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BattleWarg
Posted: Fri Mar 23, 2007 11:58 am
Joined: 11 Feb 2007 Posts: 579 Location:
I think Open Fields will have an exertion cost instead of raising to 2...


DáinIronfoot wrote:
BattleWarg wrote:
2 Mountain-home Dwarven
Condition • Support Area
At the end of your Shadow phase, exert a Dwarf or discard this condition.
Each Dwarf’s twilight cost is -1.
Each Dwarf skirmishing a Moria companion is strength +1.
Each minion skirmishing a companion with the Balrog signet is strength +1.
DR46

Seems costed a little too low, especially since it’s non-unique. Maybe 3? Or add some other cost to play, like removing a burden or threat. Ooo, or spotting a Dwarf or two. That would be good since it has that twilight cost reduction...which Dwarves do you play before and which ones do you wait to play after?

Balrog signet? Very Happy Cool.

I think I’ll have its twilight cost 3 and spot a Dwarf to play it. That way, it’s fairly easy to play all 4 if you have them in hand (of course, keeping them in play...)

And yes, although the Balrog signet will be almost exclusively Moria...


Today’s cards feature the Dwarven fighting skill, starting with their choice of terrain:

2 Under-deep Mines Dwarven
Event • Assignment
If the fellowship is at an underground site, assign a Dwarf to skirmish a companion (except the Ring-bearer) or, if the fellowship is at a mountain site, spot a Dwarf to prevent that Dwarf from being assigned to a skirmish until the regroup phase.
DR50

This is the dwarves using the mines to travel. If the fellowship is in them, the Dwarves are more used to the terrain. If they’re above them, they don’t get noticed. Then that Dwarf is able to be more fully used for mining in the regroup phase (or whatever else). Of course, they do get more standard bonuses...

1 Large Halls Dwarven
Event • Skirmish
Make a Dwarf strength +2 (or +4 if at an underground site).
DC42

Basically just a simple strength pump. Things get more interesting when a Dwarf is fighting itself.

0 Dwarven Technique Dwarven
Event • Skirmish
Make a Dwarf strength +3 and damage -1.
DU34

The Dwarf works more on hitting than cleaving deeply. Slightly off for the Dwarves, but they’re smart enough to know which is needed. Not that they need to sacrifice their damage for skill, but they can fight extremely well together...

1 Dwarves Are Upon You! Dwarven
Event • Skirmish
Make a Dwarf strength +1 for each other Dwarf assigned to a skirmish.
DU34

Another card that helps Dwarven swarm, this can make even a generic miner into a dangerous killing machine (and a dangerous killing machine into... um...). While they know how to fight, they are much better when fighting with other Dwarves.
Last edited by BattleWarg on Sat Mar 24, 2007 4:12 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 Smile).
legoles3333
Posted: Fri Mar 23, 2007 12:13 pm
Joined: 28 Nov 2006 Posts: 861 Location: In a place that is beyond your imagination
BattleWarg wrote:
I think Open Fields will have an exertion cost instead of raising to 2...


DáinIronfoot wrote:
BattleWarg wrote:
2 Mountain-home Dwarven
Condition • Support Area
At the end of your Shadow phase, exert a Dwarf or discard this condition.
Each Dwarf’s twilight cost is -1.
Each Dwarf skirmishing a Moria companion is strength +1.
Each minion skirmishing a companion with the Balrog signet is strength +1.
DR46

Seems costed a little too low, especially since it’s non-unique. Maybe 3? Or add some other cost to play, like removing a burden or threat. Ooo, or spotting a Dwarf or two. That would be good since it has that twilight cost reduction...which Dwarves do you play before and which ones do you wait to play after?

Balrog signet? Very Happy Cool.

I think I’ll have its twilight cost 3 and spot a Dwarf to play it. That way, it’s fairly easy to play all 4 if you have them in hand (of course, keeping them in play...)

And yes, although the Balrog signet will be almost exclusively Moria...


Today’s cards feature the Dwarven fighting skill, starting with their choice of terrain:

2 Under-deep Mines Dwarven
Event • Assignment
If the fellowship is at an underground site, assign a Dwarf to skirmish a companion (except the Ring-bearer) or, if the fellowship is at a mountain site, spot a Dwarf to prevent that Dwarf from being assigned to a skirmish until the regroup phase.
DR50

This is the dwarves using the mines to travel. If the fellowship is in them, the Dwarves are more used to the terrain. If they’re above them, they don’t get noticed. Then that Dwarf is able to be more fully used for mining in the regroup phase (or whatever else). Of course, they do get more standard bonuses...

Intresting...

1 Large Halls Dwarven
Event • Skirmish
Make a Dwarf strength +2 (or +4 if underground).
DC42

Basically just a simple strength pump. Things get more interesting when a Dwarf is fighting itself.

Nice little card, reminds me of Their Halls of Stone

0 Dwarven Technique Dwarven
Event • Skirmish
Make a Dwarf strength +3 and damage -1.
DU34

The Dwarf works more on hitting than cleaving deeply. Slightly off for the Dwarves, but they’re smart enough to know which is needed. Not that they need to sacrifice their damage for skill, but they can fight extremely well together...

Damage -1 ?????

1 Dwarves Are Upon You! Dwarven
Event • Skirmish
Make a Dwarf strength +1 for each other Dwarf assigned to a skirmish.
DU34
if this was real, i would do a Dwarven Lurker Deck

Another card that helps Dwarven swarm, this can make even a generic miner into a dangerous killing machine (and a dangerous killing machine into... um...). While they know how to fight, they are much better when fighting with other Dwarves.
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DáinIronfoot
Posted: Fri Mar 23, 2007 1:02 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
BattleWarg wrote:
2 Under-deep Mines Dwarven
Event • Assignment
If the fellowship is at an underground site, assign a Dwarf to skirmish a companion (except the Ring-bearer) or, if the fellowship is at a mountain site, spot a Dwarf to prevent that Dwarf from being assigned to a skirmish until the regroup phase.
DR50

Interesting. Not sure why you’d use the mountain part, unless there was a Dwarf minion with a really good regroup ability. Though I guess it does work well with Mine of Mithril.

BattleWarg wrote:
1 Large Halls Dwarven
Event • Skirmish
Make a Dwarf strength +2 (or +4 if underground).
DC42

Like legoles said, this is just like Their Halls of Stone. Not a bad thing, since this one’s for minions. However, I DO think it should be worded the same way.

BattleWarg wrote:
0 Dwarven Technique Dwarven
Event • Skirmish
Make a Dwarf strength +3 and damage -1.
DU34

Not bad. Maybe make it +4 if they bear a hand weapon.

BattleWarg wrote:
1 Dwarves Are Upon You! Dwarven
Event • Skirmish
Make a Dwarf strength +1 for each other Dwarf assigned to a skirmish.
DU34

Heh, perfect title for a Dwarf Shadow card. Razz Good card, too. Perhaps make it cost 2, though I’m not sure about that.
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!
sickofpalantirs
Posted: Fri Mar 23, 2007 2:21 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:

2 Dwarven Axewielder Dwarven
Minion • Dwarf
6 Strength
2 Vitality
5 Site Number
While skirmishing an Orc, this minion is damage +1.
DC31

2 Warrior of Erebor Dwarven
Minion • Dwarf
5 Strength
2 Vitality
5 Site Number
Damage +1.
While skirmishing a Moria Orc, this minion is strength +2.
DC51
make him 6 base strength


1 Open Fields Dwarven
Condition • Support Area
To play, spot a Dwarf.
While you can spot more companions than minions, each Dwarven Dwarf is strength +3.
Discard this condition at the end of the regroup phase.
DU47
make it end of the turn.

3 Mountain-home Dwarven
Condition • Support Area
To play, spot a Dwarf. At the end of your Shadow phase, exert a Dwarf or discard this condition.
Each Dwarf’s twilight cost is -1.
Each Dwarf skirmishing a Moria companion is strength +1.
Each minion skirmishing a companion with the Balrog signet is strength +1.
DR46

that twilight reducing ability is Twisted Evil . but its fine
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: Fri Mar 23, 2007 2:24 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:

2 Under-deep Mines Dwarven
Event • Assignment
If the fellowship is at an underground site, assign a Dwarf to skirmish a companion (except the Ring-bearer) or, if the fellowship is at a mountain site, spot a Dwarf to prevent that Dwarf from being assigned to a skirmish until the regroup phase.
DR50
maybe spot a companion to prevent a dwarf from skirmishing that companion instead of the second ability?

0 Dwarven Technique Dwarven
Event • Skirmish
Make a Dwarf strength +3 and damage -1.
DU34
technique? sure.

1 Dwarves Are Upon You! Dwarven
Event • Skirmish
Make a Dwarf strength +1 for each other Dwarf assigned to a skirmish.
DU34

maybe or you could make it +1 for each one not assigned maybe?
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 24, 2007 4:50 pm
Joined: 11 Feb 2007 Posts: 579 Location:
Well, I did some minor changes, but I’ll have to disagree with sickofpalantirs on Warrior of Erebor - while it would be a minor advantage, he would always be a better pick than Dwarven Axewielder. They would be equals against non-Moria Orcs, but against non-Orcs, only the Warrior is damage +1, against Moria Orcs the Warrior gets his strength boost. (compared to now, when Warrior is only specifically better against Moria Orcs, while Axewielder is specifically better against non-Moria Orcs).


Anyway, today we’ll be bringing in the dwarven axes. And I’ll have a helper to introduce them:

4 •Gimli, Dwarven Axeman Dwarven
Minion • Dwarf
7 Strength
3 Vitality
5 Site Number
Damage +1. Fierce.
While at an underground site, Gimli is strength +2 and damage +1.
DC36

Another high damage, low strength, Gimli is a tough opponent to beat. Underground, he’s even tougher. But what’s Gimli without his axe?

2 •Gimli’s Battle Axe, Feared Blade Dwarven
Possession • Hand Weapon
+2 Strength
Bearer must be a Dwarven minion. If bearer is Gimli, he is damage +1.
Skirmish:
Exert bearer to exert a companion he is skirmishing (limit once per phase).
DU37

With his axe, Gimli is just a danger to face. And anyone else is tough with it themselves. I’m considering making the ability only work against allies, so it doesn’t make them effectively damage +1 and vitality -1, but rather makes it so that you’re more likely to assign him to a companion (if available). If I do, I could see reducing the cost by 1, but I’d like to hear what people think on this one.
Of course, you can’t really get this dangerous of a weapon out to each Dwarf. So what about the others, that aren’t going to be able to use it, or those that have more than enough ways to damage, but need some help hitting?

1 Axe of Moria Dwarven
Possession • Hand Weapon
+3 Strength
Bearer must be a Dwarf.
DC27

A simple axe, not much to say about it.... Much like Dunland’s Iron Axe...
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 Smile).
DáinIronfoot
Posted: Sat Mar 24, 2007 6:13 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
BattleWarg wrote:
4 •Gimli, Dwarven Axeman Dwarven
Minion • Dwarf
7 Strength
3 Vitality
5 Site Number
Damage +1. Fierce.
While at an underground site, Gimli is strength +2 and damage +1.
DC36

Seems good to me. A little expensive, but I understand why.

BattleWarg wrote:
2 •Gimli’s Battle Axe, Feared Blade Dwarven
Possession • Hand Weapon
+2 Strength
Bearer must be a Dwarven minion. If bearer is Gimli, he is damage +1.
Skirmish:
Exert bearer to exert a companion he is skirmishing (limit once per phase).
DU37

I think it’s okay as is.

BattleWarg wrote:
1 Axe of Moria Dwarven
Possession • Hand Weapon
+3 Strength
Bearer must be a Dwarf.
DC27

Nice and simple. Good stuff.
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 Mar 25, 2007 7:34 pm
Joined: 11 Feb 2007 Posts: 579 Location:
Cool.

Well, I’d like some more reviews, but I’ll finish up the Dwarves today. Tomorrow, we’ll meet the two-sided character, Gollum and the rest of the Gollum culture.

Today, we’ll feature the history of the Dwarves, cards that reflect a time past.

0 Halls of Durin [Dwarves]
Event • Regroup
Play a Dwarf to heal X Dwarves, where X is the twilight cost of that Dwarf.
DC40

Starting with the most recent...
Not extremely useful in general, but if you have regroup actions (like mining...), you get a few extra vitality. Also usable on Dwarves in the fellowship, although I’m not sure how often it’ll help...
It will get you a decent amount of healing ability for a single card (although it actually requires you to have a Dwarf).

1 Gathered by Mahal Dwarven
Event • Response
If your Dwarf is killed, remove a Dwarven card in your discard pile from the game to place that Dwarf at the bottom of your deck.
DR35

Rather than lose them, the Dwarves were gathered and put to sleep for years awaiting the Elves. For a slight sacrifice (lose a card permanently that has already been used up), you get to save a Dwarf for later. Of course, there’s another way to get your Dwarves...

1 Children of Aule Dwarven
Event • Shadow
Discard X Dwarven cards from hand to play a Dwarf with a twilight cost of X from your discard pile. If you cannot spot a Dwarf, its twilight cost is -2.
DU28

Just create the Dwarf. I believe that you can discard a Dwarf for the cost and play it with the effect, but I forget for sure. Obviously, this is much more useful when Dwarves aren’t in play. And I believe that this would be the way to phrase it to get the effect of having to discard 4 Dwarven cards to play Gimli, with only needing 3 twilight if you can’t spot a Dwarf - I can see it being interpreted as 2 Dwarven cards if you can’t, but I think it might be a bit weak, but I’m not sure.
Combos with Moria Miner to cycle 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 Smile).
sickofpalantirs
Posted: Mon Mar 26, 2007 5:15 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:

4 •Gimli, Dwarven Axeman Dwarven
Minion • Dwarf
7 Strength
3 Vitality
5 Site Number
Damage +1. Fierce.
While at an underground site, Gimli is strength +2 and damage +1.
DC36
give him 8 strength, or with his twilight cost 9

2 •Gimli’s Battle Axe, Feared Blade Dwarven
Possession • Hand Weapon
+2 Strength
Bearer must be a Dwarven minion. If bearer is Gimli, he is damage +1.
Skirmish:
Exert bearer to exert a companion he is skirmishing (limit once per phase).
DU37
with his high damage why would he need to exert?

1 Axe of Moria Dwarven
Possession • Hand Weapon
+3 Strength
Bearer must be a Dwarf.
DC27

A simple axe, not much to say about it.... Much like Dunland’s Iron Axe...

fine
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

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