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BattleWarg |
Posted: Sat Apr 14, 2007 12:40 pm |
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Joined: 11 Feb 2007
Posts: 579
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Today, we get to feature the culture. First, the cards already shown in this culture:
•Saruman, The White Hand
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 condition.
Fellowship: Remove X cards in your discard pile from the game to play an Orc or Uruk-hai from your hand or discard pile; its twilight cost is -X.
DR167
•The White Hand and Red Eye
Condition • Support Area
Each character with the Saruman signet gains the Sauron signet.
Your cards in play are considered cards for all purposes.
While you can spot an unwounded companion with the printed culture, cards in your hand, deck and discard pile are considered cards for all purposes.
DR175
Today, we’ll feature cards that help out our possible Ring-bearer, Saruman.
•Ring of Saruman
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 to heal an Orc or 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.
Come Up
Event • Skirmish
Spot Saruman to make a minion strength -2 (or -4 if it is a 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 minions).
Also note that this, without any other events by either side, gets Gandalf, Stormcrow to be losing the skirmish by 1.
Voice of Enchantment
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 ). |
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sickofpalantirs |
Posted: Sat Apr 14, 2007 12:56 pm |
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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.
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BattleWarg wrote: Today, we get to feature the culture. First, the cards already shown in this culture:
•Saruman, The White Hand
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 condition.
Fellowship: Remove X cards in your discard pile from the game to play an Orc or Uruk-hai from your hand or discard pile; its twilight cost is -X.
DR167
should it be hand or dead pile?
•The White Hand and Red Eye
Condition • Support Area
Each character with the Saruman signet gains the Sauron signet.
Your cards in play are considered cards for all purposes.
While you can spot an unwounded companion with the printed culture, cards in your hand, deck and discard pile are considered cards for all purposes.
DR175
sure I really don’t like these dual culture cards, but that is just me .
•Ring of Saruman
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 to heal an Orc or Uruk-hai.
DR166
the wording might be wrong,
Come Up
Event • Skirmish
Spot Saruman to make a minion strength -2 (or -4 if it is a minion).
"’Our friendship would profit us both alike. Much we could still accomplish together, to heal the disorders of the world.’"
DC153
nice
Voice of Enchantment
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! |
Sop's haves/ top wants
(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. |
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DáinIronfoot |
Posted: Sat Apr 14, 2007 12:59 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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BattleWarg wrote: •Saruman, The White Hand
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 condition.
Fellowship: Remove X cards in your discard pile from the game to play an Orc or 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: •The White Hand and Red Eye
Condition • Support Area
Each character with the Saruman signet gains the Sauron signet.
Your cards in play are considered cards for all purposes.
While you can spot an unwounded companion with the printed culture, cards in your hand, deck and discard pile are considered cards for all purposes.
DR175
Neat.
BattleWarg wrote: •Ring of Saruman
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 to heal an Orc or Uruk-hai.
DR166
Okay. I’m curious to see what the additional Orc spotting will do.
BattleWarg wrote: Come Up
Event • Skirmish
Spot Saruman to make a minion strength -2 (or -4 if it is a 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: Voice of Enchantment
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 . |
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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BattleWarg |
Posted: Sun Apr 15, 2007 1:48 pm |
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Joined: 11 Feb 2007
Posts: 579
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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 has to offer (and no, not Merry and Pippin ). We’ll start with the most common starting fellowships (probably) with Saruman Ring-bearer.
Goblin-face
Companion • Orc
6 Strength
2 Vitality
6 Resistance
Saruman Signet
To play, spot Saruman (or discard an 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.
•Ugluk, Servant of the Wise
Companion • Uruk-hai
9 Strength
4 Vitality
8 Resistance
Damage +1. While you can spot Saruman or 3 Orcs, Ugluk’s twilight cost is -1.
Each other 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 Orcs.
He is the team player, however, boosting other Uruks and taking multiple opponents when needed. His counterpart, however...
•Lurtz, Early Uruk
Companion • Uruk-hai
8 Strength
4 Vitality
7 Resistance
Damage +1. Archer. While you can spot Saruman or 3 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 ). |
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Anonymous Prodigy |
Posted: Sun Apr 15, 2007 2:01 pm |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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BattleWarg wrote: Goblin-face
Companion • Orc
6 Strength
2 Vitality
6 Resistance
Saruman Signet
To play, spot Saruman (or discard an 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!
BattleWarg wrote: •Ugluk, Servant of the Wise
Companion • Uruk-hai
8 Strength
4 Vitality
8 Resistance
Damage +1. While you can spot Saruman or 3 Orcs, Ugluk’s twilight cost is -2.
Each other 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!
BattleWarg wrote: •Lurtz, Early Uruk
Companion • Uruk-hai
8 Strength
4 Vitality
7 Resistance
Damage +1. Archer. While you can spot Saruman or 3 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! |
I had to put something here. |
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sickofpalantirs |
Posted: Sun Apr 15, 2007 2:26 pm |
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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.
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BattleWarg wrote:
Goblin-face
Companion • Orc
6 Strength
2 Vitality
6 Resistance
Saruman Signet
To play, spot Saruman (or discard an 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
•Ugluk, Servant of the Wise
Companion • Uruk-hai
8 Strength
4 Vitality
8 Resistance
Damage +1. While you can spot Saruman or 3 Orcs, Ugluk’s twilight cost is -2.
Each other 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.
•Lurtz, Early Uruk
Companion • Uruk-hai
8 Strength
4 Vitality
7 Resistance
Damage +1. Archer. While you can spot Saruman or 3 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) |
Sop's haves/ top wants
(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. |
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BattleWarg |
Posted: Mon Apr 16, 2007 4:44 pm |
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Joined: 11 Feb 2007
Posts: 579
Location:
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Alright. I’m still deciding on a limit for Lurtz, if any...
But today, we’ll show Uruk support-
Isengard Reformed
Condition
Bearer must be an 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 Orc or 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,
Uruk-hai of Isengard
Event • Skirmish
Make an Uruk-hai strength +2 (or +3 if you can spot Saruman).
DC171
A basic pump... They fight better around Sarumsn.
Burning Drink
Possession
Bearer must be an 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 , 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 ). |
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sickofpalantirs |
Posted: Mon Apr 16, 2007 5:56 pm |
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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.
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BattleWarg wrote:
Isengard Reformed
Condition
Bearer must be an 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 Orc or 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
Burning Drink
Possession
Bearer must be an 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 |
Sop's haves/ top wants
(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. |
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Anonymous Prodigy |
Posted: Mon Apr 16, 2007 6:00 pm |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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BattleWarg wrote: Isengard Reformed
Condition
Bearer must be an 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 Orc or Uruk-hai; its twilight cost is -1.
"Saruman had slowly shaped it to his shifting purposes, and made it better..."
DU159
Neat!
BattleWarg wrote: Uruk-hai of Isengard
Event • Skirmish
Make an Uruk-hai strength +2 (or +3 if you can spot Saruman).
DC171
Nice and balanced.
BattleWarg wrote: Burning Drink
Possession
Bearer must be an 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! |
I had to put something here. |
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BattleWarg |
Posted: Mon Apr 30, 2007 1:17 pm |
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Joined: 11 Feb 2007
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Okay, it’s been a little while. I wanted to get more cards done, but didn’t. So, for today...
The Wolves of Isengard
Wolf and Orc
Event • Skirmish
Make a mounted Orc strength +2 (or make each mounted Orc strength +1 until the regroup phase).
DU176
•The Warg-king
Possession • Mount
+2 Strength
+1 Vitality
To play, exert an companion. Bearer must be an 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
War-wolf
Possession • Mount
+2 Strength
+1 Vitality
To play, spot an 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 ). |
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