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AnxiousChieftain |
Posted: Wed Apr 04, 2007 12:05 pm |
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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Anonymous Prodigy wrote:  Wild Man Rager
Minion • Man
Strength: 9
Vitality: 1
Site Number: 3
Hunter 1.
C138
Nice and simple.
Anonymous Prodigy wrote:  Hatred of the King
Event • Skirmish
Make a  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:  Wild Man Company
Minion • Man
Strength: 16
Vitality: 2
Site Number: 3
Damage +1.
To play, spot 2  minions.
R140
I would lower the spotting requirement to one minion.
- AC |
MODS RULE. - lem0nhead |
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sickofpalantirs |
Posted: Wed Apr 04, 2007 1:42 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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Anonymous Prodigy wrote:
 Hatred of the King
Event • Skirmish
Make a  Man strength +1 for each companion you can spot over 4 (or +2 if you can spot Theoden).
U139
nice
 Wild Man Company
Minion • Man
Strength: 16
Vitality: 2
Site Number: 3
Damage +1.
To play, spot a  minion.
R140
hum, personally I agree with AC that it should be lowered, but almost seems to much...
nah its good. |
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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CarpeGuitarrem |
Posted: Wed Apr 04, 2007 10:53 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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Anonymous Prodigy wrote: Thanks for the reviews, guys! Welcome back, Dain!
 Wild Man Rager
Minion • Man
Strength: 9
Vitality: 1
Site Number: 3
Hunter 1.
C138
Pretty cool, simple card.
 Hatred of the King
Event • Skirmish
Make a  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.
 Wild Man Company
Minion • Man
Strength: 16
Vitality: 2
Site Number: 3
Damage +1.
To play, spot a  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) |
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Anonymous Prodigy |
Posted: Thu Apr 05, 2007 8:52 am |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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Thanks for the reviews, guys! Here are the cards for a final review before I move on to Shadow !
Wild Man Pillager
Minion • Man
Strength: 5
Vitality: 1
Site Number: 3
This minion is strength +1 for each site you control.
C125
Wild Man Raider
Minion • Man
Strength: 7
Vitality: 1
Site Number: 3
When you play this minion, you may remove and spot another Man to take control of a site.
C126
Wild Man Axe
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
Wild Man Swarm
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
• Wulf, Leader of the Dunlendings
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
Wild Man Rampager
Minion • Man
Strength: 8
Vitality: 1
Site Number: 3
Fierce.
To play, spot a Man.
C130
Wild Man Slaughterer
Minion • Man
Strength: 9
Vitality: 1
Site Number: 3
When you play this minion, you may remove to exert a companion (except the Ring-bearer).
U131
Dunlending Club
Possession • Hand Weapon
Bearer must be a Man.
Bearer is strength +1 for each site you control.
C132
Wild Man Rager
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
• Saruman, Enemy of Rohan
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 card revealed.
R134
Dunlending Brute
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
Wild Man Swarmer
Minion • Man
Strength: 5
Vitality: 1
Site Number: 3
Hunter 2.
C136
Wild Man Horde
Minion • Man
Strength: 13
Vitality: 2
Site Number: 3
Fierce. Hunter 1.
To play, spot a Man.
R137
Wild Man Rager
Minion • Man
Strength: 9
Vitality: 1
Site Number: 3
Hunter 1.
C138
Hatred of the King
Event • Skirmish
Make a Man strength +1 for each companion you can spot over 4 (or +2 if you can spot Theoden).
U139
Wild Man Company
Minion • Man
Strength: 16
Vitality: 2
Site Number: 3
Damage +1.
To play, spot a 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. |
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macheteman |
Posted: Thu Apr 05, 2007 9:03 am |
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Joined: 07 Dec 2006
Posts: 1200
Location: The Jungle
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Anonymous Prodigy wrote: Thanks for the reviews, guys!  Here are the  cards for a final review before I move on to Shadow  !
 Wild Man Pillager
Minion • Man
Strength: 5
Vitality: 1
Site Number: 3
This minion is strength +1 for each site you control.
C125
really cool
 Wild Man Raider
Minion • Man
Strength: 7
Vitality: 1
Site Number: 3
When you play this minion, you may remove  and spot another  Man to take control of a site.
C126
i’d make it remove , 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.
 Wild Man Axe
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!
 Wild Man Swarm
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!
 • Wulf, Leader of the Dunlendings
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.
 Wild Man Rampager
Minion • Man
Strength: 8
Vitality: 1
Site Number: 3
Fierce.
To play, spot a  Man.
C130
solid
 Wild Man Slaughterer
Minion • Man
Strength: 9
Vitality: 1
Site Number: 3
When you play this minion, you may remove  to exert a companion (except the Ring-bearer).
U131
wow, really cool.
 Dunlending Club
Possession • Hand Weapon
Bearer must be a Man.
Bearer is strength +1 for each site you control.
C132
yep, excellent.
 Wild Man Rager
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.
 • Saruman, Enemy of Rohan
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  card revealed.
R134
neat and useful! good saruman!
 Dunlending Brute
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  .
 Wild Man Swarmer
Minion • Man
Strength: 5
Vitality: 1
Site Number: 3
Hunter 2.
C136
works with the title.
 Wild Man Horde
Minion • Man
Strength: 13
Vitality: 2
Site Number: 3
Fierce. Hunter 1.
To play, spot a  Man.
R137
fine.
 Wild Man Rager
Minion • Man
Strength: 9
Vitality: 1
Site Number: 3
Hunter 1.
C138
again, fine.
 Hatred of the King
Event • Skirmish
Make a  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.
 Wild Man Company
Minion • Man
Strength: 16
Vitality: 2
Site Number: 3
Damage +1.
To play, spot a  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,
If at first you don't succeed...Sky-diving isn't for you.
"Combat is dangerous. It tends to interupt your breathing process."
ROLF!!! |
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Anonymous Prodigy |
Posted: Thu Apr 05, 2007 9:19 am |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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Thanks for the review, mm! I edited most of the cards as you suggested.
As stated in the opening post, Shadow will include 3 rares, 3 uncommons, and 3 commons. Here is the first batch!
Slinking Shadow Among the Stones
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
You Will See
Event • Skirmish
Make Gollum strength +1 for each wound on the Ring-bearer (or +2 if you can spot Shelob).
C142
• Shelob, Mother of Darkness
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. |
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DáinIronfoot |
Posted: Thu Apr 05, 2007 11:49 am |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Anonymous Prodigy wrote:  Slinking Shadow Among the Stones
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:  You Will See
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:  • Shelob, Mother of Darkness
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. Shouldn’t she only cost , 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! |
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Anonymous Prodigy |
Posted: Thu Apr 05, 2007 11:51 am |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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I fixed Shelob’s twilight cost. Thanks for the review! as soon as I can manage it.  |
I had to put something here. |
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DáinIronfoot |
Posted: Thu Apr 05, 2007 12:00 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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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.  |
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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Anonymous Prodigy |
Posted: Thu Apr 05, 2007 1:03 pm |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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• Gollum, Treacherous Guide
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
My Precious!
Event • Response
If the Ring-bearer puts on The One Ring, exert Gollum to add 2 burdens or wound the Ring-bearer twice.
R145
Many Exits from Her Lair
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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