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DáinIronfoot
Posted: Sat Mar 10, 2007 11:26 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
BattleWarg wrote:
0 Bow of Yew Elven
Possession • Ranged Weapon
+1 Strength
Bearer must be an Elf. Bearer is an archer.
DC52

I agree with AP: raise the cost to 1.

BattleWarg wrote:
1 Galadhrim Bow Elven
Possession • Ranged Weapon
+2 Strength
-1 Site Number
Bearer must be an Elf. Bearer is an archer.
Response:
If a companion (except the Ring-bearer) takes a wound during the archery phase, exert bearer to exert that companion.
DU58

Again, I agree with AP. Make it cost 2, and additionally, I would drop the strength bonus to +1.

BattleWarg wrote:
0 Short Bow of the Elves Elven
Possession • Ranged Weapon
+1 Strength
Bearer must be an Elf.
At the start of each skirmish involving bearer, exert a companion skirmishing bearer.
DU73

Good. Borderline for going to 1 cost, but I think it’s okay as is.
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!
sickofpalantirs
Posted: Sun Mar 11, 2007 2:29 pm
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.
BattleWarg wrote:

1 Bow of Yew Elven
Possession • Ranged Weapon
+1 Strength
Bearer must be an Elf. Bearer is an archer.
DC52
nice simple card

2 Galadhrim Bow Elven
Possession • Ranged Weapon
+1 Strength
-1 Site Number
Bearer must be an Elf. Bearer is an archer.
Response:
If a companion (except the Ring-bearer) takes a wound during the archery phase, exert bearer to exert that companion.
DU58
ditto

0 Short Bow of the Elves Elven
Possession • Ranged Weapon
+1 Strength
Bearer must be an Elf.
At the start of each skirmish involving bearer, exert a companion skirmishing bearer.
DU73

I think it should cost 1
ArrowSop's haves/ top wantsExclamation
(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. Razz
BattleWarg
Posted: Sun Mar 11, 2007 7:28 pm
Joined: 11 Feb 2007 Posts: 579 Location:
After thinking about it, Short Bow of the Elves should be increased. It works exactly like a 1-cost mount, but gives a strength boost and uses up a different slot.


Today, we’ll go into the other two elven followers, and a minion that goes with another card spoiled earlier - all from the hidden realm of Lorien...

The first is an alternate to a minion seen earlier. He gives the Shadow player the ability to make a minion help in hiding his allies, although he works much better with his army.

2 •Celeborn, Lothlorien General Elven
Follower
+2 Strength
Aid - Heal a companion.
When transferred to a minion (except an Elven archer), exert bearer. At the start of the assignment phase, you may choose up to 3 minions that share a culture with bearer. Each of those minions are lurkers until the regroup phase.
DU53

The next is the other half of the Royal Duo. While Celeborn hides his warriors, Galadriel hides the non-fighters of her realm. In combination, however, Celeborn and Galadriel make almost anyone a tough opponent. However, the use of her talents requires the Ring-bearer to start becoming greedier.

2 •Galadriel, Lorien Enchantress Elven
Follower
+1 Vitality
Aid - Remove a burden.
Galadriel may only be transferred to an Elven minion.
Response: If bearer is about to take a wound, remove 2 to prevent that wound.
DR61

The last minion in this post prefers to stay back, and shoot as opposed to his partner, who hunts.

3 •Rumil, Lorien Hunter Elven
Minion • Elf
6 Strength
2 Vitality
7 Site Number
Archer. While you can spot another unique Elf, Rumil’s site number is -1.
Archery: Exert Rumil to make the Free Peoples player exert a companion.
DC68
Last edited by BattleWarg on Mon Mar 12, 2007 10:40 pm; edited 2 times in totalOur time here is ending...

What did you want to see before the end?
It will be made in the Request-a-card Set #1 (name ideas also welcome Smile).
DáinIronfoot
Posted: Sun Mar 11, 2007 8:56 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
BattleWarg wrote:
2 •Celeborn, Lothlorien General Elven
Follower
+2 Strength
Aid - Heal a companion.
When transferred to a non-archer non-Elven minion, exert bearer. At the start of the assignment phase, you may choose up to 3 minions that share a culture with bearer. Each of those minions are lurkers until the regroup phase.
DU53

I like the aid cost a lot. Very neat idea. GP Add a comma after "non-archer", and instead of "that share a culture with bearer" it should "of the same culture as bearer"...I think. But the rest is good. Complicated, but good.

BattleWarg wrote:
2 •Galadriel, Lorien Enchantress Elven
Follower
+1 Vitality
Aid - Remove a burden.
Galadriel may only be transferred to an Elven minion.
Response: If bearer is about to take a wound, remove 2 to prevent that wound.
DR61

Nice.

BattleWarg wrote:
3 •Rumil, Lorien Hunter Elven
Minion • Elf
6 Strength
2 Vitality
7 Site Number
Archer. While you can spot another unique Elf, Rumil’s site number is -1.
Archery: Exert Rumil to make the Free People’s player exert a companion.
DC68

"Free People’s" should instead be "Free Peoples". Good otherwise.
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!
BattleWarg
Posted: Mon Mar 12, 2007 10:01 am
Joined: 11 Feb 2007 Posts: 579 Location:
Yeah, basically just some dumb, but simple mistakes. As for the ’that share a culture’ as opposed to ’of the same culture’, I was thinking that when cultures can be added (maybe not to legal targets, but may be later) that it would simplify questions. So I think I’ll leave it for now, unless I get some replies that it wouldn’t be too bad.


And today finishes up the Elven minions. There will be one more spoiler post of cards here, but the elves are almost over for this set.


Many cards have ways of repaying their costs, especcially for minions. One of the first well known is Goblin Runner. Our first Elven minion takes on that idea, as a guard of the Elves that are headed to sail off into the West.

2 Elven Escort Elven
Minion • Elf
5 Strength
2 Vitality
4 Site Number
When you play this minion, spot another Elf to add 2.
DC56

The next is the guard at home. The escort guards those that leave, and the guard guards those that stay.

3 Elven Guard Elven
Minion • Elf
6 Strength
2 Vitality
4 Home Site
Skirmish: Discard a card stacked on an Elven condition to make this minion strength +2 (limit +4).
DU57

After the guards, come a group that travel for battle. Much like Celeborn, this minion excels with archers. He allows you to convert your volley of arrows into a fighting technique.

5 Galadhrim War-troop Elven
Minion • Elf
10 Strength
3 Vitality
7 Home Site
Archer. To play, spot an Elf.
Archery: Make the minion archery total -1 (to a minimum of 0) to make this minion strength +2 until the regroup phase.
DR59

The last is the Galadriel that the world outside of Lorien ’knows’. She is a spell-weaver, entrapping those who wander into her realm.

4 •Galadriel, Elf-Witch Elven
Minion • Elf
6 Strength
3 Vitality
7 Home Site
The twilight cost of each Elven card is -1.
Shadow: If the fellowship is at a forest, exert Galadriel and spot another Elf to exert a companion.
DR60
Last edited by BattleWarg on Mon Mar 12, 2007 10:42 pm; edited 1 time in totalOur time here is ending...

What did you want to see before the end?
It will be made in the Request-a-card Set #1 (name ideas also welcome Smile).
DáinIronfoot
Posted: Mon Mar 12, 2007 10:32 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
BattleWarg wrote:
Yeah, basically just some dumb, but simple mistakes.

No problem. Happens to all of us sometimes. d'oh!

BattleWarg wrote:
2 Elven Escort Elven
Minion • Elf
5 Strength
2 Vitality
4 Site Number
When you play this minion, spot an Elf to add 2.
DC56

Should probably be "spot another Elf", just to avoid possible confusion.

BattleWarg wrote:
3 Elven Guard Elven
Minion • Elf
6 Strength
2 Vitality
4 Home Site
Skirmish: Discard an Elven card stacked on an Elven condition to make this minion strength +2 (limit +4).
DU57

Good!

BattleWarg wrote:
6 Galadhrim War-troop Elven
Minion • Elf
10 Strength
3 Vitality
7 Home Site
Archer.
Archery:
Make the minion archery total -1 (limit +0) to make this minion strength +2 until the regroup phase.
DR59

Instead of "(limit +0)", I’d recommend going with the more conventional "(to a minimum of 0)". Also, expensive as it is, this one could probably do well from spotting and Elf or two to play it, or do some exerting or serious spotting in that archery ability.

BattleWarg wrote:
5 •Galadriel, Elf-Witch Elven
Minion • Elf
6 Strength
3 Vitality
7 Home Site
Each Elven card costs 1 less twilight.
Shadow: If the fellowship is at a forest, exert Galadriel and spot another Elf to exert a companion.
DR60

Again, the more common "The twilight cost of each Elven card is -1" is probably better. Maybe lower her strength to 5, though it’s hardly necessary. Just seems a little high right now. *shrug*

Bravo on making a cool Elven Shadow side. Applause GP as soon as I can give one.
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!
sickofpalantirs
Posted: Mon Mar 12, 2007 2:16 pm
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.
BattleWarg wrote:

2 •Celeborn, Lothlorien General Elven
Follower
+2 Strength
Aid - Heal a companion.
When transferred to a non-archer, non-Elven minion, exert bearer. At the start of the assignment phase, you may choose up to 3 minions that share a culture with bearer. Each of those minions are lurkers until the regroup phase.
DU53
just make in non-elvem IMO. otherwise it gets confusing. how about at the end of the assignment phase? that would make for an interesting...twist Twisted Evil

2 •Galadriel, Lorien Enchantress Elven
Follower
+1 Vitality
Aid - Remove a burden.
Galadriel may only be transferred to an Elven minion.
Response: If bearer is about to take a wound, remove 2 to prevent that wound.
DR61
make it transferred to elven minions I think. the probably with aids like these, is if they end up with zero burdens/wounds(wounds would be hard but burdens...you can’t transfer them

3 •Rumil, Lorien Hunter Elven
Minion • Elf
6 Strength
2 Vitality
7 Site Number
Archer. While you can spot another unique Elf, Rumil’s site number is -1.
Archery: Exert Rumil to make the Free Peoples player exert a companion.
DC68

make it either cost 2, or you get to choose who to exert, oh wait he still adds to the archery total. forget everything I said Wink
ArrowSop's haves/ top wantsExclamation
(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. Razz
sickofpalantirs
Posted: Mon Mar 12, 2007 2:21 pm
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.
BattleWarg wrote:

2 Elven Escort Elven
Minion • Elf
5 Strength
2 Vitality
4 Site Number
When you play this minion, spot an Elf to add 2.
DC56
nice.

3 Elven Guard Elven
Minion • Elf
6 Strength
2 Vitality
4 Home Site
Skirmish: Discard an Elven card stacked on an Elven condition to make this minion strength +2 (limit +4).
DU57
make it just card IMO

6 Galadhrim War-troop Elven
Minion • Elf
10 Strength
3 Vitality
7 Home Site
Archer.
Archery:
Make the minion archery total -1 (limit +0) to make this minion strength +2 until the regroup phase.
DR59
limit 0. get rid of the+ also make it cost 5.

5 •Galadriel, Elf-Witch Elven
Minion • Elf
6 Strength
3 Vitality
7 Home Site
Each Elven card costs 1 less twilight.
Shadow: If the fellowship is at a forest, exert Galadriel and spot another Elf to exert a companion.
DR60

either make her vitality 4, or cut her cost to 3-4.
ArrowSop's haves/ top wantsExclamation
(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. Razz
BattleWarg
Posted: Mon Mar 12, 2007 11:09 pm
Joined: 11 Feb 2007 Posts: 579 Location:
Yeah, changing Elven Escort to ’another’ elf. Added a spot ability and reduced the cost by 1 of Galadhrim War-troop. I did change Elven Guard to not require an Elven card to be discarded, as it fits the Realm of Imladris, giving non-Elven cards something to do. Galadriel also dropped 1 twilight.

Celeborn’s ability was changed to a simpler wording that had the same effect. As for making it ’end of the assignment phase’, I generally don’t like abilities that occur at the end of a phase. The only end of a phase that comes up usually is ’at the end of the regroup phase’, and almost also to end an ability.


And tonight is the end of the elves.

The elves are, of course, the main figure of light and good in Middle-earth. Sauron on the other hand, is not. So, of course, a simple strength boost showing that inner light is the first card tonight.

0 Destructive Light Elven
Event • Skirmish
Make an Elven minion strength +2. If that minion is skirmishing a Wraith or Sauron character, exert that character.
DU54

The next is the main hand weapon of the elves in this set. It allows their natural grace as well as their affinity for what most consider magic to shine through.

0 Swift Blade Elven
Possession • Hand Weapon
+1 Strength
Bearer must be an Elf. When you play this possession, you may add 1 for each Elven condition in your support area.
DC74

The last is the elves using their abilities to use water to their advantage. It uses an ability I don’t think I’ve ever seen in a Shadow card, but is very similar to a Decipher Elven card.

1 Water-ways Elven
Event • Skirmish
Exert an Elf to make him strength +2 (or, if the fellowship is at a river, cancel a skirmish involving that Elf)
DC76


And that’s all for the Elven Realms. Tomorrow, the trees will rise and begin their storm with the Wizards in: Siege of Isengard, featuring the Gandalf Shadow of the Dark Minions. But I will be responding to reviews on the Dunlendings or the Elves.
Our time here is ending...

What did you want to see before the end?
It will be made in the Request-a-card Set #1 (name ideas also welcome Smile).
DáinIronfoot
Posted: Tue Mar 13, 2007 8:20 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
BattleWarg wrote:
0 Destructive Light Elven
Event • Skirmish
Make an Elven minion strength +2. If that minion is skirmishing a Wraith or Sauron character, exert that character.
DU54

Good, simple pump. Because of the exertion, though, you might want to make it cost 1.

BattleWarg wrote:
0 Swift Blade Elven
Possession • Hand Weapon
+1 Strength
Bearer must be an Elf. When you play this possession, you may add 1 for each Elven condition in your support area.
DC74

Good!

BattleWarg wrote:
1 Water-ways Elven
Event • Skirmish
Exert an Elf to make him strength +2 (or, if the fellowship is at a river, cancel a skirmish involving that Elf)
DC76

Here, I think you can lower the cost to 0 since it exerts the Elf.
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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