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BattleWarg
Posted: Sat Mar 03, 2007 6:14 pm
Joined: 11 Feb 2007 Posts: 579 Location:
Alright, updated.

I have no clue on what happened to Wulf, Hillman Chief. It’s right on the file I copied from. I must have been very tired...

And, yes, I got the quotion marks mixed up since I last made cards... I added the +1 strength to Ally of the Hand last, so without it would be fine.

And yeah, Mustered Weaponry isn’t limited to Dunland cards - but it is limited by what you can play. (also, if all 6 are playable, you get 6 cards into play for one slot in hand)


I’m debating which culture to do next... My top two are Dwarven and Elven, although Gandalf and Gollum are also ready to be posted, and are the first ones with almost each card having quotes.
sickofpalantirs
Posted: Sat Mar 03, 2007 7:01 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:

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
works for me


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

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
make it cost 0 IMO.

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

just making up names eh? fine by me.
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
sickofpalantirs
Posted: Sat Mar 03, 2007 7:03 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:
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
whats savage do? I think I missed that. make him cost 1 or have 3 vitality IMO or make his spear give him +1 vitality.

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
whoops I guess it does. good card.

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
IMO make him vitality 3 and 8 strength but thats might just be me.
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: Sat Mar 03, 2007 7:34 pm
Joined: 11 Feb 2007 Posts: 579 Location:
sickofpalantirs wrote:
BattleWarg wrote:
2 •Perchen Dunland
Companion • Man
6 Strength
2 Vitality
4 Resistance
While you can spot 2 other Dunland Men, Perchen is strength +2.
DC18

just making up names eh? fine by me.

Actually, no. Smile For minions, the unique characters are slightly more difficult to make, so I’ve borrowed names from the MECCG for these.


Savage is unloaded (as is hillman), so is basically just a seperator in the Dunland culture.

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