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sickofpalantirs
Posted: Wed Apr 25, 2007 1:53 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:
keeping those companions locked up can do PLENTY to frustrate the FP player.
do captured companion s coutn to the rule of 5/9?

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.”
nice the second ability might be slightly overpowered but with the tough cost to play...

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.’”

maybe make it exert a G wraith but maybe not.
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 2:05 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Okay, I made several changes to Witless and Wandering: dropped the cost to 0 (as AP recommended) and allowing it to spot a Green Nazzie (as indirectly suggested by SoP). I also decided to make it non-unique. Twisted Evil How is it now?

I think I’ll leave the cost of Darkness Went With Them at 3...for now, at least. Another review recommending a drop to 2 will make me think twice, but since SoP thinks it’s plenty powerful as is, I’m loathe to change it just yet.

So...any more reviews? Only one more Duo stands between this and the Spiders.... Mr. Green
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 2:07 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
That’s one too many! Wink
I had to put something here.
elf lvr
Posted: Wed Apr 25, 2007 7:57 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
DáinIronfoot wrote:
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.”
Wow! Pretty cool.

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.’”
Good one.
Happy Hunting! Elf Lvr
Winner of Best Personality in the FPCA. Thanks!
Archduke Elf Lvr - Archidoux of the Chosen Ones
AMV Maker In-Training! Check out my newest production, Katsu!- A Diedara Tribute!
And behold, EL declared it good. And there was morning, and there was evening, the first (new) day. ~ DainIronfoot
DáinIronfoot
Posted: Wed Apr 25, 2007 8:07 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Cool. I was hoping for one more review. Thanks, EL. Thumbs Up

Dáin’s DC Duos #178

Technically, we’re done with Green Nazgûl and Green Orcs already...but we’re not starting Spiders just yet, either. So what’s left? Look below and see. Enjoy!

2The Nights Were The Worst Green
Condition
Weather. To play, exert a Green minion. Plays on a forest, mountain, or underground site.
When the fellowship moves from this site, each non-ranger and non-Green companion must exert.
Discard this condition at the end of the turn.
“It then became pitch-dark - not what you call pitch-dark, but really pitch; so black that you really could see nothing. Bilbo tried flapping his hand in front of his nose, but he could not see it at all.”

0 River-mist Green
Condition
Weather. To play, spot a Green minion (except a Spider) and a river site in the current region.
Each tracker and hunter gains hunter 1.
Discard this condition at the end of the turn.
“But now it seemed shrouded in a gleaming mist; and to their dismay the mist passed over the river and flowed over the land before them.”

NEXT time we begin Spiders, thanks to you all steadily reviewing today. Very Happy As a reward, I will start the GP rewards again starting with the next Duo. Thanks!
Last edited by DáinIronfoot on Thu Apr 26, 2007 8:08 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!
Eomer3rdMarshal
Posted: Thu Apr 26, 2007 6:49 am
Joined: 14 Apr 2006 Posts: 163 Location: Riding free in the Westfold
DáinIronfoot wrote:
Cool. I was hoping for one more review. Thanks, EL. Thumbs Up

Dáin’s DC Duos #178

Technically, we’re done with Green Nazgûl and Green Orcs already...but we’re not starting Spiders just yet, either. So what’s left? Look below and see. Enjoy!

2The Nights Were The Worst Green
Condition
Weather. To play, exert a Green minion. Plays on a forest, mountain, or underground site.
When the fellowship moves from this site, each non-ranger and non-Green companion must exert.
Discard this condition at the end of the turn.
“It then became pitch-dark - not what you call pitch-dark, but really pitch; so black that you really could see nothing. Bilbo tried flapping his hand in front of his nose, but he could not see it at all.”

Nice. Haven’t seen something like this much since FotR! Love it!

1 River-mist Green
Condition
Weather. To play, exert a Green minion (except a Spider) and spot a river site in the current region.
Each tracker and hunter gains hunter 1.
Discard this condition at the end of the turn.
“But now it seemed shrouded in a gleaming mist; and to their dismay the mist passed over the river and flowed over the land before them.”

Since this works on the fellowship, too, I’d drop the cost.

NEXT time we begin Spiders, thanks to you all steadily reviewing today. Very Happy As a reward, I will start the GP rewards again starting with the next Duo. Thanks!
"Forth Eorlingas!"
Anonymous Prodigy
Posted: Thu Apr 26, 2007 6:56 am
Joined: 10 Jan 2006 Posts: 4197 Location: United States
DáinIronfoot wrote:
2The Nights Were The Worst Green
Condition
Weather. To play, exert a Green minion. Plays on a forest, mountain, or underground site.
When the fellowship moves from this site, each non-ranger and non-Green companion must exert.
Discard this condition at the end of the turn.
“It then became pitch-dark - not what you call pitch-dark, but really pitch; so black that you really could see nothing. Bilbo tried flapping his hand in front of his nose, but he could not see it at all.”

Good! Thumbs Up

DáinIronfoot wrote:
1 River-mist Green
Condition
Weather. To play, exert a Green minion (except a Spider) and spot a river site in the current region.
Each tracker and hunter gains hunter 1.
Discard this condition at the end of the turn.
“But now it seemed shrouded in a gleaming mist; and to their dismay the mist passed over the river and flowed over the land before them.”

Aaack! A Shadow card that helps the good guys! Shocked I would specify "Each tracker and hunter minion"..... Neat cards! Smile
I had to put something here.
sickofpalantirs
Posted: Thu Apr 26, 2007 7:03 am
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:
Cool. I was hoping for one more review. Thanks, EL. Thumbs Up

Dáin’s DC Duos #178

Technically, we’re done with Green Nazgûl and Green Orcs already...but we’re not starting Spiders just yet, either. So what’s left? Look below and see. Enjoy!

2The Nights Were The Worst Green
Condition
Weather. To play, exert a Green minion. Plays on a forest, mountain, or underground site.
When the fellowship moves from this site, each non-ranger and non-Green companion must exert.
Discard this condition at the end of the turn.
“It then became pitch-dark - not what you call pitch-dark, but really pitch; so black that you really could see nothing. Bilbo tried flapping his hand in front of his nose, but he could not see it at all.”
nice

1 River-mist Green
Condition
Weather. To play, exert a Green minion (except a Spider) and spot a river site in the current region.
Each tracker and hunter gains hunter 1.
Discard this condition at the end of the turn.
“But now it seemed shrouded in a gleaming mist; and to their dismay the mist passed over the river and flowed over the land before them.”

sweet!
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: Thu Apr 26, 2007 8:42 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Dáin’s DC Duos #179-180

I’ll let you in on a little secret: I HATE spiders. Them and bees are two of my very few phobias. The bees I hate because of a couple tramatic run-ins with them as a kid. The spiders...well, I’m not sure why, but they just really creep me out! Anxious Only time I flinched during the Lord of the Rings films was the Shelob scenes. She was a giant spider...with a stinger like a bee! Worst of both worlds. *shudder*

Shelob, as a minion in LOTR TCG, is just as frightful. I think we’re all aware of her normal stats...8/8/8 with fierceness and, most importantly, enduring. That makes her a nightmare the more wounds she takes; when exhausted, Shelob has a Sauron-like 22 strength!

Now, imagine if Shelob is not the only such minion you have to face. Imagine two such minions. Or four. Or a whole freakin’ SWARM of them.

Well get ready, because starting today, that’s exactly what the Green culture introduces. Twisted Evil

I’ve kept you all waiting long enough, so we’ll start with a bang: two Duos, including the three "mini-Shelobs" that comprise the "leadership" of the spider swarm, and in card game terms, form the centerpiece of many Spider minion strategies. Along with them is a card that makes the Spiders even MORE vicious. Enjoy!

5Silthra, Offspring of Shelob Green
Minion • Spider
Strength: 7
Vitality: 6
Site: 7
Enduring. Damage +1.
Maneuver: Discard a Spider to play a Spider from your draw deck.
Skirmish: Heal Silthra twice to make her fierce until the regroup phase.
“‘Ugh! he’s got a sting has he? Well, we’ll get him all the same, and then we’ll hang him head downwards for a day or two.’”

Silthra is the Shelob of the Green Spiders: the biggest, the baddest, the last one you, as the Free Peoples player, probably want to face. She has an ability that can all but guarantee you can’t kill her, unless you’re somehow able to dish out 6 wounds in rapid succession. And on top of that, she becomes fierce at the same time! And if some maneuver actions bang up one of your Spiders, or you have another in your deck you really want to get in on the action (like one of the Spiders below, perhaps?) instead of one you drew, you can use her maneuver ability just swap them.

3Hiwdil, Ensnarer Green
Minion • Spider
Strength: 6
Vitality: 5
Site: 7
Enduring. Fierce.
While Hiwdil has no less than 3 vitaity, each time she loses a fierce skirmish, you may heal her.
“‘They’re not as fat as they might be. Been feeding none too well of late, I should guess.’”

Again, it’s rather difficult to take this Spider down with her auto-heal text. No damage bonus in this case, but she’s one of only a few Green Spiders to come with built-in fierceness. And at only 3, she’s also pretty cheap compared to many of her kind.

4Cablas, Entangler Green
Minion • Spider
Strength: 6
Vitality: 6
Site: 7
Enduring. Damage +1.
While Cablas has no more than 3 vitality, he is fierce.
Each time Cablas wins a fierce skirmish, you may heal him twice to capture a character in that skirmish.
“‘It was a sharp struggle, but worth it. What nasty thick skins they have to be sure, but I’ll wager there is good juice inside.’”

Cablas is all about one major theme of my sets’ Spiders: capturing. They were actually the race that first put the idea of capturing and rescuing in my head, and Cablas does that concept proud. He may not be fierce very often, but when he is, somebody is almost certainly going to be captured by the end of the turn.

3 Lost Their Wits Green
Event • Skirmish
Exert any number of Spiders. Each Spider you exert is fierce until the regroup phase.
“The spiders swelled with rage, and spluttered and frothed, and hissed out horrible curses....”

...well, so much for Cablas not being fierce very often, eh? Twisted Evil This event is very useful for the Green Spiders, because there are less of them with default fierceness than there are without. And hey, it’s a free exertion for enduring minions, which isn’t too shabby either! Mr. Green

There’s not as many Green Spider cards as there were Green Sauron/Nazzie/Orc cards, but that doesn’t mean this will be quick. I estimate about eight (maybe nine) more Duos on these guys, so we’ll be here for a little while, at least.

Oh, and as I mentioned last time, I’m starting GPs over with this posting. Your first review from this point on until the end of the thread will net you a new GP...and perhaps more if your review is particularly insightful. Very Happy
Last edited by DáinIronfoot on Thu Apr 26, 2007 9:06 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!
Anonymous Prodigy
Posted: Thu Apr 26, 2007 9:03 am
Joined: 10 Jan 2006 Posts: 4197 Location: United States
DáinIronfoot wrote:
5Silthra, Offspring of Shelob Green
Minion • Spider
Strength: 7
Vitality: 6
Site: 7
Enduring. Damage +1.
Maneuver: Discard a Spider to play a Spider from your draw deck.
Skirmish: Heal Silthra twice to make her fierce until the regroup phase.
“‘Ugh! he’s got a sting has he? Well, we’ll get him all the same, and then we’ll hang him head downwards for a day or two.’”

Awesome! Very Happy

DáinIronfoot wrote:
3Hiwdil, Ensnarer Green
Minion • Spider
Strength: 6
Vitality: 5
Site: 7
Enduring. Fierce.
While Hiwdil has no less than 3 vitaity, each time she loses a fierce skirmish, you may heal her.
“‘They’re not as fat as they might be. Been feeding none too well of late, I should guess.’”

The wording is a little strange, but it looks good. Thumbs Up

DáinIronfoot wrote:
4Cablas, Entangler Green
Minion • Spider
Strength: 6
Vitality: 6
Site: 7
Enduring. Damage +1.
While Cablas has no more than 3 vitality, he is fierce.
Each time Cablas wins a fierce skirmish, you may heal him twice to capture a character in that skirmish.
“‘It was a sharp struggle, but worth it. What nasty thick skins they have to be sure, but I’ll wager there is good juice inside.’”

Cool! Very Happy

DáinIronfoot wrote:
2 Lost Their Wits Green
Event • Skirmish
Exert any number of Spiders. Each Spider you exert is fierce until the regroup phase.
“The spiders swelled with rage, and spluttered and frothed, and hissed out horrible curses....”

Wow! The epitome of sweeteness! It probably could stand being bumped to 3, though. Or 4. Razz

GP for a great batch of DCs! Applause
I had to put something here.

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