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macheteman
Posted: Fri Jun 22, 2007 8:50 am
Joined: 07 Dec 2006 Posts: 1200 Location: The Jungle
OK, here we go:


Foresight

2Violent J, Of The Dark Carnival Underland
Companion • Man
Strength: 5
Vitality: 3
Resistance: 5
Juggalo. Violent J is strength +1 and resistance +1 for each Underland pipeweed you can spot.
Skirmish: Discard a card stacked on a Underland pipweed to reveal the top card of your draw deck. If that card is a Underland card, you may play it.

Side Note: Underland is [Juggalo].

Thranduil

4 • Thranduil, Wise Elf Elven
Companion • Elf
Str: 7
Vit: 4
Res: 7
Thranduil is resistance +X where X is the number of wounds in his skirmish.
’Long will I tarry, ere I begin this war for gold.’

BW

3 •Guardian of the Shire, Ranger of the North Shire
Companion • Man
7 Strength
3 Vitality
7 Resistance
Ranger.
Response: If your Shire follower is about to be discarded, exert Guardian of the Shire or discard 2 Shire cards from hand to prevent that and place that follower into your support area.
"They were, in fact, sheltered..."

NB

5 •Hareth, Skilled Assassin Raider
Strength: 8
Vitality: 3
Site Number: 4
Southron. Hunter 2.
Each time Hareth wins a skirmish, you may exert him to wound an unbound companion.

CG

3•Morluin, Fallen Istar Black
Minion • Wizard
Strength: 6
Vitality: 3
Site: 4
While you can spot 2 Black conditions, you may play Morluin from your discard pile.
Skirmish: Discard a Black condition to make a companion skirmishing Morluin strength -3. (limit once per skirmish)
Once one of the Five, he had been greatly corrupted.

WLC

2 •Nimae, Dreamer Elven
Companion • Elf
Strength: 4
Vitality: 4
Resistance: 8
At the start of each maneuver and archery phase you may exert Nimae. That phase no events may be played.
Skirmish: Discard two events from hand to cancel a skirmish involving Nimae.
He was not your usual Elf.

spartiatis

3 •Boromir, High Warden of the White Tower Gondor
Companion - Man
Strength: 8
Vitality: 3
Resistance: 5
Knight.
While Boromir has resistance 3 or more and you can spot another knight,
each Gondor companion is strength +1.
"Let the armies of Mordor Know this: Never again will the Land of my people fall into enemy Hands"

SoP

3 Tuilin, Elven Ranger Elven
Companion • Elf
Strength • 7
Vitality • 3
Resistance • 7
Archer, Ranger.
If Tuilin bears a ranged weapon, each time a minion takes a wound in the archery phase, you may exert Tuilin and add 1 to wound that minion again (limit once per phase).

L3333

3 ●Dunedan Ranger Gondor
Companion - Man
Strength 7
Vitality 3
Resistance 7
Maneuver: Exert Dunedan Ranger to wound a minion
Regroup: Exert Dunedan Ranger twice to reconcile your hand

CBB

[14] •Gorgothruin, Balrog Commander Orc
Minion • Balrog
Strength: 17
Vitality: 5
Site Number: 4
Dark Fire. Damage +1.
Each other Balrog is twilight cost -1 and strength +1.
When you play Gorgothruin, Discard two Free Peoples cards that belong to the following classes: Hand Weapon, Ranged Weapon, Armor.
"He was known, next to Gothmog, as the most Evil and cunning of the Valaraukar."

Designer’s Notes:

Dark fire
This is a loaded keyword. Its ability is simple: "When you play this minion, you may spot a companion. Until the regroup phase, that companion may not be assigned to any non-fierce skirmish.

EL

2 *Haldir, Greycloak Elven
Companion * Elf
Strength: 5
Vitality: 3
Resistance: 7
Hunter 1.
While you can spot a wounded minion, Haldir is strength +2.
Maneuver: Remove 2 Elven tokens to exert a minion (or to wound an Orc).
They were clad in shadowy-grey, and could not be seen among the tree-stems, unless they moved suddenly.

Dain

3Rorin, Dwarven Adventurer Dwarven
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1. Hunter 1.
While you can spot 3 Free Peoples races, Rorin’s twilight cost is -1.
When you play Rorin (except in your starting fellowship), you may play a Dwarven possession on him from your draw deck.
Rorin is strength +1 for each minion in his skirmish.
“Baruk Sigin-tarâg!”

AP

2 • Gimli, Sturdy Dwarf Dwarven
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1. Hunter 1.
If the fellowship has moved more than once this turn, each minion skirmishing Gimli is strength –X, where X is Gimli’s vitality.
”’The legs of Men will lag on a rough road, while a Dwarf goes on, be the burden twice his own weight….’”

Glamdring

3 • Hunthor, Turin’s Companion Gondor
Companion • Man
Strength: 7
Vitality: 3
Resistance: 5
Ranger
Hunthor cannot take wounds during fierce skirmishes involving him. While at a forest site, Hunthor gains archer.
[size=9]"The Rangers of the south efficiently knew how to use the bow and arrow, while learning to track the signs in the forest."

macheteman

4 •Gorki, Ice Bay Chieftan White
Companion • Man
Strength: 6
Vitality: 4
Resistance: 4
Defender +1. Enduring. Damage +1. Hunter 1.
------------------------------------------------------------------

AKiE:

4Aragorn, Son of Arathorn Gondor
Companion • Man
Strength: 8
Vitality: 4
Resistance: 8
Ranger.
Skrimish: If Aragorn is unassigned to a skirmish, you may exert him to replace the Ring-bearer in a skirmish. The shadow player may exert a minion or remove 1 to prevent this.
"’I am Aragorn, son of Arathorn; and if by life or death, I can save you, I will.’"


Remember, give some brief feedback to these designers, and vote for your 3 favorite in descending order.


-mm
Last edited by macheteman on Sat Jun 23, 2007 10:02 am; edited 5 times in totalCheck out my best article The Utterly Corrupt Corruption,
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lem0nhead
Posted: Fri Jun 22, 2007 9:07 am
Joined: 02 Apr 2007 Posts: 2981 Location: Blood Island
macheteman wrote:

Foresight

2Violent J, Of The Dark Carnival Underland
Companion • Man
Strength: 5
Vitality: 3
Resistance: 5
Juggalo. Violent J is strength +1 and resistance +1 for each Underland pipeweed you can spot.
Skirmish: Discard a card stacked on a Underland pipweed to reveal the top card of your draw deck. If that card is a Underland card, you may play it.

Dont get this at all as it clearly need sother cards in a set. Could be good if i knew more about the "juggalo" culture.

Side Note: Underland is [Juggalo].

Thranduil

4 • Thranduil, Wise Elf Elven
Companion • Elf
Str: 7
Vit: 4
Res: 7
Thranduil is resistance +X where X is the number of wounds in his skirmish.
’Long will I tarry, ere I begin this war for gold.’

Too costly for not amazing ability.

BW

3 •Guardian of the Shire, Ranger of the North Shire
Companion • Man
7 Strength
3 Vitality
7 Resistance
Ranger.
Response: If your Shire follower is about to be discarded, exert Guardian of the Shire or discard 2 Shire cards from hand to prevent that and place that follower into your support area.
"They were, in fact, sheltered..."

Quite like this guy but limited use.

NB

5 •Hareth, Skilled Assassin Raider
Strength: 8
Vitality: 3
Site Number: 4
Southron. Hunter 2.
Each time Hareth wins a skirmish, you may exert him to wound an unbound companion.

I like him he’s cool! Maybe would make him cost 4 but hey ho still neat.

CG

3•Morluin, Fallen Istar
Minion • Wizard
Strength: 6
Vitality: 3
Site: 4
While you can spot 2 Black conditions, you may play Morluin from your discard pile.
[b]Skirmish:
Discard a condition to make a companion skirmishing Morluin strength -3. (limit once per skirmish)
Once one of the Five, he had been greatly corrupted.

[b]This guy is smart as well. Kudos.


WLC

2 •Nimae, Dreamer Elven
Companion • Elf
Strength: 4
Vitality: 4
Resistance: 8
At the start of each maneuver and archery phase you may exert Nimae. That phase no events may be played.
Skirmish: Discard two events from hand to cancel a skirmish involving Nimae.
He was not your usual Elf.

Overpowered abilities for me. And strange strength and vitality choices. Nice try with the "unusual" approach but too mental for my liking.

spartiatis

3 •Boromir, High Warden of the White Tower Gondor
Companion - Man
Strength: 8
Vitality: 3
Resistance: 5
Knight.
While Boromir has resistance 3 or more and you can spot another knight,
each Gondor companion is strength +1.
"Let the armies of Mordor Know this: Never again will the Land of my people fall into enemy Hands"

Bit bland But ok.

SoP

3 Tuilin, Elven Ranger Elven
Companion • Elf
Strength • 7
Vitality • 3
Resistance • 7
Archer, Ranger.
If Tuilin bears a ranged weapon, each time a minion takes a wound in the archery phase, you may exert Tuilin and add 1 to wound that minion again (limit once per phase).

This guy is awesome. By far id want him in my deck. Cool!

L3333

3 ●Dunedan Ranger Gondor
Companion - Man
Strength 7
Vitality 3
Resistance 7
Maneuver: Exert Dunedan Ranger to wound a minion
Regroup: Exert Dunedan Ranger twice to reconcile your hand

Way OP.

CBB

[14] •Gorgothruin, Balrog Commander Orc
Minion • Balrog
Strength: 17
Vitality: 5
Site Number: 4
Dark Fire. Damage +1.
Each other Balrog is twilight cost -1 and strength +1.
When you play Gorgothruin, Discard two Free Peoples cards that belong to the following classes: Hand Weapon, Ranged Weapon, Armor.
"He was known, next to Gothmog, as the most Evil and cunning of the Valaraukar."

Interesting. Erm. Very powerful. Not bad but not sure how well he’d work in game.
Designer’s Notes:

Dark fire
This is a loaded keyword. Its ability is simple: "When you play this minion, you may spot a companion. Until the regroup phase, that companion may not be assigned to any non-fierce skirmish.

EL

2 *Haldir, Greycloak Elven
Companion * Elf
Strength: 5
Vitality: 3
Resistance: 7
Hunter 1.
While you can spot a wounded minion, Haldir is strength +2.
Maneuver: Remove 2 Elven tokens to exert a minion (or to wound an Orc).
They were clad in shadowy-grey, and could not be seen among the tree-stems, unless they moved suddenly.

He’s ok certainly useful but doesnt jump out and grab me.

Dain

3Rorin, Dwarven Adventurer Dwarven
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1. Hunter 1.
While you can spot 3 Free Peoples races, Rorin’s twilight cost is -1.
When you play Rorin (except in your starting fellowship), you may play a Dwarven possession on him from your draw deck.
Rorin is strength +1 for each minion in his skirmish.
“Baruk Sigin-tarâg!”

Alright. Not too shabby. Maybe bit strong.


AP

2 • Gimli, Sturdy Dwarf Dwarven
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1. Hunter 1.
If the fellowship has moved more than once this turn, each minion skirmishing Gimli is strength –X, where X is Gimli’s vitality.
”’The legs of Men will lag on a rough road, while a Dwarf goes on, be the burden twice his own weight….’”

Very cool Gimli. Wd AP. Shame its a bit limited, unless you make a mental double/treble move deck.

Glamdring

3 • Hunthor, Turin’s Companion Gondor
Companion • Man
Strength: 7
Vitality: 3
Resistance: 5
Ranger
Hunthor cannot take wounds during fierce skirmishes involving him. While at a forest site, Hunthor gains archer.
[size=9]"The Rangers of the south efficiently knew how to use the bow and arrow, while learning to track the signs in the forest."

Nothing wrong with this guy.

macheteman

4 •Gorki, Ice Bay Chieftan White
Companion • Man
Strength: 6
Vitality: 4
Resistance: 4
Defender +1. Enduring. Damage +1. Hunter 1.

Dont know who gorki is. Name rings a bell but ok. Erm hes ok. Strange not having gametext kinda like a freeps horror of harad. Fair enough.

-mm


1. SoP
2. NB
3. CG
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"Smart guy, especially considering his head is filled with lemon juice and seeds. That boy’s juicy brain is FULL of good stuff" ~ DainIronfoot
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"Okay, stop me if you've heard this one. An elf, a man, and a dwarf walk into the Riddermark..." ~ Eomer
Thranduil
Posted: Fri Jun 22, 2007 11:57 am
Joined: 01 May 2007 Posts: 2256 Location:
The ones I think have the most potential are:

BW
EL
NB

But AP’s and mm’s were close.

Thranduil
'We do what we do because of who we are. If we did otherwise, we would not be ourselves.'
- Dream of the Endless

Check out my block based on The Hobbit, my remake of Age's End, and the Fall of Eregion
Vote for your favourite Bilbo, Retired Adventurer(V)
NBarden
Posted: Fri Jun 22, 2007 12:08 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
macheteman wrote:
Foresight

2Violent J, Of The Dark Carnival Underland
Companion • Man
Strength: 5
Vitality: 3
Resistance: 5
Juggalo. Violent J is strength +1 and resistance +1 for each Underland pipeweed you can spot.
Skirmish: Discard a card stacked on a Underland pipweed to reveal the top card of your draw deck. If that card is a Underland card, you may play it.

Side Note: Underland is [Juggalo].

Um...WEIRD! What in the world is this? I’ll wait to see what you do with it...

Thranduil

4 • Thranduil, Wise Elf Elven
Companion • Elf
Str: 7
Vit: 4
Res: 7
Thranduil is resistance +X where X is the number of wounds in his skirmish.
’Long will I tarry, ere I begin this war for gold.’

Interesting. Not sure about it though.

BW

3 •Guardian of the Shire, Ranger of the North Shire
Companion • Man
7 Strength
3 Vitality
7 Resistance
Ranger.
Response: If your Shire follower is about to be discarded, exert Guardian of the Shire or discard 2 Shire cards from hand to prevent that and place that follower into your support area.
"They were, in fact, sheltered..."

Nice. A potent ability, but not bad. A little cheap, though, I would have made it 4

CG

3•Morluin, Fallen Istar [b]
Minion • Wizard
Strength: 6
Vitality: 3
Site: 4
While you can spot 2 Black conditions, you may play Morluin from your discard pile.
[b]Skirmish:
Discard a condition to make a companion skirmishing Morluin strength -3. (limit once per skirmish)
Once one of the Five, he had been greatly corrupted.

[b]Wow. Um...kinda...powerful. But with the small stats, I think its okay. Wow.


WLC

2 •Nimae, Dreamer Elven
Companion • Elf
Strength: 4
Vitality: 4
Resistance: 8
At the start of each maneuver and archery phase you may exert Nimae. That phase no events may be played.
Skirmish: Discard two events from hand to cancel a skirmish involving Nimae.
He was not your usual Elf.

To powerful. He should be at least 4.

spartiatis

3 •Boromir, High Warden of the White Tower Gondor
Companion - Man
Strength: 8
Vitality: 3
Resistance: 5
Knight.
While Boromir has resistance 3 or more and you can spot another knight,
each Gondor companion is strength +1.
"Let the armies of Mordor Know this: Never again will the Land of my people fall into enemy Hands"

Perfect.

SoP

3 Tuilin, Elven Ranger Elven
Companion • Elf
Strength • 7
Vitality • 3
Resistance • 7
Archer, Ranger.
If Tuilin bears a ranged weapon, each time a minion takes a wound in the archery phase, you may exert Tuilin and add 1 to wound that minion again (limit once per phase).

Nice. Needs unique, but still like this guy.

L3333

3 ●Dunedan Ranger Gondor
Companion - Man
Strength 7
Vitality 3
Resistance 7
Maneuver: Exert Dunedan Ranger to wound a minion
Regroup: Exert Dunedan Ranger twice to reconcile your hand

Um...overpowered? Legolas, Greenleaf comes to mind.

CBB

[14] •Gorgothruin, Balrog Commander Orc
Minion • Balrog
Strength: 17
Vitality: 5
Site Number: 4
Dark Fire. Damage +1.
Each other Balrog is twilight cost -1 and strength +1.
When you play Gorgothruin, Discard two Free Peoples cards that belong to the following classes: Hand Weapon, Ranged Weapon, Armor.
"He was known, next to Gothmog, as the most Evil and cunning of the Valaraukar."

Designer’s Notes:

Dark fire
This is a loaded keyword. Its ability is simple: "When you play this minion, you may spot a companion. Until the regroup phase, that companion may not be assigned to any non-fierce skirmish.

Nice.

EL

2 *Haldir, Greycloak Elven
Companion * Elf
Strength: 5
Vitality: 3
Resistance: 7
Hunter 1.
While you can spot a wounded minion, Haldir is strength +2.
Maneuver: Remove 2 Elven tokens to exert a minion (or to wound an Orc).
They were clad in shadowy-grey, and could not be seen among the tree-stems, unless they moved suddenly.

Perfect.

Dain

3Rorin, Dwarven Adventurer Dwarven
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1. Hunter 1.
While you can spot 3 Free Peoples races, Rorin’s twilight cost is -1.
When you play Rorin (except in your starting fellowship), you may play a Dwarven possession on him from your draw deck.
Rorin is strength +1 for each minion in his skirmish.
“Baruk Sigin-tarâg!”

Perfect.

AP

2 • Gimli, Sturdy Dwarf Dwarven
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1. Hunter 1.
If the fellowship has moved more than once this turn, each minion skirmishing Gimli is strength –X, where X is Gimli’s vitality.
”’The legs of Men will lag on a rough road, while a Dwarf goes on, be the burden twice his own weight….’”

Nice, but I can’t see this one used over Eager Hunter. Because of course this one’s for brute strength, and Eager Hunter does better.

Glamdring

3 • Hunthor, Turin’s Companion Gondor
Companion • Man
Strength: 7
Vitality: 3
Resistance: 5
Ranger
Hunthor cannot take wounds during fierce skirmishes involving him. While at a forest site, Hunthor gains archer.
[size=9]"The Rangers of the south efficiently knew how to use the bow and arrow, while learning to track the signs in the forest."

Nice. A bit overpowered, maybe 4?

macheteman

4 •Gorki, Ice Bay Chieftan White
Companion • Man
Strength: 6
Vitality: 4
Resistance: 4
Defender +1. Enduring. Damage +1. Hunter 1.

OP. Make him 5 strength at least, maybe 4.


Elf Lvr
Dain Ironfoot
Spartiatis

Very close. There are some great DCs in herer. Honorable mention to SoP.
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sickofpalantirs
Posted: Fri Jun 22, 2007 1:16 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.
macheteman wrote:
OK, here we go:


Foresight

2Violent J, Of The Dark Carnival Underland
Companion • Man
Strength: 5
Vitality: 3
Resistance: 5
Juggalo. Violent J is strength +1 and resistance +1 for each Underland pipeweed you can spot.
Skirmish: Discard a card stacked on a Underland pipweed to reveal the top card of your draw deck. If that card is a Underland card, you may play it.
Side Note: Underland is [Juggalo].
me confused...
Thranduil

4 • Thranduil, Wise Elf Elven
Companion • Elf
Str: 7
Vit: 4
Res: 7
Thranduil is resistance +X where X is the number of wounds in his skirmish.
’Long will I tarry, ere I begin this war for gold.’
bland bland blander then bland
BW

3 •Guardian of the Shire, Ranger of the North Shire
Companion • Man
7 Strength
3 Vitality
7 Resistance
Ranger.
Response: If your Shire follower is about to be discarded, exert Guardian of the Shire or discard 2 Shire cards from hand to prevent that and place that follower into your support area.
"They were, in fact, sheltered..."
I like this guy
NB

5 •Hareth, Skilled Assassin Raider
Strength: 8
Vitality: 3
Site Number: 4
Southron. Hunter 2.
Each time Hareth wins a skirmish, you may exert him to wound an unbound companion.
erm...seems overcosted and a little bland
CG

3•Morluin, Fallen Istar [B ]
Minion • Wizard
Strength: 6
Vitality: 3
Site: 4
While you can spot 2 conditions, you may play Morluin from your discard pile.
[b]Skirmish:
Discard a [b ] condition to make a companion skirmishing Morluin strength -3. (limit once per skirmish)
Once one of the Five, he had been greatly corrupted.
What are the names of the 5?interesting
WLC

2 •Nimae, Dreamer Elven
Companion • Elf
Strength: 4
Vitality: 4
Resistance: 8
At the start of each maneuver and archery phase you may exert Nimae. That phase no events may be played.
Skirmish: Discard two events from hand to cancel a skirmish involving Nimae.
He was not your usual Elf.
reminds me of a thread on D, TPBM or something where some guy was expressing how much he liked uruviel... weird
spartiatis

3 •Boromir, High Warden of the White Tower Gondor
Companion - Man
Strength: 8
Vitality: 3
Resistance: 5
Knight.
While Boromir has resistance 3 or more and you can spot another knight,
each Gondor companion is strength +1.
"Let the armies of Mordor Know this: Never again will the Land of my people fall into enemy Hands"
interesting...cool!


L3333

3 ●Dunedan Ranger Gondor
Companion - Man
Strength 7
Vitality 3
Resistance 7
Maneuver: Exert Dunedan Ranger to wound a minion
Regroup: Exert Dunedan Ranger twice to reconcile your hand
kinda interesting...
CBB

[14] •Gorgothruin, Balrog Commander Orc
Minion • Balrog
Strength: 17
Vitality: 5
Site Number: 4
Dark Fire. Damage +1.
Each other Balrog is twilight cost -1 and strength +1.
When you play Gorgothruin, Discard two Free Peoples cards that belong to the following classes: Hand Weapon, Ranged Weapon, Armor.
"He was known, next to Gothmog, as the most Evil and cunning of the Valaraukar."
very interesting
Designer’s Notes:

Dark fire
This is a loaded keyword. Its ability is simple: "When you play this minion, you may spot a companion. Until the regroup phase, that companion may not be assigned to any non-fierce skirmish.

EL

2 *Haldir, Greycloak Elven
Companion * Elf
Strength: 5
Vitality: 3
Resistance: 7
Hunter 1.
While you can spot a wounded minion, Haldir is strength +2.
Maneuver: Remove 2 Elven tokens to exert a minion (or to wound an Orc).
They were clad in shadowy-grey, and could not be seen among the tree-stems, unless they moved suddenly.
i never liked 5 companions with possibilities to be 7

Dain

3Rorin, Dwarven Adventurer Dwarven
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1. Hunter 1.
While you can spot 3 Free Peoples races, Rorin’s twilight cost is -1.
When you play Rorin (except in your starting fellowship), you may play a Dwarven possession on him from your draw deck.
Rorin is strength +1 for each minion in his skirmish.
“Baruk Sigin-tarâg!”
cool!

AP

2 • Gimli, Sturdy Dwarf Dwarven
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1. Hunter 1.
If the fellowship has moved more than once this turn, each minion skirmishing Gimli is strength –X, where X is Gimli’s vitality.
”’The legs of Men will lag on a rough road, while a Dwarf goes on, be the burden twice his own weight….’”
nice!

Glamdring

3 • Hunthor, Turin’s Companion Gondor
Companion • Man
Strength: 7
Vitality: 3
Resistance: 5
Ranger
Hunthor cannot take wounds during fierce skirmishes involving him. While at a forest site, Hunthor gains archer.
[size=9]"The Rangers of the south efficiently knew how to use the bow and arrow, while learning to track the signs in the forest."
kinda cool!
macheteman

4 •Gorki, Ice Bay Chieftan White
Companion • Man
Strength: 6
Vitality: 4
Resistance: 4
Defender +1. Enduring. Damage +1. Hunter 1.

no thank you. interesting but...


1. BW
2. CBB
3. CG
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(mm)"SoP: you will always be the Official CC Spammer in my heart"
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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
NBarden
Posted: Fri Jun 22, 2007 1:34 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
sickofpalantirs wrote:
...a little bland


Wasn’t it supposed to be a little bland? And then we souped it up with everything known to man?
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elf lvr
Posted: Fri Jun 22, 2007 1:37 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
SoP, my Haldir has Hunter 1. So he can be 8 strength. Ooooh!

macheteman wrote:
OK, here we go:


Foresight

2Violent J, Of The Dark Carnival Underland
Companion • Man
Strength: 5
Vitality: 3
Resistance: 5
Juggalo. Violent J is strength +1 and resistance +1 for each Underland pipeweed you can spot.
Skirmish: Discard a card stacked on a Underland pipweed to reveal the top card of your draw deck. If that card is a Underland card, you may play it.

Side Note: Underland is [Juggalo].


Okay... weird.

Quote:
Thranduil

4 • Thranduil, Wise Elf Elven
Companion • Elf
Str: 7
Vit: 4
Res: 7
Thranduil is resistance +X where X is the number of wounds in his skirmish.
’Long will I tarry, ere I begin this war for gold.’


I’ll wait to see what you do with resistance before making a judgement.

Quote:
BW

3 •Guardian of the Shire, Ranger of the North Shire
Companion • Man
7 Strength
3 Vitality
7 Resistance
Ranger.
Response: If your Shire follower is about to be discarded, exert Guardian of the Shire or discard 2 Shire cards from hand to prevent that and place that follower into your support area.
"They were, in fact, sheltered..."


A Shire man. Sweetness. A bit limmited, but still. I’d have made it "about to be discarded or returned to hand..." becuase of Set Up.

Quote:
NB

5 •Hareth, Skilled Assassin Raider
Strength: 8
Vitality: 3
Site Number: 4
Southron. Hunter 2.
Each time Hareth wins a skirmish, you may exert him to wound an unbound companion.


Needs to be "Minion * Man", and I’d have made him cost 4.

Quote:
CG

3•Morluin, Fallen Istar
Minion • Wizard
Strength: 6
Vitality: 3
Site: 4
While you can spot 2 Black conditions, you may play Morluin from your discard pile.
[b]Skirmish:
Discard a condition to make a companion skirmishing Morluin strength -3. (limit once per skirmish)
Once one of the Five, he had been greatly corrupted.


The limit just keeps it from being overpowered.

Quote:
WLC

2 •Nimae, Dreamer Elven
Companion • Elf
Strength: 4
Vitality: 4
Resistance: 8
At the start of each maneuver and archery phase you may exert Nimae. That phase no events may be played.
[b]Skirmish: Discard two events from hand to cancel a skirmish involving Nimae.
He was not your usual Elf.


Too powerful. The ability to skip phases (or drastically limit them) is way strong. And the second ability is also a bit powerful... I might have added some additional cost to that.


Quote:
spartiatis

3 •Boromir, High Warden of the White Tower Gondor
Companion - Man
Strength: 8
Vitality: 3
Resistance: 5
Knight.
While Boromir has resistance 3 or more and you can spot another knight,
each Gondor companion is strength +1.
"Let the armies of Mordor Know this: Never again will the Land of my people fall into enemy Hands"


Sweet card for knights. Simple, but good. I like it.

Quote:
SoP

3 Tuilin, Elven Ranger Elven
Companion • Elf
Strength • 7
Vitality • 3
Resistance • 7
Archer, Ranger.
If Tuilin bears a ranged weapon, each time a minion takes a wound in the archery phase, you may exert Tuilin and add 1 to wound that minion again (limit once per phase).


Besides the fact that he needs to be unique, he’s really awesome.

Quote:
L3333

3 ●Dunedan Ranger Gondor
Companion - Man
Strength 7
Vitality 3
Resistance 7
Maneuver: Exert Dunedan Ranger to wound a minion
Regroup: Exert Dunedan Ranger twice to reconcile your hand


Ultra greenleaf with Reconcile. No-no.

Quote:
CBB

[14] •Gorgothruin, Balrog Commander Orc
Minion • Balrog
Strength: 17
Vitality: 5
Site Number: 4
Dark Fire. Damage +1.
Each other Balrog is twilight cost -1 and strength +1.
When you play Gorgothruin, Discard two Free Peoples cards that belong to the following classes: Hand Weapon, Ranged Weapon, Armor.
"He was known, next to Gothmog, as the most Evil and cunning of the Valaraukar."

Designer’s Notes:

Dark fire
This is a loaded keyword. Its ability is simple: "When you play this minion, you may spot a companion. Until the regroup phase, that companion may not be assigned to any non-fierce skirmish.


Really interesting. Fairly balanced, I guess.

Quote:
EL

2 *Haldir, Greycloak Elven
Companion * Elf
Strength: 5
Vitality: 3
Resistance: 7
Hunter 1.
While you can spot a wounded minion, Haldir is strength +2.
Maneuver: Remove 2 Elven tokens to exert a minion (or to wound an Orc).
They were clad in shadowy-grey, and could not be seen among the tree-stems, unless they moved suddenly.


Perfect. What more can I say? Razz

Quote:
Dain

3Rorin, Dwarven Adventurer Dwarven
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1. Hunter 1.
While you can spot 3 Free Peoples races, Rorin’s twilight cost is -1.
When you play Rorin (except in your starting fellowship), you may play a Dwarven possession on him from your draw deck.
Rorin is strength +1 for each minion in his skirmish.
“Baruk Sigin-tarâg!”


He’s cool.

Quote:
AP

2 • Gimli, Sturdy Dwarf Dwarven
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1. Hunter 1.
If the fellowship has moved more than once this turn, each minion skirmishing Gimli is strength –X, where X is Gimli’s vitality.
”’The legs of Men will lag on a rough road, while a Dwarf goes on, be the burden twice his own weight….’”


Really neat. Dwarves ought to double a lot anyways. And with a bunch of Endurance, the ability can get big.

Quote:
Glamdring

3 • Hunthor, Turin’s Companion Gondor
Companion • Man
Strength: 7
Vitality: 3
Resistance: 5
Ranger
Hunthor cannot take wounds during fierce skirmishes involving him. While at a forest site, Hunthor gains archer.
[size=9]"The Rangers of the south efficiently knew how to use the bow and arrow, while learning to track the signs in the forest."


Sort of like Heathen. He’s okay.

Quote:
macheteman

4 •Gorki, Ice Bay Chieftan White
Companion • Man
Strength: 6
Vitality: 4
Resistance: 4
Defender +1. Enduring. Damage +1. Hunter 1.


Interesting. Be careful not to make it overpowered by the end!

Faves:
SoP
DI
spartiatis
Happy Hunting! Elf Lvr
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sickofpalantirs
Posted: Fri Jun 22, 2007 2:11 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.
do you mean I am your fav, or 3 fav?

elf lvr wrote:
SoP, my Haldir has Hunter 1. So he can be 8 strength. Ooooh!


pwned me!

but it wouldn’t really have changed my votes...I will give you a GP though.
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
legoles3333
Posted: Fri Jun 22, 2007 2:52 pm
Joined: 28 Nov 2006 Posts: 861 Location: In a place that is beyond your imagination
SP
BW
CG

and why is my card OP? you get to either wound 2 minions or reconcil! that is not OP where i come from
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CarpeGuitarrem
Posted: Fri Jun 22, 2007 5:39 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
Quick note...I forgot that [ b ] doesn’t give you the "black mana" symbol but bold coding. Cobra really needs to change that. Anyway, can you change it to [ black ]?
"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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