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sickofpalantirs
Posted: Mon Aug 20, 2007 1:36 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.
over a year of good times with SW DC’s. too bad to see it stop.

Thanks for making all these cards!
Sad to see it go Crying or Very sad
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
Turin06
Posted: Mon Oct 15, 2007 10:08 am
Joined: 24 Oct 2006 Posts: 197 Location: Good Question
I was bored and in a Star Wars mood and found myself with a couple of free hours. So guess what SW DCs are back in business.............at least for this afternoon anyway we’ll see how it goes.

1 Against the Droid Horde [Jedi]
Event • Maneuever
Exert a Jedi to wound a Droid minion.
3C107

1 • Always Watching [Jedi]
Condition • Support Area
Each time a [Sith] minion is played you may discard a card from hand to heal a Jedi.
3C108

2 At the Head of Millions [Jedi]
Condition • Support Area
To play spot a Jedi
Each time you play a clone companion you may spot a Jedi to make the Dark Side player discard a card from hand.
3C111

2 • Barriss Offee, Jedi Healer [Jedi]
Follower
Aid-1
Res:+2
Each time this Follower is transfered to a [Jedi] or [Republic] character you may heal that character.
3U112

2 • Bultar Swan, Warrior Knight [Jedi]
Companion • Human
Str:6
Vit:3
Res:6
Jedi
Skirmish: Discard a card from hand to make this companion strength +1 (or +2 if that card was a [Jedi] card)
3U113

0 Constant Vigilance [Jedi]
Condition
Bearer must be a Jedi (limit one per character)
While skirmishing a [Sith] minion bearer is strangth +1 and resistance +1.
3U116

0 Desperate Search [Jedi]
Event • Maneuever
Exert a Jedi to wound a [Sith] minion.
3C117

1 • For Many Millennia [Jedi]
Condition • Support Area
At the end of each turn in which no Jedi lost a skirmish you may heal a Jedi.
3C118

0 For the Republic [Jedi]
Event • Alliance
Exert a Jedi to play a [Republic] character from hand. It’s cost is -2.
3U119

1 In the Name of Peace [Jedi]
Event • Skirmish
Make a [Jedi] companion strength +2 (or +4 if skirmishing a minion who has already won a skirmish this turn)
3U120

2 Jedi Armor [Jedi]
Possession • Armor
Bearer must be a [Jedi] companion except the Apprentice.
Bearer cannot be overwhelmed unless bearer’s strength is tripled.
3U121

3 Jedi Commander [Jedi]
Companion • Human
Str:6
Vit:3
Res:6
Jedi
Each of your clone companions are strength +1 and damage +1.
3C122

1 Jedi Healing Trance [Jedi]
Condition
Bearer must be a [Jedi] companion.
At the end of the turn, if bearer did not skirmish, you may heal this character.
3C123

3 Reluctant Generals [Jedi]
Condition • Support Area
Skirmish: Add two threat to make a Jedi strength +1 for each clone you can spot [Limit +3].
3R128

1 The Best [Jedi]
Event • Light Side
Spot two Jedi to play a [Jedi] character or possession from your draw deck.
3R129

1 The Call to Arms [Jedi]
Event • Skirmish
Make a [Jedi] companion strength +2 (or +4 if that companion has not skirmished yet this turn.)
3U130

1 The Chain of Command [Jedi]
Condition
Bearer must a Jedi.
Each time you exert bearer you may make a clone companion strength +1 until the regroup phase.
3U131

2 • The Force’s Call [Jedi]
Condition • Support Area
Each time you play a [Jedi] companion that companion is strength +2 until the end of the turn.
3U132

2 The Last Line [Jedi]
Event • Skirmish
Make a [Jedi] companion strength +2 (or +5 if you can only spot 3 companions or less)
3U133

1 • Trust Gained [Jedi]
Condition • Support Area
Each time a [Jedi] companion wins a skirmish you may add a threat to make a [Republic] companion strength +1.
3C134

2 • Wisdom of Years [Jedi]
Condition • Support Area
Each time the Alliance moves you may place a [Jedi] token here.
Skirmish: Remove a token from her to make a Jedi strength +1.
3C135
Last edited by Turin06 on Fri Nov 09, 2007 5:36 am; edited 3 times in totalBetween the conception
And the creation
Between the emotion
And the response
Falls the Shadow
sickofpalantirs
Posted: Fri Nov 02, 2007 2:07 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.
Turin06 wrote:
I was bored and in a Star Wars mood and found myself with a couple of free hours. So guess what SW DCs are back in business.............at least for this afternoon anyway we’ll see how it goes.

3 Against the Droid Horde [Jedi]
Event • Maneuever
Exert a Jedi to wound a Droid minion.
3C107
cut cost to 1

3 • Always Watching [Jedi]
Condition • Support Area
Response: Each time a [Sith] minion is played you may discard a card from hand to heal a Jedi.
3C108
cool! Again cut cost

2 • At the Head of Millions [Jedi]
Condition • Support Area
To Play spot a Jedi
Each time you play a clone companion you may spot a Jedi to make the Dark Side player discard a card from hand.
3C111
cut cost to 1

2 • Barriss Offee, Jedi Healer [Jedi]
Follower
Aid-1
Each time this Follower is transfered to a [Jedi] or [Republic] character you may heal that character.
3U112
add a resistance boost

2 • Bultar Swan, Warrior Knight [Jedi]
Companion • Human
Str:6
Vit:3
Res:6
Jedi
Skirmish: You may discard a card from hand to make this companion strength +1 (or +2 if that card was a [Jedi] card)
3U113
get rid of the you may.

1 Constant Vigilance [Jedi]
Condition
Bearer must be a Jedi (limit one per character)
While skirmishing a [Sith] minion bearer is strangth +1 and resistance +1.
3U116
noice

3 Desperate Search [Jedi]
Event • Maneuever
Exert a Jedi to wound a [Sith] minion.
3C117
cut cost to 1

2 • For Many Millennia [Jedi]
Condition • Support Area
At the end of the turn if no Jedi lost a skirmish you may heal a Jedi.
3C118
ditto above

0 For the Republic [Jedi]
Event • Alliance
Exert a Jedi and add a threat to play a [Republic] character from hand for -2 twilight.
3U119
should be worded from hand. Its twilight cost is -2.

1 In the Name of Peace [Jedi]
Event • Skirmish
Make a [Jedi] companion strength +2 (or +4 if skirmishing a minion who has already won a skirmish this turn)
3U120
cool

2 Jedi Armor [Jedi]
Possession • Armor
Bearer must be a [Jedi] companion.
Bearer cannot be overwhelmed unless bearer’s strength is tripled.
3U121
howabout jedi companion except the, I can’t remember your name for the RB.

2 Jedi Commander [Jedi]
Companion • Human
Str:6
Vit:3
Res:6
Clone companions are strength +1 and damage +1.
3C122
Each of your clone companions are...up cost 1 and add keyword jedi.

2 Jedi Healing Trance [Jedi]
Condition
Bearer must be a [Jedi] companion.
At the end of the turn, if this character did not skirmish, you may heal this character.
3C123
cut cost 1

3 Reluctant Generals [Jedi]
Condition • Support Area
Skirmish: Add a threat to make a Jedi strength +1 for each clone you can spot.
3R128
limit +3 methinks. and cut cost 1

2 The Best [Jedi]
Event • Light Side
Spot two Jedi to play a [Jedi] character or possession from your draw deck.
3R129
sure

1 The Call to Arms [Jedi]
Event • Skirmish
Make a [Jedi] companion strength +2 (or +4 if that companion has not skirmished yet this turn.)
3U130
if it isn’t a fierce skirmish might be better wording

1 The Chain of Command [Jedi]
Condition
Bearer must a Jedi.
Each you exert bearer you may make a clone companion strength +1 until the regroup phase.
3U131
each TIME you...

2 • The Forces Call [Jedi]
Condition • Support Area
Each time you play a [Jedi] companion that companion is strength +2 until the end of the turn.
3U132
works

1 The Last Line [Jedi]
Event • Skirmish
Make a [Jedi] companion strength +2 (or +6 if you can only spot 3 companions or less)
3U133
cool!

1 • Trust Gained [Jedi]
Condition • Support Area
Each time a [Jedi] companion wins a skirmish you may add a threat to make a [Republic] companion strength +1.
3C134
noice

2 • Wisdom of Years [Jedi]
Condition • Support Area
Each time the Alliance moves you may place a [Jedi] token here.
Skirmish: Remove two tokens from her to make a Jedi strength +1.
3C135

make it one token.

Sorry it took so long, I kept forgetting...
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
Turin06
Posted: Tue Nov 06, 2007 5:58 am
Joined: 24 Oct 2006 Posts: 197 Location: Good Question
Thanks for the Review. These will not be constant anyway because I’m quite busy but you will probably get large bursts of cards like this every few weeks or so. I’m determined to finish this set.
Between the conception
And the creation
Between the emotion
And the response
Falls the Shadow
sickofpalantirs
Posted: Tue Nov 06, 2007 8:45 am
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.
welcome. Turin and SoP making and reviewing SW DC’s Laughing...Ah the good old days when you would get 3 reviews...ah twell.
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
Turin06
Posted: Tue Nov 06, 2007 11:12 am
Joined: 24 Oct 2006 Posts: 197 Location: Good Question
Yeah multiple oppinions on cards. What a luxury.
Between the conception
And the creation
Between the emotion
And the response
Falls the Shadow
sickofpalantirs
Posted: Wed Nov 07, 2007 3:45 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.
Turin06 wrote:
Yeah multiple oppinions on cards. What a luxury.


you could try PM’ing people. Thran and lem0n are fellow brits, maybe they would help
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
Turin06
Posted: Thu Nov 08, 2007 9:50 am
Joined: 24 Oct 2006 Posts: 197 Location: Good Question
Maybe I will next time I post some cards (which should be some time this weekend or next week) I’ve gone for the strategy of marathon card creating on free afternoons and finishing off one culture at a time but with big breaks in between.
Between the conception
And the creation
Between the emotion
And the response
Falls the Shadow
lem0nhead
Posted: Thu Nov 08, 2007 10:24 am
Joined: 02 Apr 2007 Posts: 2981 Location: Blood Island
Turin06 wrote:
I was bored and in a Star Wars mood and found myself with a couple of free hours. So guess what SW DCs are back in business.............at least for this afternoon anyway we’ll see how it goes.

I havent really followed this at all so i dont know the balance of the cultures so forgive me if my reviews dont help much.

1 Against the Droid Horde [Jedi]
Event • Maneuever
Exert a Jedi to wound a Droid minion.
3C107

Fair enough.

1 • Always Watching [Jedi]
Condition • Support Area
Response: Each time a [Sith] minion is played you may discard a card from hand to heal a Jedi.
3C108

Make it a jedi card to match cultures. You can respond to this multiple times, needs to say just Each time not Response:

1 • At the Head of Millions [Jedi]
Condition • Support Area
To Play spot a Jedi
Each time you play a clone companion you may spot a Jedi to make the Dark Side player discard a card from hand.
3C111

De-capitalise Play. Not very useful me thinks but fine.

2 • Barriss Offee, Jedi Healer [Jedi]
Follower
Aid-1
Res:+2
Each time this Follower is transfered to a [Jedi] or [Republic] character you may heal that character.
3U112

Sound.

2 • Bultar Swan, Warrior Knight [Jedi]
Companion • Human
Str:6
Vit:3
Res:6
Jedi
Skirmish: Discard a card from hand to make this companion strength +1 (or +2 if that card was a [Jedi] card)
3U113

Yeah sweet.

1 Constant Vigilance [Jedi]
Condition
Bearer must be a Jedi (limit one per character)
While skirmishing a [Sith] minion bearer is strangth +1 and resistance +1.
3U116

Make it cost 0 unless there are a lot of sith minions. Kind of like a non broke flaming brand condition. Also strength is mispelled.

1 Desperate Search [Jedi]
Event • Maneuever
Exert a Jedi to wound a [Sith] minion.
3C117

Fine. Maybe cost 0.

1 • For Many Millennia [Jedi]
Condition • Support Area
At the end of the turn if no Jedi lost a skirmish you may heal a Jedi.
3C118

Needs to be phrased At the end of each turn in which no Jedi.... Sound card though.

0 For the Republic [Jedi]
Event • Alliance
Exert a Jedi and add a threat to play a [Republic] character from hand. It’s cost is -2.
3U119

Wow bit costly for the effect. Just the exertion or the threat is fine on its own as its an event.

1 In the Name of Peace [Jedi]
Event • Skirmish
Make a [Jedi] companion strength +2 (or +4 if skirmishing a minion who has already won a skirmish this turn)
3U120

Wow cool skirmish pump.

2 Jedi Armor [Jedi]
Possession • Armor
Bearer must be a [Jedi] companion except the Apprentice.
Bearer cannot be overwhelmed unless bearer’s strength is tripled.
3U121

Fine.

3 Jedi Commander [Jedi]
Companion • Human
Str:6
Vit:3
Res:6
Jedi
Each of your clone companions are strength +1 and damage +1.
3C122

The damage +1 seems excessive but i dont know what im talking about when it comes to balancing your light side characters. Basing my thoughts on lotr +1 strength is enough.

1 Jedi Healing Trance [Jedi]
Condition
Bearer must be a [Jedi] companion.
At the end of the turn, if this character did not skirmish, you may heal this character.
3C123

Nice gametext/title synergy. Replace ’this character’ with ’bearer’.

3 Reluctant Generals [Jedi]
Condition • Support Area
Skirmish: Add a threat to make a Jedi strength +1 for each clone you can spot [Limit +3].
3R128

Seems a bit good for a condition. Maybe limit 2 or add 2 threats.

2 The Best [Jedi]
Event • Light Side
Spot two Jedi to play a [Jedi] character or possession from your draw deck.
3R129

Cost 1 imho.

1 The Call to Arms [Jedi]
Event • Skirmish
Make a [Jedi] companion strength +2 (or +4 if that companion has not skirmished yet this turn.)
3U130

Id adjust the +4 to +3.

1 The Chain of Command [Jedi]
Condition
Bearer must a Jedi.
Each time you exert bearer you may make a clone companion strength +1 until the regroup phase.
3U131

Fine.

2 • The Forces Call [Jedi]
Condition • Support Area
Each time you play a [Jedi] companion that companion is strength +2 until the end of the turn.
3U132

The ForceS or The Force? If not which ForceS do you mean? Nice condition.

1 The Last Line [Jedi]
Event • Skirmish
Make a [Jedi] companion strength +2 (or +6 if you can only spot 3 companions or less)
3U133

Needs to cost 2, way powerful.

1 • Trust Gained [Jedi]
Condition • Support Area
Each time a [Jedi] companion wins a skirmish you may add a threat to make a [Republic] companion strength +1.
3C134


Sound.


2 • Wisdom of Years [Jedi]
Condition • Support Area
Each time the Alliance moves you may place a [Jedi] token here.
Skirmish: Remove one token from her to make a Jedi strength +1.
3C135

On a pedantic level remove ’a’ token not ’one’. Looks good.

Ban shampoo, demand real poo.
Popcorn My Trade List and CC References
"Smart guy, especially considering his head is filled with lemon juice and seeds. That boy’s juicy brain is FULL of good stuff" ~ DainIronfoot
"No fair! And all I got was an oily unconscious steward!" ~ Pippin.
"Okay, stop me if you've heard this one. An elf, a man, and a dwarf walk into the Riddermark..." ~ Eomer
sickofpalantirs
Posted: Thu Nov 08, 2007 4:24 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.
i think the last line is fine, you need to have only 3 companions...maybe down to +5 though.
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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