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Anonymous Prodigy
Posted: Wed Jun 28, 2006 8:32 am
Joined: 10 Jan 2006 Posts: 4197 Location: United States
3 • The Witch-king’s Mace Wraith
Possession • Hand Weapon
Strength +3. Bearer must be the Witch-king.
While in a fierce skirmish, he is damage +2.
Skirmish: Exert the Witch-king twice to discard a possession borne by a companion he is skirmishing.
I had to put something here.
AnxiousChieftain
Posted: Wed Jun 28, 2006 9:01 am
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Here’s a Rhino... although it’s hard to come up with titles for those things. Smile

1 •War Beast Sauron
Condition • Support Area
Each time you play an engine, you may discard a card from hand to draw a card.
Regroup: Discard this condition to play an engine from your discard pile.
MODS RULE. - lem0nhead
michael knight
Posted: Wed Jun 28, 2006 9:04 am
Joined: 13 Mar 2006 Posts: 105 Location: Above the Law, Ohio
AC, that is what I was thinking for the rhino. Since it is pulling Grond, it should have something to do with engines, right?

THe reason I made the Mace damage +1 is because if somebody wants to hold the pale blade and the mace and the witch king, and then use 13 twilight to play it all at once, they deserve to have a monster witch king.
Besides, did you see the size of that thing? there is no way getting hit with that would only deal 1 wound...
One Man Can Make A Difference
Anonymous Prodigy
Posted: Wed Jun 28, 2006 9:26 am
Joined: 10 Jan 2006 Posts: 4197 Location: United States
...which is why I made the WK damage +2 if in a fierce skirmish.
I had to put something here.
AnxiousChieftain
Posted: Wed Jun 28, 2006 9:43 am
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
3 •Morgul Flail Wraith
Possession • Hand Weapon
Strength +3
Bearer must be The Witch-king. This weapon may be borne in addition to 1 other hand weapon.
The twilight cost of this possession is -1 for each threat you can spot.

There, a nice weapon that he can wield in addition to The Pale Blade, and it doesn’t cost much if you can spot some threats.
MODS RULE. - lem0nhead
Anonymous Prodigy
Posted: Wed Jun 28, 2006 9:44 am
Joined: 10 Jan 2006 Posts: 4197 Location: United States
Sweet card, AC. Very Happy
I had to put something here.
Guest
Posted: Wed Jun 28, 2006 8:13 pm
Joined: Posts: Location:
michael knight wrote:
Witch King’s Flail
TW cost :3
+3 Strength

Bearer must be the Witch King. he is Damage +1
This weapon may be borne in addition to 1 other hand weapon. Discard any mount he bears.
So, you wait to put the mount on him *after* you play the Witch King’s Flail...
Pipeweed
Posted: Wed Jun 28, 2006 8:16 pm
Joined: 14 Jun 2006 Posts: 1010 Location: Earth (I think)
Ya know, with those "Great Beast things" why don’t we just call them the Rhinos of Doom and be done with it. OK? Wink Very Happy

2 •Rhinos of Doom Orc
Condition • Support Area

Each Orc Troll is strength +1 for each Orc engine you can spot.
Discard this condition to wound a character skrimishing an Orc minion.
Last edited by Pipeweed on Wed Jun 28, 2006 10:38 pm; edited 1 time in totalPipeweed's Haves/Wants: 100 NEW RARES!!
How I Learned to Stop Worrying and Love The Cycle Engine
Joe Meets God: A Humorous Article on a Budget

GP http://fxhome.com/userref.php/11923 GP
CarpeGuitarrem
Posted: Wed Jun 28, 2006 10:34 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
Whoa, that’s one heck of a powerful card!
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)
Pipeweed
Posted: Wed Jun 28, 2006 10:35 pm
Joined: 14 Jun 2006 Posts: 1010 Location: Earth (I think)
Well, it is the Rhinos of Doom Wink
Pipeweed's Haves/Wants: 100 NEW RARES!!
How I Learned to Stop Worrying and Love The Cycle Engine
Joe Meets God: A Humorous Article on a Budget

GP http://fxhome.com/userref.php/11923 GP

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