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NBarden
Posted: Wed Aug 08, 2007 9:37 am
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
Gate Troll wrote:
4 •Variag Captain, Men
Battle-Hardened Warrior
Minion • Man
Strength: 8
Vitality: 3
Site: 4
Variag. Captain. Hunter 2.
Shadow: When you play this minion you may
discard a card from the top of your opponent’s
draw deck.

So this is the Variag strategy. A little NPE, but as long as you don’t give them much else, I guess its not broken. Frodo, Courteous Halfling shuts it all down.

4 Variag Scout Men
Minion • Man
Strength: 4
Vitality: 2
Site:4
Variag. Hunter 6.
Each this minion Variag Scout wins a skirmish,
you may discard a a card from the top of your opponent’s
draw deck.

Um...make it str 6 hunter 4 IMO. And three vitality.

4 •Battle-Hardened Foe Men
Condition • Support Area
Each time you play a Men
minion add a Men token here (or add two Men tokens if that minion is a Variag).
Remove X tokens from this card to discard
X cards from the top of your opponent’s draw deck (limit 3).

Needs a phase. Make it limit: 5 and discard this condition.

2 Variag Poleaxe Men
Possession • Hand Weapon
Strength +2
Site -1
Bearer must be a Men.
If bearer is a Variag, bearer
is Damage +1.

Nice.

8 •Half-Troll of the South, Men
Savage Monster
Minion • Half-Troll
Strength: 11
Vitality 3
Damage +1. Hunter 4.
Shadow: Play X Variags to make this minion
Strength +X. Regroup: Your opponent must discard
3 cards from hand for each card in your opponent’s dead pile.

His dead pile would work. Not going to trigger that often, because most players have played all their cards. Make it from top of deck.


The Variags lack the stopping power of other cultures, and would HAVE to be run with a different Men strategy, because all they do is discard. I would like to see a card that gives the Variags instant victory if your opponent decks out.
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Arrow Spotlight on....Sense of Obligation.
sickofpalantirs
Posted: Wed Aug 08, 2007 1:00 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.
Gate Troll wrote:
4 •Variag Captain, Men
Battle-Hardened Warrior
Minion • Man
Strength: 8
Vitality: 3
Site: 4
Variag. Captain. Hunter 2.
Shadow: When you play this minion you may
discard a card from the top of your opponent’s
draw deck.
maybe for each other variag you can spot.

4 Variag Scout Men
Minion • Man
Strength: 4
Vitality: 2
Site:4
Variag. Hunter 6.
Each this minion Variag Scout wins a skirmish,
you may discard a a card from the top of your opponent’s
draw deck.
should be each time this minion wins a skirmish you may discard the top card of your opponents draw deck.

4 •Battle-Hardened Foe Men
Condition • Support Area
Each time you play a Men
minion add a Men token here (or add two Men
tokens if that minion is a Variag). Remove X tokens from
this card to discard X cards from the top of your opponent’s
draw deck (limit 3).
maybe remove 2 to discard 1. and it needs a phase.

3 Variag Poleaxe Men
Possession • Hand Weapon
Strength +2
Site -1
Bearer must be a Men.
If bearer is a Variag, bearer
is Damage +1.
cut cost to 2.

8 •Half-Troll of the South, Men
Savage Monster
Minion • Half-Troll
Strength: 11
Vitality 3
Damage +1. Hunter 4.
Shadow: This minion is strength +X until the regroup
phase where X is the number of Variags you have played.
Regroup: At the start of the Regroup
phase your opponent must discard 3 cards from the top of their
draw deck for each card in their dead pile.
is the number of variags YOU CAN SPOT. cut the regroup phase, the last ability doesn’t need it

Reviews and Critisiscm Welcome -GT

you misspelled criticism. Wink
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
NBarden
Posted: Wed Aug 08, 2007 1:36 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
Idea on Variag Scout. Instead of putting "this minion" put each time Variag Scout wins a skirmish, so that you can if you can get 4 out at a time and they all win skirmishes, you can have some massive discarding.
Exclamation-Trade With MeExclamation
Popcorn Add the popcorn smiley to your sig, help it achieve world domination.
What if the hokey pokey really IS what its all about? Shocked
As I lay in bed staring at the stars last night, I thought to myself, "where the heck is the ceiling?"
Arrow Spotlight on....Sense of Obligation.
Gate Troll
Posted: Wed Aug 08, 2007 6:12 pm
Joined: 15 Aug 2006 Posts: 384 Location: Udun Vale, Home of the one and only... Gate Troll!
NBarden wrote:
Gate Troll wrote:
4 •Variag Captain, Men
Battle-Hardened Warrior
Minion • Man
Strength: 8
Vitality: 3
Site: 4
Variag. Captain. Hunter 2.
Shadow: When you play this minion you may
discard a card from the top of your opponent’s
draw deck.

So this is the Variag strategy. A little NPE, but as long as you don’t give them much else, I guess its not broken. Frodo, Courteous Halfling shuts it all down.

4 Variag Scout Men
Minion • Man
Strength: 4
Vitality: 2
Site:4
Variag. Hunter 6.
Each this minion Variag Scout wins a skirmish,
you may discard a a card from the top of your opponent’s
draw deck.

Um...make it str 6 hunter 4 IMO. And three vitality.

4 •Battle-Hardened Foe Men
Condition • Support Area
Each time you play a Men
minion add a Men token here (or add two Men tokens if that minion is a Variag).
Remove X tokens from this card to discard
X cards from the top of your opponent’s draw deck (limit 3).

Needs a phase. Make it limit: 5 and discard this condition.

2 Variag Poleaxe Men
Possession • Hand Weapon
Strength +2
Site -1
Bearer must be a Men.
If bearer is a Variag, bearer
is Damage +1.

Nice.

8 •Half-Troll of the South, Men
Savage Monster
Minion • Half-Troll
Strength: 11
Vitality 3
Damage +1. Hunter 4.
Shadow: Play X Variags to make this minion
Strength +X. Regroup: Your opponent must discard
3 cards from hand for each card in your opponent’s dead pile.

His dead pile would work. Not going to trigger that often, because most players have played all their cards. Make it from top of deck.


The Variags lack the stopping power of other cultures, and would HAVE to be run with a different Men strategy, because all they do is discard. I would like to see a card that gives the Variags instant victory if your opponent decks out.


I’m going to introduce a few more stategies for the Variags then move on to something else.
"Wars may be fought with weapons, but they are won by men. It is the spirit of the men who follow and of the man who leads that gains that victory."-George S. Patton.
sickofpalantirs
Posted: Wed Aug 08, 2007 6:42 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:
Idea on Variag Scout. Instead of putting "this minion" put each time Variag Scout wins a skirmish, so that you can if you can get 4 out at a time and they all win skirmishes, you can have some massive discarding.


awesome idea GP
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
Gate Troll
Posted: Thu Aug 09, 2007 6:56 am
Joined: 15 Aug 2006 Posts: 384 Location: Udun Vale, Home of the one and only... Gate Troll!
Now for some Mirkwood elves... ...I might do some Variags tomorrow.

2 Elf of Mirkwood Green
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 6

Exert Elf of Mirkwood to heal a companion.
Elf of Mirkwood is strength +2 while exhausted.

R

2 •Legolas, Heir of Thranduil Green
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
Archer.Skirmish: Exert Legolas to cancel an Green elf’s
skirmish. Any shadow player may wound a minion to prevent this

U

1 Arrows of Mirkwood Green
Condition
Bearer must be an Green Elf.
While bearer is at a Forest site
bearer is an Archer.

C

1 Mirkwood Bow Green
Possession • Ranged Weapon
Bearer must be an Green elf.
Bearer is an Archer.

U

6 Mirkwood Raiding Party Green
Companion • Elf
Strength: 10
Vitality: 3
Resistance: 7
Archer. Damage +1. Maneuver:
Exert Mirkwood Raiding Party to wound a minion.

R
Last edited by Gate Troll on Thu Aug 09, 2007 1:37 pm; edited 3 times in total"Wars may be fought with weapons, but they are won by men. It is the spirit of the men who follow and of the man who leads that gains that victory."-George S. Patton.
sickofpalantirs
Posted: Thu Aug 09, 2007 1:34 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.
Gate Troll wrote:
Now for some Mirkwood elves... ...I might do some Variags tomorrow.

2 Elf of Mirkwood Green
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 6

Exert Elf of Mirkwood to heal a companion.
Elf of Mirkwood is strength +2 while exhausted.

R
I think the wording on the second sentence is off...

2 •Legolas, Heir of Thranduil Green
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
Archer.Skirmish: Exert Legolas to cancel an Green elf’s
skirmish

U
any shadow player may wound a minion to prevent this

1 Arrows of Mirkwood Green
Condition
Bearer must be an Green Elf.
While bearer is at a Forest site
bearer is an Archer.

C
cool!

1 Mirkwood Bow Green
Possession • Ranged Weapon
Bearer must be an Green elf.
Bearer is an Archer.

C
make it an U

6 Mirkwood Raiding Party Green
Companion • Elf
Strength: 10
Vitality: 3
Resistance: 7
Archer. Damage +1. Maneuver:
Exert Mirkwood Raiding Party to wound a minion.

R

maneuver should be bolded GP for spelling it right though. cut cost to 5, replace damage +1 with Hunter 1. Elves don’t do damage.
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
Gate Troll
Posted: Thu Aug 09, 2007 1:41 pm
Joined: 15 Aug 2006 Posts: 384 Location: Udun Vale, Home of the one and only... Gate Troll!
sickofpalantirs wrote:
Gate Troll wrote:
Now for some Mirkwood elves... ...I might do some Variags tomorrow.

2 Elf of Mirkwood Green
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 6

Exert Elf of Mirkwood to heal a companion.
Elf of Mirkwood is strength +2 while exhausted.

R
I think the wording on the second sentence is off...

2 •Legolas, Heir of Thranduil Green
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
Archer.Skirmish: Exert Legolas to cancel an Green elf’s
skirmish

U
any shadow player may wound a minion to prevent this

1 Arrows of Mirkwood Green
Condition
Bearer must be an Green Elf.
While bearer is at a Forest site
bearer is an Archer.

C
cool!

1 Mirkwood Bow Green
Possession • Ranged Weapon
Bearer must be an Green elf.
Bearer is an Archer.

C
make it an U

6 Mirkwood Raiding Party Green
Companion • Elf
Strength: 10
Vitality: 3
Resistance: 7
Archer. Damage +1. Maneuver:
Exert Mirkwood Raiding Party to wound a minion.

R

maneuver should be bolded GP for spelling it right though. cut cost to 5, replace damage +1 with Hunter 1. Elves don’t do damage.


The Elven culture that you are used to might not have damage +1
but I designed the Green Mirkwood Elfs to be a very damage oriented
culture. They try to kill their enemies before they are killed.
"Wars may be fought with weapons, but they are won by men. It is the spirit of the men who follow and of the man who leads that gains that victory."-George S. Patton.
Gate Troll
Posted: Mon Aug 13, 2007 12:33 pm
Joined: 15 Aug 2006 Posts: 384 Location: Udun Vale, Home of the one and only... Gate Troll!
I’m going to do fifteen cards today because I missed two days:

4 Uruk of Barad-dur Uruk-hai
Minion • Uruk-hai
Strength: 10
Vitality: 2
Site: 5
Fierce. Each time a Uruk-hai wins a skirmish
spot an Orc to heal him.

2 Leering Uruk-hai Uruk-hai
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1.Maneuver: Discard an Orc from hand to
add a burden. Regroup: Exert or discard this minion to
wound a companion

3 Mutilated Uruk-hai Uruk-hai
Minion • Uruk-hai
Strength: 3
Vitality: 3
Site: 5
This minion is strength +1 for each orc
in the discard pile.

5 Brutal Uruk [Uruk-hai
Minion • Uruk-hai
Strength: 12
Vitality: 4
Site: 5
Damage +1. Discard an Orc from hand
to add a burden.

1 Mindless Killing Uruk-hai
Condition • Support Area
To play spot a burden and a orc in the
discard pile. Each time an orc is discarded
add a token here. Remove 4 tokens to add
a burden.

1 Scurrying Orc Orc
Minion • Orc
Strength: 1
Vitality: 1
Site: 1
Skirmish:You may discard this minion to add 3.
Regroup: Discard this minion to add 5.

I will leave this at an unceremonenous 6 DCs for now as
I am out of ideas. Wink
"Wars may be fought with weapons, but they are won by men. It is the spirit of the men who follow and of the man who leads that gains that victory."-George S. Patton.
Thranduil
Posted: Tue Aug 14, 2007 1:31 am
Joined: 01 May 2007 Posts: 2256 Location:
Gate Troll wrote:
4 Uruk of Barad-dur Uruk-hai
Minion • Uruk-hai
Strength: 10
Vitality: 2
Site: 5
Fierce. Each time a Uruk-hai wins a skirmish
spot an Orc to heal him.

With a text like that, it seems that lurker would suit him better than fierce, but a great card nonetheless.

Gate Troll wrote:
2 Leering Uruk-hai Uruk-hai
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1.Maneuver: Discard an Orc from hand to
add a burden. Regroup: Exert or discard this minion to
wound a companion

Not sure what the regroup wounding is doing here, but overall I can’t complain. Actually, I can. I think the Free Peoples player should choose where the wound goes, especially as it can result in an automatic win against an exhausted ring-bearer!

Gate Troll wrote:
3 Mutilated Uruk-hai Uruk-hai
Minion • Uruk-hai
Strength: 3
Vitality: 3
Site: 5
This minion is strength +1 for each orc
in the discard pile.

Very interesting. Not sure why he’s mutilated though, nor why this should make him stronger for the Orcs you can’t spot.

Gate Troll wrote:
5 Brutal Uruk [Uruk-hai
Minion • Uruk-hai
Strength: 12
Vitality: 4
Site: 5
Damage +1. Discard an Orc from hand
to add a burden.

Needs a phase. Problem with this strategy is that it is non-linear: you only want 1 guy that discards Orcs to add burdens, because it’s pointless having more. Maybe all those kinds of abilities should exert as well, which might also make it more balanced.

Gate Troll wrote:
1 Mindless Killing Uruk-hai
Condition • Support Area
To play spot a burden and a orc in the
discard pile. Each time an orc is discarded
add a token here. Remove 4 tokens to add
a burden.

Also needs a phase. Should spot an Uruk-hai, otherwise you might as well make it Orc culture (which would also make this card broken!).

Gate Troll wrote:
1 Scurrying Orc Orc
Minion • Orc
Strength: 1
Vitality: 1
Site: 1
Skirmish:You may discard this minion to add 3.
Regroup: Discard this minion to add 5.

Regroup needs bolding, and 5 needs sqaure brackets. As funny as a 1/1/1/1 minion is, I don’t think it actually works. Firstly, where are the Orcs in the shire? Secondly, his twilight adding ability puts the Southrons and Men to shame. Thirdly, why does an Orc have those abilities anyway? Fourthly, this guy goes in all of my Southron decks instead of people with ambush because he has no cultural specification whatsoever. All in all, an interesting idea, but needs some serious thought.

That was the shortest 15 I’ve ever seen!

Thranduil
'We do what we do because of who we are. If we did otherwise, we would not be ourselves.'
- Dream of the Endless

Check out my block based on The Hobbit, my remake of Age's End, and the Fall of Eregion
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