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Anonymous Prodigy
Posted: Mon Aug 07, 2006 9:20 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
4 • Durin III, Ancient Lord Dwarven
Companion • Dwarf
Strength: 7
Vitality: 4
Resistance: 6
Damage +1.
To play, spot a Dwarven companion.
Durin III is strength +1 for every Dwarven possession in your discard pile.
I had to put something here.
CarpeGuitarrem
Posted: Mon Aug 07, 2006 9:26 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
4•Durin III, Lord of the Dwarves Dwarven
Companion•Dwarf
Strength: 7
Vitality: 4
Resistance: 6
Durin is strength +1 for each dwarf with Vitality 3 or more you can spot. When you play Durin, you may exert any number of dwarves. For each dwarf exerted this way, he is twilight cost -1.
Skirmish: If Durin III wins a skirmish, you may discard the top card of your draw deck and add a threat to heal him.
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)
PorterTroll
Posted: Mon Aug 07, 2006 11:54 pm
Joined: 23 Jun 2006 Posts: 1193 Location: not sure yet
CarpeGuitarrem wrote:
4•Durin III, Lord of the Dwarves Dwarven
Companion•Dwarf
Strength: 7
Vitality: 4
Resistance: 6
Durin is strength +1 for each dwarf with Vitality 3 or more you can spot. When you play Durin, you may exert any number of dwarves. For each dwarf exerted this way, he is twilight cost -1.
Skirmish: If Durin III wins a skirmish, you may discard the top card of your draw deck and add a threat to heal him.


hmmm....I like it, but it seems too underpowered, maybe make his second effect "If Durin III wins a skirmish, you may discard a card from hand to heal him." but then again, that might make him too powerful, oh well, heres a version that i also like:

4•Durin III, King of the Underground Dwarven
Companion•Dwarf
Strength 7
Vitality 4
Resistance 6
Damage +1
Response: Each time a Dwarf wins a skirmish, you may exert Durin III to wound a minion not assigned to a skirmish.
Durin III is strength +1 for each minion you can spot.

too good? Think oh well, he deserves to be too good! Very Happy
AnxiousChieftain
Posted: Tue Aug 08, 2006 8:45 am
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Cool. I like his strength bonus, because if there are like 20 minions, he’ll be a beast, but it won’t really help the Ring-bearer. Very Happy
MODS RULE. - lem0nhead
PorterTroll
Posted: Tue Aug 08, 2006 10:13 am
Joined: 23 Jun 2006 Posts: 1193 Location: not sure yet
AnxiousChieftain wrote:
Cool. I like his strength bonus, because if there are like 20 minions, he’ll be a beast, but it won’t really help the Ring-bearer. Very Happy


how would you change him? Think
elf lvr
Posted: Tue Aug 08, 2006 10:49 am
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
I think what AC means is that he’s good, but not TOOOOOO good, because even if he gets BEASTLY, their freeps side isn’t undefeatable.
Happy Hunting! Elf Lvr
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AnxiousChieftain
Posted: Tue Aug 08, 2006 10:57 am
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
EL is correct. Cool
MODS RULE. - lem0nhead
CarpeGuitarrem
Posted: Tue Aug 08, 2006 2:44 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
CarpeGuitarrem wrote:
4•Durin III, Lord of the Dwarves Dwarven
Companion•Dwarf
Strength: 7
Vitality: 4
Resistance: 6
Durin is strength +1 for each dwarf with Vitality 3 or more you can spot. When you play Durin, you may exert any number of dwarves. For each dwarf exerted this way, he is twilight cost -1.
Skirmish: If Durin III wins a skirmish, you may discard the top card of your draw deck to heal him. The Shadow player may discard three cards from hand to prevent that.

Okay, I’ve tweaked this dude’s gametext a little to balance out the ability and allow for a prevention.
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)
AnxiousChieftain
Posted: Tue Aug 08, 2006 3:41 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
CarpeGuitarrem wrote:
4•Durin III, Lord of the Dwarves Dwarven
Companion•Dwarf
Strength: 7
Vitality: 4
Resistance: 6
Durin is strength +1 for each dwarf with Vitality 3 or more you can spot. When you play Durin, you may exert any number of dwarves. For each dwarf exerted this way, he is twilight cost -1.
Skirmish: If Durin III wins a skirmish, you may discard the top card of your draw deck and add a threat to heal him.

It shouldn’t be a skirmish action, it should either be a response action or say ’Each time’. However, if it was a response action, it could be taken multiple times, which could make it too powerful.

Cool card! Smile
MODS RULE. - lem0nhead
CarpeGuitarrem
Posted: Tue Aug 08, 2006 4:49 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
Right. d'oh!
I tweaked the card. You’ve got the old Durin quoted there.
4•Durin III, Lord of the Dwarves Dwarven
Companion•Dwarf
Strength: 7
Vitality: 4
Resistance: 6
Durin is strength +1 for each dwarf with Vitality 3 or more you can spot. When you play Durin, you may exert any number of dwarves. For each dwarf exerted this way, he is twilight cost -1.
Each time Durin III wins a skirmish, you may discard the top card of your draw deck to heal him. The Shadow player may discard three cards from hand to prevent that.
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)

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