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bobtheorc
Posted: Fri Mar 02, 2007 5:03 pm
Joined: 19 Mar 2006 Posts: 1218 Location: Wow, its hot in Iowa
raptor22 has a good point.
Also that In the Bear’s Shape event probably could cost 3 easily.
And I noticed that 5 •Beorn, Keeper of the Ford Green has the elrond signet.
First there has never been an elrond signet, Wink and how exactly is beorn connected to Elrond?
I personally would prefer resistance numbers.
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DáinIronfoot
Posted: Fri Mar 02, 2007 5:16 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
I know there’s currently no Elrond signet, but my five sets introduce both that and a Thorin signet. I do plenty with resistance, but I wanted a grand return of signets as well, and I want them to be much more useful than Decipher made them.

I don’t believe Beorn could use his axe and In the Bear’s Shape together, raptor, because that event plays during the skirmish phase, and Beorn’s Axe shuts down skirmish phase events. If it trigger earlier--like in, say, the maneuver phase--then yes, its effects would continue through the skirmish phase until the regroup phase began. But that isn’t the case.

Speaking of In the Bear’s Shape, since SoP was worried about the potential strength bonus, I opted to raise the cost to 3, as BtO suggested.

Thanks for the reviews, everyone. I think I’ve given GPs to everyone thus far except BtO, and that should change as soon as I am allowed to give him one. Smile

I’ll get to the next and final Duo of the day, starting...right now! Very Happy
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!
DáinIronfoot
Posted: Fri Mar 02, 2007 5:23 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Dáin’s DC Duos #65

Here’s our last couple Beorn cards. Starting tomorrow, we’ll get into one of the other races in the Green culture...probably Elves.

Enjoy!

2A Fierce Enemy Green
Condition • Support Area
Assignment: If Beorn is assigned to an Orc, exert him X times to assign him to X additional Orcs.
Skirmish: Discard this condition to make Beorn strength +2 for each Orc in his skirmish.
“‘The goblins will not dare to cross the Great River for a hundred miles north of the Carrock nor to come near my house - it is well protected at night!’”

Pretty self-explanatory: turn Beorn into a pin cushion for the masses of Orcs that roam Lasting Alliances, and give him a great chance at actually winning!

Now if I understand my rules correctly, Beorn’s Axe would negate the skirmish text here, yes?

2Queer Lodgings Green
Condition • Support Area
To play, spot 3 Green companions (or Beorn).
Maneuver: If the fellowship is a forest, exert Beorn twice (or exert a Green companion and discard a Green card from hand) to heal a companion or remove a threat.
“...so soon they were all seated at Beorn’s table, and the hall had not seen such a gathering for many a year. There they had a supper, or a dinner, such as they had not had since they left the Last Homely House in the West and said good-bye to Elrond.”

You may not know it yet, but this is not only a great card for Beorn, but a good one for tying together Green Elves and Gandalf Men. They have a few that bind them, just as in The Hobbit, but this one helps peel off all the threats that Gandalf Men stack up.
Last edited by DáinIronfoot on Sat Mar 03, 2007 10:56 am; edited 1 time in totalBest 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!
NBarden
Posted: Fri Mar 02, 2007 5:25 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
Let’s say that there is a minion skirmishing Grimbeorn, and one skirmshing Beorn. You could play that event in Grimbeorn’s Skirmish to affect Beorn until the regroup phase. Just like you can use Merry, Learned Guide’s skirmish action in a skirmish involving Aragorn to prevent losing the skirmish. So, you could play this event in somebody else’s skirmish, and since it lasts until the the regroup phase, Beorn would get the strength pump after all.
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DáinIronfoot
Posted: Fri Mar 02, 2007 5:29 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
NBarden wrote:
Let’s say that there is a minion skirmishing Grimbeorn, and one skirmshing Beorn. You could play that event in Grimbeorn’s Skirmish to affect Beorn until the regroup phase. Just like you can use Merry, Learned Guide’s skirmish action in a skirmish involving Aragorn to prevent losing the skirmish. So, you could play this event in somebody else’s skirmish, and since it lasts until the the regroup phase, Beorn would get the strength pump after all.

Interesting. I didn’t think about that.

Should I go back to something akin to the original wording ("Skirmish events and skirmish special abilities may not target Beorn."), or is it okay, do you think, to leave it as is?
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!
NBarden
Posted: Fri Mar 02, 2007 5:34 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
Well...I think that its okay. After all, the shadow player can do something sneaky such as Barrage, so why shouldn’t the FP be able to fight back with their own trickery?
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NBarden
Posted: Fri Mar 02, 2007 5:38 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
DáinIronfoot wrote:
Dáin’s DC Duos #65

Here’s our last couple Beorn cards. Starting tomorrow, we’ll get into one of the other races in the Green culture...probably Elves.

Enjoy!

2A Fierce Enemy Green
Condition • Support Area
Assignment: If Beorn is assigned to an Orc, exert him X times to assign him to X additional Orcs.
Skirmish: Discard this condition to make Beorn strength +2 for each Orc in his skirmish.
“‘The goblins will not dare to cross the Great River for a hundred miles north of the Carrock nor to come near my house - it is well protected at night!’”

Sweet! Death to Moria! Wait, my primary deck is Moria...NO! GET RID OF THIS CARD! Wink

Pretty self-explanatory: turn Beorn into a pin cushion for the masses of Orcs that roam Lasting Alliances, and give him a great chance at actually winning!

Now if I understand my rules correctly, Beorn’s Axe would negate the skirmish text here, yes?

2Queer Lodgings Green
Condition • Support Area
To play, spot 3 Green companions (or Beorn).
Maneuver: If the fellowship is a forest, exert a Green companion and discard a Green card from hand to heal a companion or remove a threat.
“...so soon they were all seated at Beorn’s table, and the hall had not seen such a gathering for many a year. There they had a supper, or a dinner, such as they had not had since they left the Last Homely House in the West and said good-bye to Elrond.”

Nice, but are people really gonna run that many Green cards? After all, this is the first set using it so you would either need to make it very powerful, or relegate it to a splash culture. If you make it very powerful, then you need at least 50+ cards for it to be viable to be run on its own, otherwise, this card isn’t gonna work that well...

You may not know it yet, but this is not only a great card for Beorn, but a good one for tying together Green Elves and Gandalf Men. They have a few that bind them, just as in The Hobbit, but this one helps peel off all the threats that Gandalf Men stack up.
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DáinIronfoot
Posted: Fri Mar 02, 2007 5:45 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
NBarden wrote:
DáinIronfoot wrote:
2A Fierce Enemy Green
Condition • Support Area
Assignment: If Beorn is assigned to an Orc, exert him X times to assign him to X additional Orcs.
Skirmish: Discard this condition to make Beorn strength +2 for each Orc in his skirmish.
“‘The goblins will not dare to cross the Great River for a hundred miles north of the Carrock nor to come near my house - it is well protected at night!’”

Sweet! Death to Moria! Wait, my primary deck is Moria...NO! GET RID OF THIS CARD! Wink

Exactly. And Moria is a big culture again in Lasting Alliances, though goblin-ish Orcs are also rampant in the Shadow side of Green.

NBarden wrote:
DáinIronfoot wrote:
2Queer Lodgings Green
Condition • Support Area
To play, spot 3 Green companions (or Beorn).
Maneuver: If the fellowship is a forest, exert a Green companion and discard a Green card from hand to heal a companion or remove a threat.
“...so soon they were all seated at Beorn’s table, and the hall had not seen such a gathering for many a year. There they had a supper, or a dinner, such as they had not had since they left the Last Homely House in the West and said good-bye to Elrond.”

Nice, but are people really gonna run that many Green cards? After all, this is the first set using it so you would either need to make it very powerful, or relegate it to a splash culture. If you make it very powerful, then you need at least 50+ cards for it to be viable to be run on its own, otherwise, this card isn’t gonna work that well...

In Lasting Alliances alone, the combined FP and Shadow sides of Green currently makes up 82 cards (46 FP, 36 Shadow). That will likely up a little bit before the set is closed out, too. There’s also Green cards, especially of the Shadow variety, dotted throughout my other sets. You’re looking at easily 100+ cards by the time all is said and done. I’d say that’s big enough to make cards like this viable. Smile

I’m doing all I can to make Green (and the Gandalf Men subculture) powerful AND splashable, so that if they actually existed, people would consider very seriously using them outside of just my sets. I think I succeeded with Gandalf Men, and once you see how many Green Elven cards there are, I think you’ll see that it should work out with Green, too. Beorn is a very small part of the culture.
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!
NBarden
Posted: Fri Mar 02, 2007 6:11 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
DáinIronfoot wrote:
In Lasting Alliances alone, the combined FP and Shadow sides of Green currently makes up 82 cards (46 FP, 36 Shadow). That will likely up a little bit before the set is closed out, too. There’s also Green cards, especially of the Shadow variety, dotted throughout my other sets. You’re looking at easily 100+ cards by the time all is said and done. I’d say that’s big enough to make cards like this viable. Smile


Well...consider that a Green fp/Green shadow would require 60 cards at least, if it cycles well, maybe 80, which it looks from cards already that it will cycle well...and then consider that some of the cards don’t work exactly together, which may not be the case, that’s not a large enough card pool. You either need to have the cards work perfectly together, or have a larger card pool. Even if the cards work perfectly together, which I doubt since you stated there were several subcultures, you would have one decktyp, and one alone, for the Green culture.

I’d say relegate it to a splash or go at least 150+ cards...
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What if the hokey pokey really IS what its all about? Shocked
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Arrow Spotlight on....Sense of Obligation.
DáinIronfoot
Posted: Fri Mar 02, 2007 6:17 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
We’ll see. I doubt I’ll reach that high, but I’ll stretch it out as much as I can.

I still think Queer Lodgings would have plenty of cards to work with and be powerful enough to see play, as would the Green culture. You could easily build a fellowship of almost al [Mirkwood] and be very competitive, I think, or they should be versatile enough to splash in, especially with Men and, of course, Elven Elves.

We’ll see, though. You can be the judge in a couple weeks when the culture (all the Lasting Alliances cards, anyway) is done.

Thanks for the interest. I appreciate you trying to make sure this is all viable. I THINK it is, but time will tell, I suppose.
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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