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sickofpalantirs
Posted: Thu Dec 28, 2006 8:50 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:
I’m pulling out all the stops! Here are the last 22 cards in Legacy of the Force!

4 •Bib, Malicious Majordomo [Criminal]
Minion • Twi’lek
Strength-5
Vitality-3
Roaming-3
When you play Bib, you may spot another [Criminal] minion to play a bounty condition from your draw deck.
Skirmish: Exert Bib and spot a companion bearing a bounty to discard all Light Side cards borne by him or her.
1R48
ow. Grima for Criminal?
good card


4 •Chewbacca, Protector [Criminal]
Companion • Wookiee
Strength-8
Vitality-4
Resistance-6
Damage +1. Destined. While you can spot Han, Chewbacca’s twilight cost is -1.
While you can spot X threats, Chewbacca is strength +X and damage +X.
1R53
perfect i love it

2 •Debnoli, Good-natured Patron [Criminal]
Companion • Human
Strength-6
Vitality-3
Resistance-6
Each time a [Criminal] companion wins a skirmish, you may exert Debnoli to remove a threat.
1C57
Who is this? ID see anything wrong with him

3 •Han, Very Nice Man [Criminal]
Companion • Human
Strength-7
Vitality-3
Resistance-7
Destined. While you cannot spot a threat, Han’s twilight cost is -2.
While you can spot 3 threats, Han is damage +1.
1C61
interesting. again fine

0 •Independent Operation [Criminal]
Condition • Support Area
At the start of each regroup phase, you may add a threat to take a [Criminal] card into hand from your discard pile. Any Dark Side player may exert his or her minion to prevent that.
1U64
personally since independent operations cost something I would make ti cost 1

7 •Jango, Master Hunter [Criminal]
Minion • Human
Strength-12
Vitality-3
Roaming-3
Bounty Hunter. Fierce.
While you can spot a bounty, Jango may not be exerted by Light Side cards.
While you can spot an exhausted companion bearing a bounty, Jango is strength +4.
1U66
cut his twilight cost by one. unless you are referring to the fact that it will cost a lot to hire him

2 •Lando, Respectable Enough [Criminal]
Companion • Human
Strength-6
Vitality-3
Resistance-6
Each time a Dark Side condition is played, you may exert Lando to discard it.
Each time a minion is played, if Lando is exhausted, the Dark Side player may add 1.
1R68
I like the balance good job

2 •Lobot, Cybernetically Reformed [Criminal]
Companion • Cyborg
Strength-5
Vitality-3
Resistance-6
At the start of each of Lobot’s skirmishes, you may exert him to reveal the top X cards of your draw deck, where X is the number of threats you spot. Replace them in any order.
1U69
perfect

1 No Disintegrations [Criminal]
Event • Skirmish
Exert a bounty hunter to make a companion that bounty hunter is skirmishing strength -2 (or -3 if that companion is bearing a bounty).
1C74
bah make a card I can say something about Smile

1 •Outrider [Criminal]
Possession • Ship
Strength +1
Enclosed. Bearer must be a [Criminal] companion.
If bearer is Dash or Leebo, bearer is damage +1 for each threat you can spot over 3.
At the start of each skirmish involving bearer, you may spot a threat to exert a minion skirmishing bearer.
1U76
OK to good. hwo about to give the abilities balance make it you may remove a threat to exert a minion...

And that’s all for Criminals!

2 •Chimaera [Imperial]
Condition • Support Area
Capital. To play, spot an [Imperial] minion.
The first [Imperial] minion you play each turn gains (until the regroup phase):
"This minion may not be assigned to a skirmish.
Skirmish: Exert this minion to make an [Imperial] minion strength +2."
1U94
OK I think I get it.very interesting.

4 The Empire Strikes Back [Imperial]
Event • Regroup
Discard an [Imperial] minion with strength 7 or more and remove all threats to make the Light Side player wound a companion for each threat removed.
1R98
fine by me

0 False Sense of Exposure [Imperial]
Event • Maneuver
Spot X threats to play X [Imperial] capitals from your draw deck. Remove all threats.
1C100
make it cost 1 I think though it is your choice on this one

(That card comes from the apparent "vulnerable" Death Star II in RotJ.)

2 Imperial Star Destroyer [Imperial]
Condition • Support Area
Capital. To play, spot an [Imperial] minion.
Each time you take control of a site, add an [Imperial] token here.
Skirmish: Remove X [Imperial] tokens here and remove [X] to make an [Imperial] minion damage +X. Discard this condition.
1R110
how about damage +x and strength +x and make it skirmishing an undestined companion. otherwise it doesn’t seem worth the cost and time to me

4 •Piett, Admiral of the Empire [Imperial]
Minion • Human
Strength-7
Vitality-4
Roaming-4
Piett may not be assigned to a skirmish.
Each time an [Imperial] minion wins a skirmish, you may exert Piett and spot 2 [Imperial] capitals to take control of a site.
1U114
fine by me who was this guy again?

1 Something Special Planned for Them [Imperial]
Condition • Support Area
When you play this condition, add an [Imperial] token here for each [Imperial] capital you spot.
While you control 3 sites, [Imperial] minions are strength +2.
Regroup: Exert an [Imperial] minion and remove 2 [Imperial] tokens here to take control of a site.
1C116
ow. make it cost 2 IMO

2 •Vengeance [Imperial]
Condition • Support Area
Capital. To play, spot an [Imperial] minion.
When you play this condition, add an [Imperial] token here for each site you control.
While there are 3 [Imperial] tokens here, the Light Side player can’t play events during skirmishes involving [Imperial] minions.
While there are 4 [Imperial] tokens here, [Imperial] minions skirmishing unwounded companions are damage +1.
1R127
it should be cannot instead of can’t. are there any cards that reinforce tokens for imps?

And the Imperials are done!

1 Galactic City
Military. Urban. Skirmish: Exert your character to make it strength +1 for each condition of the same culture you can spot (limit once per skirmish).
1U338
it works

2 Grand Hall
Dwelling. Each time you play a force power, you may heal 1 of your characters.
1U339
fine by me

0 Landing Pad
Urban. When the alliance moves from here, each player may discard a card from hand to heal 1 of his or her characters.
1U346
make it cost 1 IMO.

1 Massassi Temple
Forest. Military. When the alliance moves to here, the Light Side player may spot a Dark Side token to remove a burden.
1U348
make it cost 2 I think.

3 Mustafar Lava-flow
Battleground. Each time a skirmish resolves, each involved character’s owner must discard a condition of the same culture as that character.
1U350
maybe have it cost 1 or 2 because it could really hurt both sidfes

Those were the last of the sites, and that means the entire set is done! Finished! Completed! 365/365... 100%

Hurray!

I’ll be posting a new thread soon for the entire set, and then it’s off to A Wretched Hive!

Thanks for tagging along!

welcome
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

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