The One Ring, Isildur's Bane (1R1)

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The One Ring, Isildur's Bane (1R1T)


Set: Fellowship of the Ring
Kind: None
Twilight: 0
Card Type: The One Ring
Strength: +1
Vitality: +1
Game Text: Response: If bearer is about to take a wound, he wears The One Ring until the regroup phase. While wearing The One Ring, each time the Ring-bearer is about to take a wound, add 2 burdens instead.
Lore: “‘...the Ring slipped from his finger as he swam....'”
Rarity: R



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General Strategy

Isildur's Bane is for most situations preferable to the common Ruling Ring. Both the additional vitality and more flexible Response action allow the Ring-bearer to soak up more damage from the rest of the Fellowship. Unlike The Ruling Ring, at a cost of two burdens per wound, any wound can be turned into burdens, allowing for emergency wound or archery absorption in a pinch. However, the additional burden cost is not to be ignored and can swiftly add up against strong Shadow armies, especially Uruk-hai or other damage +1 minions.

Strengths and Weaknesses

Strong Versus...

  • Archery and wounding decks

Weak Versus...

  • Heavy burden adding and Nazgul in general

Rules and Clarifications

From the Template:crd 2004 0302.pdf:

The One Ring's first paragraph is a special ability, and therefore optional. The second paragraph of game text is not optional, so once The One Ring is "worn", all wounds taken must be "converted" to burdens. When you are about to take a wound and wear The One Ring, you must take a burden (or burdens) for that wound.

Extra Information

Other Versions of The One Ring

Other Prints of The One Ring, Isildur's Bane