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sickofpalantirs |
Posted: Thu Mar 15, 2007 2:37 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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BattleWarg wrote:  Evergreen Guards
Condition • Support Area
To play, spot 2 Ents (or exert a  Ent).
Each time the fellowship moves to a forest, add  . If you can spot an Ent, exert an ally.
"Two great trees stood there, one on either side, like living gate-posts."
DU80
good
 Water of the Entwash
Condition • Support Area
To play, spot an Ent.
At the start of the maneuver phase, heal a  or  minion.
"They were too eager to be surprised at the remarkable way in which the cuts and sores of their captivity had healed and their vigour had returned."
DU99
at the start of EACH maneuver phase.
 Woods of Fangorn
Condition • Support Area
Shadow: Play an Ent to add a  token to this condition.
Skirmish: Remove 5  tokens from this condition to wound an  companion skirmishing an Ent. Your opponent may discard a possession from his support area to prevent this.
DU100
make it 4 tokens, or 2 tokens if it is an isengard companion. |
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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DáinIronfoot |
Posted: Thu Mar 15, 2007 3:35 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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I agree with everything SoP said. The only thing I’d add is that "forest" shouldn’t be bolded.  |
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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sickofpalantirs |
Posted: Thu Mar 15, 2007 4:39 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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someone agrees with everything I say!
thanks dain, and BW if you want more reviews then just me and dain, post on the chosen ones website. |
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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BattleWarg |
Posted: Thu Mar 15, 2007 5:06 pm |
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Joined: 11 Feb 2007
Posts: 579
Location:
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sickofpalantirs wrote: I am assuming you want more then 1 review for these DC’s.
Yeah - I’m always open to getting reviews to previous cards. I’m posting more cards to give a larger picture of the culture.
And I forgot about that card and didn’t think to add the NOLINK.
I will see about posting. |
Our time here is ending...
What did you want to see before the end?
It will be made in the Request-a-card Set #1 (name ideas also welcome ). |
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Anonymous Prodigy |
Posted: Thu Mar 15, 2007 7:31 pm |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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BattleWarg wrote:  Evergreen Guards
Condition • Support Area
To play, spot 2 Ents (or exert a  Ent).
Each time the fellowship moves to a forest, add  . If you can spot an Ent, exert an ally.
"Two great trees stood there, one on either side, like living gate-posts."
DU80
Sweet!
BattleWarg wrote:  Water of the Entwash
Condition • Support Area
To play, spot an Ent.
At the start of each maneuver phase, heal a  or  minion.
"They were too eager to be surprised at the remarkable way in which the cuts and sores of their captivity had healed and their vigour had returned."
DU99
Strange, but nice.
BattleWarg wrote:  Woods of Fangorn
Condition • Support Area
Shadow: Play an Ent to add a  token to this condition.
Skirmish: Remove 4  tokens from this condition to wound a companion skirmishing an Ent (or 2 [Gandalf tokens if that companion is an  companion). Your opponent may discard a possession from his support area to prevent this.
DU100
I would change "possession" to "condition". Good DCs!  |
I had to put something here. |
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BattleWarg |
Posted: Thu Mar 15, 2007 8:03 pm |
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Joined: 11 Feb 2007
Posts: 579
Location:
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I decided to make Woods of Fangorn ’possession or condition’, so that Isengard can fight back a bit better, and a few others can as well.
Other than that, I always enjoy getting ’Strange, but nice’ comments on my cards  |
Our time here is ending...
What did you want to see before the end?
It will be made in the Request-a-card Set #1 (name ideas also welcome ). |
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BattleWarg |
Posted: Fri Mar 16, 2007 10:02 am |
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Joined: 11 Feb 2007
Posts: 579
Location:
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Today, we’ll go to the sleepier Ents. These are the ones that have become more and more like trees, slipping from the awakened form of other trees, such as Treebeard and Quickbeam.
First is the second of the three original Ents. While Treebeard remains vigilant, this Ent has grown more tired and started to become rooted even further. But when roused, he still brings in a strong force.
•Leaflock, Tree-ish
Minion • Ent
14 Strength
3 Vitality
6 Site Number
Damage +1. To play Leaflock, exert a or minion (or discard 2 cards from hand).
Each time the fellowship moves, exert Leaflock (or wound him if the fellowship moves to a non-forest site).
Skirmish: Exert Leaflock or discard 2 cards from hand to make an Ent strength +2.
"’Only three remain of the first Ents that walked in the woods before the darkness.’"
DR87
The second card are the lesser Ents. They’re slightly higher in awareness than trees, not by much, but just enough.
Half-awake Ent
Condition • Support Area
Maneuver: If the fellowship is at a forest, remove to make this condition a damage +1 Ent minion with 9 Strength and 1 Vitality that cannot take wounds or bear cards. This card is still a condition.
"’Many are growing sleepy, going tree-ish, as you might say.’"
DR86
The next are the Ents that were born roughly just before the Entwives left, those newer to the forest than almost any of the others. They are decent by themselves, but work much better with one of the elder Ents.
Young Ent
Minion • Ent
8 Strength
3 Vitality
6 Site Number
If you can spot another Ent, this minion’s twilight cost is -1.
At the start of each skirmish phase involving this minion, you may exert a unique Ent to make this minion damage +1.
"’Still, I daresay I could get together a fair company of our younger folks - if I could make them understand the need.’"
DC101 |
Last edited by BattleWarg on Fri Mar 16, 2007 4:21 pm; edited 1 time in totalOur time here is ending...
What did you want to see before the end?
It will be made in the Request-a-card Set #1 (name ideas also welcome ). |
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DáinIronfoot |
Posted: Fri Mar 16, 2007 10:16 am |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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BattleWarg wrote:  •Leaflock, Tree-ish
Minion • Ent
14 Strength
3 Vitality
6 Site Number
Damage +1. To play Leaflock, exert a  or  minion (or discard 2  cards from hand).
If the fellowship moves, exert Leaflock (or wound him if the fellowship moves to a non-forest site).
Skirmish: Exert Leaflock or discard 2 cards from hand to make an Ent strength +2.
"’Only three remain of the first Ents that walked in the woods before the darkness.’"
DR87
"If" should be "Each time". Other than that, looks good.
BattleWarg wrote:  Half-awake Ent
Condition • Support Area
Maneuver: If the fellowship is at a forest, remove  to make this condition a damage +1 Ent minion with 9 Strength and 1 Vitality that cannot take wounds or bear cards. This card is still a condition.
"’Many are growing sleepy, going tree-ish, as you might say.’"
DR86
Eh, the name just doesn’t strike me right, though I don’t have a better suggestion off-hand. Other than that, looks good.
BattleWarg wrote:  Young Ent
Minion • Ent
8 Strength
3 Vitality
6 Site Number
If you can spot another Ent, this minion’s twilight cost is -1.
At the start of each skirmish phase involving this minion, you may exert a unique Ent to make this minion damage +1.
"’Still, I daresay I could get together a fair company of our younger folks - if I could make them understand the need.’"
DC101
Good! |
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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sickofpalantirs |
Posted: Fri Mar 16, 2007 2:18 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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BattleWarg wrote:
 •Leaflock, Tree-ish
Minion • Ent
14 Strength
3 Vitality
6 Site Number
Damage +1. To play Leaflock, exert a  or  minion (or discard 2  cards from hand).
If the fellowship moves, exert Leaflock (or wound him if the fellowship moves to a non-forest site).
Skirmish: Exert Leaflock or discard 2 cards from hand to make an Ent strength +2.
"’Only three remain of the first Ents that walked in the woods before the darkness.’"
DR87
should be "each time the fellowship..." otherwise good.
 Half-awake Ent
Condition • Support Area
Maneuver: If the fellowship is at a forest, remove  to make this condition a damage +1 Ent minion with 9 Strength and 1 Vitality that cannot take wounds or bear cards. This card is still a condition.
"’Many are growing sleepy, going tree-ish, as you might say.’"
DR86
I love it.
 Young Ent
Minion • Ent
8 Strength
3 Vitality
6 Site Number
If you can spot another Ent, this minion’s twilight cost is -1.
At the start of each skirmish phase involving this minion, you may exert a unique Ent to make this minion damage +1.
"’Still, I daresay I could get together a fair company of our younger folks - if I could make them understand the need.’"
DC101
maybe damage +1 and strength +2? |
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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BattleWarg |
Posted: Fri Mar 16, 2007 9:12 pm |
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Joined: 11 Feb 2007
Posts: 579
Location:
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I’m not quite sure on having Young Ent get a strength and damage boost, but if others think it should, I probably will add it in.
Now for some more support cards for the Ents. These are fairly straightforward, so I’ll probably put up the next group up some time in the morning.
The first is a generic boost for the Ents. However, they are able to use their abilities to blend in, along with the shadows and small quarters (to them) when they are around other trees.
Dim and Stuffy
Event • Skirmish
Make an Ent strength +2 (or +4 if the fellowship is at a forest).
"’You can’t imagine animals living here at all, or staying for long.’"
DC79
While Dim and Stuffy is the more relaxed, defending strength boost, the next is the offensive version.
Flash and Flicker
Event • Skirmish
Make an Ent strength +2 (or +4 if skirmishing an character).
"Treebeard was at their head, and some fifty followers were behind him, two abreast, keeping step with their feet and beating time with their hands upon their flanks."
DC82
Finally, the Ents take time to think on things. The hobbits help them to add to the list, but they know what’s going to work.
Unplaced
Event • Shadow
Exert an Ent to look at the top 2 cards of your deck. You may spot a minion to take one of those cards into hand. Place the rest on the top of your deck in any order.
"’You do not seem to come in the old lists that I learned when I was young.’"
DU97 |
Last edited by BattleWarg on Sat Mar 17, 2007 4:47 pm; edited 1 time in totalOur time here is ending...
What did you want to see before the end?
It will be made in the Request-a-card Set #1 (name ideas also welcome ). |
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