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elf lvr
Posted: Sat Dec 23, 2006 2:25 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
menace64 wrote:

The problem with Trust is I’m trying to make a companion strength +1 for the Jedi’s resistance over 5 (so, if the Jedi had 7 resistance, it’d be +2 strength). Hmm, on second thought, that’s a really sucky ability. I’ll change it (and make it much simpler).
Oh! I thought you wanted it only to work on a companion with more than 5 resistance... but yah, the ability now looks good. I’ll review the other cards in a minute.
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
elf lvr
Posted: Sat Dec 23, 2006 3:00 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
menace64 wrote:
This is the last batch of Sith cards!

0 •Do What Must be Done [Sith]
Condition • Support Area
To play, spot a [Sith] minion.
Each time a [Sith] minion wins a skirmish, spot a card in the dead pile to make the Light Side player add a burden or wound the Apprentice.
Discard this condition during the regroup phase.
1R256
Change to "At the start of the Regroup phase." A very nice card.

0 •Ebbing [Sith]
Condition • Support Area
To play, spot a [Sith] minion.
Each time a [Sith] minion wins a skirmish, exert the losing companion.
Discard this condition during the regroup phase.
1R258
Again, at the start of the regroup phase. I like the card! A lot like promise keeping.

1 Force Choke [Sith]
Event • Skirmish
Force Power.
Exert your [Sith] minion to exert a companion.
1C260
Maybe make it a companion that minion is skirmishing, or up the cost a little.

2 Force Flurry [Sith]
Event • Skirmish
Force Power.
Make your [Sith] minion strength +2 (and damage +1 if bearing a lightsaber).
1U261
Nice! I’m reminded a bit of Violent Hurl... this card could get mean!

3 Force of Will [Sith]
Condition
Toil 1. Bearer must be a [Sith] minion. Limit 1 per bearer.
While bearer is exhausted, it is enduring.
1C263
Nice. I like the toiling option here.

0 The Great Purge [Sith]
Event • Regroup
Exert your [Sith] minion to add a threat for each card in the dead pile.
1R265
I dont think this needs to be a rare, how many cards are you expecitng to kill?

5 Hand of the Emperor [Sith]
Minion • Human
Strength-10
Vitality-3
Roaming-5
Fierce.
When you play this minion, you may play a [Sith] minion from your discard pile.
1U266

4 •Mara, Agent of the Emperor [Sith]
Minion • Human
Strength-11
Vitality-3
Roaming-5
While you can spot Palpatine, Mara is damage +1.
Response: If a [Sith] minion is about to take a wound, exert Mara to prevent that.
1R271
Seems okay.

2 Master and Apprentice [Sith]
Condition • Support Area
To play, spot a [Sith] minion.
Shadow: Exert your [Sith] minion and discard this condition to take a [Sith] minion into hand from your discard pile.
1U272
I like it!

2 •Master of the Dark Arts [Sith]
Condition • Support Area
Each time you play a [Sith] force power, you may add a [Sith] token here.
Regroup: Remove 4 [Sith] tokens here and spot a [Sith] minion to add a burden.
1U273
Wow! Nice. This could get quite a few burdens on.

1 •The Phantom Menace [Sith]
Condition • Support Area
Shadow: Transfer this condition to your [Sith] minion.
Bearer gains lurker and while you cannot spot any other minions, bearer is damage +1.
1U278
Follow Carpe’s wording advice, and it seems good.

1 Under the Veil [Sith]
Event • Skirmish
Make a [Sith] minion strength +2 (or +4 if you can spot a companion with resistance 4 or less).
1U284
Good pump. Does it need to be uncommon? Seems like a pretty basic strength boost to me.

Yup. That’s the last of the Sith culture!

Next Up: Rebels will be finished!

Set Completion Count: 287/365 - 79%
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
CarpeGuitarrem
Posted: Sat Dec 23, 2006 4:25 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
EL: About the Great Purge, Beyond All Hope was also a Rare, and it’s a similar card...although a little more powerful...
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)
menace64
Posted: Sun Dec 24, 2006 6:06 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
DWMBD and Ebbing are fixed according to your wordings.

Force Choke now only exerts the companion in the skirmish.

Mara fought all the time, even if a lot of her duties were infiltration and assassination.

Swapped TPM’s abilities and reworded it.

Thanks for your reviews, fellas!
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
menace64
Posted: Sun Dec 24, 2006 6:53 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
And now for the last of the Rebel culture. Most of these cards are companions and icing on the cake.

2 •Ackbar, Admiral of the Alliance [Rebel]
Companion • Mon Calamari
Strength-6
Vitality-3
Resistance-7
While you can spot a [Rebel] capital, each [Rebel] companion is resistance +1.
At the start of the regroup phase, you may exert Ackbar to make a Dark Side player remove X tokens from his or her capitals, where X is the number of [Rebel] capitals you can spot.
1R169

1 •Artoo, A Slight Flutter [Rebel]
Companion • Droid
Strength-3
Vitality-4
Droid. To play, spot a [Rebel] companion.
Each time Artoo takes a wound, you may take the top card of your discard pile into hand.
Regroup: Wound Artoo twice to play the alliance’s next site.
1R172

2 •Crix, Defector [Rebel]
Companion • Human
Strength-6
Vitality-3
Resistance-7
Each time Crix wins a skirmish, spot a minion to draw 2 cards.
At the start of the regroup phase, if you can spot 3 [Imperial] cards, heal a [Rebel] companion twice.
1U175

2 Hardy Tauntaun [Rebel]
Possession • Mount
Strength +1
Resistance +1
Bearer must be a [Rebel] companion (except a droid).
While at a tundra site, bearer cannot take wounds.
1C181

2 •Home One [Rebel]
Condition • Support Area
Capital. To play, exert a [Rebel] companion (or spot Ackbar).
When you play this condition, add a [Rebel] token here for each [Rebel] ship and [Rebel] capital you spot.
Skirmish: Remove a [Rebel] token here and add a threat to remove 2 culture tokens from a Dark Side condition.
1R183

2 •Leia, Bearer of Potential [Rebel]
Companion • Human
Strength-6
Vitality-3
Destined Resistance-7
Destined.
While bearing a Dark Side condition, Leia is resistance -2.
At the start of the regroup phase, if Leia is the Apprentice and she won a skirmish at this site, you may exert her to discard a condition.
1R185

2 •Leia, Daughter of Skywalker [Rebel]
Companion • Human
Strength-6
Vitality-3
Resistance-7
Destined.
Each time Leia is assigned to skirmish a [Sith] minion, you may remove a burden.
1C186

0 •Luke’s Cloak [Rebel]
Possession • Cloak
Bearer must be Luke.
Each time the alliance moves, spot a forest in the current region to play a [Rebel] follower from your draw deck.
1U190

1 Rebel Blaster [Rebel]
Possession • Ranged Weapon
Strength +2
Bearer must be a [Rebel] companion (except a droid).
While you can spot a minion with higher strength than bearer’s, bearer gains long range.
1C194

2 Rebel Loyalist [Rebel]
Companion • Human
Strength-6
Vitality-3
Resistance-6
At the start of each alliance phase, you may add a threat to play a [Rebel] ship from your discard pile.
1C195

3 Rendezvous Point [Rebel]
Event • Regroup
Toil 3.
Exert your [Rebel] companion to remove 3 threats.
1R198

1 •Threepio, Protocol Droid [Rebel]
Companion • Droid
Strength-3
Vitality-4
Droid. To play, spot a [Rebel] companion.
Each time you play a companion, you may wound Threepio to make that companion resistance -1 and strength +1 until the regroup phase.
1C203

And that’s it for Rebels!

Next up: It’ll be a lot, but I’ll finish up Confederacy.

Set Completion Count: 298/365 - 82%
Last edited by menace64 on Tue Dec 26, 2006 1:07 am; edited 1 time in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
menace64
Posted: Sun Dec 24, 2006 9:28 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Well I’ve got nothing better to do, so I guess I’m going to get Confederacy out of the way (sorry for rushing, I just can’t help myself).

1 Banking Clan Freighter [Confederacy]
Condition • Support Area
Capital. To play, spot a [Confederacy] minion.
When you play this condition, you may spot a Separatist to reinforce a token on a [Confederacy] capital.
Regroup: Remove X [Confederacy] tokens from capitals to take a [Confederacy] card with twilight cost X into hand from your discard pile. Discard this condition.
1U5

8 Barraging Droideka [Confederacy]
Minion • Droid
Strength-13
Vitality-4
Roaming-4
Droid.
While you can spot 3 [Confederacy] tokens, this minion may not take wounds.
While you can spot 4 [Confederacy] tokens, this minion is fierce.
While you can spot 5 [Confederacy] tokens, add 2 to the minion archery total.
1R6

2 Buzz Droids [Confederacy]
Event • Skirmish
Spot 3 [Confederacy] droids to discard a possession borne by a companion 1 of those droids is skirmishing.
1U13

2 Commerce Guild Corvette [Confederacy]
Condition • Support Area
Capital. To play, spot a [Confederacy] minion.
When you play this condition, add a [Confederacy] token here.
Each time the alliance moves, spot another [Confederacy] capital to add a [Confederacy] token here.
1U14

0 Cyborg’s Strike [Confederacy]
Condition • Support Area
Skirmish: Discard this condition to make a Cyborg strength +2.
Skirmish: Exert Grievous and discard this condition to make him strength +4. If he wins the skirmish, exert the losing companion.
1U15

2 Engaged [Confederacy]
Event • Skirmish
Remove X [Confederacy] tokens from capitals to make a [Confederacy] droid strength +X (limit +5).
1C17

8 Fortified Droideka [Confederacy]
Minion • Droid
Strength-13
Vitality-4
Roaming-4
Droid. Damage +1.
Each time this minion would take a wound, you may discard a [Confederacy] card from hand to prevent that.
1R18

2 •Invisible Hand [Confederacy]
Condition • Support Area
Capital. To play, spot a [Confederacy] minion.
When you play this condition, add a [Confederacy] token here for each threat and for each burden you can spot.
Maneuver: Remove 3 [Confederacy] tokens here to discard a capital.
1R26

0 •Rank and File [Confederacy]
Condition • Support Area
Each time a [Confederacy] droid wins a skirmish, you may discard that droid to add X [Confederacy] tokens here, where X is that droid’s vitality.
Skirmish: Remove 2 and spot 3 [Confederacy] tokens here to make a [Confederacy] droid strength +2 (limit +2).
Skirmish: Remove 2 and spot 5 [Confederacy] tokens here to make a [Confederacy] droid strength +4 (limit +4).
1U33

2 •Techno Union Starship [Confederacy]
Condition • Support Area
Capital. To play, spot a [Confederacy] minion.
When you play this condition, add 2 [Confederacy] tokens here for each Separatist you spot.
Skirmish: Exert a Separatist and remove X [Confederacy] tokens here to make a companion skirmishing a [Confederacy] minion strength -X. Discard this condition.
1U41

1 Trade Federation Battleship [Confederacy]
Condition • Support Area
Capital. To play, spot a [Confederacy] minion.
Response: If a [Confederacy] minion wins a skirmish, spot a Separatist to stack that Separatist here.
Dark Side: If you cannot spot a minion, play a Separatist stacked here.
1R42

3 Tri-fighter Encircler [Confederacy]
Minion • Droid
Strength-9
Vitality-2
Roaming-4
Droid.
While you can spot a companion with less strength than this minion’s strength, this minion may not take wounds.
1C43

3 Tri-fighter Sweeper [Confederacy]
Minion • Droid
Strength-9
Vitality-2
Roaming-4
Droid.
While you can spot more minions than companions, this minion may not take wounds.
1C44

It’s interesting to notice that in the whole Confederacy culture, there are only 3 events. I guess it just isn’t part of their identity...

With 3 cultures finished, I think I’ll take care of some more sites next time.

Set Completion Count: 311/365 - 85%
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
elf lvr
Posted: Sun Dec 24, 2006 9:54 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
menace64 wrote:
And now for the last of the Rebel culture. Most of these cards are companions and icing on the cake.

2 •Ackbar, Admiral of the Alliance [Rebel]
Companion • Mon Calamari
Strength-6
Vitality-3
Resistance-7
While you can spot a [Rebel] capital, each [Rebel] companion is resistance +1.
At the start of the regroup phase, you may exert Ackbar to make a Dark Side player remove X tokens from his or her capitals, where X is the number of [Rebel] capitals you can spot.
1R169
Nice. No complaints here.

1 •Artoo, A Slight Flutter [Rebel]
Companion • Droid
Strength-3
Vitality-4
Droid. To play, spot a [Rebel] companion.
Each time Artoo takes a wound, you may take the top card of your discard pile into hand.
Regroup: Wound Artoo twice to play the alliance’s next site.
1R172
I dont really get the subtitle, can you explain it? Im sorry for my ignorance. I like the how the regroup ability and the each time ability key off each other. It seems rather powerful though. Although perhaps it could not do much more than event recursion, maybe a shadow card or two...

2 •Crix, Defector [Rebel]
Companion • Human
Strength-6
Vitality-3
Resistance-7
Each time Crix wins a skirmish, spot an [Imperial] card to draw 2 cards.
At the start of the regroup phase, if you can spot 3 [Imperial] cards, heal a [Rebel] companion twice.
1U175
Nice Imperial hate. Although, if YOU were building a deck, would you put in a companion that only keys off one opponent culture? Maybe you should make him more... useful. Even while there are no imperials around.

2 Hardy Tauntaun [Rebel]
Possession • Mount
Strength +1
Resistance +1
Bearer must be a [Rebel] companion (except a droid).
If bearer is exhausted and you can spot a tundra in the current region, bearer cannot take wounds.
1C181
Wow. Very powerful. Probably ought to be while at a tundra site.

2 •Home One [Rebel]
Condition • Support Area
Capital. To play, exert a [Rebel] companion (or spot Ackbar).
When you play this condition, add a [Rebel] token here for each [Rebel] ship and [Rebel] capital you spot.
Skirmish: Remove a [Rebel] token here and add a threat to remove 2 culture tokens from a Dark Side condition.
1R183
Wow, serious token hate. I like!

2 •Leia, Bearer of Potential [Rebel]
Companion • Human
Strength-6
Vitality-3
Destined Resistance-7
Destined.
While bearing a Dark Side condition, Leia is resistance -1.
At the start of the regroup phase, if Leia is the Apprentice and she won a skirmish at this site, you may exert her to discard a condition.
1R185
I think she needs a bigger downside, since she’s an ARB-type card. I like the extra abilty, though.

2 •Leia, Daughter of Skywalker [Rebel]
Companion • Human
Strength-6
Vitality-3
Resistance-7
Destined.
Each time Leia is assigned to skirmish a [Sith] minion, you may remove a burden.
1C186
Cool. A way to stop those nasty sith.

0 •Luke’s Cloak [Rebel]
Possession • Cloak
Bearer must be Luke.
Each time the alliance moves, spot a forest in the current region to play a [Rebel] follower from your draw deck.
1U190
Cool.

1 Rebel Blaster [Rebel]
Possession • Ranged Weapon
Strength +2
Bearer must be a [Rebel] companion (except a droid).
While you can spot a minion with higher strength than bearer’s, bearer gains long range.
1C194
Nice.

2 Rebel Loyalist [Rebel]
Companion • Human
Strength-6
Vitality-3
Resistance-6
At the start of each alliance phase, you may add a threat to play a [Rebel] ship from your discard pile.
1C195
Looks decent.

3 Rendezvous Point [Rebel]
Event • Regroup
Toil 3.
Exert your [Rebel] companion to remove 3 threats.
1R198
Fairly good.

1 •Threepio, Protocol Droid [Rebel]
Companion • Droid
Strength-3
Vitality-4
Droid. To play, spot a [Rebel] companion.
Each time you play a companion, you may wound Threepio to make that companion resistance -1 and strength +1 until the regroup phase.
1C203
Cool.

And that’s it for Rebels!

Next up: It’ll be a lot, but I’ll finish up Confederacy.

Set Completion Count: 298/365 - 82%


Sorry for some of the short reviews, just most of your cards dont have problems.
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
menace64
Posted: Tue Dec 26, 2006 1:07 am
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Artoo’s subtitle comes from A New Hope when he starts being difficult with Luke after Leia’s hologram disappears. "I’m sorry, sir, but he appears to have picked up a slight flutter."


Good call with Crix. I made him more open.

Yeah, I’ll cut the Tauntaun back like you suggest.
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
menace64
Posted: Tue Dec 26, 2006 1:44 am
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Sites!

1 Back Door
Battleground. Forest. Military. Each time you play a character here, you may exert that character to draw a card.
1U326

1 Detention Control Room
Military. Each companion gains bounty 1.
1U329

0 Dregs’ Dive
Urban. Companions (except the Apprentice) bearing bounties are resistance -3.
1U330

2 Dune Sea
Desert. Exhausted characters may not skirmish.
1U331

1 Hoth Tundra Plains
Plains. Tundra. Skirmish: Each unenclosed character is strength -1 for each tundra in the current region.
1U341

3 Naboo Forest
Forest. Each minion skirmishing a Gungan is strength -1 for each other Gungan you spot (limit -2).
1U352

2 Opera House
Urban. No more than 1 minion can be assigned to each skirmish.
1U356

0 Padme’s Apartment
Dwelling. Urban. Skirmish: Discard your [Criminal] condition to exert a companion your bounty hunter is skirmishing.
1U358

3 Temple Briefing Room
Military. When the alliance moves from this site, heal each piloting companion.
1U363

1 Theed River
River. Urban. When the alliance moves to this site, the Light Side player must add 3 or discard a possession borne by a companion.
1U364

3 Utapau Sinkhole
Each time you play a companion, add 1 or exert him or her. Each time you play a minion, remove 1 or exert it.
1U365

Only a few sites left to go, but I’ll save ’em for later.

Next up: I’ll finish Jedi and Yuuzhan Vong (not much to do in either).

Set Completion Count: 322/365 - 88%
Last edited by menace64 on Wed Dec 27, 2006 2:19 pm; edited 1 time in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
sickofpalantirs
Posted: Tue Dec 26, 2006 9:11 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.
menace64 wrote:
Sites!

3 Back Door
Battleground. Forest. Military. Each time you play a character here, you may exert that character to draw a card.
1U326
where is this supposed to be? Endor? make it cost 2 or 1

1 Detention Control Room
Military. Each companion gains bounty 1.
1U329
dagain where is this? and whats military mean Smile

0 Dregs’ Dive
Urban. Companions (except the Apprentice) bearing bounties are resistance -3.
1U330
fine by me

2 Dune Sea
Desert. Exhausted characters may not skirmish.
1U331
hum. good card

1 Hoth Tundra Plains
Plains. Tundra. Skirmish: Each unenclosed character is strength -1 for each tundra in the current region.
1U341
again fine(make a card I can review please! they are all to good!Smile)

3 Naboo Forest
Forest. Each minion skirmishing a Gungan is strength -1 for each Gungan you spot (limit -3).
1U352
whoah. that is good. with a little site manipulation... make it skrimish exert a gungan to balance a bit

2 Opera House
Urban. No more than 1 minion can be assigned to each skirmish.
1U356
I don’t quite get how the title fits with the ability but...

0 Padme’s Apartment
Dwelling. Urban. Skirmish: Discard your [Criminal] condition to exert a companion your bounty hunter is skirmishing.
1U358
fine by me

3 Temple Briefing Room
Military. When the alliance moves from this site, heal each piloting companion.
1U363
perfect I love it.

1 Theed River
River. Urban. When the alliance moves to this site, the Light Side player must add 3 or discard a possession borne by a companion.
1U364
fine by me

3 Utapau Sinkhole
Each time you play a companion, add 1 or exert it. Each time you play a minion, remove 1 or exert it.
1U365
personally I think it should only cost 2, though the ability for the freeps player might not even trigger...i still think it would be a good idea

Only a few sites left to go, but I’ll save ’em for later.

Next up: I’ll finish Jedi and Yuuzhan Vong (not much to do in either).

Set Completion Count: 322/365 - 88%
ArrowSop's haves/ top wantsExclamation
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"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

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