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WitchKingBlkCapt
Posted: Thu Nov 09, 2006 1:52 pm
Joined: 25 May 2006 Posts: 409 Location: Minas Morgul
Thought I would start my own DC thread on a subjects that are majorly overlooked nowadays. So to start out I guess I will enhance the Sauron threats since they never had a good start.

5*Mordor Chieftan[Sauron]
Minion*Orc
Strength: 10
Vitality: 3
Site: 6
When you play this minion, if you can spot another Sauron minion, you may add a threat for each companion over 4.

[7]Assault Troll[sauron]
Minion*Troll
Strength: 14
Vitality: 3
Site: 6
This minion is strength +1 for each threat you can spot.

[1]Ounumbered[sauron]
Condition*Support Area
Skirmish: If your Sauron minion is skirmishing a companion with greater strength than that minion, remove a threat to wound that companion.

Comments would be great guys!
"Do not stand between a nazgul and his prey."
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sickofpalantirs
Posted: Thu Nov 09, 2006 3:31 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.
whoah all of those are extremely good DC’s IMO.

Good job and keep them coming.
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
AnxiousChieftain
Posted: Thu Nov 09, 2006 7:03 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Quote:
5*Mordor Chieftan[Sauron]
Minion*Orc
Strength: 10
Vitality: 3
Site: 6
When you play this minion, if you can spot another Sauron minion, you may add a threat for each companion over 4.

Sweet.
Quote:
[7]Assault Troll[sauron]
Minion*Troll
Strength: 14
Vitality: 3
Site: 6
This minion is strength +1 for each threat you can spot.

I think adding fierce would round him out nicely.
Quote:
[1]Ounumbered[sauron]
Condition*Support Area
Skirmish: If your Sauron minion is skirmishing a companion with greater strength than that minion, remove a threat to wound that companion.

Ouch. Maybe give it a limit of once per skirmish.
EDIT: Actually, it would be really cool if it was something like this:

1 •Outnumbered Sauron
Condition • Support Area
Each time your Sauron minion loses a skirmish, you may remove a threat to wound the winning companion.

That, IMHO, would be awesome. Wink

Cool cards! I look forward to more.

- AC
MODS RULE. - lem0nhead
WitchKingBlkCapt
Posted: Fri Nov 10, 2006 10:10 am
Joined: 25 May 2006 Posts: 409 Location: Minas Morgul
Today’s focus is going to center around the only archery that never really "shot" off. The Moria Archers!

5•Archer of Moria[moria]
Minion•Orc
Strength: 9
Vitality: 2
Site: 4
Archer
The minion archery total is +1 for each Moria orc you can spot.

[14]•The Balrog, Menace of the Deeps[moria]
Minion•Balrog
Strength: 17
Vitality: 5
Site: 4
Fierce. Damage+1
Shadow: Exert the Balrog to play a Moria orc from your discard pile if it’s twilight cost is 2 or more.

[2]Arrows from the Dark[moria]
Condition•Support Area
Archery: Discard a Moria minion that is not an archer to add 1 to the minion archery total.

Let me know what you guys think.
"Do not stand between a nazgul and his prey."
MySpace
CarpeGuitarrem
Posted: Fri Nov 10, 2006 7:41 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
WitchKingBlkCapt wrote:
Today’s focus is going to center around the only archery that never really "shot" off. The Moria Archers!

5•Archer of Moria[moria]
Minion•Orc
Strength: 9
Vitality: 2
Site: 4
Archer
The minion archery total is +1 for each Moria orc you can spot.
Now that’s too powerful...give it a limit, for sure.
[14]•The Balrog, Menace of the Deeps[moria]
Minion•Balrog
Strength: 17
Vitality: 5
Site: 4
Fierce. Damage+1
Shadow: Exert the Balrog to play a Moria orc from your discard pile if it’s twilight cost is 2 or more.
Interesting take on the old Balrog...I like it.
[2]Arrows from the Dark[moria]
Condition•Support Area
Archery: Discard a Moria minion that is not an archer to add 1 to the minion archery total.
Nice and balanced. Wording tip: make it "...to make the minion archery total +1."
Let me know what you guys think.
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)
thonnas7
Posted: Sat Nov 11, 2006 12:02 am
Joined: 07 May 2006 Posts: 397 Location: Springfield, OR
WitchKingBlkCapt wrote:
Today’s focus is going to center around the only archery that never really "shot" off. The Moria Archers!

5•Archer of Moria[moria]
Minion•Orc
Strength: 9
Vitality: 2
Site: 4
Archer
The minion archery total is +1 for each Moria orc you can spot.

Hmm...seems like a commander to me...maybe change it to, "Commander of the Deep" and down it’s twilight cost 1 or 2 twilight as well as the strength to 8. Make it look something like this.

3 •Commander of the Deep Moria
Minion • Orc
Strength: 8
Vitality: 2
Site: 4
The minion archery total is +1 for each Moria orc you can spot. (Limit +5)

The limit and the removing of it’s archer status even it out.


[14] •The Balrog, Menace of the Deeps Moria
Minion • Balrog
Strength: 17
Vitality: 5
Site: 4
Fierce. Damage+1
Shadow: Exert The Balrog to play a Moria orc from your discard pile if it’s twilight cost is 2 or more.

Fairly balanced...kind of reminds me of The Balrog, Flame of Udun. Also, maybe you should take the "s" out of "Deeps" in his subtitle.

2 Arrows From the Dark Moria
Condition • Support Area
Archery: Discard a Moria minion that is not an archer to add 1 to the minion archery total.

Hmm...I could see this getting really powerful. Maybe you should have to spot 2 Moria archers to play it, just so it couldn’t be stuck into any swarm deck.

Let me know what you guys think.
WitchKingBlkCapt
Posted: Sun Nov 12, 2006 10:17 pm
Joined: 25 May 2006 Posts: 409 Location: Minas Morgul
I think today we will talk about the old school Raider beatdown with mumaks. they had a little power and then a bit was added in the RotK block. Now they have disappeared with the Men culture.

5 Breeder of Mumakil Raider
Minion*Man
Strength: 10
Vitality: 3
Site: 4
When this minions is assigned to a Hunter companion, you may play a Raider mount from your discard pile.

4 Mumak Trainer Raider
Minion* Man
Strength: 8
Vitality: 2
Site: 4
This minion is strength +1 for each Raider mount you can spot.

2 Oliphaunt of Harad Raider
Possession*Mount
Strength: +3
Bearer must be a Raider man.
Bearer gains Fierce.
When bearer is assign to a skirmish add 1 for each threat you can spot.

There you guys go. Any help is always appreciated.
Last edited by WitchKingBlkCapt on Sun Nov 12, 2006 10:19 pm; edited 1 time in total"Do not stand between a nazgul and his prey."
MySpace
CarpeGuitarrem
Posted: Sun Nov 12, 2006 10:19 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
WitchKingBlkCapt wrote:
I think today we will talk about the old school Raider beatdown with mumaks. they had a little power and then a bit was added in the RotK block. Now they have disappeared with the Men culture.

5 Breeder of Mumakil Raider
Minion*Man
Strength: 10
Vitality: 3
Site: 4
When this minions gets assigned to a Hunter companion, you may play a Raider mount from your discard pile.
Make it "When this minion is assigned..." I like that ability...makes Mumaks much more powerful! Perhaps add a twilight cost?
4 Mumak Trainer Raider
Minion* Man
Strength: 8
Vitality: 2
Site: 4
This minion is strength +1 for each Raider mount you can spot.
Ouch! This could be a nasty subculture!
2 Oliphaunt of Harad Raider
Possession*Mount
Strength: +3
Bearer must be a Raider man.
Bearer gains Fierce.
When bearer is assign to a skirmish add 1 for each threat you can spot.
Good! I like the twilight-addition!
There you guys go. Any help is always appreciated.
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)
thonnas7
Posted: Mon Nov 13, 2006 2:55 am
Joined: 07 May 2006 Posts: 397 Location: Springfield, OR
WitchKingBlkCapt wrote:
I think today we will talk about the old school Raider beatdown with mumaks. they had a little power and then a bit was added in the RotK block. Now they have disappeared with the Men culture.

5 Breeder of Mumakil Raider
Minion*Man
Strength: 10
Vitality: 3
Site: 4
When this minions is assigned to a Hunter companion, you may play a Raider mount from your discard pile.

I could see the meaning on this become confusing. How about "When this minion is assigned to skirmish a Hunter companion you may take a Raider Mount into hand from your discard pile."

4 Mumak Trainer Raider
Minion* Man
Strength: 8
Vitality: 2
Site: 4
This minion is strength +1 for each Raider mount you can spot.

Nice. Perhaps you could lower the twilight to 3, but either way works.

2 Oliphaunt of Harad Raider
Possession*Mount
Strength: +3
Bearer must be a Raider man.
Bearer gains Fierce.
When bearer is assign to a skirmish add 1 for each threat you can spot.

I really like this card.

There you guys go. Any help is always appreciated.
WitchKingBlkCapt
Posted: Wed Nov 15, 2006 2:14 pm
Joined: 25 May 2006 Posts: 409 Location: Minas Morgul
Sorry I haven’t posted in a couple of days I have been busy with some schoolwork. Today however we are going to look at an old starategy that lasted for all of one block. The ring-bound Rangers.

2 Ithilien Guard Gondor
Companion*Man
Strength: 6
Vitality: 3
Resistance: 5
Ring-bound. Ranger.
Skirmish: If you can spot a roaming minion, you may exert Ithilien Guard to play a Gondor possession form your discard pile.

1 Bow of Ithilien Gondor
Possession*Ranged Weapon
Bearer must be a Ring-bound man.
While you can spot a roaming minion, bearer is an Archer.

3 Ambushed! Gondor
Event*Regroup
If you can spot a Ring-bound man, you may discard each roaming minion.

There we go for today.
"Do not stand between a nazgul and his prey."
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