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BattleWarg
Posted: Sat Feb 24, 2007 4:43 pm
Joined: 11 Feb 2007 Posts: 579 Location:
Quote:
Interesting. I can’t think of any other hate cards in the cultue, but there’s certainly nothing wrong with it.

Quote:
what does shire have to do with dunland?

Well, I can’t think of much specific Shire hate in any but Gollum and some Wraith, if I remember right.
Anyway, the Stoors had settled right up on the rivers by Dunland in roughly 1100 in the third age for about 200 years. Surely there was some conflict between the (relatively) large Stoors and the Dunlendings.


I suppose Chieftain’s Hides would work for the title. I don’t think removing threats would be a good change, unless you can point me to a Free Peoples card that removes threats to do something...


Quote:
Glad to see someone else not afraid of making allies! This one’s pretty good, too.

Quote:
way overpowered. make it 3 vitality, and only cost 1 IMO

The thing I like, is having it be splashable as a Hillman Dunland Man, but to be fully effective, it needs Dunland companions to be truly useful. Much like a number of Rohan allies...

And I’m fairly confused by your statement sickofpalantirs... It’s overpowered, so I should drop the cost and make it have more vitality?


As a side note, I will be adding numbers/rarities as I finish the cultures. The One Ring and the Dunland culture will be having them added first.
sickofpalantirs
Posted: Sat Feb 24, 2007 6:22 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.
my bad I meant underpowered Embarassed
GP
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
BattleWarg
Posted: Sun Feb 25, 2007 2:51 am
Joined: 11 Feb 2007 Posts: 579 Location:
sickofpalantirs wrote:
my bad I meant underpowered Embarassed
GP

No problem. Makes perfect sense now. Very Happy


I do notice that my Dunlendings are turning into almost a reflection of the Rohirrim, which is somewhat funny, but I kind of like. On that vein, comes three new cards that introduce something seen in other cultures (and, yet again, in Rohan as well) but never have the Dunlendings done it - although I imagine they have them.

1 Dunlending Wolf Dunland
Possession • Mount
Bearer must be a Dunland Man.
At the start of each skirmish involving bearer, exert each character skirmishing him.
DC11

2 Wolf of Dunland Dunland
Possession • Mount
+1 Vitality
To play, spot a Dunland Man. Bearer must be a Man or Orc.
At the start of each skirmish involving bearer, exert each character skirmishing him.
DR24

1 Wolf Riders Dunland
Event • Skirmish
Make a mounted Dunland Man strength +3. You may exert that Man to return this event to your hand.
DU25
Last edited by BattleWarg on Sun Feb 25, 2007 3:13 pm; edited 2 times in total
sickofpalantirs
Posted: Sun Feb 25, 2007 1:31 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.
BattleWarg wrote:


1 Dunlending Wolf Dunland
Possession • Mount
Bearer must be a Dunland character.
At the start of each skirmish involving bearer, exert each minion skirmishing him.
DC11
IDK I just don’t like the idea of them being almost exactly alike, IDK what else you could do though

1 Wolf Riders Dunland
Event • Skirmish
Make a mounted Dunland Man strength +3. You may exert that Man to return this event to your hand rather than place it into the discard pile.
DU25

good card
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
DáinIronfoot
Posted: Sun Feb 25, 2007 1:34 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Let me say up front that I’m not a fan of Dunland Wargs...despite your namesake. Razz I would think they would use horses, if anything. But I’ll give these a fair review anyway, and if you decide to change them to horses or something, I think the text would still work.

BattleWarg wrote:
1 Dunlending Wolf Dunland
Possession • Mount
Bearer must be a Dunland character.
At the start of each skirmish involving bearer, exert each minion skirmishing him.
DC11

I’d either limit it to companions or say "exert each character skirmishing him" or maybe even "each opponent’s character". Because right now, there’s no way a minion would ever be given this.

BattleWarg wrote:
2 Wolf of Dunland Dunland
Possession • Mount
To play, spot a Dunland Man. Bearer must be a Man or Orc.
At the start of each skirmish involving bearer, exert each minion skirmishing him.
DR24

Again, I’d change the text somehow so that minions can get some benefit from it, though that may just be me.

Also, I would recommend giving this a mild strength or even vitality boost to justify the 2 cost. Because right now, unless you’re desperate to get your Orcs mounted, this would never see use thanks to the other mount above.

BattleWarg wrote:
1 Wolf Riders Dunland
Event • Skirmish
Make a mounted Dunland Man strength +3. You may exert that Man to return this event to your hand rather than place it into the discard pile.
DU25

You can leave off "rather than place it into the discard pile", because Decipher has done the same with cards like Broken in Defeat and No Worse for Wear. Nice event, though. Gives a very good reason to get them mounted, though they could probably use one or two more events/conditions that help.
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!
BattleWarg
Posted: Sun Feb 25, 2007 3:25 pm
Joined: 11 Feb 2007 Posts: 579 Location:
Updated.

Quote:
Because right now, unless you’re desperate to get your Orcs mounted, this would never see use thanks to the other mount above.

Unless you want to get an Easterling/Southron, Orcs/Goblins, the traitorous Rohirrim...

Of course, they’d also have mounts of a form as well, so... (except maybe the goblins of Moria...)

Quote:
though they could probably use one or two more events/conditions that help

Yeah. There’s a few more that help, but aren’t specific to mounted Dunlendings.
With the culture, they’ll be able to get boosts from cards boosting Isengard (and possibly Sauron) mounted characters...
BattleWarg
Posted: Mon Feb 26, 2007 6:58 pm
Joined: 11 Feb 2007 Posts: 579 Location:
10 more Dunland cards to go... Today we’ll have the only artifact, the companion that it goes to and another unique Dunland Man that we’ve seen before.

2 •Leamon, Dunland Warrior Dunland
Companion • Man
6 Strength
2 Vitality
3 Resistance
Savage. To play, spot a Dunland Man.
While Leamon bears a hand weapon, he is strength +1.
DC14

2 •Leamon’s Spear Dunland
Artifact • Hand Weapon
+2 Strength
Bearer must be a Dunland Man.
If bearer is Leamon, he is damage +1 and vitality +1.
DR15

3 •Wulf, Hillman Chief Dunland
Companion • Man
9 Strength
2 Vitality
3 Resistance
Hillman. While you can spot another hillman, Wulf is damage +1.
Skirmish:
Add a threat to make Wulf strength +1 for each card in your opponent’s hand (limit +3).
DU26
Last edited by BattleWarg on Sat Mar 03, 2007 5:43 pm; edited 1 time in total
BattleWarg
Posted: Wed Feb 28, 2007 9:23 pm
Joined: 11 Feb 2007 Posts: 579 Location:
1 Ally of the Hand Dunland
Condition
+1 Strength
Saruman signet
Bearer must be a Dunland companion. Limt 1 per bearer
Fellowship: Exert bearer to heal Saruman.
"’That old hatred Saruman has enflamed.’"
DR2

0 Mustered Weaponry Dunland
Event • Fellowship
Spot a Dunland companion to reveal the top 6 cards of your draw deck. You may play any possessions revealed; their twilight cost is -1. Place the rest at the bottom of your deck.
DU17

0 Wild Men Dunland
Event • Skirmish
Make a Dunland Man strength +2. If he wins this skirmish, you may place this on top of your deck.
"The fierce battle-cries of men broke out."
DR23
Last edited by BattleWarg on Sat Mar 03, 2007 5:44 pm; edited 1 time in total
BattleWarg
Posted: Sat Mar 03, 2007 12:04 am
Joined: 11 Feb 2007 Posts: 579 Location:
Well, I’m adding lore as I go now, as I’ve found my Lord of the Rings book - if anyone has lore that will fit a card without, feel free to suggest it.

Down to the last of the Dunland cards - I’ll probably switch to a new topic for the Dwarves, so the reviews for any of the Dunland cards should be in this topic.


The first is a simple companion that gets a boost from the hardest to affect cards in the game - both your own and your opponents. He also has high resistance for a Dunlending.

3 •Chieftain of the Hill Dunland
Companion • Man
8 Strength
2 Vitality
4 Resistance
Hillman.
Chieftain of the Hill is strength +1 for each artifact you can spot.
DU5


The next is the second Dunland ally, who is useless without others, but an obvious choice with them.

1 •Deallus, Deep Spirit Dunland
Ally • Home Site 3M • Man
3 Strength
3 Vitality
Regroup: Exert Deallus to heal a Dunland ally.
DU7


Of course, pillaging isn’t much without burning. This next card allows you to burn your opponent’s support away.

1 Dunlending Torch Dunland
Possession • Hand Weapon
+1 Strength
Bearer must be a Dunland Man.
Each time bearer wins a skirmish, you may exert bearer to discard a possession in an opponent’s support area.
"Flaming brands appeared over the brink and clustered thickly at the breach."
DU10


The final Dunland card doesn’t stand out much, but is more well-rounded of a Dunlending - a generic type, not hillman or savage, but with a couple of other Men, has the strength of a higher twilight cost.

2 •Perchen Dunland
Companion • Man
6 Strength
2 Vitality
4 Resistance
While you can spot 2 other Dunland Men, Perchen is strength +2.
DC18
Last edited by BattleWarg on Sat Mar 03, 2007 5:45 pm; edited 1 time in total
DáinIronfoot
Posted: Sat Mar 03, 2007 9:22 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Wow, I can’t believe I just missed all these cards. Embarassed Sorry, man. Better late than never, eh?

BattleWarg wrote:
2 •Leamon, Dunland Warrior Dunland
Companion • Man
6 Strength
2 Vitality
3 Resistance
Savage. To play, spot a Dunland Man.
While Leamon bears a hand weapon, he is strength +1.
DC14

Nice, simple companion.

BattleWarg wrote:
1 •Leamon’s Spear Dunland
Artifact • Hand Weapon
+2 Strength
Bearer must be a Dunland Man.
If bearer is Leamon, he is damage +1 and vitality +1.
DR15

Yikes! Leamon is now a beast! Maybe make it cost 2.

BattleWarg wrote:
3 •Wulf, Hillman Chief Dunland
Companion • Man
9 Strength
2 Vitality
3 Resistance
Hillman. While you can spot another hillman, Wulf is damage +1.
Skirmish:
Add a threat to make Wulf strength +1 in your opponent’s hand (limit +3).
DU26

The skirmish ability makes no sense. You forget a couple words or something?

BattleWarg wrote:
1 Ally of the Hand Dunland
Condition
+1 Strength
Saruman signet
Bearer must be a Dunland companion.
Fellowship: Exert bearer to heal Saruman.
’"That old hatred Saruman has enflamed."’
DR2

Just as a minor note, for lore, if it’s a quote of something someone is saying, the double quotation marks go on the outside and the single quotation marks go on the inside, "’like this’", not ’"like this"’. Might be hard to see, but trust me, it’s there.

Anyway, as for the card, I’m not too keen on the title, and it should probably be a "limit one per beaer" thing, but it looks nifty otherwise.

BattleWarg wrote:
0 Mustered Weaponry Dunland
Event • Fellowship
Spot a Dunland companion to reveal the top 6 cards of your draw deck. You may play any possessions revealed; their twilight cost is -1. Place the rest at the bottom of your deck.
DU17

I like how it isn’t limited to Dunland weapons. Good stuff. Helps represent their pillaging nature. Smile

BattleWarg wrote:
0 Wild Men Dunland
Event • Skirmish
Make a Dunland Man strength +2. If he wins this skirmish, place this on top of your deck.
’The fierce battle-cries of men broke out.’
DR23

Again, if the lore is a quote from one of the books that is NOT something a character is speaking, then it should be in double quotation marks, not single.

I’d recommend making that second part optional by putting "If he wins this skirmish, you may place this on top of your draw deck." That’s something you may not want all the time.

BattleWarg wrote:
3 •Chieftain of the Hill Dunland
Companion • Man
8 Strength
2 Vitality
4 Resistance
Hillman.
Chieftain of the Hill is strength +1 for each artifact you can spot.
DU5

Interesting. Good thing you didn’t limit it to Dunland artifacts.

BattleWarg wrote:
1 •Deallus, Deep Spirit Dunland
Ally • Home Site 3M • Man
3 Strength
3 Vitality
Regroup: Exert Deallus to heal a Dunland ally.
DU7

As long as you plan on having another ally or two in addition to Dunlending Gatherer, this is fine. Otherwise it might not be worth it.

BattleWarg wrote:
1 Dunlending Torch Dunland
Possession • Hand Weapon
+1 Strength
Bearer must be a Dunland Man.
Each time bearer wins a skirmish, you may exert bearer to discard a possession in an opponent’s support area.
’Flaming brands appeared over the brink and clustered thickly at the breach.’
DU10

Nifty.

BattleWarg wrote:
2 •Perchen Dunland
Companion • Man
6 Strength
2 Vitality
4 Resistance
While you can spot 3 Dunland Men, Perchen is strength +2.
DC18

Unless you mean to include him, it should be "3 other Dunland Men". If you meant to include him, then it’s probably still better to do "2 other Dunland Men".

Nice cards. GP Can’t believe no one has reviewed this until now. Shame on us!
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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