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AnxiousChieftain
Posted: Tue Mar 06, 2007 12:11 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Thanks for the reviews!

1 Stroke of Doom Men
Event • Skirmish
If you have initiative, choose one: make a Men minion strength +3; make a Men minion intimidating; make a Men minion fierce until the regroup phase.

2 Umbar Sailor Men
Minion • Man
Strength: 6
Vitality: 2
Site Number: 4
Hunter 1.
While this minion is in a fierce skirmish, he is strength +4 and damage +1.

4 •Corsair Dromund Men
Possession • Support Area
Toil 1. To play, spot a Men minion.
When you play this possession, you may add a Men token here for each river site on the adventure path.
Regroup: If you have initiative, remove 4 tokens from here or discard this possession to make the move limit -1.

A Dromond is apparently a fast-sailing ship, according to dictionary.com. Tolkien spells it as ’dromund’ though.

- AC
Last edited by AnxiousChieftain on Tue Mar 06, 2007 6:18 pm; edited 2 times in totalMODS RULE. - lem0nhead
Anonymous Prodigy
Posted: Tue Mar 06, 2007 12:16 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
AnxiousChieftain wrote:
1 Stroke of Doom Men
Event • Skirmish
If you have initiative, choose one of the following: make a Men minion strength +3; make a Men minion intimidating; make a Men minion fierce until the regroup phase.

Very creative; nice card!

AnxiousChieftain wrote:
2 Umbar Sailor Men
Minion • Man
Strength: 6
Vitality: 2
Site Number: 4
Hunter 1.
While this minion is in a fierce skirmish, he is strength +4 and damage +1.

This would be a great splash minion for a swarm deck. Good job!

AnxiousChieftain wrote:
2 •Corsair Dromond Men
Possession • Support Area
To play, exert 2 Men minions.
When you play this possession, you may add a Men token here for each river site on the adventure path.
Regroup: If you have initiative, remove 4 tokens from here or discard this possession to make the move limit -1.

I would raise the cost to 4, drop the Men minion exertions, and make it toil 1.
I had to put something here.
DáinIronfoot
Posted: Tue Mar 06, 2007 12:20 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
AnxiousChieftain wrote:
1 Stroke of Doom Men
Event • Skirmish
If you have initiative, choose one of the following: make a Men minion strength +3; make a Men minion intimidating; make a Men minion fierce until the regroup phase.

I think you can safely drop "of the following". Also, I’m tempted to recommend increasing the cost to 2, though that may not be needed. It’s one of those borderline things. It’s probably okay at 1.

Other than that, very nice! GP This would be a staple of Men decks.

AnxiousChieftain wrote:
2 Umbar Sailor Men
Minion • Man
Strength: 6
Vitality: 2
Site Number: 4
Hunter 1.
While this minion is in a fierce skirmish, he is strength +4 and damage +1.

Yowch! Maybe lower his initial strength to 5.

AnxiousChieftain wrote:
2 •Corsair Dromond Men
Possession • Support Area
To play, exert 2 Men minions.
When you play this possession, you may add a Men token here for each river site on the adventure path.
Regroup: If you have initiative, remove 4 tokens from here or discard this possession to make the move limit -1.

A Dromond is apparently a fast-sailing ship, according to dictionary.com. Tolkien spells it as ’dromund’ though.

Personally, I’d go wth Tolkien’s spelling. There’s a few things he does that with, and I tend to use his spelling. That’s just a personal preference thing, though.

As for the card, very good. The Men culture could use some old-school ships. Looks well-balanced to me.
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!
Mouth of Saruman
Posted: Tue Mar 06, 2007 6:12 pm
Joined: 14 Feb 2007 Posts: 190 Location: Orthanc
AnxiousChieftain wrote:
1 Stroke of Doom Men
Event • Skirmish
If you have initiative, choose one of the following: make a Men minion strength +3; make a Men minion intimidating; make a Men minion fierce until the regroup phase.


Drop "of the following." Good card. Smile

AnxiousChieftain wrote:
2 Umbar Sailor Men
Minion • Man
Strength: 5
Vitality: 2
Site Number: 4
Hunter 1.
While this minion is in a fierce skirmish, he is strength +4 and damage +1.


I would have kept his initial strength at 6, to be honest.

AnxiousChieftain wrote:
4 •Corsair Dromund Men
Possession • Support Area
Toil 1. To play, spot a Men minion.
When you play this possession, you may add a Men token here for each river site on the adventure path.
Regroup: If you have initiative, remove 4 tokens from here or discard this possession to make the move limit -1.


Very nice! GP
AnxiousChieftain
Posted: Wed Mar 07, 2007 9:04 am
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Thanks for the reviews! GP coming as soon as I can muster it. GP

3 Corsair Rogue Men
Minion • Man
Strength: 7
Vitality: 2
Site Number: 4
Hunter 2. Fierce.
When you play this minion, you may exert 3 Men minions to make the Shadow have initiative until the end of the turn.

4 Corsair Swashbuckler Men
Minion • Man
Strength: 10
Vitality: 3
Site Number: 4
Hunter 1. Fierce.
Skirmish:
Exert this minion to make another Men minion strength +2 (or +3 if you have initiative).
Last edited by AnxiousChieftain on Wed Mar 07, 2007 8:36 pm; edited 3 times in totalMODS RULE. - lem0nhead
DáinIronfoot
Posted: Wed Mar 07, 2007 12:07 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
AnxiousChieftain wrote:
3 Corsair Rogue Men
Minion • Man
Strength: 8
Vitality: 2
Site Number: 4
Hunter 1. Fierce.
When you play this minion, you may exert 3 Men minions to make the Shadow have initiative until the end of the turn.

Just a minor thing, but I’d lower his strength to 7. Otherwise he’s got great text AND is a beast with fierce and a potential 9 strength.

AnxiousChieftain wrote:
4 Corsair Swashbuckler Men
Minion • Man
Strength: 10
Vitality: 3
Site Number: 4
Hunter 1. Fierce.
Skirmish:
Exert this minion to make another minion strength +2 (or +3 if you have initiative).

I love how you’re using initiative here. I’d love to see a battle between these corsairs and your rangers. Twisted Evil
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!
Anonymous Prodigy
Posted: Wed Mar 07, 2007 1:01 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
AnxiousChieftain wrote:
3 Corsair Rogue Men
Minion • Man
Strength: 7
Vitality: 2
Site Number: 4
Hunter 1. Fierce.
When you play this minion, you may exert 3 Men minions to make the Shadow have initiative until the end of the turn.

I would raise his strength to 8. Good card!

AnxiousChieftain wrote:
4 Corsair Swashbuckler Men
Minion • Man
Strength: 10
Vitality: 3
Site Number: 4
Hunter 1. Fierce.
Skirmish:
Exert this minion to make another minion strength +2 (or +3 if you have initiative).

Perfect! GP
I had to put something here.
AnxiousChieftain
Posted: Wed Mar 07, 2007 2:14 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Anonymous Prodigy wrote:
AnxiousChieftain wrote:
3 Corsair Rogue Men
Minion • Man
Strength: 7
Vitality: 2
Site Number: 4
Hunter 1. Fierce.
When you play this minion, you may exert 3 Men minions to make the Shadow have initiative until the end of the turn.

I would raise his strength to 8. Good card!

I’ll do the next best thing and raise his hunter bonus instead. That way he’s not quite as strong as you want him to be, but not quite as weak as Dain suggested. Smile

- AC
MODS RULE. - lem0nhead
Mouth of Saruman
Posted: Wed Mar 07, 2007 5:04 pm
Joined: 14 Feb 2007 Posts: 190 Location: Orthanc
AnxiousChieftain wrote:
3 Corsair Rogue Men
Minion • Man
Strength: 7
Vitality: 2
Site Number: 4
Hunter 2. Fierce.
When you play this minion, you may exert 3 Men minions to make the Shadow have initiative until the end of the turn.


Awesome. I love the compromise between his strength and his hunter bonus.

AnxiousChieftain wrote:
4 Corsair Swashbuckler Men
Minion • Man
Strength: 10
Vitality: 3
Site Number: 4
Hunter 1. Fierce.
Skirmish:
Exert this minion to make another minion strength +2 (or +3 if you have initiative).


Very cool name. No complaints on this guy either. Well done. Thumbs Up
sickofpalantirs
Posted: Wed Mar 07, 2007 5:05 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.
AnxiousChieftain wrote:
Thanks for the reviews! GP coming as soon as I can muster it. GP

3 Corsair Rogue Men
Minion • Man
Strength: 7
Vitality: 2
Site Number: 4
Hunter 2. Fierce.
When you play this minion, you may exert 3 Men minions to make the Shadow have initiative until the end of the turn.
make it 2 minions IMO.

4 Corsair Swashbuckler Men
Minion • Man
Strength: 10
Vitality: 3
Site Number: 4
Hunter 1. Fierce.
Skirmish:
Exert this minion to make another minion strength +2 (or +3 if you have initiative).

make it man minion IMO
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

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