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How playable is Mithlond?

5 (best)  
75%
  [ 9 ]  75%
 
4  
16%
  [ 2 ]  16%
 
3  
8%
  [ 1 ]  8%
 
2  
0%
  [ 0 ]  0%
 
1 (worst)  
0%
  [ 0 ]  0%
 

Total Votes : 12
teolixx
Posted: Wed May 02, 2007 11:31 am
Joined: 25 Apr 2007 Posts: 56 Location: athens

new site.
very strong healing card...
heal each of your character is way too powerful..
i guess it’s all about escalation...
a little bit undercosted though
a 5 from me
Last edited by teolixx on Wed May 02, 2007 11:57 am; edited 1 time in total
Anonymous Prodigy
Posted: Wed May 02, 2007 11:52 am
Joined: 10 Jan 2006 Posts: 4197 Location: United States
A good counter to Doorway to Doom and Steward’s Tomb. Hey, that rhymes. Laughing

Powerful site, though. With an ability like that, it seems like the Shadow number would be 3, or even 4 like Sirannon Ruins. Plus, it makes archery on both sides much weaker. Considering Frenzy of Arrows and the new Gothmog, that’s probably a good thing.

A 4 from me. Cool
Last edited by Anonymous Prodigy on Thu May 03, 2007 11:19 am; edited 1 time in totalI had to put something here.
NBarden
Posted: Wed May 02, 2007 12:10 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
No, it should be 2. Sure it helps the FP, but it technically helps the shadow as well, and thus should be 2.

I give it a 5.
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Turin06
Posted: Wed May 02, 2007 12:43 pm
Joined: 24 Oct 2006 Posts: 197 Location: Good Question
I don’t think this is escalation as it helps both players.
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legoles3333
Posted: Wed May 02, 2007 12:46 pm
Joined: 28 Nov 2006 Posts: 861 Location: In a place that is beyond your imagination
AP i think you mean Doorway to Doom
anyway this card is NOT escalation, it is a good site. period. a 5
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Thranduil
Posted: Wed May 02, 2007 1:07 pm
Joined: 01 May 2007 Posts: 2256 Location:
Cards like this are essential to counter the orcs, though it oddly also helps the warg tactic if you can move to it and heal all of your scouting orcs. 5.

Thranduil
DáinIronfoot
Posted: Wed May 02, 2007 1:42 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
I’ll give it a solid 4. Decipher has carried this "heal/wound all characters" idea about as far as it can go for one set, but it’s still a good idea.
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AnxiousChieftain
Posted: Wed May 02, 2007 2:19 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
This seems rather dumb to me... use Traveled Leader to keep on playing the site, healing all your companions and all your allies. And if the Shadow player has any minions out (double-move), then who cares? It’s just a couple of wounds gone from the minions.

At least Neekerbreekers Bog was vulnerable to burdens. Rolling Eyes

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Mythdracon
Posted: Wed May 02, 2007 3:18 pm
Joined: 03 Jan 2007 Posts: 439 Location:
I don’t think it makes sense that this card can heal Shadow characters (wouldn’t they *hate* being in Mithlond, or any place of Light, for that matter?). But it’s a beautiful image, and relatively balanced given that annoying Gothmog is going to set up archery anarchy once people get decks made around him.
sickofpalantirs
Posted: Wed May 02, 2007 4:07 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.
that IS a beautiful pic. for tha reason only it merits a 5 Wink anyway...this is kinda overpowered with traveled leader or follow smeagol...but it can be a good counter to the extremely broken orc decks of late.
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