Okay, so I threatened that my 3rd set of
Light & Shadow block would be coming soon. You can find the first set Light & Shadow
here and the second set The Twilight World
here.
This is a brief summary of what this DC block has set out to do:
• It is supposed to follow on from Hunters block, making a new standard which consists of The War of the Ring (Shadows, Black Rider and Bloodlines), Hunters (The Hunters, Rise of Saruman and Treachery & Deceit) and Light & Shadow (Light & Shadow, The Twilight World and Back to the Light). This means that all of movie block is rotated out and that the old Shadow cultures are out of standard (except for occasional splashes). (A quick aside: I decided to keep the new cultures rather than return to the old because, for better or for worse, this is the direction that the game has taken and would have continued with.)
• Its main themes are The One Ring and resistance - making resistance and the Ring truly matter.
• Its secondary theme is multiculture (facilitated in part by toil and the new keyword aggressor). This means that most cards are easily splashable (especially Shadow cards). I made this decision because I feel that the amount of cultural enforcement that is in the game at the moment is harming deck-building potential and creativity, and is ultimately unnecessary - FotR for example had very little of it, and it was not a real issue.
• To support multicultural decks, I've been making a point of using what I call "tribal" keywords wherever the flavour makes sense. Tribal keywords are things like "knight, ranger, tracker, besieger, engine, search, stealth, fortification, valiant" etc. and the new one I created for this block, "traitor". I am no longer confining them to a single culture, but allowing flavour to dictate where they belong - so there are
![Rohan [Rohan]](https://lotrtcgdb.com/forums/Smileys/classic/rohan.png)
knights,
![Evil Men [Men]](https://lotrtcgdb.com/forums/Smileys/classic/men.png)
besiegers and so on. This allows for a different avenue of deckbuilding so that you can make tribal decks instead of just culture decks. That said, it is not one of the main themes of the block; it is just a seed which I am planting.
• This DC block is also supposed to be draftable. This is made possible by the very high percentage of characters (more or less 50% - which meant there was not enough room for followers) and the splashability of most of the cards. This is because I think drafting is the best thing about Magic: it means that cards (almost) always have a purpose. When you look through your MTG cards to make a deck, there are lots of cards you would never consider playing in constructed, but are decent, or sometimes excellent, in limited. Unless you allow drafting, then you just have a set made up of many bad cards that have no use whatsoever. This is why I will always push to have as many characters and as many non-culture specific cards as I can.
• Light & Shadow:
• introduced the block mechanics, including aggressor, unyielding and foresee (which are described below)
• was 210 cards, 100 Shadow 100 FP, 2 Rings and 8 sites
• changed the focus of cards to spot cultures instead of races (so a
![Gondor [Gondor]](https://lotrtcgdb.com/forums/Smileys/classic/gondor.png)
sword would say "Bearer must be a
![Gondor [Gondor]](https://lotrtcgdb.com/forums/Smileys/classic/gondor.png)
companion" instead of "Bearer must be a
![Gondor [Gondor]](https://lotrtcgdb.com/forums/Smileys/classic/gondor.png)
Man")
• spent a lot of cardspace emphasising each culture's strengths and weaknesses
• The Twilight World:
• reintroduced toil into the mix
• was 120 cards, 64 Shadow 52 FP and 4 sites
• redefined the term corruption to apply to all companions
• Back to the Light will:
• reintroduce ambush
• be 120 cards, 52 Shadow 64 FP and 4 sites
• start shifting the culture stereotypes, as you'll see...
That was very wordy and probably not very interesting to anyone else but me. But never mind.
I will now summarise the block keywords before getting into some real cards:
Aggressor - (For each aggressor minion assigned to a skirmish, each Shadow card is twilight cost -1).
Ambush
- (Each time this minion is assigned to skirmish by the Free Peoples player, you may add
).
Corrupted - (Companions with resistance 0 are corrupted).
Foresee X - (To foresee X, look at the top X cards of your draw deck; place any number of those cards on top of or beneath your draw deck in any order).
Toil X - (When you play this card, you may exert any number of your characters that share a culture with it; its twilight cost is -X for each character you exert in this way).
Traitor - (Traitor is unloaded).
Unhasty - (This companion cannot be assigned to a skirmish by the Free Peoples player unless a Free Peoples card allows you to do so).
Unyielding - (This companion's resistance is not reduced by the number of burdens).