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AnxiousChieftain
Posted: Wed Apr 04, 2007 12:05 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Anonymous Prodigy wrote:
3 Wild Man Rager Dunland
Minion • Man
Strength: 9
Vitality: 1
Site Number: 3
Hunter 1.
C138

Nice and simple.

Anonymous Prodigy wrote:
0 Hatred of the King Dunland
Event • Skirmish
Make a Dunland Man strength +1 for each companion you can spot over 4 (or +2 for each if you can spot Theoden).
U139

Seems very similar to Death to the Strawheads.

Anonymous Prodigy wrote:
8 Wild Man Company Dunland
Minion • Man
Strength: 16
Vitality: 2
Site Number: 3
Damage +1.
To play, spot 2 Dunland minions.
R140

I would lower the spotting requirement to one Dunland minion.

- AC
MODS RULE. - lem0nhead
sickofpalantirs
Posted: Wed Apr 04, 2007 1:42 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.
Anonymous Prodigy wrote:

1 Hatred of the King Dunland
Event • Skirmish
Make a Dunland Man strength +1 for each companion you can spot over 4 (or +2 if you can spot Theoden).
U139
nice

8 Wild Man Company Dunland
Minion • Man
Strength: 16
Vitality: 2
Site Number: 3
Damage +1.
To play, spot a Dunland minion.
R140

hum, personally I agree with AC that it should be lowered, but almost seems to much...
nah its good.
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
CarpeGuitarrem
Posted: Wed Apr 04, 2007 10:53 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
Anonymous Prodigy wrote:
Thanks for the reviews, guys! Welcome back, Dain! Cool


3 Wild Man Rager Dunland
Minion • Man
Strength: 9
Vitality: 1
Site Number: 3
Hunter 1.
C138
Pretty cool, simple card.
1 Hatred of the King Dunland
Event • Skirmish
Make a Dunland Man strength +1 for each companion you can spot over 4 (or +2 if you can spot Theoden).
U139
Ouch! Bite! This would be very nasty against Ents.
8 Wild Man Company Dunland
Minion • Man
Strength: 16
Vitality: 2
Site Number: 3
Damage +1.
To play, spot a Dunland minion.
R140
Not bad, not bad.
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)
Anonymous Prodigy
Posted: Thu Apr 05, 2007 8:52 am
Joined: 10 Jan 2006 Posts: 4197 Location: United States
Thanks for the reviews, guys! Very Happy Here are the Dunland cards for a final review before I move on to Shadow Gollum! Thumbs Up


1 Wild Man Pillager Dunland
Minion • Man
Strength: 5
Vitality: 1
Site Number: 3
This minion is strength +1 for each site you control.
C125

2 Wild Man Raider Dunland
Minion • Man
Strength: 7
Vitality: 1
Site Number: 3
When you play this minion, you may remove 3 and spot another Dunland Man to take control of a site.
C126

2 Wild Man Axe Dunland
Possession • Hand Weapon
Strength +2
Bearer must be a Man.
Bearer gains hunter 1.
At the start of each skirmish involving bearer, each companion skirmishing bearer must exert.
C127

6 Wild Man Swarm Dunland
Minion • Man
Strength: 13
Vitality: 2
Site Number: 3
Shadow: If stacked on a site you control, play this minion. His twilight cost is -2.
U128

4 • Wulf, Leader of the Dunlendings Dunland
Minion • Man
Strength: 10
Vitality: 2
Site Number: 3
Fierce. Hunter 2.
Each time Wulf wins a skirmish, you may discard the top card of the Free Peoples player’s draw deck.
R129

3 Wild Man Rampager Dunland
Minion • Man
Strength: 8
Vitality: 1
Site Number: 3
Fierce.
To play, spot a Dunland Man.
C130

3 Wild Man Slaughterer Dunland
Minion • Man
Strength: 9
Vitality: 1
Site Number: 3
When you play this minion, you may remove 2 to exert a companion (except the Ring-bearer).
U131

0 Dunlending Club Dunland
Possession • Hand Weapon
Bearer must be a Man.
Bearer is strength +1 for each site you control.
C132

2 Wild Man Rager Dunland
Minion • Man
Strength: 7
Vitality: 1
Site Number: 3
Maneuver: Discard this minion to take control of a site. The Free Peoples player may add a threat to prevent this.
C133

4 • Saruman, Enemy of Rohan Dunland
Minion • Wizard
Strength: 8
Vitality: 4
Site Number: 4
Maneuver: Exert Saruman X times to reveal the top X cards of your draw deck. You may play a revealed minion. That minion’s twilight cost is -2 for each Dunland card revealed.
R134

4 Dunlending Brute Dunland
Minion • Man
Strength: 10
Vitality: 1
Site Number: 3
While you control a site, this minion gains hunter 1 for every 2 sites you control.
U135

2 Wild Man Swarmer
Minion • Man
Strength: 5
Vitality: 1
Site Number: 3
Hunter 2.
C136

6 Wild Man Horde Dunland
Minion • Man
Strength: 13
Vitality: 2
Site Number: 3
Fierce. Hunter 1.
To play, spot a Dunland Man.
R137

3 Wild Man Rager Dunland
Minion • Man
Strength: 9
Vitality: 1
Site Number: 3
Hunter 1.
C138

0 Hatred of the King Dunland
Event • Skirmish
Make a Dunland Man strength +1 for each companion you can spot over 4 (or +2 if you can spot Theoden).
U139

6 Wild Man Company Dunland
Minion • Man
Strength: 16
Vitality: 2
Site Number: 3
Damage +1.
To play, spot a Dunland minion.
R140
Last edited by Anonymous Prodigy on Thu Apr 05, 2007 9:08 am; edited 1 time in totalI had to put something here.
macheteman
Posted: Thu Apr 05, 2007 9:03 am
Joined: 07 Dec 2006 Posts: 1200 Location: The Jungle
Anonymous Prodigy wrote:
Thanks for the reviews, guys! Very Happy Here are the Dunland cards for a final review before I move on to Shadow Gollum! Thumbs Up


1 Wild Man Pillager Dunland
Minion • Man
Strength: 5
Vitality: 1
Site Number: 3
This minion is strength +1 for each site you control.
C125

really cool Thumbs Up

2 Wild Man Raider Dunland
Minion • Man
Strength: 7
Vitality: 1
Site Number: 3
When you play this minion, you may remove 2 and spot another Dunland Man to take control of a site.
C126

i’d make it remove 3, with the twilight cost of this minion, and some others, site control would be too easy. or, make it an "at the start of the assignment phase" ability. cool card.

2 Wild Man Axe Dunland
Possession • Hand Weapon
Strength +2
Bearer must be a Man.
Bearer gains hunter 1.
At the start of each skirmish involving bearer, each companion skirmishing bearer must exert.
C127

sweet!

6 Wild Man Swarm Dunland
Minion • Man
Strength: 13
Vitality: 2
Site Number: 3
Shadow: If stacked on a site you control, play this minion. His twilight cost is -2.
U128

nice!

4 • Wulf, Leader of the Dunlendings Dunland
Minion • Man
Strength: 10
Vitality: 2
Site Number: 3
Fierce. Hunter 2.
Each time Wulf wins a skirmish, you may discard the top card of the Free Peoples player’s draw deck.
R129

useful, and good keywords, nice card.

3 Wild Man Rampager Dunland
Minion • Man
Strength: 8
Vitality: 1
Site Number: 3
Fierce.
To play, spot a Dunland Man.
C130

solid

3 Wild Man Slaughterer Dunland
Minion • Man
Strength: 9
Vitality: 1
Site Number: 3
When you play this minion, you may remove 2 to exert a companion (except the Ring-bearer).
U131

wow, really cool.

0 Dunlending Club Dunland
Possession • Hand Weapon
Bearer must be a Man.
Bearer is strength +1 for each site you control.
C132

yep, excellent.


2 Wild Man Rager Dunland
Minion • Man
Strength: 7
Vitality: 1
Site Number: 3
Maneuver: Discard this minion to take control of a site. The Free Peoples player may add a threat to prevent this.
C133

perfect.

4 • Saruman, Enemy of Rohan Dunland
Minion • Wizard
Strength: 8
Vitality: 4
Site Number: 4
Maneuver: Exert Saruman X times to reveal the top X cards of your draw deck. You may play a revealed minion. That minion’s twilight cost is -2 for each Dunland card revealed.
R134

neat and useful! good saruman!

4 Dunlending Brute Dunland
Minion • Man
Strength: 10
Vitality: 1
Site Number: 3
While you control a site, this minion gains hunter 1.
U135

yeah, it works. i might make it: this minion is hunter 1 for every 2 sites you control. my Two Cents.

2 Wild Man Swarmer
Minion • Man
Strength: 5
Vitality: 1
Site Number: 3
Hunter 2.
C136

works with the title.

6 Wild Man Horde Dunland
Minion • Man
Strength: 13
Vitality: 2
Site Number: 3
Fierce. Hunter 1.
To play, spot a Dunland Man.
R137

fine.

3 Wild Man Rager Dunland
Minion • Man
Strength: 9
Vitality: 1
Site Number: 3
Hunter 1.
C138

again, fine.

1 Hatred of the King Dunland
Event • Skirmish
Make a Dunland Man strength +1 for each companion you can spot over 4 (or +2 if you can spot Theoden).
U139

probably wouldn’t be used much, but it works.


6 Wild Man Company Dunland
Minion • Man
Strength: 16
Vitality: 2
Site Number: 3
Damage +1.
To play, spot a Dunland minion.
R140

i might make it unique, concidering the saruman, but it might be OK as is.



good job!
Check out my best article The Utterly Corrupt Corruption,
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Anonymous Prodigy
Posted: Thu Apr 05, 2007 9:19 am
Joined: 10 Jan 2006 Posts: 4197 Location: United States
Thanks for the review, mm! GP I edited most of the cards as you suggested. Thumbs Up

As stated in the opening post, Shadow Gollum will include 3 rares, 3 uncommons, and 3 commons. Here is the first batch! Very Happy


1 Slinking Shadow Among the Stones Gollum
Event • Assignment
Remove a burden to assign Gollum to skirmish a companion (except the Ring-bearer). The Free Peoples player may add a threat to prevent this.
U141

1 You Will See Gollum
Event • Skirmish
Make Gollum strength +1 for each wound on the Ring-bearer (or +2 if you can spot Shelob).
C142

6 • Shelob, Mother of Darkness Gollum
Minion • Spider
Strength: 8
Vitality: 8
Site Number: 8
Enduring. Fierce.
Each time Shelob wins a fierce skirmish, add a burden.
R143
Last edited by Anonymous Prodigy on Thu Apr 05, 2007 3:34 pm; edited 2 times in totalI had to put something here.
DáinIronfoot
Posted: Thu Apr 05, 2007 11:49 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Anonymous Prodigy wrote:
1 Slinking Shadow Among the Stones Gollum
Event • Assignment
Remove a burden to assign Gollum to skirmish a companion (except the Ring-bearer). The Free Peoples player may add a threat to prevent this.
U141

Neat.

Anonymous Prodigy wrote:
2 You Will See Gollum
Event • Skirmish
Make Gollum strength +1 for each wound on the Ring-bearer (or +2 if you can spot Shelob).
C142

Yowch. That could get pretty big. But I think it’s balanced.

Anonymous Prodigy wrote:
8 • Shelob, Mother of Darkness Gollum
Minion • Spider
Strength: 8
Vitality: 8
Site Number: 8
Enduring. Fierce.
Each time Shelob wins a fierce skirmish, add a burden.
R143

Nice and simple. Cool beans. Thumbs Up Shouldn’t she only cost 6, though?
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!
Anonymous Prodigy
Posted: Thu Apr 05, 2007 11:51 am
Joined: 10 Jan 2006 Posts: 4197 Location: United States
I fixed Shelob’s twilight cost. Rolling Eyes Thanks for the review! GP as soon as I can manage it. Thumbs Up
I had to put something here.
DáinIronfoot
Posted: Thu Apr 05, 2007 12:00 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Hey, there’s so many 8s on her card that I can understand. I’ve done it myself before. Your eyes just glaze over and every number becomes an 8. Razz
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!
Anonymous Prodigy
Posted: Thu Apr 05, 2007 1:03 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
2 • Gollum, Treacherous Guide Gollum
Minion
Strength: 5
Vitality: 4
Site Number: 3
Lurker.
Each time Gollum wins a skirmish, you may play the next site (replacing an opponent’s site if necessary).
C144

1 My Precious! Gollum
Event • Response
If the Ring-bearer puts on The One Ring, exert Gollum to add 2 burdens or wound the Ring-bearer twice.
R145

0 Many Exits from Her Lair Gollum
Event • Maneuver or Regroup
Spot Shelob to play the next site (replacing an opponent’s site if necessary).
C146
Last edited by Anonymous Prodigy on Fri Apr 06, 2007 12:06 pm; edited 3 times in totalI had to put something here.

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