LotR TCG Wiki → Card Sets:  All 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 → Forums:  TLHH CC

 
Cobra Cards Player Community Forum Index
 Forum index » Lord of the Rings TCG » Open Lord of the Rings Discussion
Author Message
CarpeGuitarrem
Posted: Tue Oct 17, 2006 11:19 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
Wow, I’m so sorry! I’ve left this alone for far too long...so, in compensation, I’m giving you a double dose: Gollum and Gondor!

First, Gollum!
Called to Mordor: The Frodo-Sam-Smeagol theme has always been a cool little thematic element of LOTR. This card brings it to an even bigger focNOLINKus! Whenever Smeagol skirmishes, you can just pour on the wounds each time the Shadow player tries to use a pump! With all four copies on Smeagol, you could easily destroy any minion around! Combine this with the already existing Smeagol wounding, and you’ve got a winning deck! Smeagol Tank, anyone? Just imagine any sort of grinding going against this deck! Black Gate Sentry and Scouting Orc don’t got nothin’ on this boy! Another great use of this is to include Bilbo, Aged Ringbearer, and then to kill off the minions assigned to him!

Connected By Fate: The Frodo-Sam-Smeagol theme (with a possible occasional Bilbo) is alive and well with this card. In fact, it becomes even better, now allowing for the possiblity of a three-companion fellowship, with its choking. And if you need a little strength boost to avoid an overwhelm...that’s here too!

Controlled By The Ring: This one’s a bit of an unusual condition. Essentially, it allows Gollum to hop around from companion to companion in the course of the skirmish. In other words, the little ninja can wound and wound again in the same skirmish phase! It’s time to spread out the Not This Time!

Desperate Move: This one’s what you call an "ouch!" event. It’s not every day that you get to discard companions! This one’s similar to Unseen Foe, but in a slightly different vein. The best use for this one is to shut down a doubling fellowship.

Gollum, Hopeless: This Gollum is probably one of the worst Gollums out there. In concept, the idea sounds great: a Gollum that can take down those massive tanking ARBS, like Isildur and Gimli. The problem with this, however, is that in practice, that’s not the way it usually works. So, if your meta packs plenty of giant ARBs (or Solo Smeagol), stick this guy in. But if not...well, a 4 Strength Gollum just ain’t worth it, especially if he doesn’t have an ability.

Herbs and Stewed Rabbit: Stewed coneys...yummy. And this card is yummy as well. Again, fitting into the Frodo-Sam-Smeagol (with an occasional Bilbo Wink ), this card can make Smeagol an intimidating companion. If he’s got 4x Poor Wretch, and then 4x of this out, that’s a Strength 11 Smeagol! Connected by Fate ups him to Strength 12! Just be sure to watch out for nasty condition removal!

Hurry Hobbitses: Here’s another one of those FSS (Frodo-Sam-Smeagol) cards. This time, it’s a potential +3 strength boost for Smeagol. Not too exciting, but pretty good when combined with that Strength 12 Smeagol.

Nice Fish: Also a very nice card, for either Solo Smeagol or an FSS deck. With that tanking Smeagol, you’ll be piling tokens up on this card very quickly. And that translates to massive healing.

Not This Time!: This is the new Ninja Gollum card, and it’s pretty darn good. Finally, you can do something with threats besides waiting for them to whack companions after a kill. True, Gollum, Vile Creature did the same thing...but could he wound? This card right here is just what you need to keep on wounding!

Release Them: A pretty nice Gollum common. Basically, it makes sure that you can play weaker companions like Bilbo, Aged Ringbearer and get away with it. Furthermore, it provides fuel for Solo Smeagol. If you discard it from your hand to wound a minion (a la Don’t Look At Them), it gives another buffer against corruption.

Smeagol, Wretched and Hungry: Ah, finally. The Smeagol that uses the famous "Fish-Eating Smeagol" picture! And he’s a decent fit into those FSS decks, too. With his ability, you can save him from an early-game overwhelm, until you’ve got time to tank him up later along the Site Path. Plus, this is the only Smeagol that negates his burden-adding text with a Resistance boost.

Something Slimy: This card right here is an excellent Solo Smeagol setup card. Use it to play your conditions, and make your opponent send their cards Down Under! (It also makes for a great Infinite Gandalf setup...)

Sudden Strike: This one’s going to become an essential in Ninja Gollum. Imagine: the ability to pull Shelob or Mumak Commander or Black Gate Sentry whenever you need them! Not only that, but it’s got sweet setup if you play Shelob. Imagine: Gollum, Shelob, and Web, all courtesy of this one card!

Swear By the Precious: This card right here can be a real hurt for your opponent! It’s got the ability to discard your opponent’s most powerful minion...or else help Smeagol out with his tanking!

Unseen Foe: This one right here is one of the best Ninja Gollum cards of the bunch! It’s got the potential to inflict four or five wounds, all at once! Durin III giving you troubles? Not any more...

And now for Gondor!
Aragorn, Swift Hunter: This guy has been much-maligned, mostly because he was swapped with Aragorn, Thorongil in booster packs. But that doesn’t mean he’s not a good guy. In fact, his ability is an awesome combo with Focus-he’s definitely of a fairly high caliber as a new companion.

Aragorn, Thorongil: This companion right here is a monster! A Strength 10 companion to start out, and his exertion ability can even shut down Bill Ferny! Not to mention the fact that he’s a ranger, and therefore is fetchable by The Prancing Pony.

Aragorn’s Bow, Ranger’s Longbow: And here we see one of the most destructive weapons ever to hit LOTR. It’s an incredible wound machine, and adds threats to get used by Madril, Defender of Osgiliath in the next turn. Definitely pack it in your deck!

Damrod, Dunadan of Gondor: The one big downside of Ithilien Blade is its cost of two exertions. By packing this guy in your deck, you can help tone that cost down a little, especially if you’re playing Expanded and use Citadel of Minas Tirith.

Decorated Barricade: Fortifications have always been a nice way to send minions down, and this one is no exception. Did a nasty minion get through your defenses and manage to get assigned? Slap this on the baddie, and send him to a well-deserved annihilation. Twisted Evil

Dunedain of the South: Not a bad ranger here, although many ranger decks focus on eliminating minions before the skirmish phase. However, if you have the need, this guy can take out a smaller minion to help Aragorn, Thorongil finish off a bigger minion.

Gondorian Prowler: First of all...I’d like you to take a quick look at Ranger of Ithilien. Hmm...something look familar? Wink Anyway, back on subject. This guy is incredibly valuable, because you can pack him into a starting fellowship extremely cheaply. In Expanded, Faramir, Captain of Gondor makes him free! Plus, the ability helps Madril out for the next maneuver phase, and can trigger the strength bonus of Ithilien Blade.

Ithilien Blade: All right, here it is! It’s the most controversial card to hit LOTR...ever! Well, maybe except for Bill Ferny, Swarthy Sneering Fellow. Basically, it comboes nastily with Madril, Defender of Osgiliath and Aragorn’s Bow, Ranger’s Longbow...and there go the minions! Heal with Kingsfoil and Dunedain of the South, and you’re ready to roll again! Oh, and the strength bonuses aren’t bad either.

Mablung, Ranger of Ithilien: Is it just me...or has D just invented a new decktype: Ninja Mablung! Razz Seriously speaking, though...it’s almost like a reverse grind...and because the Free Peoples player gets first shot in a skirmish, you can render those grinding minions useless! Combine this with Decorated Barricade, and you’ve instantly downed a 3 Vitality minion.

Madril, Defender of Osgiliath: This guy right here is the major basis for the Ithilien Blade deck. Guard him well, because once he’s gone, those minions ain’t roaming no more. But if he stays alive, you’ve got one heck of a deck on your hands. In Expanded, it’s What are They? at every site!
Shocked

No Quicker Path: Okay, here’s the ’Gorn card for the Three Hunters conditions. And it’s a nice card, too. Use Aragorn, Swift Hunter, win a skirmish, and make Legolas, of the Woodland Realm strength +1. Use Swift Hunter’s text to pump the elf up even more, and heal Aragorn!

No Travellers In This Land: Remember Defend it and Hope? It was one of the best cards back in Two Towers, when Uruks raged through the Shadow Sides. Now, though, it’s hopelessly outdated. But now...there might be another replacement: No Travellers in This Land. Hunter minions aren’t entirely ubiquitous, but they still exist. And being able to wound one twice is pretty amazing...especially when combined with Decorated Barricade and Mablung.

Portico: Not the best card, not the worst card. It’s a way to help your rangers win skirmishes, and to make minions roaming in a pinch. Nothing much else to say about it.

Ranger’s Cloak: A pretty good possession here, especially when combined with Ithilien Blade. It actually gives some companions the ability to use Ithilien Blade twice in a maneuver phase! Not only that, but you can use it to add threats for Madril to use...and it’s a nasty combination with Mablung!

Silent Traveler: Not a bad companion...although there aren’t too many ranger token decks out there. And he really can’t fit well into a Noble Leaders deck. But a deck with Houses of Healing or Ithilien Trap would really benefit from this guy.

Tremendous Wall: This one’s pretty powerful, because it turns every skirmish into an "overwhelm or nothing" fight. And if you’ve got rangers that don’t win skirmishes-that helps a lot.

Unyielding Ranger: *whistles* Is it just me, or is this guy really strong? Let’s assume, for a moment, that there were three minions out there, all roaming courtesy of Madril. Dunedain of the South takes one down, and makes this guy strength +2. Now he’s strength 10! And that’s without Ithilien Blade to give him another boost...+3!
"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: Wed Oct 18, 2006 7:47 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.
sweet you continued it I thought this thread was dead!
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
elf lvr
Posted: Wed Oct 18, 2006 3:20 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
Whoa! I just noticed how much Called to Mordor beats up Ninja Gollum!
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
sickofpalantirs
Posted: Wed Oct 18, 2006 5:54 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.
why do Gollum and smeagol get so many so close to broken but not quite depending on your perspective cards. Very Happy
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
Felipe Musco
Posted: Wed Oct 18, 2006 5:56 pm
Joined: 18 May 2006 Posts: 2434 Location: Florianópolis, SC, Brasil
Hey, CG, check my MTG article for this month’s Contest (link in my signature). It kinda shows a way of making this into an article, and I think a pretty interesting one!
I don't like YOU.
CarpeGuitarrem
Posted: Wed Oct 18, 2006 10:06 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
elf lvr wrote:
Whoa! I just noticed how much Called to Mordor beats up Ninja Gollum!

Wow, it does! Interesting...counter Gollum with Smeagol!

FM: I’m actually thinking of doing this for RoS.
"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: Thu Oct 19, 2006 7:48 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.
but if you wait till RoS comes out we will have to wait a LONG time probably. Crying or Very sad

yeah I think you should do an article kinda like this.
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
CarpeGuitarrem
Posted: Sun Oct 22, 2006 3:25 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
I’m actually fairly confident that RoS is coming soon...

Now, time for those amazing Men minions! Including the most notorious...

Bill Ferny, Agent of Saruman: Wow-here he is: the single most controversial card to come out of Hunters...the only one purported to be invincible. You might ask "Why?". The answer here is that he can become incredibly powerful, with the Men culture’s wealth of strength pumps...and as for the wounding requirement-Pavise. A Bill Ferny build typically uses Countless Companies to replay Pavise...and then goes into a couple different flavors. One-Site Control Ferny-uses Chieftain of Dunland’s ability. The other focuses on pure strength pumps for a quick win. Other useful cards to help Ferny succeed are The Mouth of Sauron, Messenger of Mordor and Last Days (an incredible Ferny card, since it can avoid pre-skirmish exertions).

Bold Easterling: This minion’s ability is what makes it incredibly worthwhile. Like Last Days, it can play those evil men in non-Shadow phases...which is an incredible boon to Ferny decks. Another interesting thing to note here is that you can use his ability to play two minions during a skirmish phase, since his ability automatically triggers Last Days! Men swarm, anyone?

Chieftain of Dunland: This guy right here is where you really get a powerful punch for your baddies. Besides his incredible usefulness in a Ferny build, he’s just a plain nasty minion. His pump is one of the cheapest in existence-although more expensive that events such as Overrun, it’s far more reliable than a skirmish event.

Courageous Easterling: This one’s basically the same as Bold Easterling, just a little less powerful...so he won’t be skirmishing a lot.

Destroyed Homestead: I don’t really understand this card-it’s incredibly unusual. Which leads me to think that Decipher is perhaps going to be pursuing something along the lines of Site mechanics in Rise of Saruman. Right now, I don’t see its usefulness...

Easterling Scout: Here’s another of those "dump him to play another minion" guys. The main difference between this one and the others is his increased vitality and strength, which give him a fighting chance to win a skirmish. In addition, his vitality lets him absorb archery wounds-so I could see a decent swarm deck focusing on the discarding Easterlings and Last Days.

Engrossed Hillman: Wow, this guy’s pretty good! Not only is he a strong minion, but he also has an amazingly helpful ability. It keys off of Rainbow fellowships, Three Hunters fellowships, swarming shadows, and big fellowships (i.e., Ents). With this guy and Chieftain of Dunland, you’ve got a potent force on your hands.

Enraged Herdsman: This card here is a great anti-9 companion card, as well as a minion that can do amazingly well if he’s the only one played. Imagine him against an eight-companion fellowship at Anduin Banks, with two other Men minions out there. 11 archery, plus some really nasty guys!

Great Axe: A good card to use in a meta heavy in Three Hunters, or if you’re trying to help Bill Ferny out with a Ringbearer who uses the One ring, the ring of doom. A good strength boost, with another strength boost that cancels out many hunter bonuses.

Grieving the Fallen: Here’s another excellent card for targeted archery. Got a completely healthy pincoushin companion out there? Easy solution: stick this on him! Even better, if you’ve got two or three of these out, you can force the Free Peoples player to down a companion...and maybe even trigger threat wounds! Note: all threat wounds taken in the archery phase cannot be given to the bearer of this condition! Ouch!

Grousing Hillman: An excellent card that keys off of the Evil Men site control, basically receiving a bonus for controlled sites.

Hunting Herdsman: Here’s a hunter for the men...although I find this slightly strange. The one thing that makes this guy so awesome, however, is his incredible follower hNOLINKate! Look at a typical Shire deck-it packs three or four followers! That’s a strength 20 minion right there, for only 3! Hobbits, beware!

Last Gasp: Here’s another card for the powerful Evil Men archery decks. Along with Grieving the Fallen, it can send fatal wounds flying. Just get three archers out there, play Grieving on one healthy companion, use this to exhaust another healthy companion, and then let Howdah do its magic.


Lying Counsel: Oh, dear. Just when you thought Durin was safe from Grima...now, it’s even worse! Because now it can’t be countered by focusing one one minion-it can be triggered by anyone: Bill Ferny, Mumak Commander, a Dunlending, an Easterling...the only upside is that there’s an alternate option to discard the cards returned to your hand, eliminating hand clog.

Mumak Commander, Giant Among the Swertings: This guy is easily the most splashable minion, as well as an asset to Evil Men archery. He can exhaust a companion for whatever thing you need, whether it’s for forcing an archery death or dealing out Ninja Gollum wounds. Plus, when he’s done exerting, he can fight! And at a strength 14, he’s one of the more powerful minions out there.

Primitive Savage: Here’s one of those "spot-a-tank" minions. But besides his awesome potential strength, he’s got one of the best texts for controlling sites. He’ll most likely be winning skirmishes left and right...and that translates to more sites for you!

Pursuing Horde: You need some extra twilight? Pursuing Horde is on the job! That twilight can go towards playing high-cost minions, fuel Rapid Reload, or set the stage for a cheap-Easterling swarm.

Rapid Reload: Probably the second most notorious Hunters card, this one achieved infamy after its combo with Demoralized was discovered. It’s also one of the most powerful conditions in the game, even without the combo. Just take a look at that extra twilight, burn it to exert companions, pull the tokens off of Howdah, and bingo! Instant gigantic wounding.

Rapt Hillman: Here’s another reliable site control guy...the only problem is his "start of regroup phase". There’s basically two ways around this. The first is to get this guy killed before regroup. The second is slightly more reliable...take Enraged Herdsman, Rapt Hillman and another minion (Rapt Hillman, preferably) with Last Gasp. If the fellowship has any more than three companions, you’ve got three Men archers. Exert the Rapt Hillman (or both of them, if you had another) to control sites, and then pull out Last Gasp in the maneuver phase. Rapt Hillman goes down, and you keep the sites.

Ravaging Wild Man: Along with Hunting Herdsman, this guy’s got some real follower hNOLINKate. He also has some anti-hunter workings, which might play into future Dunlending themes. But finally, here’s the way to get rid of that pesky Frodo Gamgee!

Savage Southron: Here’s a bit of fun site path manipulation. It’s not quite as good as Ulaire Nelya, Third of the Nine Riders, but it does help you take out your own sites.

Swarthy Hillman: An excellent site-control minion. A few extra bits of archery never hurt, do they?

Wandering Hillman: Here’s another one of those "spot-a-tank" minions...but even better, he’s got yet another way to control sites! Hooray!
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)
CarpeGuitarrem
Posted: Fri Nov 24, 2006 3:34 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
Okay, I’m finally getting back to doing these! I’d better finish these before RoS comes out...

Battlefield Recruit: This is essentially one of the newer themes of the Orc culture: discard minions to pump other minions! Basically, a smaller version of Massing Strength. If you manage to get a minion on the ringbearer, and then have some of these guys out, an overwhelm’s not out of the question! You can also, if this guy survives a skirmish, discard him to help another orc-he just did double duty for you!

Battlefield Veteran: Similar to the Recruit, but more strong. He doesn’t have as big of a strength pump with him, but he’s more likely to suvive or even win his skirmish.

Beasts of Burden: Here’s what may prove to be the backbone of an Orc swarm. It’s also a Rule of 5 enforcer. It essentially lets you save some of that precious twilight to play more minions.

Black Gate Sentry: An excellent Orc wounding minion, hearkening back to the days of Sauron grind. He makes an excellent splash into Ninja Gollum, and is good at killing off companions all by himself.

Black Land Chieftain: This guy right here also helps with the threats, especially targeting the possession-heavy Rohan and Dwarven cultures. Plus, he’s quite a strong minion. Definitely a powerhouse to keep around.

Black Land Commander: Ah...here’s the real payoff for the threats. Just like some of the King Block Sauron orcs, this guy fuels off of threats to beat down companions. He also spots a tank, and he can bring in some easy overwhelms.

Black Land Observer: Wow...this guy is UGLY! But besides that, he also adds threats, depending on whether you have a condition out. Again, he’s a spot-a-tank minion, and he only needs to spot a Strength 10 companion.

Black Land Overlord: Here’s another take on that threat game. Instead of using threats to boost strength, this guy uses threats to exert companions...perhaps a revival of grind? You remove threats to exert companions in maneuver, then kill them off with Black Gate Sentry and Scouting Orc!

Black Land Runner: Ah, here’s one that just gets better as the game goes on. He’s also great if you concentrate on playing one or two tanks. You might run into problems against Ithilien Blade, but other decks will have problems with this hugely powerful minion.

Black Land Shrieker: Wow. This guy is quite possibly one of the biggest minions to show up in LOTR, besides Mountain Troll. With all of those threats added, he’s almost a freebie! Just think...five companions...five threats...3 for a Strength 20, Vitality 3 minion! Is that a bargain or what??

Black Land Spy: This minion right here is two things. First, he’s an anti-tank minion. If your opponent’s playing Durin III, this dude becomes a whole lot scarier. This guy also gets in on the threat game, like some of our other Orcish friends. True, it’s only one threat, but those threats add up. Plus, they can help to shut down Aragorn’s Bow, Ranger’s Longbow.

Coordinated Effort: Here’s a real anti-possession card, as if Black Land Chieftain wasn’t bad enough. Each time the Free Peoples player plays a possession (usually adding twilight, by the way), you get a bonus of 2-exactly what you’ll need later on for cards such as Mountain Troll and Orkish Camp! And it’s non-unique, so theoretically you can get 8 each time a possession is played...plus that possession’s twilight cost! This is definitely a must-have for any deck that wants to play a decent swarm.

Desolation Orc: Here we see a bit of Rainbow haNOLINKte, as well as a very cheap but strong minion. Where can you pay 2 for a Strength 12 minon? Pretty nice, if you ask me.

Destructive Orc: This orc’s not really very helpful in standard, as standard fortifications are all but dead. But in Expanded format, he really shines. Imagine...enough Orc possessions out, and you can wipe out the Free Peoples’ fortifications! Good-bye, knights!

Gorbag, Filthy Rebel: Ah, here’s the Orc hunter. And not only is he a hunter, but he’s a discarder, too! Imagine him against a Three Hunters deck or Hunter Rohan! That’s easily 3-4 cards discarded each time you play him! Not nice for your opponent, very nice for you.

Isengard Marauder: Like Desolation Orc, a card with a low twilight cost but a higher balancing cost. He does well with Black Land Runner, if you only want to play two or three minions each Shadow Phase. You can slowly beat down the Free Peoples, one companion at a time.

Moria Menace: Here’s a card with the potential to be powerful. A 1 Vitality minion with a probable Strength 10-11 (depending on what type of deck you’re facing) for only 3 is nothing to be sniffed at. The only real problem is if he gets exerted or wounded before the skirmishes. Not the most reliable card, but good in a pinch.

Mountain Troll: Wow...this guy is easily one of the most powerful minions I’ve ever seen out there. And for good reason! Once you play five cheapo orcs, you can discard them for a whopping fierce strength 22 minion-for free! Scurrying Goblin is a great combination with this guy. You can get back that 2 you burned to get him from the discard, and play more minions!

Orkish Camp: And here’s what essentially is an Underdeeps of Moria reprint. The Orc culture, however, doesn’t have a way to get minions to the bottom of the deck like Goblin Sneak did. So, we have to go to the Free Peoples side for this. Gloin, Son of Groin and Smeagol, Old Noser are two that are particularly helpful here. When it’s the Freeps’ turn, stick Orc minions beneath the deck, and then fetch them with Orkish Camp!

Orkish Hunting Spear: Here’s the Hunter theme entering the Orc culture. Against many decks, this is an automatic Hunter 2! And this also fuels Gorbag, Filthy Rebel. Imagine two or three of these out, Gorbag out, and a few hunters on the Freeps side!

Pummeling Blow: Well, having a +1 Strength bonus for each troll certainly is nice, but that’s not the best part about this card. What’s really good is that it stops Traveled Leader, a most annoying card, dead in its tracks. Pretty nice!

Scouting Orc: This guy is, more or less, a reprint of Orc Scouting Band for the Orc culture. He’s also another sign that the Orc culture might be getting some grinding in the future. Use these guys to wound companions to death along with Black Gate Sentry, and victory is within sight! Scouting Orc also makes for a cheap Ninja Gollum splash.

Tower Troll: Here’s some more Rule of 5 enforcing...and in an ugly way! Imagine-the ability to kill off a companion of your choice with a big troll! Sweetness itself.

Unmistakable Omen: First of all, this helps to combat Madril, Defender of Osgiliath, by mildly decreasing the effect of his ability. Even better, however, is that it wipes the board clear of threats! In the regroup phase, get rid of three minions and the condition, and those threats are gone! Oh, and you kill off a companion in the process. A nice way to stop Ithilien Blade.

Unreasonable Choice: Ah, time to send those Free Peoples conditions into the dust! With a condition-heavy Free Peoples, this one’ll send them crumbling! Either they add lots of twilight for you to play minions with, or they have to send their most beloved condition away. Not a fun choice for them, but very fun for you.

Veteran War Chief: And, finally, another grind minion. Exert him, wound the companion. And he’s pretty strong too.

So, that’s it for now! Come back soon for the Rohirrim!
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)

Display posts from previous:  

 Forum index » Lord of the Rings TCG » Open Lord of the Rings Discussion
All times are UTC - 4
Page 3 of 3 [29 Posts]   Goto page: Previous 1, 2, 3
View previous topic   View next topic