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Mouth of Saruman
Posted: Sat Mar 03, 2007 12:09 am
Joined: 14 Feb 2007 Posts: 190 Location: Orthanc
DáinIronfoot wrote:
5Beorn, Skin-changer Green
Companion • Man
Strength: 10
Vitility: 4
Signet: Gandalf
Beorn may not bear armor.
While skirmishing an Orc, Beorn is damage +1.
Beorn may not take more than one wound each phase (except during the archery phase).
“‘He changes his skin: sometimes he is a huge black bear, sometimes he is a great strong black-haired man with huge arms and a great beard.’”


The last ability should read: "Beorn takes no more than one wound per phase (except during the archery phase)."

DáinIronfoot wrote:
5Beorn, Keeper of the Ford Green
Companion • Man
Strength: 10
Vitility: 4
Signet: Elrond
Beorn may not bear armor.
While the fellowship is at any site 6 or higher, Beorn is damage +1.
Regroup: Exert Beorn twice (or once if the fellowship is at a forest or river) to heal a companion.
“Standing near was a huge man with a thick black beard and hair, and great bare arms and legs with knotted muscles.”


Nice. Smile

DáinIronfoot wrote:
2Beorn’s Axe Green
Possession • Hand Weapon
Strength +3
Bearer must be Beorn.
When played at site 6 [LA], this possession’s twilight cost is -1.
Skirmish events may not be played and skirmish special abilities may not be used in skirmishes involving Beorn.
“He was clothed in a tunic of wool down to his knees, and was leaning on a large axe.”


Interesting. Powerful in its own right, since it counteracts you from using your abilities as well.

DáinIronfoot wrote:
1 His Wrath Was Redoubled Green
Event • Skirmish
Make each minion skirmishing Beorn lose all strength and damage bonuses from possessions and artifacts.
“...nothing could withstand him, and no weapon seemed to bite upon him. He scattered the bodyguard, and pulled down Bolg himself and crushed him.”


It’s conditional, so I’d lower the cost to 0.

DáinIronfoot wrote:
3 In Bear’s Shape Green
Event • Skirmish
Make Beorn damage +1 until the regroup phase. Then you may add up to 3 threats. Until the regroup phase, make Beorn strength +2 for each threat you add.
“The roar of his voice was like drums and guns; and he tossed wolves and goblins from his path like straws and feathers. He fell upon their rear, and broke like a clap of thunder through the ring.”


The wording doesn’t seem to be quite right. Perhaps: "Then you may add up to 3 threats to make Beorn strength +2 for each threat you added this way until the regroup phase." It’s somewhat better but still awkward. I really like the card, though. Beorn is a beast! Very Happy

DáinIronfoot wrote:
2A Fierce Enemy Green
Condition • Support Area
Assignment: If Beorn is assigned to an Orc, exert him X times to assign him to X additional Orcs.
Skirmish: Discard this condition to make Beorn strength +2 for each Orc in his skirmish.
“‘The goblins will not dare to cross the Great River for a hundred miles north of the Carrock nor to come near my house - it is well protected at night!’”


Amazing card. Demands a GP!

DáinIronfoot wrote:
2Queer Lodgings Green
Condition • Support Area
To play, spot 3 Green companions (or Beorn).
Maneuver: If the fellowship is a forest, exert a Green companion and discard a Green card from hand to heal a companion or remove a threat.
“...so soon they were all seated at Beorn’s table, and the hall had not seen such a gathering for many a year. There they had a supper, or a dinner, such as they had not had since they left the Last Homely House in the West and said good-bye to Elrond.”


I’d make the maneuver deal with Beorn in someway or another. Great cards!
DáinIronfoot
Posted: Sat Mar 03, 2007 11:44 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
I made some changes to cards you recommended, MoS. Thanks! GP

Dáin’s DC Duos #s 66-68

I’m treating my wife to a special day today, so I may not be around much, especially this evening.

So because of that, and to celebrate reaching Duo #66 AND this day being 3/3, I’m going to post six cards, meaning three Duos...now! Very Happy

Today we introduce the largest race in the Green culture: Elves.

Yes, that means that Elves will now exist in two different cultures. That might seem crazy, but remember that Men exist in no less than three FP cultures already, so I think there’s room for it.

Green Elves are both the same and different than their Elven cousins. They retain pretty strong archery, healing, an affinity for certain sites (forests especially), and the new Elven strength in hunter text.

But Green Elves also bring some new Elven strategies to the table. They are excellent at capturing, for one thing. They also focus on strength pumps more than the typical minion strength reductions of their Elven counterparts. And they also key off some very unusual-for-Elves sites, like mountain and underground sites.

So, without further ado, let’s get to it. Enjoy!

3Thranduil, King of the Woodland Realm Green
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
Hunter 1. To play, spot a Green Elf.
While the fellowship is at a forest, each Green archer gains hunter 1.
Fellowship: Add 1 and discard a Green or Elven event from hand to heal an Elf.
“In a great hall with pillars hewn out of the living stone sat the Elvenking on a chair of carven wood. On his head was a crown of berries and red leaves....”

3Ecthelhador, Chief Guard Green
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
To play, spot a Green Elf.
Each time Ecthelhador wins a skirmish, you may exert him to capture an exhausted minion in that skirmish.
Fellowship or Regroup: Exert Ecthelhador to draw a card for each captured minion in your support area (limit 3). Limit once per turn.
“‘He wasn’t a bad fellow, and quite decent to the prisoners.’”

3Brethil, Mirkwood Sentinel Green
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 6
Hunter 1. To play, spot a Green Elf.
Brethil is strength +1 for each weapon he bears.
While at a battleground or forest, Brethil is an archer.
“Out leaped Wood-elves with their bows and spears and called the dwarves to halt.”

3Legandir, King’s Guard Green
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 6
Response: If a Green Elf is about to take a wound, exert Legandir to prevent that wound.
“If they have a fault it is distrust of strangers.”

1 Mountain Vantage Green
Event • Archery
Exert any number of Elves (or spot any number of Green Elves and add 1) at a mountain to make each of them strength +1 until the regroup phase. Then you may add 1 and spot 2 Elves to make the fellowship archery total +1.
“...elves climbed to the height of the Eastern shoulder to gain a view to the North. Soon they could see the lands before the Mountain’s feet black with a hurrying multitude.”

2 Twisting, Crossing, Echoing Paths Green
Event • Maneuver
Make each Green Elf at an underground site strength +1 until the regroup phase. Then you may add 1 and exert 2 of those Elves to capture a minion.
“The king’s cave was his palace, and the strong place of his treasure, and the fortress of his people against their enemies. It was also the dungeon of his prisoners.”
Last edited by DáinIronfoot on Sun Mar 04, 2007 10:23 pm; edited 4 times in totalBest 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!
BattleWarg
Posted: Sat Mar 03, 2007 7:08 pm
Joined: 11 Feb 2007 Posts: 579 Location:
DáinIronfoot wrote:
3Thranduil, King of the Woodland Realm Green
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
Hunter 1. To play, spot a Green Elf.
While the fellowship is at a forest, each Green archer gains hunter 1.
Fellowship: Add 1 and discard a Green or Elven event from hand to heal an Elf.
“In a great hall with pillars hewn out of the living stone sat the Elvenking on a chair of carven wood. On his head was a crown of berries and red leaves....”

Definitely interesting. I think I’ll have to look at the rest, though.

DáinIronfoot wrote:
3Ecthelhador, Chief Guard Green
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
To play, spot a Green Elf.
Each time Ecthelhador wins a skirmish, you may exert him to capture an exhausted minion in that skirmish.
Fellowship or Regroup: Exert Ecthelhador to draw a card for each captured minion in your support area (limit 3). Limit once per turn.
“‘He wasn’t a bad fellow, and quite decent to the prisoners.’”

I’m not sure on the limit once per turn with a limit of 3 cards, but otherwise looks good.

DáinIronfoot wrote:
3Brethil, Mirkwood Sentinel Green
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 6
Hunter 1. To play, spot a Green Elf.
Brethil is strength +1 for each weapon he bears.
While at a battleground or forest, Brethil is an archer.
“Out leaped Wood-elves with their bows and spears and called the dwarves to halt.”

I like the ability, although would it be limited to +2 strength (for hand weapon and ranged weapon) or are there others? And has there been a card that references ’weapon’s?
I’m also noticing that none of these can be played yet, unless I missed a Green Elf earlier - as they all need one to be played. I’m sure you’ll have some without it, but just putting that out.

DáinIronfoot wrote:
3Legandir, King’s Guard Green
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 6
To play, spot a Green Elf.
Response: If a Green Elf is about to take a wound, exert Legandir to prevent that wound.
“If they have a fault it is distrust of strangers.”

Simple, but effective. I like it.

DáinIronfoot wrote:
1 High Vantage Green
Event • Maneuver
Exert any number of Elves (or spot any number of Green Elves and add 1) at a mountain to make each of them strength +1 until the regroup phase. Then you may add 1 and spot 2 Elves to make the fellowship archery total +1 until the assignment phase.
“...elves climbed to the height of the Eastern shoulder to gain a view to the North. Soon they could see the lands before the Mountain’s feet black with a hurrying multitude.”

Othan than the unfortunate name change, as it was very good, it is interesting. Playable in a ’pure’ Elven deck (although I probably wouldn’t), really good in a Green deck, and good in a Green/Elven deck.
I’m thinking that the cost seems slightly low, as it gives you a number of options as they are seperate effects.
For example in the Elven deck, it can be a strength and archery boost, but it is also playable as 2 for a +1 archery total. Otherwise, with Green, you get 1 to get rid of it, 2 to boost each of them by +1 strength, or 3 to boost each by +1 strength and +1 archery.

Anyway, I think that the second should probably (although not definitly) be able to be used if an Elf’s strength is increased, but I’m not sure how.

DáinIronfoot wrote:
2 Twisting, Crossing, Echoing Paths Green
Event • Maneuver
Make each Green Elf at an underground site strength +1 until the regroup phase. Then you may add 1 and exert 2 of those Elves to capture a minion.
“The king’s cave was his palace, and the strong place of his treasure, and the fortress of his people against their enemies. It was also the dungeon of his prisoners.”

I like it. I also enjoy the fact that Green seems to be more of a preparation culture than a fighting. They get their strength boosts early, which means that the minions have a chance to prepare, but it allows boosts even when skirmish events/abilities are prevented (plus just as good during fierce skirmishes).
sickofpalantirs
Posted: Sat Mar 03, 2007 7:09 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.
DáinIronfoot wrote:

3Thranduil, King of the Woodland Realm Green
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
Hunter 1. To play, spot a Green Elf.
While the fellowship is at a forest, each Green archer gains hunter 1.
Fellowship: Add 1 and discard a Green or Elven event from hand to heal an Elf.
“In a great hall with pillars hewn out of the living stone sat the Elvenking on a chair of carven wood. On his head was a crown of berries and red leaves....”
fine by me

3Ecthelhador, Chief Guard Green
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
To play, spot a Green Elf.
Each time Ecthelhador wins a skirmish, you may exert him to capture an exhausted minion in that skirmish.
Fellowship or Regroup: Exert Ecthelhador to draw a card for each captured minion in your support area (limit 3). Limit once per turn.
“‘He wasn’t a bad fellow, and quite decent to the prisoners.’”
make him cost 2 and 6 strength IMO.

3Brethil, Mirkwood Sentinel Green
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 6
Hunter 1. To play, spot a Green Elf.
Brethil is strength +1 for each weapon he bears.
While at a battleground or forest, Brethil is an archer.
“Out leaped Wood-elves with their bows and spears and called the dwarves to halt.”
good card.

3Legandir, King’s Guard Green
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 6
To play, spot a Green Elf.
Response: If a Green Elf is about to take a wound, exert Legandir to prevent that wound.
“If they have a fault it is distrust of strangers.”
again good.

1 High Vantage Green
Event • Maneuver
Exert any number of Elves (or spot any number of Green Elves and add 1) at a mountain to make each of them strength +1 until the regroup phase. Then you may add 1 and spot 2 Elves to make the fellowship archery total +1 until the assignment phase.
“...elves climbed to the height of the Eastern shoulder to gain a view to the North. Soon they could see the lands before the Mountain’s feet black with a hurrying multitude.”
make it archery IMO and cut the until the assignment phase

2 Twisting, Crossing, Echoing Paths Green
Event • Maneuver
Make each Green Elf at an underground site strength +1 until the regroup phase. Then you may add 1 and exert 2 of those Elves to capture a minion.
“The king’s cave was his palace, and the strong place of his treasure, and the fortress of his people against their enemies. It was also the dungeon of his prisoners.”

well essentially you could take out there best minion right? if so I would make it let them choose what minion.
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
DáinIronfoot
Posted: Sat Mar 03, 2007 9:15 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
sickofpalantirs wrote:
DáinIronfoot wrote:
3Ecthelhador, Chief Guard Green
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
To play, spot a Green Elf.
Each time Ecthelhador wins a skirmish, you may exert him to capture an exhausted minion in that skirmish.
Fellowship or Regroup: Exert Ecthelhador to draw a card for each captured minion in your support area (limit 3). Limit once per turn.
“‘He wasn’t a bad fellow, and quite decent to the prisoners.’”

make him cost 2 and 6 strength IMO.

I’m reluctant to reduce his strength unless someone else thinks it’s a good idea. Not because I think it’s a bad idea, but because the Chief Guard is a pretty important character in The Hobbit and I think he oughta have higher strength.

BattleWarg wrote:
DáinIronfoot wrote:
3Brethil, Mirkwood Sentinel Green
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 6
Hunter 1. To play, spot a Green Elf.
Brethil is strength +1 for each weapon he bears.
While at a battleground or forest, Brethil is an archer.
“Out leaped Wood-elves with their bows and spears and called the dwarves to halt.”

I like the ability, although would it be limited to +2 strength (for hand weapon and ranged weapon) or are there others? And has there been a card that references ’weapon’s?
I’m also noticing that none of these can be played yet, unless I missed a Green Elf earlier - as they all need one to be played. I’m sure you’ll have some without it, but just putting that out.

Yes, it would cap at +2 (one hand weapon and one ranged weapon) unless he had something like Knife of the Galadhrim.

I see your point about playing these guys. Don’t worry, the majority of Green Elves have no such text. Keep it in mind, though, and if it seems to be a problem as we move on, let me know and I’ll make changes.

BattleWarg wrote:
DáinIronfoot wrote:
1 High Vantage Green
Event • Maneuver
Exert any number of Elves (or spot any number of Green Elves and add 1) at a mountain to make each of them strength +1 until the regroup phase. Then you may add 1 and spot 2 Elves to make the fellowship archery total +1 until the assignment phase.
“...elves climbed to the height of the Eastern shoulder to gain a view to the North. Soon they could see the lands before the Mountain’s feet black with a hurrying multitude.”

Othan than the unfortunate name change, as it was very good, it is interesting. Playable in a ’pure’ Elven deck (although I probably wouldn’t), really good in a Green deck, and good in a Green/Elven deck.
I’m thinking that the cost seems slightly low, as it gives you a number of options as they are seperate effects.
For example in the Elven deck, it can be a strength and archery boost, but it is also playable as 2 for a +1 archery total. Otherwise, with Green, you get 1 to get rid of it, 2 to boost each of them by +1 strength, or 3 to boost each by +1 strength and +1 archery.

Anyway, I think that the second should probably (although not definitly) be able to be used if an Elf’s strength is increased, but I’m not sure how.

Hmmm. I’ll see if I can figure out a way to do that.

sickofpalantirs wrote:
make it archery IMO and cut the until the assignment phase

Okay, I can do that.

sickofpalantirs wrote:
DáinIronfoot wrote:
2 Twisting, Crossing, Echoing Paths Green
Event • Maneuver
Make each Green Elf at an underground site strength +1 until the regroup phase. Then you may add 1 and exert 2 of those Elves to capture a minion.
“The king’s cave was his palace, and the strong place of his treasure, and the fortress of his people against their enemies. It was also the dungeon of his prisoners.”

well essentially you could take out there best minion right? if so I would make it let them choose what minion.

I think it’s okay as is. 3 and two exertions for a single capture is a lot tougher than some other methods of capturing.

GP for this being your first review, BW. Thanks to both of you!
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!
Mouth of Saruman
Posted: Sun Mar 04, 2007 8:55 pm
Joined: 14 Feb 2007 Posts: 190 Location: Orthanc
DáinIronfoot wrote:
3Thranduil, King of the Woodland Realm Green
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
Hunter 1. To play, spot a Green Elf.
While the fellowship is at a forest, each Green archer gains hunter 1.
Fellowship: Add 1 and discard a Green or Elven event from hand to heal an Elf.
“In a great hall with pillars hewn out of the living stone sat the Elvenking on a chair of carven wood. On his head was a crown of berries and red leaves....”


Nice. Smile

DáinIronfoot wrote:
3Ecthelhador, Chief Guard Green
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
To play, spot a Green Elf.
Each time Ecthelhador wins a skirmish, you may exert him to capture an exhausted minion in that skirmish.
Fellowship or Regroup: Exert Ecthelhador to draw a card for each captured minion in your support area (limit 3). Limit once per turn.
“‘He wasn’t a bad fellow, and quite decent to the prisoners.’”


Make him deal with forests somehow. Perhaps by dropping the limit of drawing only 3 cards if the fellowship is at a forest site?

DáinIronfoot wrote:
3Brethil, Mirkwood Sentinel Green
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 6
Hunter 1. To play, spot a Green Elf.
Brethil is strength +1 for each weapon he bears.
While at a battleground or forest, Brethil is an archer.
“Out leaped Wood-elves with their bows and spears and called the dwarves to halt.”


Perfect!

[quote="DáinIronfoot"]3Legandir, King’s Guard Green
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 6
To play, spot a Green Elf.
Response: If a Green Elf is about to take a wound, exert Legandir to prevent that wound.
“If they have a fault it is distrust of strangers.”[/quite]

He seems a tad bit overcosted to me. Either lower the cost or drop the spotting requirements.

DáinIronfoot wrote:
1 Mountain Vantage Green
Event • Archery
Exert any number of Elves (or spot any number of Green Elves and add 1) at a mountain to make each of them strength +1 until the regroup phase. Then you may add 1 and spot 2 Elves to make the fellowship archery total +1 until the assignment phase.
“...elves climbed to the height of the Eastern shoulder to gain a view to the North. Soon they could see the lands before the Mountain’s feet black with a hurrying multitude.”


Is the last bit ("...until the assignment phase.") necessary? Other than that, I like. Wordy, but downright cool.

DáinIronfoot wrote:
2 Twisting, Crossing, Echoing Paths Green
Event • Maneuver
Make each Green Elf at an underground site strength +1 until the regroup phase. Then you may add 1 and exert 2 of those Elves to capture a minion.
“The king’s cave was his palace, and the strong place of his treasure, and the fortress of his people against their enemies. It was also the dungeon of his prisoners.”


Bravo! Homage
NBarden
Posted: Sun Mar 04, 2007 9:41 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
DáinIronfoot wrote:
I made some changes to cards you recommended, MoS. Thanks! GP

Dáin’s DC Duos #s 66-68

I’m treating my wife to a special day today, so I may not be around much, especially this evening.

So because of that, and to celebrate reaching Duo #66 AND this day being 3/3, I’m going to post six cards, meaning three Duos...now! Very Happy

Today we introduce the largest race in the Green culture: Elves.

Yes, that means that Elves will now exist in two different cultures. That might seem crazy, but remember that Men exist in no less than three FP cultures already, so I think there’s room for it.

Green Elves are both the same and different than their Elven cousins. They retain pretty strong archery, healing, an affinity for certain sites (forests especially), and the new Elven strength in hunter text.

But Green Elves also bring some new Elven strategies to the table. They are excellent at capturing, for one thing. They also focus on strength pumps more than the typical minion strength reductions of their Elven counterparts. And they also key off some very unusual-for-Elves sites, like mountain and underground sites.

So, without further ado, let’s get to it. Enjoy!

3Thranduil, King of the Woodland Realm Green
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
Hunter 1. To play, spot a Green Elf.
While the fellowship is at a forest, each Green archer gains hunter 1.
Fellowship: Add 1 and discard a Green or Elven event from hand to heal an Elf.
“In a great hall with pillars hewn out of the living stone sat the Elven king on a chair of carven wood. On his head was a crown of berries and red leaves....”

Nice.

3Ecthelhador, Chief Guard Green
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
To play, spot a Green Elf.
Each time Ecthelhador wins a skirmish, you may exert him to capture an exhausted minion in that skirmish.
Fellowship or Regroup: Exert Ecthelhador to draw a card for each captured minion in your support area (limit 3). Limit once per turn.
“‘He wasn’t a bad fellow, and quite decent to the prisoners.’”

Hm...careful in assigning, and they might pull a trick not letting you capture them, but pretty good. Imagine capturing Gollum in a NG deck...

3Brethil, Mirkwood Sentinel Green
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 6
Hunter 1. To play, spot a Green Elf.
Brethil is strength +1 for each weapon he bears.
While at a battleground or forest, Brethil is an archer.
“Out leaped Wood-elves with their bows and spears and called the dwarves to halt.”

Whoa...kinda...powerful. Go with 4 twilight and 7 strength, IMO

3Legandir, King’s Guard Green
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 6
To play, spot a Green Elf.
Response: If a Green Elf is about to take a wound, exert Legandir to prevent that wound.
“If they have a fault it is distrust of strangers.”

Um...kinda...weak.

1 Mountain Vantage Green
Event • Archery
Exert any number of Elves (or spot any number of Green Elves and add 1) at a mountain to make each of them strength +1 until the regroup phase. Then you may add 1 and spot 2 Elves to make the fellowship archery total +1 until the assignment phase.
“...elves climbed to the height of the Eastern shoulder to gain a view to the North. Soon they could see the lands before the Mountain’s feet black with a hurrying multitude.”

Nice

2 Twisting, Crossing, Echoing Paths Green
Event • Maneuver
Make each Green Elf at an underground site strength +1 until the regroup phase. Then you may add 1 and exert 2 of those Elves to capture a minion.
“The king’s cave was his palace, and the strong place of his treasure, and the fortress of his people against their enemies. It was also the dungeon of his prisoners.”

Nice! Again, NG would be wrecked by this whole capturing thing, now you capture Shelob here, and capture Gollum with Ecthelhador. The whole strategy is dead...
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As I lay in bed staring at the stars last night, I thought to myself, "where the heck is the ceiling?"
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DáinIronfoot
Posted: Sun Mar 04, 2007 9:52 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Dáin’s DC Duos #69

I’ve had a very nice day today. Busy, but nice. However, that means I almost missed the daily Duo! Horrors! I have a reputation to keep up here. Razz

So, it may be late, but here’s a couple more Green Elf cards. These Mirkwood Elves could help ensure your LOTR TCG game would make for a nice day too! Smile Enjoy!

2Alfirin, Elven Warrior Green
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
To play, spot a Green Elf.
While skirmishing an Orc, Alfirin is strength +1.
While skirmishing a fierce minion, Alfirin is damage +1.
“The yells were deafening. The rocks were stained black with goblin blood.”

2Hallodol, Bowman of Mirkwood Green
Companion • Elf
Strength: 5
Vitality: 3
Resistance: 6
Archer. Hunter 1.
While the fellowship is a a river or forest, the fellowship archery total is +1.
“...no use against the arrows of the elves that could hit a bird’s eye in the dark.”

Two very different Elves, obviously. Alfirin is a bruiser in skirmishes, especially against Orcs. Hallodol is a beast in the archery phase, especially at rivers and forests. And...yeah. Not much else to say.
Last edited by DáinIronfoot on Sun Mar 04, 2007 9:57 pm; edited 1 time in totalBest 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!
Mouth of Saruman
Posted: Sun Mar 04, 2007 9:56 pm
Joined: 14 Feb 2007 Posts: 190 Location: Orthanc
DáinIronfoot wrote:
2Alfirin, Elven Warrior Green
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
To play, spot a Green Elf.
While skirmishing an Orc, Alfirin is strength +1.
While skirmishing a fierce minion, Alfirin is damage +1.
“The yells were deafening. The rocks were stained black with goblin blood.”


Decent card. No complaints, other than the fact he’s missing enforcement with a forest. The other abilities seem to cope nicely with this, however. Good job.

DáinIronfoot wrote:
2Hallodol, Bowman of Mirkwood Green
Companion • Elf
Strength: 5
Vitality: 3
Resistance: 6
Archer. Hunter 1.
While at a river or forest, add 1 to the fellowship archery total.
“...no use against the arrows of the elves that could hit a bird’s eye in the dark.”


Second ability should read "While the fellowship is at a river or forest, the fellowship archery total is +1." Basically he’s just another Legolas, Son of Thranduil...
Last edited by Mouth of Saruman on Sun Mar 04, 2007 11:39 pm; edited 1 time in total
NBarden
Posted: Sun Mar 04, 2007 10:00 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
DáinIronfoot wrote:
Dáin’s DC Duos #69

I’ve had a very nice day today. Busy, but nice. However, that means I almost missed the daily Duo! Horrors! I have a reputation to keep up here. Razz

So, it may be late, but here’s a couple more Green Elf cards. These Mirkwood Elves could help ensure your LOTR TCG game would make for a nice day too! Smile Enjoy!

2Alfirin, Elven Warrior Green
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
To play, spot a Green Elf.
While skirmishing an Orc, Alfirin is strength +1.
While skirmishing a fierce minion, Alfirin is damage +1.
“The yells were deafening. The rocks were stained black with goblin blood.”

To specific. And do you want it to be skirmishing a fierce minion or in a fierce skirmish?

2Hallodol, Bowman of Mirkwood Green
Companion • Elf
Strength: 5
Vitality: 3
Resistance: 6
Archer. Hunter 1.
While the fellowship is a a river or forest, the fellowship archery total is +1.
“...no use against the arrows of the elves that could hit a bird’s eye in the dark.”

Nice. Add in Orophin, Brother of Haldir, Legolas, of the Grey company, and Naith Longbows for all!

Two very different Elves, obviously. Alfirin is a bruiser in skirmishes, especially against Orcs. Hallodol is a beast in the archery phase, especially at rivers and forests. And...yeah. Not much else to say.
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