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| TuragaTakanuva | 
 Posted: Wed Jan 10, 2007 8:16 pm | 
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Joined: 28 Jun 2006
Posts: 37
Location: 
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This is my first time posting a DC block. I had fun making it. Comments and criticism are appreciated. Don’t expect anything great.
 
 
Kingdom of the Dwarves
 
 
Commons-60
 
Uncommons-60
 
Rares-60
 
 
Dunland-3
 
Dwarven-25
 
Elven-16
 
Gandalf-18
 
Gollum-9
 
Gondor-10
 
Isengard-8
 
Men-2
 
Moria-25
 
Orc-6
 
Raider-7
 
Rohan-9
 
Sauron-13
 
Shire-10
 
The One Ring-1
 
Uruk-7
 
Wraith-9
 
Site-2
 
 
(10) Evil Men of Dunland  
 
Minion • Man
 
Strength: 12
 
Vitality: 3
 
Site#: 5
 
Damage +1. Toil 2.
 
Shadow: Exert this minion twice to play a   man from your draw deck.
 
0R1
 
 
(1) Axe of Dunland  
 
Possession • Hand Weapon
 
Strength: +2
 
Bearer must be a   man.
 
While at a battleground and you can spot three wounded companions, bearer is strength +1.
 
0C2
 
 
(0) A Whiff of Cloud  
 
Event • Maneuver
 
Spot three   minions to add 2 twilight.
 
0C3
 
 
That’s all for now. It’s time for food. TTYL!
 
 
Wind fly!
 
TuragaTakanuva | 
 
| "Could of been, but I'm not." | 
 
 
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| elf lvr | 
 Posted: Wed Jan 10, 2007 8:36 pm | 
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Joined: 13 Jun 2006
Posts: 3065
Location: Rivendell
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TuragaTakanuva wrote: (10) Evil Men of Dunland   
Minion • Man
 
Strength: 12
 
Vitality: 3
 
Site#: 5
 
Damage +1. Toil 2.
 
Shadow: Exert this minion twice to play a    man from your draw deck.
 
0R1
 Toil is not a dunland mechanic. Most dunland minions have only 1 vitality. On the other hand, this minion has 3 vitality and damage +1... neither of which any other   minion has ever had. This card simply doesn’t fit with the culture... I like the playing minions from your draw deck, but perhaps spot a controlled site to do it? By the way, the twilight symbols are made by including the number in brackets... like   is made like [ 2 ]. For   , though, you have to write it like [ 1 ][ 0 ]. Just so you know...
(1) Axe of Dunland   
Possession • Hand Weapon
 
Strength: +2
 
Bearer must be a    man.
 
While at a battleground and you can spot three wounded companions, bearer is strength +1.
 
0C2
 Compare to Iron Axe. It gives the same strength at the same cost without your heavy requirements. Maybe make it +3 to start and have "While you can spot a site you controll, bearer is damage +1."
(0) A Whiff of Cloud   
Event • Maneuver
 
Spot three    minions to add 2 twilight.
 
0C3
 Seems okay... but I wouldn’t use it.
That’s all for now. It’s time for food. TTYL!
 
Wind fly!
 
TuragaTakanuva  | 
 
Happy Hunting! Elf Lvr
 
Winner of Best Personality in the FPCA. Thanks!
 
Archduke Elf Lvr - Archidoux of the Chosen Ones 
 
AMV Maker In-Training! Check out my newest production, Katsu!- A Diedara Tribute!
 
And behold, EL declared it good. And there was morning, and there was evening, the first (new) day. ~ DainIronfoot | 
 
 
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| sickofpalantirs | 
 Posted: Wed Jan 10, 2007 10:35 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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| I don’t have time to review, but remember to catch the feel of a culture and nail the right twilight cost. Later I will try to review some fo your 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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| TuragaTakanuva | 
 Posted: Wed Jan 10, 2007 10:59 pm | 
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Joined: 28 Jun 2006
Posts: 37
Location: 
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Okay, perhaps this:
 
  Evil Men of Dunland  
 
Minion • Man
 
Strength: 12
 
Vitality: 2
 
Site#: 5
 
Damage +1.
 
When you play this minion, you may spot a site you control to play a   man from your draw deck.
 
0R1
 
 
  Axe of Dunland  
 
Possession • Hand Weapon
 
Strength: +3
 
Bearer must be a   man.
 
While you can spot a site you control, bearer is strength -1 and damage +2.
 
0C2
 
 
Thanks for the input. Please continue. As you can see(and will probably see as I post more), I need it.
 
 
I’ll post a couple more.
 
 
  Mountain Dweller  
 
Companion • Dwarf
 
Strength: 5
 
Vitality: 3
 
Resistance: 5
 
While at an underground, this companion is damage +1.
 
While at a mountain, this companion is strength +2.
 
0C4
 
 
  •Dain Ironfoot, King of Dwarves  
 
Companion • Dwarf
 
Strength: 7
 
Vitality: 4
 
Resistance: 6
 
Damage +1. Berserker. Toil 2.
 
Skirmish: Exert Dain Ironfoot to wound an unwounded minion.
 
0R5
 
 
  •Within the Mountains  
 
Condition • Support Area
 
Maneuver: Exert a dwarf companion to make the current site gain mountain.                                                                                         0U6
 
 
  Ally of Erebor  
 
Ally • Dwarf {Home site 5(of any set)}
 
Strength: 6
 
Vitality: 3
 
Resistance: 6
 
Skirmish: Exert this ally twice to make a dwarf strength +2.
 
0C7
 
 
Ally of Erebor, I don’t know. LOL! Resistance..... weird. Anyway, time for some Dr. Perky(Food Lion’s brand of Dr Pepper).
 
 
Wind fly!
 
TuragaTakanuva | 
 
| "Could of been, but I'm not." | 
 
 
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| elf lvr | 
 Posted: Wed Jan 10, 2007 11:05 pm | 
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Joined: 13 Jun 2006
Posts: 3065
Location: Rivendell
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TuragaTakanuva wrote: Okay, perhaps this:
 
  Evil Men of Dunlan   
Minion • Man
 
Strength: 12
 
Vitality: 2
 
Site#: 5
 
Damage +1.
 
When you play this minion, you may spot a site you control to play a    man from your draw deck.
 
0R1
 Seems fine. A bit costly, but easily combo-able with cards like Freca or Wulf.
  Axe of Dunland   
Possession • Hand Weapon
 
Strength: +3
 
Bearer must be a    man.
 
While you can spot a site you control, bearer is strength -1 and damage +2.
 
0C2
 Interesting... but I like it.
Thanks for the input. Please continue. As you can see(and will probably see as I post more), I need it.
 
I’ll post a couple more.
   Mountain Dweller   
Companion • Dwarf
 
Strength: 5
 
Vitality: 3
 
Resistance: 5
 
While at an underground, this companion is damage +1.
 
While at a mountain, this companion is strength +2.
 
0C4
 Cool. Fits the culture well.
  •Dain Ironfoot, King of Dwarves   
Companion • Dwarf
 
Strength: 7
 
Vitality: 4
 
Resistance: 6
 
Damage +1. Berserker. Toil 2.
 
Skirmish: Exert Dain Ironfoot to wound an unwounded minion.
 
0R5
 Whats the berserker keyword? There have been a few different versions of it, which are you using? The skirmish ability looks good, although I’m not so keen on a toil companion... but it’s possible, and dwarves are probably the one culture to do it with, if not  .
  •Within the Mountains   
Condition • Support Area
 
Maneuver: Exert a dwarf companion to make the current site gain mountain.                                                                                         0U6
 Not bad. Make it "until the regroup phase", though.
  Ally of Erebor   
Ally • Dwarf {Home site 5(of any set)}
 
Strength: 6
 
Vitality: 3
 
Resistance: 6
 
Skirmish: Exert this ally twice to make a dwarf strength +2.
 
0C7
 Maybe a bit too strong for a  -costing ally. Drop the strength or lower the skirmish abilty. Or you could just make it cost more...
Ally of Erebor, I don’t know. LOL! Resistance..... weird. Anyway, time for some Dr. Perky.
 Ha ha! The title is a bit wierd... and I dont think allies have resistance or anything of that sort. They don’t need it.
Wind fly!
 
TuragaTakanuva  | 
 
Happy Hunting! Elf Lvr
 
Winner of Best Personality in the FPCA. Thanks!
 
Archduke Elf Lvr - Archidoux of the Chosen Ones 
 
AMV Maker In-Training! Check out my newest production, Katsu!- A Diedara Tribute!
 
And behold, EL declared it good. And there was morning, and there was evening, the first (new) day. ~ DainIronfoot | 
 
 
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| NBarden | 
 Posted: Thu Jan 11, 2007 2:09 am | 
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Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
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TuragaTakanuva wrote: Okay, perhaps this:
 
  Evil Men of Dunland   
Minion • Man
 
Strength: 12
 
Vitality: 2
 
Site#: 5
 
Damage +1.
 
When you play this minion, you may spot a site you control to play a    man from your draw deck.
 
0R1
 Ouch! Twilight cost to high. I would ditch this card for Band of Wild Men any day. Especially since Band of Wild Men easily becomes fierce. Maybe you could add that ability to this card
  Axe of Dunland   
Possession • Hand Weapon
 
Strength: +3
 
Bearer must be a    man.
 
While you can spot a site you control, bearer is strength -1 and damage +2.
 
0C2
 Huh? Ditch the strength -1 ability, cause that’s not a problem with dunlendings. They’re so high strength, they can deck anyone without the extra strength. And damage +2? Geez. I can’t wait to throw this possession on my band of wild men. It easily kills to companions. That card is way overpowered.
Thanks for the input. Please continue. As you can see(and will probably see as I post more), I need it.
 
I’ll post a couple more.
   Mountain Dweller   
Companion • Dwarf
 
Strength: 5
 
Vitality: 3
 
Resistance: 5
 
While at an underground, this companion is damage +1.
 
While at a mountain, this companion is strength +2.
 
0C4
 Give him some hunter bonus that makes him a good companion, one that I would use instead of Linnar and Uri. And maybe a damage bonus at a mountain.
  •Dain Ironfoot, King of Dwarves   
Companion • Dwarf
 
Strength: 7
 
Vitality: 4
 
Resistance: 6
 
Damage +1. Berserker. Toil 2.
 
Skirmish: Exert Dain Ironfoot to wound an unwounded minion.
 
0R5
 Whoa! Berserker? And Toil on a compnaion? And a swarm stopper? Pretty nasty. And overpowered.
  •Within the Mountains   
Condition • Support Area
 
Maneuver: Exert a dwarf companion to make the current site gain mountain.                                                                                         0U6
 Great card. A little to reusable. Maybe cut the unique and have it play on a site.
  Ally of Erebor   
Ally • Dwarf {Home site 5(of any set)}
 
Strength: 6
 
Vitality: 3
 
Resistance: 6
 
Skirmish: Exert this ally twice to make a dwarf strength +2.
 
0C7
 
Ally of Erebor, I don’t know. LOL! Resistance..... weird. Anyway, time for some Dr. Perky(Food Lion’s brand of Dr Pepper).
 Resistance on an ally? Cut it.
Wind fly!
 
TuragaTakanuva  | 
 
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What if the hokey pokey really IS what its all about?  
 
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| sickofpalantirs | 
 Posted: Thu Jan 11, 2007 8:17 am | 
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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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TuragaTakanuva wrote: Okay, perhaps this:
 
  Evil Men of Dunland   
Minion • Man
 
Strength: 12
 
Vitality: 2
 
Site#: 5
 
Damage +1.
 
When you play this minion, you may spot a site you control to play a    man from your draw deck.
 
0R1
  make it cost 6 or 7 not 8 or 9 
  Axe of Dunland   
Possession • Hand Weapon
 
Strength: +3
 
Bearer must be a    man.
 
While you can spot a site you control, bearer is strength -1 and damage +2.
 
0C2
  i like it though I would consider bringing it down to damage +1.
Thanks for the input. Please continue. As you can see(and will probably see as I post more), I need it.
 
I’ll post a couple more.
   Mountain Dweller   
Companion • Dwarf
 
Strength: 5
 
Vitality: 3
 
Resistance: 5
 
While at an underground, this companion is damage +1.
 
While at a mountain, this companion is strength +2.
 
0C4
  sweet card 
  •Dain Ironfoot, King of Dwarves   
Companion • Dwarf
 
Strength: 7
 
Vitality: 4
 
Resistance: 6
 
Damage +1. Berserker. Toil 2.
 
Skirmish: Exert Dain Ironfoot to wound an unwounded minion.
 
0R5
  whats berserker? otherwise I like it. 
  •Within the Mountains   
Condition • Support Area
 
Maneuver: Exert a dwarf companion to make the current site gain mountain.                                                                                         0U6
  sweet. that combos really well with those dweller guys 
  Ally of Erebor   
Ally • Dwarf {Home site 5(of any set)}
 
Strength: 6
 
Vitality: 3
 
Resistance: 6
 
Skirmish: Exert this ally twice to make a dwarf strength +2.
 
0C7
  destroy the resistance and bring his strength down to 5 or 4. 
Ally of Erebor, I don’t know. LOL! Resistance..... weird. Anyway, time for some Dr. Perky(Food Lion’s brand of Dr Pepper).
 
Wind fly!
 
TuragaTakanuva  | 
 
 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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