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Anonymous Prodigy
Posted: Mon Mar 19, 2007 5:07 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
NBarden wrote:
0 Nasty Orcses Gollum
Event • Skirmish
Discard X Orcs stacked on Gollum possessions to make Shelob strength +X.
00C138

I would raise the cost to 1. Smile

NBarden wrote:
3 Forgotten Gollum
Event • Regroup
Shuffle a Gollum possession and all cards stacked on it into your draw deck.
00U139

Cool. Thumbs Up

NBarden wrote:
2 Brought to Her Gollum
Event • Assignment
Exert Gollum to assign Shelob to skirmish a companion (except the Ring-Bearer). That companion may exert X times to prevent that, where X is the number of Gollum possessions you spot. (limit: 2)
00R140

There is no need to capitalize "Bearer"; nice card! Smile

NBarden wrote:
2 Trapped Gollum
Event • Regroup
Exert Gollum twice and spot Shelob to wound a companion for each Gollum possession you spot. The Free People’s player may add 3 threats to prevent this.
00R141

No apostrophe is need in "People’s"; goob job! Cool

NBarden wrote:
2 •Shelob’s Lair Gollum
Condition • Support Area
To play, exert a Gollum minion (except Shelob).
When the fellowship moves to any site 8, add 8.
Each time a Gollum Orc is stacked on a Gollum possession, add a token here.
Regroup: If the fellowship is in region 3, remove a token from here and discard an Orc stacked on a Gollum possession to make the Free People’s player discard 2 cards from hand. Discard a Gollum minion or discard this possession.
00R142

I would make it 2 tokens; GP for a sweet card!

NBarden wrote:
1 Treachery Gollum
Condition • Support Area
When you play this possession, add a token here for each Gollum possession you spot (limit: 8’).
Each time Gollum wins a skirmish, add a token here.
Skirmish: Remove X tokens from here to add a threat, where X is the current region number.
00U143

Nice. Smile
I had to put something here.
NBarden
Posted: Tue Mar 20, 2007 5:59 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
Any more reviews?
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AnxiousChieftain
Posted: Tue Mar 20, 2007 7:34 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Here, have some reviews! Mr. Green

NBarden wrote:
4 •Ufthak, Forgotten One Gollum
Minion • Orc
Strength: 8
Vitality: 3
Site Number: 8
When you play Ufthak, you may exert him and spot Shelob to play a Gollum possession from your draw deck.
Regroup: Stack Ufthak on a Gollum possession to make the Free Peoples player wound a companion for each Gollum possession you spot (limit: 3).
"’She’d forgotten him, maybe, but we didn’t touch him’"
00R122

Neato. I would just increase the strength to 9 or 10 since he will cost 6 most of the time.

NBarden wrote:
1 Cirith Ungol Orc Gollum
Strength: 2
Vitality: 2
Site Number: 8
While skirmishing a wounded character, this minion is strength +4.
Regroup:Stack this minion on a Gollum possession to exert a companion.
00U123

With such a high site number, I can’t help but feel that he should have 4 strength.

NBarden wrote:
6 •Shelob, Guardian of Cirith Ungol Gollum
Minion • Spider
Strength: 8
Vitality: 8
Site Number: 8
Fierce. Damage +1
Shelob is strength +2 for each Gollum possession you spot. (limit: +8 )
Shadow: Discard Shelob and discard an Orc stacked on a Gollum possession to make the Free Peoples player exert a companion for each Gollum possession you spot (limit: 3).
00U124

Cool! That Shadow ability would be neat if you could also use it during regroup.

NBarden wrote:
2 •Gollum, Horribly Strong Gollum
Minion
Strength: 5
Vitality: 4
Site Number: 3
Sneak. (This minion is played facedown and is revealed at the beginning of its skirmish)
When Gollum is revealed, you may discard X Orcs stacked on Gollum possessions to make the Free People’s player exert X companions. (Limit: 3).
00U125

Nice.

NBarden wrote:
2 •Gollum, Treacherous Toad Gollum
Minion
Strength: 5
Vitality: 4
Site Number: 3
Regroup: Discard Gollum to play a minion. That minion gains sneak until the end of the turn.
00C126

You need to add ’from hand’. I just can’t see this Gollum being used in a deck though, so you should either make the regroup ability work in maneuver or add some other sweet ability.

NBarden wrote:
2 •Gollum, Servant of Shelob Gollum
Minion
Strength: 5
Vitality: 4
Site Number: 3
Sneak. (This minion is played facedown and is revealed at the beginning of its skirmish)
When Gollum is revealed, spot Shelob to wound a companion skirmishing him.
00R127

I would add ’you may’, and change ’him’ to ’Gollum’ (hey, some people might not know that Shelob is a girl! Laughing).
NBarden wrote:
2 •Gollum, Sneak Gollum
Follower
Strength: +1
Aid- Remove a threat
At the start of each skirmish involving bearer, exert a companion.
00R128

Title is very similar to Gollum, Her Sneak. Pretty cool though, I would just make it exert the companion that bearer is skirmishing (hey, if people thought Saruman, Servant of Sauron was broken...)
NBarden wrote:
2 Entangled Orc Gollum
Minion • Orc
Strength: 6
Vitality: 2
Site Number: 8
When you play this minion, spot another Gollum minion to exert a companion.
00U129

’you may’?
NBarden wrote:
1 Ensnared Orc Gollum
Minion • Orc
Strength: 4
Vitality: 2
Site Number: 8
This minion may not be overwhelmed.
Regroup: Stack this minion on a Gollum possession to add a threat.
00C130

Awesome.
NBarden wrote:
5 Entrapped Orc Gollum
Minion • Orc
Strength: 1
Vitality: 4
Site Number: 8
This minion is strength +1 for each Gollum possession, Gollum minion, and wounded companion you spot.
00R131

I’d drop the cost to 4, since he has such a high site number.
NBarden wrote:
1 •Stinger Gollum
Possession
Bearer must be Shelob.
At the start of each skirmish involving Shelob, each companion skirmishing her must exert.
00R132

Fun. Very powerful though. Maybe up the cost?
NBarden wrote:
1 •The Long Stair Gollum
Possession • Support Area
To play, spot a Gollum minion.
When the Fellowship moves to any site 8, add a threat for each companion.
Regroup: Remove a threat and stack on Orc on this possession to add 2.
Shadow: Remove a threat to play an Orc stacked on this possession as if played from hand.
00R133

Shocked

That first ability is enough to make the card worthwhile. I’d change it to add a threat for each companion over 2. Oh, and "fellowship" shouldn’t be capitalized. And you spelled ’an’ as ’on’ in the regroup ability. Mr. Green
NBarden wrote:
2 •The Winding Stair Gollum
Possession • Support Area
To play, spot a Gollum minion.
When the Fellowship moves to any site 8, you may remove X threats to exert X companions. (limit: 3)
Regroup: Stack an Orc on this possession.
Skirmish: Discard an Orc from this possession to exert a companion skirmishing a Gollum minion. If that Orc is a Gollum Orc, wound that companion instead. Discard each minion skirmishing that companion.
00R134

Cool. If the wound kills the companion, does the minion still get discarded? I mean, it might be hard to be skirmishing someone who is dead. Wink
NBarden wrote:
3 •The Tunnel Gollum
Possession • Support Area
To play, spot a Gollum minion.
When the Fellowship moves to any site 8, wound a companion (except the Ring-Bearer).
Regroup: Stack an Orc on this possession. If that Orc is a Gollum Orc, you may remove a threat to exert a companion.
Shadow: Remove 2 to play an Orc stacked on this condition. If it is a Gollum Orc, you may add a threat.
00R135

I like it. Thumbs Up
NBarden wrote:
4 •The Watch-Tower Gollum
Possession • Support Area
To play, spot a Gollum minion.
When the Fellowship moves from any site 8, add a threat for each burden.
Regroup: Stack an Orc from hand on this possession. If that Orc is a Gollum Orc, you may add a threat.
Skirmish: Discard an Orc stacked on this possession to exert a companion skirmishing a Gollum minion. (limit: once per phase)
00R+136

"Fellowship" shouldn’t be capitalized. And I would drop the threat part in the regroup ability.
NBarden wrote:
2 •Gollum’s Rock
Possession
Strength: +1
Bearer must be Gollum
Archery: Discard Gollum’s Rock to make the minion archery total +1.
Regroup: Discard Gollum’s Rock to wound the Ring-Bearer.
00U137

Kewl.
NBarden wrote:
1 Nasty Orcses Gollum
Event • Skirmish
Discard X Orcs stacked on Gollum possessions to make Shelob strength +X. (Limit: +6)
00C138

I would drop the limit and drop the cost to 0, because there are a lot of other things you can do with the Gollum Orcs that are stacked.
NBarden wrote:
3 Forgotten Gollum
Event • Regroup
Shuffle a Gollum possession and all cards stacked on it into your draw deck.
00U139

Awesome!
NBarden wrote:
2 Brought to Her Gollum
Event • Assignment
Exert Gollum to assign Shelob to skirmish a companion (except the Ring-bearer). That companion may exert X times to prevent that, where X is the number of Gollum possessions you spot. (limit: 2)
00R140

Sweetness.
NBarden wrote:
2 Trapped Gollum
Event • Regroup
Exert Gollum twice and spot Shelob to wound a companion for each Gollum possession you spot. The Free Peoples player may add 3 threats to prevent this.
00R141

No complaints.
NBarden wrote:
2 •Shelob’s Lair Gollum
Condition • Support Area
To play, exert a Gollum minion (except Shelob).
When the fellowship moves to any site 8, add 8.
Each time a Gollum Orc is stacked on a Gollum possession, add a token here.
Regroup: If the fellowship is in region 3, remove 2 tokens from here and discard an Orc stacked on a Gollum possession to make the Free People’s player discard 2 cards from hand. Discard a Gollum minion or discard this possession.
00R142

Holy yikes! This could cost 4 and still be deadly.
NBarden wrote:
1 Treachery Gollum
Condition • Support Area
When you play this possession, add a token here for each Gollum possession you spot (limit: 8’).
Each time Gollum wins a skirmish, add a token here.
Skirmish: Remove X tokens from here to add a threat, where X is the current region number.
00U143

You’ve got an unneeded apostrophe in there. Cool card though.

GP for a great bunch of cards.

- AC
MODS RULE. - lem0nhead
NBarden
Posted: Tue Mar 20, 2007 7:59 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
I don’t really like using ’you may’ because NG is so powerful anyway that they should have to face the consequences of enduring, etc.

And the extra apostrophe is intentional, if I remove it I get a cool dude with sunglasses, Cool . If I disable smileys, I don’t get the culture symbols, twilight cost, etc.
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NBarden
Posted: Thu Mar 29, 2007 3:29 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
Next culture, Isengard! There will only be the old cultures, Raider, Sauron, Isengard, Moria, Wraith, Gollum for bad guys, I concluded that after much deliberation.

See if you can figure out Isengard’s new strategy.

4 •Saruman, Seeker of the Ring Isengard
Minion • Wizard
Strength: 8
Vitality: 4
Site Number: 4
Captain 1.
Saruman may not take archery wounds and may not be assigned to skirmishes.
Each Uruk-Hai is twilight cost -1 for each burden you spot. (Limit: 2)
Regroup: Exert Saruman and discard an unwounded Uruk-Hai to add a burden.
00R144

0 •Saruman’s Ring Isengard
Artifact • Ring
Vitality: +1
Bearer must be Saruman.
Each time a burden is added, you may exert Saruman to add a threat.
00R+145

2 •Saruman’s Staff, Weapon of Power Isengard
Artifact • Staff
When you play this artifact, you may discard Gandalf’s Staff.
Saruman may be assigned to skirmishes, regardless of his text.
Skirmish: Discard Saruman to add a burden or two threats.
00R146

And Saruman is now a critical part of any new Isengard decktype.

Anyone figure out the new strategy?
Last edited by NBarden on Tue Apr 10, 2007 9:48 am; edited 3 times in totalExclamation-Trade With MeExclamation
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DáinIronfoot
Posted: Thu Mar 29, 2007 4:02 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
NBarden wrote:
See if you can figure out Isengard’s new strategy.

Uh...using burdens to swarm/overpower?

NBarden wrote:
4 •Saruman, Seeker of the Ring Isengard
Minion • Wizard
Strength: 8
Vitality: 4
Site Number: 4
Captain 1.
Saruman may not take archery wounds and may not be assigned to skirmishes.
Each Uruk-Hai is twilight cost -1 for each burden you spot. (Limit: 3)
Regroup: Exert Saruman and discard an unwounded Uruk-Hai to add a burden.[/b]
00R144

The first ability is WAY too good. I think I’d reduce them all by -1 if you can spot 2 burdens, and MAYBE then do -2 when you can spot 6 burdens or something.

NBarden wrote:
0 •Saruman’s Ring Isengard
Artifact • Ring
Vitality: +1
Bearer must be Saruman.
Each time a burden is added, exert Saruman to add a threat.
00R+145

You need a very important "you may" in there, but otherwise this is pretty good. Thumbs Up

2 Saruman’s Staff, Weapon of Power Isengard
Artifact • Staff
When you play this artifact, you may discard Gandalf’s Staff.
Skirmish: Discard Saruman to add a burden or two threats.
00R146[/quote]
Interesting how it works in the skirmish phase. Balanced, though. Almost bland, actually. You might want to add in allowing him to be assigned to skirmishes.

Also, shouldn’t it have the standard strength +2 boost?
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!
sickofpalantirs
Posted: Thu Mar 29, 2007 4:32 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.
NBarden wrote:


See if you can figure out Isengard’s new strategy.
uh beatdown Smile corruption :8
4 •Saruman, Seeker of the Ring Isengard
Minion • Wizard
Strength: 8
Vitality: 4
Site Number: 4
Captain 1.
Saruman may not take archery wounds and may not be assigned to skirmishes.
Each Uruk-Hai is twilight cost -1 for each burden you spot. (Limit: 3)
Regroup: Exert Saruman and discard an unwounded Uruk-Hai to add a burden.[/b]
00R144
make the limit 2.

0 •Saruman’s Ring Isengard
Artifact • Ring
Vitality: +1
Bearer must be Saruman.
Each time a burden is added, exert Saruman to add a threat.
00R+145
you may exert...

2 Saruman’s Staff, Weapon of Power Isengard
Artifact • Staff
When you play this artifact, you may discard Gandalf’s Staff.
Skirmish: Discard Saruman to add a burden or two threats.
00R146

make it discard this artifact instead of saruman.
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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
NBarden
Posted: Tue Apr 10, 2007 10:00 am
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
7 Lurtz, Seeker of the Ring Isengard
Minion • Uruk-Hai
Strength: 13
Vitality: 3
Site Number: 5
Damage +1. Archer. Captain 1.
Manevuer: Exert Lurtz and spot an unbound hobbit to add a burden.
Regroup: Discard Lurtz to add a burden.
00R147

1 Uruk-Hai Pursuer Isengard
Minion • Uruk-Hai
Strength: 5
Vitality: 1
Sit Number: 5
Damage +1. Fierce
Each time the Free Peoples player assigns this minion to skirmish a companion, the Free Peoples player must add a burden or exert the ring-bearer.
00R148

4 Uruk-Hai Seeker Isengard
Minion • Uruk-Hai
Strength: 9
Vitality: 3
Site Number: 5
Damage +1
When you play this minion, the Free Peoples player must add X burdens or exert the Ring-Bearer X times, where X is the number of Hobbits you spot. (Limit: 4)
00U149

3 Relentless Pursuer Isengard
Minion • Uruk-Hai
Strength: 6
Vitality: 3
Site Number: 5
Damage +1. Fierce
Assignment: If the Ring-Bearer is not wearing the One Ring, assign this minion to skirmish the Ring-Bearer. The Ring-Bearer may wear the One Ring until the regroup phase to prevent this.
00R150

2 Uruk Halfling Hunter Isengard
Minion • Uruk-Hai
Strength: 4
Vitality: 2
Site Number: 5
Damage +1. Fierce.
Assignment: Assign this minion to skirmish a hobbit companion.
Each time a companion skirmishing this minion is about to take a wound, add a burden instead.
00C151

Not sure about this one. If he gets a broad-bladed sword, he can beat up some hobbits, maybe. Not to mention that if Rosie Cotton is in the fellowship, more burdens. Play him right, he can throw on 4 burdens. But then, he has to win, so you would probably need some pumps. Thinking about dropping twilight to 1, any thoughts?
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DáinIronfoot
Posted: Tue Apr 10, 2007 12:36 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
NBarden wrote:
7 Lurtz, Seeker of the Ring Isengard
Minion • Uruk-Hai
Strength: 13
Vitality: 3
Site Number: 5
Damage +1. Archer. Captain 1.
Manevuer: Exert Lurtz and spot an unbound hobbit to add a burden
Regroup: Discard Lurtz to add a burden
00R147

Don’t forget the periods. Burden-adding is certainly interesting. I’d exert him twice for his maneuver ability, or limit it to once per turn.

NBarden wrote:
1 Uruk-Hai Pursuer Isengard
Minion • Uruk-Hai
Strength: 5
Vitality: 1
Sit Number: 5
Damage +1. Fierce
Each time the Free Peoples player assigns this minion to skirmish a companion, add a burden or exert the ring-bearer.
00R148

Kinda weak, but not bad. Certainly makes for a good swarm minion.

NBarden wrote:
4 Uruk-Hai Seeker Isengard
Minion • Uruk-Hai
Strength: 9
Vitality: 3
Site Number: 5
Damage +1
When you play this minion, the Free Peoples player must add X burdens or exert the Ring-Bearer X times, where X is the number of Hobbits you spot.
00U149

Yowch! Put a cap on it, else you inta-corrupt the RB in a Hobbit-heavy fellowship. Or perhaps limit it to Ring-bound Hobbits.

NBarden wrote:
3 Relentless Pursuer Isengard
Minion • Uruk-Hai
Strength: 6
Vitality: 3
Site Number: 5
Damage +1. Fierce
Assignment: If the Ring-Bearer is not wearing the One Ring, assign this minion to skirmish the Ring-Bearer. The Ring-Bearer may wear the One Ring until the regroup phase to prevent this.
00R150

Neat! Thumbs Up

NBarden wrote:
2 Uruk Hobbit Seeker Isengard
Minion • Uruk-Hai
Strength: 4
Vitality: 2
Site Number: 5
Damage +1. Fierce
Assignment: Assign this minion to skirmish a hobbit companion.
Each time a companion skirmishing this minion is about to take a wound, add a burden instead.
00C151

I think it’s costed alright considering the ability. I’d put some spotting requirement on the assignment ability, like spotting a certain number of burdens or threats or something. I know he’s weak, but I think he should be unique, too. Can you imagine four of these at once? Maybe up his strength a little if you go the unique route.
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!
sickofpalantirs
Posted: Tue Apr 10, 2007 12:46 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.
NBarden wrote:
7 Lurtz, Seeker of the Ring Isengard
Minion • Uruk-Hai
Strength: 13
Vitality: 3
Site Number: 5
Damage +1. Archer. Captain 1.
Manevuer: Exert Lurtz and spot an unbound hobbit to add a burden
Regroup: Discard Lurtz to add a burden
00R147
misspelled maneuver. make it a burden for each ring-bound companion you can spot methinks.

1 Uruk-Hai Pursuer Isengard
Minion • Uruk-Hai
Strength: 5
Vitality: 1
Sit Number: 5
Damage +1. Fierce
Each time the Free Peoples player assigns this minion to skirmish a companion, add a burden or exert the ring-bearer.
00R148
make the free peoples player... cut one of the keywords.

4 Uruk-Hai Seeker Isengard
Minion • Uruk-Hai
Strength: 9
Vitality: 3
Site Number: 5
Damage +1
When you play this minion, the Free Peoples player must add X burdens or exert the Ring-Bearer X times, where X is the number of Hobbits you spot.
00U149
nice

3 Relentless Pursuer Isengard
Minion • Uruk-Hai
Strength: 6
Vitality: 3
Site Number: 5
Damage +1. Fierce
Assignment: If the Ring-Bearer is not wearing the One Ring, assign this minion to skirmish the Ring-Bearer. The Ring-Bearer may wear the One Ring until the regroup phase to prevent this.
00R150
again kewl. thoguh probably cut a keyword

2 Uruk Hobbit Seeker Isengard
Minion • Uruk-Hai
Strength: 4
Vitality: 2
Site Number: 5
Damage +1. Fierce
Assignment: Assign this minion to skirmish a hobbit companion.
Each time a companion skirmishing this minion is about to take a wound, add a burden instead.
00C151

stupid title Sick otherwise you may add a burden instead, and drop a keyword cost, and vitality.
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(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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