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Anonymous Prodigy |
Posted: Sat Feb 17, 2007 10:35 pm |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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AnxiousChieftain wrote:  •Denethor, Son of Ecthelion
Companion • Man
Strength: 8
Vitality: 3
Resistance: 5
Knight.
Each minion bearing a fortification is strength -1.
Fellowship: Exert Denethor twice to play a fortification from your draw deck.
Simple, balanced, and useful. Good card!
AnxiousChieftain wrote:  •Minas Tirith Garrison
Companion • Man
Strength: 8
Vitality: 3
Resistance: 6
Knight. To play, spot 2 knights.
Each time the fellowship moves during the regroup phase, you may discard X fortifications to heal X knights and remove [X].
I would raise the cost to and raise the strength to 9. Nice job!
AnxiousChieftain wrote:  Strength to Challenge
Event • Regroup
Exert a  knight to discard each minion bearing a fortification.
Wow! Sweet card! Load ’em up, then take ’em down!
AnxiousChieftain wrote:  •Tower of Ecthelion
Condition • Support Area
Strength -2
Fortification.
When you play this fortification, you may remove a  token from a condition to heal a  knight.
Maneuver: Spot 3 knights or exert a  Man to transfer this condition to a minion.
Good card; maybe change it to ’Spot 2 knights or exert a Man.....’
I’m looking forward to the next batch!  |
I had to put something here. |
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Mouth of Saruman |
Posted: Sat Feb 17, 2007 11:51 pm |
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Joined: 14 Feb 2007
Posts: 190
Location: Orthanc
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AnxiousChieftain wrote:  •Denethor, Son of Ecthelion
Companion • Man
Strength: 8
Vitality: 3
Resistance: 5
Knight.
Each minion bearing a fortification is strength -1.
Fellowship: Exert Denethor twice to play a fortification from your draw deck.
Interesting. A high-strength Denethor without a drawback. He’s balanced enough to not need one, however; I like it.
AnxiousChieftain wrote:  •Minas Tirith Garrison
Companion • Man
Strength: 8
Vitality: 3
Resistance: 6
Knight. To play, spot 2 knights.
Each time the fellowship moves during the regroup phase, you may discard X fortifications to heal X knights and remove [X].
Harsh spotting requirements. I’d make it "To play, spot two knights or exert a Man." Other than that, good card.
AnxiousChieftain wrote:  Strength to Challenge
Event • Regroup
Exert a  knight to discard each minion bearing a fortification.
Ouch. This could hurt the Shadow player a lot, especially if the Free Peoples player is cycling fortifications from their discard pile with cards such as Gondor Still Stands and Sixth Level. However, I don’t think it’s broken because of the face that most of these cards require a lot of exerts.
AnxiousChieftain wrote:  •Tower of Ecthelion
Condition • Support Area
Strength -2
Fortification.
When you play this fortification, you may remove a  token from a condition to heal a  knight.
Maneuver: Spot 3 knights or exert a  Man to transfer this condition to a minion.
I’d take Anonymous Prodigy’s suggestion and lower the spotting requirements. Great card(s)! I look forward to seeing more.  |
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AnxiousChieftain |
Posted: Mon Feb 19, 2007 9:32 pm |
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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Changes made as suggested. Thanks!
Here’s 7 cards I made up on the fly. Hope you like them!
•Halbarad, Dour-handed Ranger
Companion • Man
Strength: 7
Vitality: 3
Resistance: 7
Ranger.
While the Shadow has initiative, Halbarad is strength +3.
Skirmish: Discard 3 cards from hand (or 2 cards from hand if you can spot a roaming minion) to exert a minion skirmishing a ranger.
Northern Ranger
Companion • Man
Strength: 6
Vitality: 3
Resistance: 7
Ranger.
Skirmish: If the Shadow has initiative, exert this companion and add a threat to wound a minion he is skirmishing.
•Perilous Path
Condition • Support Area
While the Shadow has initiative, each ranger is strength +1 and damage +1.
Regroup: Discard this condition and exert a ranger to reconcile your hand.
Bow of the Dunedain
Possession • Ranged Weapon
Strength +1
Bearer must be a ranger.
At the start of the archery phase, you may exert bearer and discard a card from hand to exert a minion.
Northern Tidings
Event • Skirmish
Make a ranger strength +3. Then you may exert that ranger to draw a card or discard a card from hand.
Worn like Weathered Rocks
Condition
Resistance +2
Bearer must be a ranger. Limit 1 per bearer.
Each time the fellowship moves, you may discard 2 cards from hand to heal bearer.
•Roheryn, Steed of the North
Possession • Mount
Strength +1
Bearer must be a ranger.
At the start of each skirmish involving bearer, if the Shadow has initiative, you may exert each minion skirmishing bearer.
Regroup: If bearer is Aragorn, discard 2 cards from hand to remove . |
Last edited by AnxiousChieftain on Tue Feb 20, 2007 10:37 pm; edited 3 times in totalMODS RULE. - lem0nhead |
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thonnas7 |
Posted: Tue Feb 20, 2007 1:07 am |
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Joined: 07 May 2006
Posts: 397
Location: Springfield, OR
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AnxiousChieftain wrote: Changes made as suggested. Thanks!
Here’s 7 cards I made up on the fly. Hope you like them!
 •Halbarad, Dour-handed Ranger
Companion • Man
Strength: 7
Vitality: 3
Resistance: 7
Ranger.
While the Shadow has initiative, Halbarad is strength +3.
Skirmish: Discard 3 cards from hand to exert a minion skirmishing a  ranger.
Good card. May want to bump it down to strength +2.
 Northern Ranger
Companion • Man
Strength: 6
Vitality: 3
Resistance: 7
Ranger.
Skirmish: If the Shadow has initiative, exert Northern Ranger and add a threat to wound a minion he is skirmishing.
I love the strategy you have going.
 •Perilous Path
Condition • Support Area
While the Shadow has initiative, each  ranger is strength +1 and damage +1.
Regroup: Discard this condition and exert a  ranger to reconcile your hand.
Perfect.
 Bow of the Dunedain
Possession • Ranged Weapon
Strength +1
Bearer must be a  ranger.
At the start of the archery phase, you may exert bearer and discard a card from hand to exert a minion.
Seems balanced enough.
 Northern Tidings
Event • Skirmish
Make a  ranger strength +3. Then you may draw a card or discard a card from hand.
To draw or discard the card, you may want to require an exertion and then drop the twilight cost to 1.
 Worn like Weathered Rocks
Condition
Resistance +2
Bearer must be a  ranger.
Each time the fellowship moves, you may discard 2 cards from hand to heal bearer.
Oh gosh, limit one per bearer please...
 •Roheryn, Steed of the North
Possession • Mount
Strength +1
Bearer must be a  ranger.
At the start of each skirmish involving bearer, if the Shadow has initiative, you may exert each minion skirmishing bearer.
Regroup: If bearer is Aragorn, discard 2 cards from hand to remove  .
Where did this horse come into play during the books? I don’t remember it...I like it though. |
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DáinIronfoot |
Posted: Tue Feb 20, 2007 10:58 am |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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AnxiousChieftain wrote:  •Halbarad, Dour-handed Ranger
Companion • Man
Strength: 7
Vitality: 3
Resistance: 7
Ranger.
While the Shadow has initiative, Halbarad is strength +2.
Skirmish: Discard 3 cards from hand to exert a minion skirmishing a  ranger.
I like it. But maybe allow less cards to be discarded when that minion is roaming. Not bad at all as it’s currently written, just...that would be more ranger-esque. Know what I mean?
AnxiousChieftain wrote:  Northern Ranger
Companion • Man
Strength: 6
Vitality: 3
Resistance: 7
Ranger.
Skirmish: If the Shadow has initiative, exert Northern Ranger and add a threat to wound a minion he is skirmishing.
Unless he’s unique, it should be "this companion", not "Northern Ranger", in the text.
AnxiousChieftain wrote:  •Perilous Path
Condition • Support Area
While the Shadow has initiative, each  ranger is strength +1 and damage +1.
Regroup: Discard this condition and exert a  ranger to reconcile your hand.
I like this initiative stuff. Haven’t seen that for a little while. And the fact that you can reconcile your (probably small) hand is a nice touch. Maybe give this card a low twilight cost though, like or .
AnxiousChieftain wrote:  Bow of the Dunedain
Possession • Ranged Weapon
Strength +1
Bearer must be a  ranger.
At the start of the archery phase, you may exert bearer and discard a card from hand to exert a minion.
Good!
AnxiousChieftain wrote:  Northern Tidings
Event • Skirmish
Make a  ranger strength +3. Then you may exert that ranger to draw a card or discard a card from hand.
Works for me.
AnxiousChieftain wrote:  Worn like Weathered Rocks
Condition
Resistance +2
Bearer must be a  ranger. Limit 1 per bearer.
Each time the fellowship moves, you may discard 2 cards from hand to heal bearer.
Needs a low cost or at least some spotting requirement. But it’s a good card otherwise.
AnxiousChieftain wrote:  •Roheryn, Steed of the North
Possession • Mount
Strength +1
Bearer must be a  ranger.
At the start of each skirmish involving bearer, if the Shadow has initiative, you may exert each minion skirmishing bearer.
Regroup: If bearer is Aragorn, discard 2 cards from hand to remove  .
I like it. Does a lot without being overpowered. Good job.
thonnas7 wrote: Where did this horse come into play during the books? I don’t remember it...I like it though.
It’s a horse that’s brought to Aragorn in Gondor (by rangers of the north, I believe) near the end of Return of the King. Didn’t make it into the movie, though, since the trek of the Three Hunters is rather different. Aragorn keeps Brego in the film.
These are just plain neat, so have a GP.  |
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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NBarden |
Posted: Tue Feb 20, 2007 2:21 pm |
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Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
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AnxiousChieftain wrote: Changes made as suggested. Thanks!
Here’s 7 cards I made up on the fly. Hope you like them!
Ranger’s eh? I hope you have some roaming stuff...
 •Halbarad, Dour-handed Ranger
Companion • Man
Strength: 7
Vitality: 3
Resistance: 7
Ranger.
While the Shadow has initiative, Halbarad is strength +2.
Skirmish: Discard 3 cards from hand (or 2 cards from hand if you can spot a roaming minion) to exert a minion skirmishing a  ranger.
Nice. A small bit of Roaming hate, and the lose initiative is cool. I hat lose initiative strategies, they kill me...
 Northern Ranger
Companion • Man
Strength: 6
Vitality: 3
Resistance: 7
Ranger.
Skirmish: If the Shadow has initiative, exert this companion and add a threat to wound a minion he is skirmishing.
Add or twice if that minion is roaming. Add a hunter bonus.
 •Perilous Path
Condition • Support Area
While the Shadow has initiative, each  ranger is strength +1 and damage +1.
Regroup: Discard this condition and exert a  ranger to reconcile your hand.
Perfect. Almost. add some sorta roaming hate.
 Bow of the Dunedain
Possession • Ranged Weapon
Strength +1
Bearer must be a  ranger.
At the start of the archery phase, you may exert bearer and discard a card from hand to exert a minion.
Wound a minion. Exertion is to weak. Or maybe wound that minion if its roaming...
 Northern Tidings
Event • Skirmish
Make a  ranger strength +3. Then you may exert that ranger to draw a card or discard a card from hand.
Add "for each roaming minion you spot" at the end
 Worn like Weathered Rocks
Condition
Resistance +2
Bearer must be a  ranger. Limit 1 per bearer.
Each time the fellowship moves, you may discard 2 cards from hand to heal bearer.
Or twice if you spot a roaming minion.... boy I’m annoying huh? Seriously, why use this card versus Citadel of Minas Tirith
 •Roheryn, Steed of the North
Possession • Mount
Strength +1
Bearer must be a  ranger.
At the start of each skirmish involving bearer, if the Shadow has initiative, you may exert each minion skirmishing bearer.
Regroup: If bearer is Aragorn, discard 2 cards from hand to remove  .
YOWCH! Perilous path combo? Completely clear the twilight pool. Then with that card drawing Gondor artifact? |
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Add the popcorn smiley to your sig, help it achieve world domination.
What if the hokey pokey really IS what its all about?
As I lay in bed staring at the stars last night, I thought to myself, "where the heck is the ceiling?"
Spotlight on....Sense of Obligation. |
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AnxiousChieftain |
Posted: Tue Feb 20, 2007 3:59 pm |
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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Cards edited accordingly. NBarden, these Dunedain ranger cards focus on the Shadow having initiative; not making minions roaming or spotting roaming minions.
NBarden wrote: Quote:  Worn like Weathered Rocks
Condition
Resistance +2
Bearer must be a  ranger. Limit 1 per bearer.
Each time the fellowship moves, you may discard 2 cards from hand to heal bearer.
Why use this card versus Citadel of Minas Tirith?
Hmm... why not? Citadel of Minas Tirith requires no lost skirmishes, and it doesn’t add 2 resistance to the companion. |
MODS RULE. - lem0nhead |
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DáinIronfoot |
Posted: Tue Feb 20, 2007 4:02 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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AnxiousChieftain wrote: NBarden wrote: Quote:  Worn like Weathered Rocks
Condition
Resistance +2
Bearer must be a  ranger. Limit 1 per bearer.
Each time the fellowship moves, you may discard 2 cards from hand to heal bearer.
Why use this card versus Citadel of Minas Tirith?
Hmm... why not? Citadel of Minas Tirith requires no lost skirmishes, and it doesn’t add 2 resistance to the companion.
Yeah, I agree. There are some similarities, but this is a vastly different card, and in my opinion, it would be a better option in many decks. |
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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Mouth of Saruman |
Posted: Tue Feb 20, 2007 10:10 pm |
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Joined: 14 Feb 2007
Posts: 190
Location: Orthanc
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AnxiousChieftain wrote:  •Halbarad, Dour-handed Ranger
Companion • Man
Strength: 7
Vitality: 3
Resistance: 7
Ranger.
While the Shadow has initiative, Halbarad is strength +2.
Skirmish: Discard 3 cards from hand (or 2 cards from hand if you can spot a roaming minion) to exert a minion skirmishing a  ranger.
Personally, I would have kept it strength +3, since the Shadow player doesn’t get initiative very often. I do like how you tied in the roaming minion bit to fit the current ranger strategy. Nicely done.
AnxiousChieftain wrote:  Northern Ranger
Companion • Man
Strength: 6
Vitality: 3
Resistance: 7
Ranger.
Skirmish: If the Shadow has initiative, exert this companion and add a threat to wound a minion he is skirmishing.
Good, basic ranger. No complaints.
AnxiousChieftain wrote:  •Perilous Path
Condition • Support Area
While the Shadow has initiative, each  ranger is strength +1 and damage +1.
Regroup: Discard this condition and exert a  ranger to reconcile your hand.
I love it...so much that I’m tempted to be evil and suggest that you lower the cost to ...
AnxiousChieftain wrote:  Bow of the Dunedain
Possession • Ranged Weapon
Strength +1
Bearer must be a  ranger.
At the start of the archery phase, you may exert bearer and discard a card from hand to exert a minion.
I would change the discard a card from hand part to adding a threat to match your Northern Ranger. Then again, discarding a card from hand helps the Shadow gain initiative. I’d say either way would be fine.
AnxiousChieftain wrote:  Northern Tidings
Event • Skirmish
Make a  ranger strength +3. Then you may exert that ranger to draw a card or discard a card from hand.
Nice.
AnxiousChieftain wrote:  Worn like Weathered Rocks
Condition
Resistance +2
Bearer must be a  ranger. Limit 1 per bearer.
Each time the fellowship moves, you may discard 2 cards from hand to heal bearer.
Ooh...I like.
AnxiousChieftain wrote:  •Roheryn, Steed of the North
Possession • Mount
Strength +1
Bearer must be a  ranger.
At the start of each skirmish involving bearer, if the Shadow has initiative, you may exert each minion skirmishing bearer.
Regroup: If bearer is Aragorn, discard 2 cards from hand to remove  .
No complaints! Very good stuff here. I’m so impressed that you can have a ...can’t wait to see more. |
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AnxiousChieftain |
Posted: Tue Feb 20, 2007 10:52 pm |
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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Mouth of Saruman wrote: AnxiousChieftain wrote:  •Halbarad, Dour-handed Ranger
Companion • Man
Strength: 7
Vitality: 3
Resistance: 7
Ranger.
While the Shadow has initiative, Halbarad is strength +2.
Skirmish: Discard 3 cards from hand (or 2 cards from hand if you can spot a roaming minion) to exert a minion skirmishing a  ranger.
Personally, I would have kept it strength +3, since the Shadow player doesn’t get initiative very often.
Cool, I liked it at strength +3, so back it goes!
Thank you all for the reviews. I’ll try to give out some GP in return for your time.
Last 2 cards:
•Aragorn, Son of Arathorn
Companion • Man
Strength: 8
Vitality: 4
Resistance: 8
Ranger.
While the Shadow has initiative, Aragorn is defender +1, and strength +2 for each wound on each minion he is skirmishing.
Standard of the North
Possession • Hand Weapon
Strength +1
Bearer must be a ranger.
Each time bearer wins a skirmish, if the Shadow has initiative, you may wound a minion.
Response: If bearer wins a skirmish, discard this possession to liberate a site. |
Last edited by AnxiousChieftain on Wed Feb 21, 2007 4:56 pm; edited 2 times in totalMODS RULE. - lem0nhead |
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