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Eomer3rdMarshal
Posted: Wed Apr 25, 2007 10:53 am
Joined: 14 Apr 2006 Posts: 163 Location: Riding free in the Westfold
DáinIronfoot wrote:
As always, reviews on the last Duo are still more than welcome. But with two reviews now in, I feel comfortable moving on.

Dáin’s DC Duos #176

Here’s another card dealing with the OTHER side of capturing, and a card that helps shut down the powerful Green Elf companions. Enjoy!

2 Prisoner of the Necromancer Green
Event • Response
Toil 1.
If a companion is about to be rescued, spot your Green minion (except a Spider) or Orc Orc to prevent that.
“‘I tried to save your father, but it was too late. He was witless and wandering....’”

Useful.

0Meddle As Little As Might Be Green
Condition • Support Area
To play, spot 3 Green minions.
Each Green Elf is strength -1 for each other Free Peoples culture in the fellowship (limit -3).
Discard this condition if the fellowship is at a non-forest or non-mountain site.
“The Silvan Elves hid themselves in the woodland fastness beyond the Misty Mountains, and became small and scattered peoples, hardly to be distinguished from Avari....”

Limited usefulness. If it were me, I’d add a secondary effect and raise the cost, but maybe that’s not necessary.

Another one that I decided to let work with Spiders, too.

Speaking of which, only 2 more Duos before we get to those Spiders. Mr. Green The faster reviews come in, the faster we get there! Very Happy
"Forth Eorlingas!"
DáinIronfoot
Posted: Wed Apr 25, 2007 10:54 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Anonymous Prodigy wrote:
Question: on Green cards that exert minions, do you keep on using "except a Spider" because the Spiders are enduring?

You’ll find out soon enough. Very Happy

Nah, I won’t make you wait. Razz Yes, they are enduring, but that’s only half the reason. The other part is that, though many races (Orcs, Nazgûl, Maia, and Spiders) make up the Shadow side of the Green culture, I want them all to have their own unique flavor. Green Sauron works very well with Green Nazgûl, who in turn work very well with Green Orcs, and while they share many cards, some are more "specialized" for Nazgûl (or Sauron) than for Green Orcs...and vice-versa. In general, though, those three Green Shadow races work very well together.

Green Spiders, however, are a different story. For one thing, they occupy a whole different section of Mirkwood--the north--than the others (who hang around Dol Guldur in the south). The Spiders are certainly aware of Sauron’s presence in the forest, and Sauron is certainly aware of the Spiders lurking up north. And while they may indirectly aid each other, they don’t really work together, per se. The situation is very similar to Shelob and Sauron in Mordor: they’re technically on the same side, but they mostly leave each other alone. So Green Spiders may share the same culture as these Orcs and Nazgûl and such, but they work pretty much independently.

Make any sense?

EDIT: Oh, and I added a simple (but painful) regroup ability to Meddle As Little As Might Be, Eomer. Better now?
Last edited by DáinIronfoot on Wed Apr 25, 2007 10:57 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: Wed Apr 25, 2007 10:56 am
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
You got to have a spider card that picks on dwarves.

1 Pinching Green
Event • Maneuver
Poke a captured dwarf. If that dwarf is Bombur, poke him as many more times as you like.
Exclamation-Trade With MeExclamation
Popcorn Add the popcorn smiley to your sig, help it achieve world domination.
What if the hokey pokey really IS what its all about? Shocked
As I lay in bed staring at the stars last night, I thought to myself, "where the heck is the ceiling?"
Arrow Spotlight on....Sense of Obligation.
DáinIronfoot
Posted: Wed Apr 25, 2007 10:58 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
NBarden wrote:
1 Pinching Green
Event • Maneuver
Poke a captured dwarf. If that dwarf is Bombur, poke him as many more times as you like.

I actually DO have a card with that title, but the text is a little different. Razz GP for making me laugh.
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: Wed Apr 25, 2007 11:04 am
Joined: 10 Jan 2006 Posts: 4197 Location: United States
Thanks for the info, Dain. Bring on the Spiders! Mr. Green
I had to put something here.
sickofpalantirs
Posted: Wed Apr 25, 2007 1:06 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.
DáinIronfoot wrote:

2 Prisoner of the Necromancer Green
Event • Response
Toil 1.
If a companion is about to be rescued, spot your Green minion (except a Spider) or Orc Orc to prevent that.
“‘I tried to save your father, but it was too late. He was witless and wandering....’”
maybe and exert a companion

0Meddle As Little As Might Be Green
Condition • Support Area
To play, spot 3 Green minions.
Each Green Elf is strength -1 for each other Free Peoples culture in the fellowship (limit -3).
Regroup: Discard this condition and your Green minion to wound a companion (or 2 Green companions).
Discard this condition if the fellowship is at a non-forest or non-mountain site.
“The Silvan Elves hid themselves in the woodland fastness beyond the Misty Mountains, and became small and scattered peoples, hardly to be distinguished from Avari....”
make it unbound companion

Another one that I decided to let work with Spiders, too.

Speaking of which, only 2 more Duos before we get to those Spiders. Mr. Green The faster reviews come in, the faster we get there! Very Happy
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
DáinIronfoot
Posted: Wed Apr 25, 2007 1:43 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
I changed Meddle As Little As Might Be’s ability to unbound companions, but I’d rather leave Prisoner of the Necromancer as it is. I understand wanting to exert and beef up the card a bit, but trust me: keeping those companions locked up can do PLENTY to frustrate the FP player. Rescuing is often not cheap, and usually comes with risks built in, so going through the trouble of trying and then being slapped down could be disheartening enough.

Dáin’s DC Duos #177

Here’s our final Green Nazgûl-related cards, but don’t worry...I’ve saved two of the best for last. Twisted Evil Enjoy!

3Darkness Went With Them Green
Condition • Support Area
Shadow: Spot 3 Nazgûl (or 2 Green Nazgûl) and exert a Nazgûl twice to play a Wraith or Green Shadow condition from your draw deck. If that condition plays on a character, you may make the Free Peoples player choose to exert the Ring-bearer or add a burden.
Maneuver: Discard this condition to make each Nazgûl strength +2 until the regroup phase.
“The Nazgûl were they, the Ringwraiths, the Enemy’s most terrible servants...they cried with the voices of death.”

Better with Green Nazgûl, obviously, but certainly a powerful card for their Wraith brethren, too. This is a bit of a bridge between the Green Nazzies and the Wraith Nazgûl to come in later sets. You’ll see what I mean as we move through The Road Ahead. Mwahaha. Twisted Evil

0 Witless and Wandering Green
Condition
Strength -1
Resistance -2
To play, exert your Green Orc (or spot Sauron or your Green Nazgûl) and remove a threat. Bearer must be a companion (except the Ring-bearer) bearing a ring or artifact. Limit 1 per bearer.
Each time a burden is added, the Free Peoples player must exert bearer or make bearer resistance -1 until the end of that turn.
“‘...and had forgotten almost everything except the map and the key.’”
Last edited by DáinIronfoot on Wed Apr 25, 2007 2:02 pm; edited 2 times 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!
Anonymous Prodigy
Posted: Wed Apr 25, 2007 1:46 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
DáinIronfoot wrote:
3Darkness Went With Them Green
Condition • Support Area
Shadow: Spot 3 Nazgûl (or 2 Green Nazgûl) and exert a Nazgûl twice to play a Wraith or Green Shadow condition from your draw deck. If that condition plays on a character, you may make the Free Peoples player choose to exert the Ring-bearer or add a burden.
Maneuver: Discard this condition to make each Nazgûl strength +2 until the regroup phase.
“The Nazgûl were they, the Ringwraiths, the Enemy’s most terrible servants...they cried with the voices of death.”

I would drop the cost to 2.

DáinIronfoot wrote:
1Witless and Wandering Green
Condition
Strength -1
Resistance -2
To play, exert your Green minion (except a Spider) and remove a threat. Bearer must be a companion (except the Ring-bearer) bearing a ring or artifact.
Each time a burden is added, the Free Peoples player must exert bearer or make bearer resistance -1 until the end of that turn.
“‘...and had forgotten almost everything except the map and the key.’”

A bit underpowered. Maybe drop the cost to 0? Think
I had to put something here.
DáinIronfoot
Posted: Wed Apr 25, 2007 1:49 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Anonymous Prodigy wrote:
DáinIronfoot wrote:
1Witless and Wandering Green
Condition
Strength -1
Resistance -2
To play, exert your Green minion (except a Spider) and remove a threat. Bearer must be a companion (except the Ring-bearer) bearing a ring or artifact.
Each time a burden is added, the Free Peoples player must exert bearer or make bearer resistance -1 until the end of that turn.
“‘...and had forgotten almost everything except the map and the key.’”

A bit underpowered. Maybe drop the cost to 0? Think

How about if I let it be played on the Ring-bearer? Twisted Evil
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: Wed Apr 25, 2007 1:52 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
That would be a guaranteed corruption. Razz I’d just go with dropping the cost to 0. Thumbs Up
I had to put something here.

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