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Mouth of Saruman
Posted: Sat Mar 17, 2007 4:12 pm
Joined: 14 Feb 2007 Posts: 190 Location: Orthanc
Done. Smile

I have spoiled (and you all have graciously reviewed) almost one-third of the cards in Ambush at Amon Hen. It’s hard to believe we’ve been through that much in only 3 cultures! Though I had planned on moving on to the Uruk-hai culture today, I have decided to rather spoil the Isengard culture, since it only contains 7 cards.

Before we do that, however, I’ll review the Dwarven culture and leave it open to any final comments. In Ambush at Amon Hen, the Dwarves expanded on an already-existent strategy; Dwarven tokens. Two new conditions allowed you to stack (and other cards Mr. Green) on them, and almost all of the other cards dealt with reinforcing tokens at a price or removing tokens for a bonus. The sub-strategies of being at a mountain or underground site were used, but I also introduced something the Dwarven culture hasn’t seen since its origins - tales. Several new Dwarven tales were added, each benefiting the culture in its own way, and there were even a few cards that played off of these tales.

The cards (notice those with added lore!):

3Balin, Lord of Moria Dwarven
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1. Hunter 1.
While you can spot another Dwarf, Balin is twilight cost -1.
While the fellowship is at an underground site, each other Dwarven companion is damage +1.
"’...Balin is now Lord of Moria.’"

----

2 Dwarven Miner Dwarven
Companion • Dwarf
Strength: 5
Vitality: 3
Resistance: 6
Hunter 1.
Each time the fellowship moves to an underground site, you may exert this companion and spot a Dwarven possession to reinforce a Dwarven token.

----

2Gimli, Enraged Companion Dwarven
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 7
Damage +1. Hunter 1.
Gimli gains an additional hunter 1 for each Dwarven condition with a Dwarven token on it.
"...but Gimli had to be dragged away by Legolas..."

----

2Glóin, Dwarven Emissary Dwarven
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1.
Each time you play a Dwarven tale, you may exert Glóin and discard 2 cards from hand to draw 2 cards.
"’Other rings there may be, less treacherous...’"

----

2 Axe of Iron Dwarven
Possession • Hand Weapon
Strength: +2
Bearer must be a Dwarf.
Bearer gains hunter 1.
At the start of a each skirmish involving bearer, if the fellowship is at an underground site, you may remove 2 Dwarven tokens to make bearer strength +1 and damage +1 until the regroup phase.
"’...iron, their servant.’"

----

2Book of Mazarbul, Final Account Dwarven
Possession
Tale. Bearer must be a Dwarf.
When you play this possession, if you can spot a Dwarven companion stacked on a Dwarven condition, reinforce a Dwarven token.
Skirmish: Discard a Dwarven condition to make bearer strength +X, where X is the number of Dwarven tokens on that condition (limit +4).
"’...the leaves crackled and broke...’"

----

2Gimli’s Battle Axe, Goblin Bane Dwarven
Possession • Hand Weapon
Strength: +2
Bearer must be Gimli.
While the fellowship is at a mountain or underground site, he is damage +1.
Each time Gimli wins a skirmish, you may reinforce a Dwarven token (or 2 Dwarven tokens if you can spot an Orc).
"Gimli hewed the legs from under another that had sprung up on Balin’s tomb."

----

6Dwarf-lord’s Tomb Dwarven
Condition • Support Area
Toil 1.
When you play this condition, you may exert a Dwarven companion to add a Dwarven token here.
Response: If a Dwarven companion is about to be placed in the dead pile, remove 4 Dwarven tokens from here to stack that companion on this condition instead.
"...a single oblong block, about two feet high, upon which was laid a great slab of white stone."

----

2 Halls of Dwarrowdelf Dwarven
Condition • Support Area
To play, spot 2 Dwarven companions.
When you play this condition, you may add a Dwarven token here for each Dwarven tale you can spot (limit 4).
Response: If a Dwarf is about to take a wound, you may remove 2 Dwarven tokens from here and stack a Dwarven card from hand here to prevent that wound.
"’...full of light and splendor, as is still remembered in our songs.’"

----

2 Hospitality of the Dwarves Dwarven
Condition
Tale. Bearer must be a Dwarf. Limit one per bearer.
Each time the fellowship moves to a mountain or underground site, you may remove a Dwarven token to draw a card or heal bearer (limit once per turn).
"’Roaring fires, malt beer, red meat off the bone!’"

----

0 Avenge the Fallen Dwarven
Event • Skirmish
Discard a Dwarven companion stacked on a Dwarven condition to make each Dwarf strength +1 and damage +1 until the regroup phase.
"...in spite of the peril he lingered by Balin’s tomb..."

----

1 Comfort in Darkness Dwarven
Event • Skirmish
Make a Dwarf strength +2 (or strength +3 and damage +1 if the fellowship is at an underground site).
"Behind him came Gimli, his eyes glinting in the dim light as he turned his head from side to side."

----

2 Dwarven Impatience Dwarven
Event • Fellowship
Discard a Dwarven possession to reinforce 2 Dwarven tokens.
"’Then what are we waiting for?’"
Last edited by Mouth of Saruman on Sat Mar 17, 2007 6:01 pm; edited 1 time in total
AnxiousChieftain
Posted: Sat Mar 17, 2007 5:08 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Mouth of Saruman wrote:
1 Axe of Iron Dwarven
Possession • Hand Weapon
Strength: +2
Bearer must be a Dwarf.
Bearer gains hunter 1.
At the start of a each skirmish involving bearer, if the fellowship is at an underground site, you may remove 2 Dwarven tokens to make bearer strength +1 and damage +1 until the regroup phase.

I would definitely raise the cost to 2, since it gives a hunter bonus. Either that or make the hunter bonus only kick during certain circumstances.

Mouth of Saruman wrote:
1Book of Mazarbul, Final Account Dwarven
Possession
Tale. Bearer must be a Dwarf.
When you play this possession, if you can spot a Dwarven companion stacked on a Dwarven condition, reinforce a Dwarven token.
Skirmish: Discard a Dwarven condition to make bearer strength +X, where X is the number of Dwarven tokens on that condition (limit +4).
"’...the leaves crackled and broke...’"

I still think it should cost 2. Think

Mouth of Saruman wrote:
2 Hospitality of the Dwarves Dwarven
Condition
Resistance: +2
Tale. Bearer must be a Dwarf. Limit one per bearer.
Each time the fellowship moves to a mountain or underground site, you may remove a Dwarven token to draw a card or heal bearer (limit once per turn).
"’Roaring fires, malt beer, red meat off the bone!’"

Yikes, that healing part is pretty powerful. I would drop the resistance bonus if you’re going to have such powerful healing.

The rest of the cards look good to me. Thumbs Up

- AC
MODS RULE. - lem0nhead
Mouth of Saruman
Posted: Sat Mar 17, 2007 7:28 pm
Joined: 14 Feb 2007 Posts: 190 Location: Orthanc
Thanks, Anxious! GP

As mentioned previously, I’m going to cover the Isengard culture today and tomorrow. Though outdated, Isengard still has one use; Saruman. Running Saruman by himself (alongside the ’Deceived’ Wizards) is a viable strategy and currently playable in modern gameplay. Cards such as Throne of Isengard have added even more fun to this deck.

Ambush at Amon Hen is also going to help this strategy through the use of Isengard artifacts and spells. There’s even a weather card in this set!

Now, enough of my ranting, and more of the cards:

4Saruman, Ring-maker Isengard
Minion • Wizard
Strength: 8
Vitality: 4
Site: 4
Muster. Fierce. Lurker.
Saruman is strength +1 for each Isengard artifact you can spot.
Shadow: Exert Saruman twice to play an Isengard artifact from your draw deck.
"’Why should we fear to use it?’"

----

2Saruman’s Staff, Sorceror’s Rod Isengard
Artifact • Staff
Strength: +2
Bearer must be Saruman.
While you can spot no other minions, Saruman is enduring.
Each time an Isengard spell is played during a skirmish involving Saruman, you may make a companion skirmishing him strength -1 until the regroup phase.
"’...but you have elected the way of pain!’"

----

1 Wizard Duel Isengard
Event • Skirmish
Spell.
Make an Isengard Wizard strength +2 (and damage +1 if that Wizard is bearing a staff).
Last edited by Mouth of Saruman on Sat Mar 17, 2007 10:38 pm; edited 1 time in total
thonnas7
Posted: Sat Mar 17, 2007 7:37 pm
Joined: 07 May 2006 Posts: 397 Location: Springfield, OR
4Saruman, Ring-maker Isengard
Minion • Wizard
Strength: 8
Vitality: 4
Site: 4
Damage +1. Fierce. Lurker.
Saruman is strength +1 for each Isengard artifact you can spot.
Shadow: Exert Saruman twice to play an Isengard artifact from your draw deck.
"’Why should we fear to use it?’"

Not sure where you got the title...I’m sure you got it somewhere...I don’t think that I’d use his text much. I’d change the shadow action to allowing a possession as well as an artifact.

----

2Saruman’s Staff, Sorceror’s Rod Isengard
Artifact • Staff
Strength: +2
Bearer must be Saruman.
While you can spot no other minions, Saruman is enduring.
Each time an Isengard spell is played during a skirmish involving Saruman, you may make a companion skirmishing him strength -1 until the regroup phase.
"’...but you have elected the way of pain!’"

I like it. Balanced, nice subtitle. GP!

----

1 Wizard Duel Isengard
Event • Skirmish
Spell.
Make an Isengard Wizard strength +2 (and damage +1 if that Wizard is bearing a staff).[/quote]

I think you could make it (or +4 and damage +1 if bearing a staff), just for the sake of the fact it only affects one minion in the game.
Mouth of Saruman
Posted: Sat Mar 17, 2007 7:46 pm
Joined: 14 Feb 2007 Posts: 190 Location: Orthanc
thonnas7 wrote:
Not sure where you got the title...I’m sure you got it somewhere...I don’t think that I’d use his text much. I’d change the shadow action to allowing a possession as well as an artifact.


From Tolkein himself:

Fellowship of the Ring wrote:
"’For I am Saruman the Wise, Saruman Ring-maker, Saruman of Many Colours!’"


This can be found in the chapter entitled The Council of Elrond, where Gandalf shares Saruman’s treachery with the council. Also, this Saruman can become a beast as it is. Exert him to play Throne of Isengard and he suddenly has strength 12, damage +2, and fierce. On top of that, if you can manage to pull any version of his staff (preferably Sorceror’s Rod) he then becomes strength 15 (not counting the enduring bit)!

thonnas7 wrote:
I think you could make it (or +4 and damage +1 if bearing a staff), just for the sake of the fact it only affects one minion in the game.


I’ll consider this. Any second opinions on this? GP for thonnas for having some good points!
Anonymous Prodigy
Posted: Sat Mar 17, 2007 8:53 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
Mouth of Saruman wrote:
4Saruman, Ring-maker Isengard
Minion • Wizard
Strength: 8
Vitality: 4
Site: 4
Damage +1. Fierce. Lurker.
Saruman is strength +1 for each Isengard artifact you can spot.
Shadow: Exert Saruman twice to play an Isengard artifact from your draw deck.
"’Why should we fear to use it?’"

A damage +1 Saruman? Think Cool, but I would drop it and give him muster instead. Fierce? Still, it doesn’t fit him, but makes more sense than damage +1. Otherwise, nice card! Smile


Mouth of Saruman wrote:
2Saruman’s Staff, Sorceror’s Rod Isengard
Artifact • Staff
Strength: +2
Bearer must be Saruman.
While you can spot no other minions, Saruman is enduring.
Each time an Isengard spell is played during a skirmish involving Saruman, you may make a companion skirmishing him strength -1 until the regroup phase.
"’...but you have elected the way of pain!’"

Well done! Very Happy

Mouth of Saruman wrote:
1 Wizard Duel Isengard
Event • Skirmish
Spell.
Make an Isengard Wizard strength +2 (and damage +1 if that Wizard is bearing a staff).

I would raise the cost to 2, or drop the damage +1 piece. Smile
I had to put something here.
CarpeGuitarrem
Posted: Sat Mar 17, 2007 9:32 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
Mouth of Saruman wrote:

4Saruman, Ring-maker Isengard
Minion • Wizard
Strength: 8
Vitality: 4
Site: 4
Damage +1. Fierce. Lurker.
Saruman is strength +1 for each Isengard artifact you can spot.
Shadow: Exert Saruman twice to play an Isengard artifact from your draw deck.
"’Why should we fear to use it?’"

Cool stuff. +1 for his staff, +1 for his throne, +1 for the Library, +1 for a Palantir...that’s a Strength 12 Saruman! Good stuff. Except that the lore is misplaced. In the movie, it referred to the Palantir.

2Saruman’s Staff, Sorceror’s Rod Isengard
Artifact • Staff
Strength: +2
Bearer must be Saruman.
While you can spot no other minions, Saruman is enduring.
Each time an Isengard spell is played during a skirmish involving Saruman, you may make a companion skirmishing him strength -1 until the regroup phase.
"’...but you have elected the way of pain!’"

Ooh, ouch! That’s incredibly powerful with Saruman’s ability. That’s Strength 18 now, although 1 Vitality. Good stuff.

1 Wizard Duel Isengard
Event • Skirmish
Spell.
Make an Isengard Wizard strength +2 (and damage +1 if that Wizard is bearing a staff).
Whoa...this could get incredibly powerful. Raise the cost by 1, or temper down the previous card. Maybe remove that enduring bonus.
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)
Mouth of Saruman
Posted: Sat Mar 17, 2007 10:37 pm
Joined: 14 Feb 2007 Posts: 190 Location: Orthanc
Anonymous Prodigy wrote:
A damage +1 Saruman? Think Cool, but I would drop it and give him muster instead. Fierce? Still, it doesn’t fit him, but makes more sense than damage +1. Otherwise, nice card!


Saruman, Of Many Colours also contains damage +1 and fierce. I may drop the damage bonus, however, in favor for muster, because it is certainly more Saruman-esque.

CarpeGuittarem wrote:
Cool stuff. +1 for his staff, +1 for his throne, +1 for the Library, +1 for a Palantir...that’s a Strength 12 Saruman! Good stuff. Except that the lore is misplaced. In the movie, it referred to the Palantir.


Yes, the lore is what I intended. It shows how Saruman did not fear to use a palantír as Gandalf did; thus, not fearing using artifacts to gain power. Speaking of which, although we do not see The Palantír of Orthanc in this set, I do have plans for it in my The Two Towers set (what’s this? another set? is he mad?!). Smile

I raised Wizard Duel to 2. Thanks for the comments!
CarpeGuitarrem
Posted: Sat Mar 17, 2007 11:00 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
Hmm...maybe you should change Saruman’s title, then? Like Saruman, Master of the Palantir or Saruman, Master of Forbidden Arts
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)
sickofpalantirs
Posted: Sun Mar 18, 2007 2:17 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.
Mouth of Saruman wrote:

4Saruman, Ring-maker Isengard
Minion • Wizard
Strength: 8
Vitality: 4
Site: 4
Muster. Fierce. Lurker.
Saruman is strength +1 for each Isengard artifact you can spot.
Shadow: Exert Saruman twice to play an Isengard artifact from your draw deck.
"’Why should we fear to use it?’"
fine by me
----

2Saruman’s Staff, Sorceror’s Rod Isengard
Artifact • Staff
Strength: +2
Bearer must be Saruman.
While you can spot no other minions, Saruman is enduring.
Each time an Isengard spell is played during a skirmish involving Saruman, you may make a companion skirmishing him strength -1 until the regroup phase.
"’...but you have elected the way of pain!’"
ditto
----

1 Wizard Duel Isengard
Event • Skirmish
Spell.
Make an Isengard Wizard strength +2 (and damage +1 if that Wizard is bearing a staff).

boy nothing to say about these cards... good job and a GP!
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