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Anonymous Prodigy |
Posted: Thu Mar 29, 2007 2:26 pm |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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I dropped the vitality bonus. Look better? |
I had to put something here. |
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sickofpalantirs |
Posted: Thu Mar 29, 2007 4:46 pm |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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Anonymous Prodigy wrote: Thanks for the reviews, KiE, AC, and Dáin! I’ve tweaked it a bit more....
• The One Ring, Forged in Mordor
Strength +1
While wearing The One Ring, the Ring-bearer gains muster.
Maneuver: Add a burden to make the Ring-bearer wear The One Ring until the regroup phase.
While bearer is wearing The One Ring and is about to take a wound, add a burden instead.
R125
So good or no good?
it works I guess. |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you. |
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Anonymous Prodigy |
Posted: Thu Mar 29, 2007 5:01 pm |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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I will begin tonight. Thanks for the reviews, everyone! |
I had to put something here. |
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Mouth of Saruman |
Posted: Thu Mar 29, 2007 7:57 pm |
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Joined: 14 Feb 2007
Posts: 190
Location: Orthanc
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Anonymous Prodigy wrote: •The One Ring, Forged in Mordor
Strength +1
While wearing The One Ring, the Ring-bearer gains muster.
Maneuver: Add a burden to make the Ring-bearer wear The One Ring until the regroup phase.
While bearer is wearing The One Ring and is about to take a wound, add a burden instead.
Pretty cool, but I would give it a resistance +1 bonus as well just to make it even more tempting to use. It gets a from me though. |
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Anonymous Prodigy |
Posted: Thu Mar 29, 2007 8:20 pm |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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Thanks for the review, MoS!
The Free Peoples cards and The One Ring are now completed! It’s time for Shadow cards! We’ll kick things off with the Wild Men: . As stated in the opening post, the culture will include 4 rares, 4 uncommons, and 8 commons. Here is the first batch, and the first review gets a !
Wild Man Pillager
Minion • Man
Strength: 5
Vitality: 1
Site Number: 3
This minion is strength +1 for each site you control.
C125
Wild Man Raider
Minion • Man
Strength: 7
Vitality: 1
Site Number: 3
When you play this minion, you may remove and spot another Man to take control of a site.
C126
Wild Man Axe
Possession • Hand Weapon
Strength +2
Bearer must be a Man.
Bearer gains hunter 1.
At the start of each skirmish involving bearer, each companion skirmishing bearer must exert.
C127
Wild Man Swarm
Minion • Man
Strength: 13
Vitality: 2
Site Number: 3
Shadow: If stacked on a site you control, play this minion. His twilight cost is -2.
U128
• Wulf, Leader of the Dunlendings
Minion • Man
Strength: 10
Vitality: 2
Site Number: 3
Fierce. Hunter 2.
Each time Wulf wins a skirmish, you may discard the top card of the Free Peoples player’s draw deck.
R129 |
Last edited by Anonymous Prodigy on Mon Apr 02, 2007 9:30 am; edited 1 time in totalI had to put something here. |
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macheteman |
Posted: Thu Mar 29, 2007 8:57 pm |
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Joined: 07 Dec 2006
Posts: 1200
Location: The Jungle
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Anonymous Prodigy wrote: Thanks for the review, MoS!
The Free Peoples cards and The One Ring are now completed! It’s time for Shadow cards! We’ll kick things off with the Wild Men: . As stated in the opening post, the culture will include 4 rares, 4 uncommons, and 8 commons. Here is the first batch, and the first review gets a !
Wild Man Pillager
Minion • Man
Strength: 3
Vitality: 1
Site Number: 3
This minion is strength +1 for each site you control.
C125
make it cost .
Wild Man Raider
Minion • Man
Strength: 6
Vitality: 1
Site Number: 3
When you play this minion, you may remove to take control of a site.
C126
and spot another man.
Wild Man Axe
Possession • Hand Weapon
Strength +2
Bearer must be a Man.
At the start of each skirmish involving bearer, each companion skirmishing bearer must exert.
C127
good.
Wild Man Swarm
Minion • Man
Strength: 13
Vitality: 2
Site Number: 3
When this minion is played from a site you control, its twilight cost is -1.
U128
great!
• Wulf, Leader of the Dunlendings
Minion • Man
Strength: 12
Vitality: 2
Site Number: 3
Fierce. Hunter 2.
Each time Wulf wins a skirmish, you may discard the top card of the Free Peoples player’s draw deck.
R129
sweet! |
Check out my best article The Utterly Corrupt Corruption,
If at first you don't succeed...Sky-diving isn't for you.
"Combat is dangerous. It tends to interupt your breathing process."
ROLF!!! |
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DáinIronfoot |
Posted: Thu Mar 29, 2007 10:25 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Anonymous Prodigy wrote: Wild Man Pillager
Minion • Man
Strength: 3
Vitality: 1
Site Number: 3
This minion is strength +1 for each site you control.
C125
Either raise his strength a little or lower his cost to . I’d recommend the former.
Anonymous Prodigy wrote: Wild Man Raider
Minion • Man
Strength: 6
Vitality: 1
Site Number: 3
When you play this minion, you may remove to take control of a site.
C126
I agree with mm: make it spot another minion or two to avoid this being such an easy splash.
Anonymous Prodigy wrote: Wild Man Axe
Possession • Hand Weapon
Strength +2
Bearer must be a Man.
At the start of each skirmish involving bearer, each companion skirmishing bearer must exert.
C127
Heh. Kind of like a mount. Pretty good, though.
Anonymous Prodigy wrote: Wild Man Swarm
Minion • Man
Strength: 13
Vitality: 2
Site Number: 3
When this minion is played from a site you control, its twilight cost is -1.
U128
Not quite sure about the wording. I know what it means, but it IS a little confusing.
Anonymous Prodigy wrote: • Wulf, Leader of the Dunlendings
Minion • Man
Strength: 12
Vitality: 2
Site Number: 3
Fierce. Hunter 2.
Each time Wulf wins a skirmish, you may discard the top card of the Free Peoples player’s draw deck.
R129
I would go back to his original stats: cost, 10/2. Maybe even 9/2 with his hunter 2. I like the text, though. |
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
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Mouth of Saruman |
Posted: Thu Mar 29, 2007 10:55 pm |
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Joined: 14 Feb 2007
Posts: 190
Location: Orthanc
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I miss . just for making me reminisce.
Anonymous Prodigy wrote: Wild Man Pillager
Minion • Man
Strength: 3
Vitality: 1
Site Number: 3
This minion is strength +1 for each site you control.
He can only get a +9 strength bonus, and that would be a very rare occurrence. I suggest lowering the cost to and bumping his strength to 5. Perhaps even give him hunter 1. Cool concept, though.
Anonymous Prodigy wrote: Wild Man Raider
Minion • Man
Strength: 6
Vitality: 1
Site Number: 3
When you play this minion, you may remove to take control of a site.
I’d make it remove and spot another Man.
Anonymous Prodigy wrote: Wild Man Axe
Possession • Hand Weapon
Strength +2
Bearer must be a Man.
At the start of each skirmish involving bearer, each companion skirmishing bearer must exert.
Compared to Mordor Scimitar, this card is somewhat lacking. Maybe have it give a hunter bonus as well.
Anonymous Prodigy wrote: Wild Man Swarm
Minion • Man
Strength: 13
Vitality: 2
Site Number: 3
When this minion is played from a site you control, its twilight cost is -1.
Compared to similar cards like Dunlending Looter and Hillman Rabble, the wording is a bit off. You need a phase to play the minion from the site first; you can then include the twilight reduction ability.
Anonymous Prodigy wrote: • Wulf, Leader of the Dunlendings
Minion • Man
Strength: 12
Vitality: 2
Site Number: 3
Fierce. Hunter 2.
Each time Wulf wins a skirmish, you may discard the top card of the Free Peoples player’s draw deck.
I agree with previous comments. Reduce his cost to and his strength to 10. Awesome card, though.
A really great batch of cards. Can’t wait to see what else is in store for . |
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sickofpalantirs |
Posted: Sun Apr 01, 2007 5:08 pm |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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Anonymous Prodigy wrote:
Wild Man Pillager
Minion • Man
Strength: 3
Vitality: 1
Site Number: 3
This minion is strength +1 for each site you control.
C125
make him only cost 1
Wild Man Raider
Minion • Man
Strength: 6
Vitality: 1
Site Number: 3
When you play this minion, you may remove to take control of a site.
C126
give him 7 strength.
Wild Man Swarm
Minion • Man
Strength: 13
Vitality: 2
Site Number: 3
When this minion is played from a site you control, its twilight cost is -1.
U128
make it -2
• Wulf, Leader of the Dunlendings
Minion • Man
Strength: 12
Vitality: 2
Site Number: 3
Fierce. Hunter 2.
Each time Wulf wins a skirmish, you may discard the top card of the Free Peoples player’s draw deck.
R129
nice |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you. |
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Back to top |
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Anonymous Prodigy |
Posted: Mon Apr 02, 2007 9:30 am |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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Thanks for the reviews, everyone, and a to mm for the first review!
I’ll make the next batch of DCs later today. |
I had to put something here. |
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