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Set: The Two Towers
Kind: Free People
Culture: Elven
Twilight: 1
Card Type: Event
Game Text: Skirmish: Make an Elf strength +2 (or +3 if skirmishing a wounded minion).
Lore: An Elf avoids taking up arms, but once committed to the fray, his will is resolute.
Rarity: C




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General Strategy

A straightforward event, Valor is part of the suite of cards released in The Two Towers to give Elves a chance to compete with other Free Peoples cultures as fighters rather than relying solely on archery. As with earlier[Elven] skirmish events, Valor costs[1] twilight and will always give at least 2 strength, with a bonus if a condition is met. WhileDefiance and Border Defenses granted a +4 strength boost only against certain types of minions, a majority of minions can be wounded which makes Valor's +3 easier to attain and more universally useful.

Strengths and Weaknesses

Strong Versus...

  • Wounded minions

Weak Versus...

  • Event-heavy Shadow sides which might make better use of the added twilight than the Free Peoples

Example Decks

  • Decklists or links to decks that use this card.

Rules and Clarifications

  • As with most events, Valor takes a "snapshot" of the game when it is played. If a wounded minion is fully healed after Valor is played, the Elf will retain a +3 strength bonus. Likewise if an unwounded minion becomes wounded in a skirmish after Valor is played, the Elf will only be strength +2.

Extra Information

  • Add other information regarding printing, rarity, trivia, etc.