LotR TCG Wiki → Card Sets:  All 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 → Forums:  TLHH CC

 
Cobra Cards Player Community Forum Index
 Forum index » Lord of the Rings TCG » LOTR TCG Dream Cards
Author Message
BattleWarg
Posted: Sat Apr 14, 2007 12:40 pm
Joined: 11 Feb 2007 Posts: 579 Location:
Today, we get to feature the Isengard culture. First, the cards already shown in this culture:

4 •Saruman, The White Hand Isengard
Companion • Wizard
7 Strength
4 Vitality
5 Ringed Resistance
Saruman Signet
While Saruman is the Ring-bearer, at the start of each skirmish involving him, add 2 burdens or discard an Isengard condition.
Fellowship: Remove X Isengard cards in your discard pile from the game to play an Isengard Orc or Isengard Uruk-hai from your hand or discard pile; its twilight cost is -X.
DR167

2 •The White Hand and Red Eye Isengard
Condition • Support Area
Each character with the Saruman signet gains the Sauron signet.
Your Isengard cards in play are considered Sauron cards for all purposes.
While you can spot an unwounded companion with the printed Sauron culture, Isengard cards in your hand, deck and discard pile are considered Sauron cards for all purposes.
DR175


Today, we’ll feature cards that help out our possible Ring-bearer, Saruman.

0 •Ring of Saruman Isengard
Artifact • Ring
+1 Vitality
+1 Resistance
Bearer must be Saruman.
While you can spot an Orc, you can spot an additional Isengard Orc.
At the start of each turn, you may add 3 to heal an Isengard Orc or Isengard Uruk-hai.
DR166

Although he might be the Ring-bearer, he has his own ring too. It allows him to advance his research greatly. As Merry and Pippin give additional Ents, this makes Saruman give an additional Orc, making things more effective. Above that, he can heal his Orcs and Uruks, although it may reveal his motives.
Beyond that, it makes him tougher to take down.

1 Come Up Isengard
Event • Skirmish
Spot Saruman to make a minion strength -2 (or -4 if it is a Gandalf minion).
"’Our friendship would profit us both alike. Much we could still accomplish together, to heal the disorders of the world.’"
DC153

Something of a variable Servant of the Secret Fire, Saruman invites his opponent into his tower, for an offer of power. It throws his opponent off, but even more so to those that trusted him (the Gandalf minions).
Also note that this, without any other events by either side, gets Gandalf, Stormcrow to be losing the skirmish by 1.

1 Voice of Enchantment Isengard
Condition
+1 Resistance
Bearer must be Saruman. He cannot take wounds during the skirmish phase.
Skirmish: Exert Saruman to make a minion skirmishing him strength -2.
"Mostly they remembered only that it was a delight to hear the voice speaking, all that it said seemed wise and reasonable..."
DR172

The true skill of Saruman, this allows him to change the battle to a war of words. And when they have to speak, Saruman gains the advantage, as he knows how to counter.
Last edited by BattleWarg on Thu May 03, 2007 11:23 am; edited 7 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).
sickofpalantirs
Posted: Sat Apr 14, 2007 12:56 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:
Today, we get to feature the Isengard culture. First, the cards already shown in this culture:

4 •Saruman, The White Hand Isengard
Companion • Wizard
7 Strength
4 Vitality
5 Ringed Resistance
Saruman Signet
While Saruman is the Ring-bearer, at the start of each skirmish involving him, add 2 burdens or discard an Isengard condition.
Fellowship: Remove X Isengard cards in your discard pile from the game to play an Isengard Orc or Isengard Uruk-hai from your hand or discard pile; its twilight cost is -X.
DR167
should it be hand or dead pile?

2 •The White Hand and Red Eye Isengard
Condition • Support Area
Each character with the Saruman signet gains the Sauron signet.
Your Isengard cards in play are considered Sauron cards for all purposes.
While you can spot an unwounded companion with the printed Sauron culture, Isengard cards in your hand, deck and discard pile are considered Sauron cards for all purposes.
DR175
sure I really don’t like these dual culture cards, but that is just me .

0 •Ring of Saruman Isengard
Artifact • Ring
+1 Vitality
+1 Resistance
Bearer must be Saruman.
While you can spot an Orc, you can spot an additional Orc.
At the start of each turn, you may add 3 to heal an Isengard Orc or Isengard Uruk-hai.
DR166
the wording might be wrong,

1 Come Up Isengard
Event • Skirmish
Spot Saruman to make a minion strength -2 (or -4 if it is a Gandalf minion).
"’Our friendship would profit us both alike. Much we could still accomplish together, to heal the disorders of the world.’"
DC153
nice

2 Voice of Enchantment Isengard
Condition
+1 Resistance
Bearer must be Saruman. He cannot take wounds during the skirmish phase.
Skirmish: Exert Saruman to make a minion skirmishing him strength -2.
"Mostly they remembered only that it was a delight to hear the voice speaking, all that it said seemed wise and reasonable..."
DR172

kewl cards!
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
DáinIronfoot
Posted: Sat Apr 14, 2007 12:59 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
BattleWarg wrote:
4 •Saruman, The White Hand Isengard
Companion • Wizard
7 Strength
4 Vitality
5 Ringed Resistance
Saruman Signet
While Saruman is the Ring-bearer, at the start of each skirmish involving him, add 2 burdens or discard an Isengard condition.
Fellowship: Remove X Isengard cards in your discard pile from the game to play an Isengard Orc or Isengard Uruk-hai from your hand or discard pile; its twilight cost is -X.
DR167

Neat. His resistance is dangerously low...MAYBE raise it to 6.

BattleWarg wrote:
2 •The White Hand and Red Eye Isengard
Condition • Support Area
Each character with the Saruman signet gains the Sauron signet.
Your Isengard cards in play are considered Sauron cards for all purposes.
While you can spot an unwounded companion with the printed Sauron culture, Isengard cards in your hand, deck and discard pile are considered Sauron cards for all purposes.
DR175

Neat.

BattleWarg wrote:
0 •Ring of Saruman Isengard
Artifact • Ring
+1 Vitality
+1 Resistance
Bearer must be Saruman.
While you can spot an Orc, you can spot an additional Orc.
At the start of each turn, you may add 3 to heal an Isengard Orc or Isengard Uruk-hai.
DR166

Okay. I’m curious to see what the additional Orc spotting will do.

BattleWarg wrote:
1 Come Up Isengard
Event • Skirmish
Spot Saruman to make a minion strength -2 (or -4 if it is a Gandalf minion).
"’Our friendship would profit us both alike. Much we could still accomplish together, to heal the disorders of the world.’"
DC153

Good.

BattleWarg wrote:
2 Voice of Enchantment Isengard
Condition
+1 Resistance
Bearer must be Saruman. He cannot take wounds during the skirmish phase.
Skirmish: Exert Saruman to make a minion skirmishing him strength -2.
"Mostly they remembered only that it was a delight to hear the voice speaking, all that it said seemed wise and reasonable..."
DR172

Nevermind what I said about Saruman’s resistance earlier: keep it at 5.

This is powerful, but very risky thanks to Saruman’s big skirmish drawback. I’d lower the cost to 1.
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: Sun Apr 15, 2007 1:48 pm
Joined: 11 Feb 2007 Posts: 579 Location:
Alright, reduced the Voice’s twilight cost and added a little clarifier to the Ring...

What say we see some of the other companions that Isengard has to offer (and no, not Merry and Pippin Smile). We’ll start with the most common starting fellowships (probably) with Saruman Ring-bearer.

2 Goblin-face Isengard
Companion • Orc
6 Strength
2 Vitality
6 Resistance
Saruman Signet
To play, spot Saruman (or discard an Isengard card from hand).
Fellowship: Exert this companion to reveal a card at random from any opponent’s hand. If you reveal an event, you may discard it.
"’...they reminded me at once of that Southerner at Bree.’"
DU155

A half-orc of Saruman, this companion excels at watching and expecting sudden changes to the point that it can prevent sudden glimpses of luck in their opponent’s favor, if they can hear about it.
To play, you either need Saruman with the fellowship doing his research, or Saruman will work in secret.

5 •Ugluk, Servant of the Wise Isengard
Companion • Uruk-hai
9 Strength
4 Vitality
8 Resistance
Damage +1. While you can spot Saruman or 3 Isengard Orcs, Ugluk’s twilight cost is -1.
Each other Isengard Uruk-hai is strength +1.
Maneuver: Exert Ugluk twice to make him defender +1 and damage +1.
"’I am Ugluk. I have spoken.’"
DR168

Ugluk is an effective opponent, and is much easier to play with Saruman’s research, or with your own research through Isengard Orcs.
He is the team player, however, boosting other Uruks and taking multiple opponents when needed. His counterpart, however...

5 •Lurtz, Early Uruk Isengard
Companion • Uruk-hai
8 Strength
4 Vitality
7 Resistance
Damage +1. Archer. While you can spot Saruman or 3 Isengard Orcs, Lurtz’s twilight cost is -1.
Skirmish: Exert Lurtz to make him strength +2.
DU162

Okay, so this starting fellowship will almost always be Saruman, Ugluk and Lurtz, I’ll admit.
Last edited by BattleWarg on Mon Apr 16, 2007 4:24 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).
Anonymous Prodigy
Posted: Sun Apr 15, 2007 2:01 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
BattleWarg wrote:
2 Goblin-face Isengard
Companion • Orc
6 Strength
2 Vitality
6 Resistance
Saruman Signet
To play, spot Saruman (or discard an Isengard card from hand).
Fellowship: Exert this companion to reveal a card at random from any opponent’s hand. If you reveal an event, you may discard it.
"’...they reminded me at once of that Southerner at Bree.’"
DU155

Cool! Applause

BattleWarg wrote:
4 •Ugluk, Servant of the Wise Isengard
Companion • Uruk-hai
8 Strength
4 Vitality
8 Resistance
Damage +1. While you can spot Saruman or 3 Isengard Orcs, Ugluk’s twilight cost is -2.
Each other Isengard Uruk-hai is strength +1.
Maneuver: Exert Ugluk twice to make him defender +1 and damage +1.
"’I am Ugluk. I have spoken.’"
DR168

I think that his twilight reduction should only be -1. Neat card! Smile

BattleWarg wrote:
4 •Lurtz, Early Uruk Isengard
Companion • Uruk-hai
8 Strength
4 Vitality
7 Resistance
Damage +1. Archer. While you can spot Saruman or 3 Isengard Orcs, Lurtz’s twilight cost is -2.
Skirmish: Exert Lurtz to make him strength +2.
DU162

I would put a limit on the skirmish ability; maybe +4. And again, I would make the twilight reduction only -1. Nice cards! Very Happy
I had to put something here.
sickofpalantirs
Posted: Sun Apr 15, 2007 2:26 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 Goblin-face Isengard
Companion • Orc
6 Strength
2 Vitality
6 Resistance
Saruman Signet
To play, spot Saruman (or discard an Isengard card from hand).
Fellowship: Exert this companion to reveal a card at random from any opponent’s hand. If you reveal an event, you may discard it.
"’...they reminded me at once of that Southerner at Bree.’"
DU155
nice

4 •Ugluk, Servant of the Wise Isengard
Companion • Uruk-hai
8 Strength
4 Vitality
8 Resistance
Damage +1. While you can spot Saruman or 3 Isengard Orcs, Ugluk’s twilight cost is -2.
Each other Isengard Uruk-hai is strength +1.
Maneuver: Exert Ugluk twice to make him defender +1 and damage +1.
"’I am Ugluk. I have spoken.’"
DR168
until the regroup phase on that second ability make him cost 5 otherwise he is overpowered, make it -1 twilight cost on the first ability.

4 •Lurtz, Early Uruk Isengard
Companion • Uruk-hai
8 Strength
4 Vitality
7 Resistance
Damage +1. Archer. While you can spot Saruman or 3 Isengard Orcs, Lurtz’s twilight cost is -2.
Skirmish: Exert Lurtz to make him strength +2.
DU162

make it only -1, two 8 strength companions in a starting fellowship is insane(yeah noble leaders I know)
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 Apr 16, 2007 4:44 pm
Joined: 11 Feb 2007 Posts: 579 Location:
Alright. I’m still deciding on a limit for Lurtz, if any...

But today, we’ll show Uruk support-

1 Isengard Reformed Isengard
Condition
Bearer must be an Isengard companion. Limit one per bearer.
Bearer is strength +1 for each threat you can spot.
Fellowship: Exert bearer and add a threat to play an Isengard Orc or Isengard Uruk-hai; its twilight cost is -1.
"Saruman had slowly shaped it to his shifting purposes, and made it better..."
DU159

While Saruman is the best at his breeding, he is able to get others trained in it. These are bred to breed the Orcs of Isengard, and excel in the dangers of the workshop,

0 Uruk-hai of Isengard Isengard
Event • Skirmish
Make an Isengard Uruk-hai strength +2 (or +3 if you can spot Saruman).
DC171

A basic pump... They fight better around Sarumsn.

1 Burning Drink Isengard
Possession
Bearer must be an Isengard Uruk-hai.
Maneuver or Regroup: Discard this possession to heal a companion or discard each condition from a companion.
“The pain in his legs and ankles vanished.”
DU152

The Athelas of Isengard, this is a strong drink, but is usable on even the Ring-bearer. The secondary ability is really the key, it can wipe off Blade Tip, Black Breath, Helpless, and Shone and Glittered in one fell swoop. But, it takes your conditions off too, leaving them as they were naturally,
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).
sickofpalantirs
Posted: Mon Apr 16, 2007 5:56 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 Isengard Reformed Isengard
Condition
Bearer must be an Isengard companion. Limit one per bearer.
Bearer is strength +1 for each threat you can spot.
Fellowship: Exert bearer and add a threat to play an Isengard Orc or Isengard Uruk-hai; its twilight cost is -1.
"Saruman had slowly shaped it to his shifting purposes, and made it better..."
DU159
from hand I assume? make it cost 2

1 Burning Drink Isengard
Possession
Bearer must be an Isengard Uruk-hai.
Maneuver or Regroup: Discard this possession to heal a companion or discard each condition from a companion.
“The pain in his legs and ankles vanished.”
DU152

each minion condition a companion bears methinks
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
Anonymous Prodigy
Posted: Mon Apr 16, 2007 6:00 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
BattleWarg wrote:
1 Isengard Reformed Isengard
Condition
Bearer must be an Isengard companion. Limit one per bearer.
Bearer is strength +1 for each threat you can spot.
Fellowship: Exert bearer and add a threat to play an Isengard Orc or Isengard Uruk-hai; its twilight cost is -1.
"Saruman had slowly shaped it to his shifting purposes, and made it better..."
DU159

Neat! Thumbs Up

BattleWarg wrote:
0 Uruk-hai of Isengard Isengard
Event • Skirmish
Make an Isengard Uruk-hai strength +2 (or +3 if you can spot Saruman).
DC171

Nice and balanced. Smile

BattleWarg wrote:
1 Burning Drink Isengard
Possession
Bearer must be an Isengard Uruk-hai.
Maneuver or Regroup: Discard this possession to heal a companion or discard each condition from a companion.
“The pain in his legs and ankles vanished.”
DU152

Nice! Very Happy
I had to put something here.
BattleWarg
Posted: Mon Apr 30, 2007 1:17 pm
Joined: 11 Feb 2007 Posts: 579 Location:
Okay, it’s been a little while. I wanted to get more Moria cards done, but didn’t. So, for today...

The Wolves of Isengard


1 Wolf and Orc Isengard
Event • Skirmish
Make a mounted Orc strength +2 (or make each mounted Orc strength +1 until the regroup phase).
DU176

4 •The Warg-king Isengard
Possession • Mount
+2 Strength
+1 Vitality
To play, exert an Isengard companion. Bearer must be an Isengard companion.
Bearer is strength +1 for each other mount you can spot.
Response: If a skirmish event is played during a skirmish involving bearer, exert bearer to prevent that event.
"...in the middle of the circle was a great grey wolf."
DR174

3 War-wolf Isengard
Possession • Mount
+2 Strength
+1 Vitality
To play, spot an Isengard companion. Bearer must be an Orc.
Skirmish: Exert bearer to exert a minion skirmishing bearer. If that minion is not mounted, make bearer strength +1.
"He spoke to them in the language of wargs..."
DC173
Last edited by BattleWarg on Mon Apr 30, 2007 4:53 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).

Display posts from previous:  

 Forum index » Lord of the Rings TCG » LOTR TCG Dream Cards
All times are UTC - 4
Page 1 of 4 [31 Posts]   Goto page: 1, 2, 3, 4 Next
View previous topic   View next topic