need to prevent further copies being played once they have entered the dead pile.
-
So I think the consensus is that legendary cards should follow the normal uniqueness rule for the dead pile. And it shall be so.
I told you I'd be using the adventure decks in ways never before done. How about this guy (I apologise for the lack of a spread of cultures, but I was using [Elven] and a bit of [Dwarven] for my test cases):
[2] •Haldir, Guardian of Lothlórien [Elven]
Companion • Elf
Str: 7
Vit: 3
Res: 6
Archer. Ranger. Valiant.
At the start of each turn, you must reveal a forest site from your adventure deck or discard Haldir.
U
-
Nice idea Thranduil. It's good but balanced when compared to the other Haldir and to Glorfindel.
-
So I think the consensus is that legendary cards should follow the normal uniqueness rule for the dead pile. And it shall be so.
I told you I'd be using the adventure decks in ways never before done. How about this guy (I apologise for the lack of a spread of cultures, but I was using [Elven] and a bit of [Dwarven] for my test cases):
[2] •Haldir, Guardian of Lothlórien [Elven]
Companion • Elf
Str: 7
Vit: 3
Res: 6
Archer. Ranger. Valiant.
At the start of each turn, you must reveal a forest site from your adventure deck or discard Haldir.
U
I disagree that he is balanced. All that for 2 offset by loading your siteline with forests??? In whats going to be an elven deck surely? Elves loves forests!?!? There is no drawback, this is a tad OP! I would just about accept him if he was rare as he would be one awesome starting character. Its not like youre even going to necessarily run out of them because either a.) going first or b.) you're going second and have 9 forests anyway cos youre running elves/forestguls.
By the way i must say i REALLY like the idea, full kudos for the invention but this seems too easy imho.
Nice idea Thranduil. It's good but balanced when compared to the other Haldir and to Glorfindel.
Done get me started on how retarded Glorfindel is. >:(
-
I don't think he's OP...Just make him Rare, and it'll be alright. On the other hand, I'm curious what adventage for him being a Valiant is. So far the only cards that are exploiting the Valiant keyword are Rohan cards, and even those don't involve spotting Valiant companions or elves, but Valiant men. It'd be rly interesting if u changed that and add some more elf-rohan colaboration. :D
-
Haldir, Emissary of the Galadhrim is strength 7 85% of the time and has a regroup ability. He comes from TT block where cards are weaker than everything that is post-shadows.
This card looks alright to me but I have to agree with lemonhead that when played with forest guls and their 9 forest sites, it is a bit lame.
-
Haldir, Emissary of the Galadhrim is strength 7 85% of the time and has a regroup ability. He comes from TT block where cards are weaker than everything that is post-shadows.
This card looks alright to me but I have to agree with lemonhead that when played with forest guls and their 9 forest sites, it is a bit lame.
but still, this guy is 100% strength 7, and also an archer, Ranger (which is one of the best unloaded keywords) an Valiant. Not OP, but Hunters-Block like, if you know what I mean ;)
-
I disagree that he is balanced. All that for 2 offset by loading your siteline with forests??? In whats going to be an elven deck surely? Elves loves forests!?!? There is no drawback, this is a tad OP! I would just about accept him if he was rare as he would be one awesome starting character. Its not like youre even going to necessarily run out of them because either a.) going first or b.) you're going second and have 9 forests anyway cos youre running elves/forestguls.
I see your argument. You're right that was the intention: to encourage you to go first. There may also be ways of removing terrain keywords from sites. But he still perhaps should be toned down.
I don't think he's OP...Just make him Rare, and it'll be alright. On the other hand, I'm curious what adventage for him being a Valiant is. So far the only cards that are exploiting the Valiant keyword are Rohan cards, and even those don't involve spotting Valiant companions or elves, but Valiant men. It'd be rly interesting if u changed that and add some more elf-rohan colaboration. :D
These cards don't exist in vacuum. You need to look at my previous block Light & Shadow and Reflections II to see what I've done with the valiant keyword. Certainly it's much more widespread and flexible.
Thranduil