This is one of the worst cards of the entire cardpool, of course, but I think I finally found a case where it might actually be playable. For a long time, I thought you might want to play this against locations that sit in your staging area all game long, sadly those are mostly immune to player card effects. However, you could use this against locations you don't want to reveal ever again (be it for surge, doomed or when revealed effects).

As for doomed, Hall of Beorn gives 5 locations with doomed 1, of which 4 are locations you might still want to travel to for various reasons, and the fifth one is the Endless Caverns from Escape from Dol Guldur, which is a scenario you'd probably rather use more powerful cards against.

Similarly with surge, there are 14 surging locations, however, all of those will force you to eventually clear them through selfexploration, permanent effects or outright forcing you to travel there.

This leaves us with the when revealed effects, where we finally find some suitable targets, like the Impassable Bog (1st cycle), Fouled Well, Plundered Armory, Warg Lair, Stagnant Creek (2nd cycle), Slopes of Gundabad (8th cycle). A cool combo could be cooperating with the West Road Traveller on neutralizing the Dreadful Gap from Dwarrowdelf or the Stock-Brook from the Fellowship of the Ring.

Of course, in order to make all this worth the effort, you want to effectively lower your probability of revealing the said location again... which grows with a thin encounter deck (not the case with most of the quests quoted above) or with additional players.

So in summary, if you want to gain some "I actually put Power in the earth to a sensible use" bragging rights, throw it into your deck together with West Road Traveller the next time you play a 4 player game of Into the Pit/Flight from Moria/Redhorn Gate/Road to Rivendell/The Dead Marshes, and there is a slim chance it might actually happen :)

it is usable in haldan-decks —

I initially underrated this card. The heroes are the core of any deck, so I never thought it would be worth it for me to exhaust two of my heroes for the entire next round, no matter what I was getting in return. Especially because I play true solo a lot of the time, and I'd be losing the stats of 2/3 of my heroes for the entire next round. But one day, just to force myself to use it, I decided to put it in a hero Gandalf deck to be my only source of card draw (besides Gandalf's Staff of course). My other two heroes were hobbits ( Pippin and Merry) to keep my starting threat low.

Well, boy did this card overperform. Every time this card came up, I realized I didn't mind at all exhausting my hobbits to draw 5 new cards. I kicked some serious butt when I tested the deck against The Oath and The Caves of Nibin-dûm and regularly ended up drawing my entire deck by the time the game was over. And then it hit me - you don't put Peace and Thought in a deck where you have heroes whose stats you need, you put it in a deck where you have heroes whose stats you DON'T need! (An obvious example would be a deck where one of your heroes is the star and the other two heroes are only there to keep your threat low - like my aforementioned Gandalf and hobbits deck.) Because the reason you want a hero to be ready is so that you can exhaust it to use its stats, and often in true solo you're left with ready characters at the end of rounds anyway, so if you don't need a hero's stats then exhausting the hero to do something else (like drawing a bunch of cards) is super strong.

I've tried to use this card for a while, but there's just never been a situation where it was worth it for me to play this when I drew it. By the time I felt ready to spend a resource and play this card, I had enough allies that I could defend and attack with them rather than playing this temporary stat boost. Maybe I'm missing something, but this card just doesn't seem worth it to me.

It is best in a deck focusing on the heroes or one that doesn't have good attacking allies. It can be quite good for taking down bosses in three hunters or with the boost from strider in grey wanderer decks. —

Straight Shot is a fantastic tech card. A tech card, for those unfamiliar with the term, is a card that is included in a deck because it is uniquely suited for a specific scenario or situation. It is a silver bullet, an efficient and powerful answer to a problem but is a but otherwise is not generally useful. Unlike cards such as A Test of Will or Steward of Gondor which are generically powerful (there are very few decks that do not become more powerful with their inclusion), there are many decks that become a lot worse and more inconsistent with this card's inclusion.

It's therefore, in those specific scenarios where Straight Shot shines. It is very much a tech card akin to cards such as The Great Hunt or A Elbereth! Gilthoniel!, a card to kill a very difficult enemy easily under specific conditions. The condition in this case is that enemies must have 0 . On it's own, the number of enemies that this can kill is relatively small (I'm looking at you Dread Realm Dwimmerlaik). However, as the other reviews have pointed out, there are a suite of cards that can boost the efficacy of this card. Aragorn, Bard the Bowman, Rivendell Blade and Marksman of Lórien can all reduce the of enemies, allowing for a greater range of targets to be sniped. Aragorn and the marksman are particulary effective, allowing you to kill an enemy before the combat phase, effectively avoiding an attack. Teching in out of combat phase attackers such as Quick Strike will allow you to use Rivendell blade or Bard to kill enemies before they attack (although I believe Bard's ability does not trigger attacking the staging area, so his ability is limited to enemies engaged with other players).

Using the above efficacy increases, Straight Shot becomes an incredible tech card against large enemies.

Horrible, big Mumaks that take turns to kill? BAM!! Shot with a silver bullet!

Nasty Trolls and Giants with a ton of health that will stomp on your dudes? BAM!! Shot with a silver bullet!

Nazgul screeching down your back, looking for your shiny new jewellery? BAM!! Shot with a silver bullet!

Straight shot is a fun card on quests where you tech it in and fully support it. Give it a go and have fun. Just don't waste your bullets on the little chumps.

(I do regognise the funny flaw in the silver bullet analogy, as most things that will die to a normal bullet will die to a silver one. But eh, the point still stands.)

14

This is a really good card fighting for a deck slot. In MP, you get to see all staged cards. In SP, I really like knowing shadow cards beforehand. I just flip the top 5 cards over and leave them open when I play this, and it really helps both questing and combat. All for only 1 additional threat, in a sphere with anlot of carddraw.