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sickofpalantirs
Posted: Sun Dec 03, 2006 9:07 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.
menace64 wrote:


Before I start with the Separatists, let me lay down how they function. Since the droids can’t exert to complete actions, the generals (Wat Tambor, Nute Gunray, etc.) really do take charge and command the armies.

1 Activate the Droids [Separatist]
Condition • Support Area
Maneuver: Exert a [Separatist] minion X times to make X [Separatist] droids strength +2 until the regroup phase. Discard this condition.
1C207
oh ow. that seems almost to good for an common oh wait I forgot only the generals can exert OK than it is still pretty good though

6 Battle Droid Regiment [Separatist]
Minion • Droid
Strength-13
Vitality-4
Roaming-4
Droid. To play, spot a [Separatist] minion.
Maneuver: Exert a [Separatist] minion to make this minion fierce until the regroup phase.
Skirmish: Exert a [Separatist] minion to make this minion damage +1 (limit +1).
1R212
fine by me maybe give it twilight cost 7 for those abilities

Included in the culture are several capital starships, which until just now I hadn’t really thought of too much. Note that Capital is an unloaded keyword. Here’s one:

2 •InterGalactic Banking Frigate [Separatist]
Condition • Support Area
Capital. To play, spot a [Separatist] minion.
While there are less than 4 tokens here, each time your [Separatist] minion exerts, you may place a [Separatist] token here.
Response: If your [Separatist] minion exerts, remove 2 [Separatist] tokens here to place no token for that exertion.
1U227
what? oh i think I get it

3 •San, Muun Chairman [Separatist]
Minion • Muun
Strength-5
Vitality-3
Roaming-4
Shadow: Play 2 [Separatist] droids to heal San.
1U238
humm how would this ability work? would you play 2 minions at once?

(Pretty basic minion, but his biggest attribute is his ability to exert for costs. That healing ability only makes him better.)

And there it is, the culture all about budgeting and spending funds in just the right way. More will be coming soon.
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
sickofpalantirs
Posted: Sun Dec 03, 2006 9:11 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.
menace64 wrote:
Reviews or not, I’m pushing forward.

Here’s some Sith cards.

1 •Executor, Vader’s Flagship [Sith]
Condition • Support Area
Capital. To play, spot a [Sith] minion.
Shadow: Remove 1 and play a [Sith] minion to add a [Sith] token here.
Response: If a threat is added, remove 2 [Sith] tokens here to add another threat.
1R259
interesting. what is the sith theme?

4 Force Lightning [Sith]
Event • Assignment
Force Power.
Exert your [Sith] minion to exhaust a companion (except the Apprentice).
1R262
oh that would stink maybe make it exert twice to balance it a bit

7 •Maul, Dark Warrior [Sith]
Minion • Zabrak
Strenth-14
Vitality-4
Roaming-5
Duelist. Fierce.
Each time you play a force power, Maul is strength +1 until the regroup phase.
Skirmish: Exert Maul twice to take a [Sith] event into hand from your discard pile.
1R274
ah darn I forgot what duelist does looks good though.

1 •Maul’s Lightsaber [Sith]
Artifact • Hand Weapon
Strength +2
Lightsaber. Bearer must be a [Sith] minion.
If bearer is Maul, he is damage +1.
Skirmish: If bearer is Maul, exert him to discard a possession borne by a companion he is skirmishing.
1R275
seems OK

2 Uncontrollable Fury [Sith]
Event • Skirmish
Exert your [Sith] minion twice to make him or her damage +1.
1C284
fine by me

0 You Are Beaten [Sith]
Event • Response
If your [Sith] minion wins a skirmish, add a threat (and a burden if the losing companion is destined).
1R289
I take it sith are supposed to corrupt? good card

There. Enjoy them.
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
menace64
Posted: Wed Dec 06, 2006 2:00 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Sorry for the delay.

Two cards for every culture!

8 •Boba, Of the Mandalorian Armor [Criminal]
Minion • Human
Strength-15
Vitality-3
Roaming-3
Bounty Hunter. Duelist. While you can spot a bounty, Boba’s twilight cost is -3.
While bearing a possession, Boba is fierce and each time he wins a skirmish, you may spot a bounty to take 2 [Criminal] cards into hand from your discard pile.
1R50

2 Nikto Trapper [Criminal]
Minion • Nikto
Strength-7
Vitality-1
Roaming-3
While you can spot 2 bounties, this minion is damage +1 and may not take wounds.
1C73

3 •An Entire Legion of My Best Troops [Imperial]
Condition • Support Area
Toil 2. To play, spot an [Imperial] minion (or Palpatine).
Each time an [Imperial] minion wins a skirmish, you may add an [Imperial] token here.
Each [Imperial] minion is strength +1 for each [Imperial] token here over 3 (limit +3).
1U89

3 Imperial Scout Trooper [Imperial]
Minion • Human
Strength-8
Vitality-3
Roaming-4
While you control a forest site, this minion is twilight cost -1 and damage +1.
While at a forest site, this minion is strength +1.
1C107

2 •Anakin’s Lightsaber [Jedi]
Artifact • Hand Weapon
Strength +2
Lightsaber. Bearer must be a Jedi.
If bearer is Anakin, he is a duelist.
1R133

1 •Gimer Stick [Jedi]
Possession • Staff
Resistance +1
Bearer must be a Jedi.
If bearer is Yoda, at the end of each turn in which he did not take a wound, you may remove a training token.
1U138

2 •Luke, Bearer of a Legacy [Rebel]
Companion • Human
Strength-6
Vitality-3
Destined Resistance-10
Destined.
Luke is resistance +1 for each [Jedi] condition he bears.
If Luke is the Apprentice, each time he is assigned to a skirmish, add a burden and a threat.
1C188

0 •Luke, Son of Skywalker [Rebel]
Companion • Human
Strength-7
Vitality-3
Resistance-10
Apprentice. Destined.
While bearing a lightsaber, Luke is a duelist.
Each time a Dark Side player plays a [Sith] minion, he or she may exert that minion to add a burden.
1R189

2 •Credits for Corruption [Republic]
Condition • Support Area
Each time a Dark Side token is added to a condition, add a [Republic] token here.
Response: If a Dark Side event is played, remove 2 [Republic] tokens here or discard this condition to prevent that.
1R216

1 Gungan Energy Shield [Republic]
Possession • Shield
Bearer must be a Gungan.
The minion crossfire total is -1.
Response: If bearer is about to take a wound, discard this possession to prevent that.
1C222

2 The Endless Army [Confederacy]
Condition • Support Area
To play, spot a [Confederacy] minion.
Each time a [Confederacy] droid wins a skirmish, you may exert your Separatist to play a [Confederacy] droid from your discard pile; it is fierce until the regroup phase.
1R15

1 Swift and Deadly [Confederacy]
Event • Skirmish
Make your [Confederacy] droid strength +2. You may take the next action.
1C39

1 I Hate You! [Sith]
Condition • Support Area
Skirmish: Discard this condition to make a [Sith] minion strength +1 for each of the following that is true: he or she is at a battleground site; he or she is skirmishing a duelist; he or she is bearing a lightsaber; he or she is wounded.
1C267

1 Lightsaber Throw [Sith]
Event • Crossfire
Force Power.
Spot your [Sith] minion bearing a lightsaber to make the minion crossfire total +1.
1U268

2 Do-ro’ik Vong Pratte! [Yuuzhan Vong]
Event • Assignment
Assign your [Yuuzhan Vong] minion bearing a hand weapon to skirmish an undestined companion. The Light Side player may exert that companion to prevent this.
1C297

0 The Shaping [Yuuzhan Vong]
Condition • Site
To play, spot a [Yuuzhan Vong]. Limit 1 per site.
When you play this condition, this site loses any keywords it has and gains 2 keywords of your choice.
1C312

3 Heart of the Chasm
Battleground. Only duelists can be assigned to skirmishes.
1U340

0 Ice Cave
Tundra. Each character with tundra in its gametext is strength +3 and damage +1.
1U342


*Whew*

Hoped you liked them all!
Last edited by menace64 on Thu Dec 14, 2006 1:44 am; edited 2 times in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
sickofpalantirs
Posted: Wed Dec 06, 2006 4:02 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.
menace64 wrote:
Sorry for the delay.

Two cards for every culture!

8 •Boba, Of the Mandalorian Armor [Criminal]
Minion • Human
Strength-15
Vitality-3
Roaming-3
Bounty Hunter. Duelist. While you can spot a bounty, Boba’s twilight cost is -3.
While bearing a possession, Boba is fierce and each time he wins a skirmish, you may spot a bounty to take 2 [Criminal] cards into hand from your discard pile.
1R7
make the second ability discard a bounty because it is like the bounty has been claimed

2 Nikto Trapper [Criminal]
Minion • Nikto
Strength-7
Vitality-1
Roaming-3
While you can spot 2 bounties, this minion is damage +1 and may not take wounds.
fine by me

3 •An Entire Legion of My Best Troops [Imperial]
Condition • Support Area
Toil 2. To play, spot an [Imperial] minion (or Palpatine).
Each time an [Imperial] minion wins a skirmish, you may add an [Imperial] token here.
Each [Imperial] minion is strength +1 for each [Imperial] token here over 3 (limit +3).
1U46
maybe a little to good for an uncommon

3 Imperial Scout Trooper [Imperial]
Minion • Human
Strength-8
Vitality-3
Roaming-4
While you control a forest site, this minion is twilight cost -1 and [b]damage +1.

While at a forest site, this minion is strength +1.
1C64
fine by me.

2 •Anakin’s Lightsaber [Jedi]
Artifact • Hand Weapon
Strength +2
Lightsaber. Bearer must be a Jedi.
If bearer is Anakin, at the end of each of his skirmishes, you may wound each minion assigned to him.
1R90
[]I like it.[/b]

1 •Gimer Stick [Jedi]
Possession • Staff
Resistance +1
Bearer must be a Jedi.
If bearer is Yoda, at the end of each turn in which he did not take a wound, you may remove a training token.
1U95
good boy nothin is wrong with most of these.

2 •Luke, Bearer of a Legacy [Rebel]
Companion • Human
Strength-6
Vitality-3
Destined Resistance-10
Destined.
Luke is resistance +1 for each [Jedi] condition he bears.
If Luke is the Apprentice, each time he is assigned to a skirmish, add a burden and a threat.
1C144
humm, shouldn’ he have some bonus for the rebels?

0 •Luke, Son of Skywalker [Rebel]
Companion • Human
Strength-7
Vitality-3
Resistance-10
Apprentice. Destined.
While bearing a lightsaber, Luke is a duelist.
Each time a [Sith] minion is played, you may exert Luke to wound that minion.
1R145
nice very nice

1 •Credits for Corruption [Republic]
Condition • Support Area
Each time a Dark Side token is added to a condition, add a [Republic] token here.
Response: If a Dark Side event is played, remove 2 [Republic] tokens here or discard this condition to prevent that.
1R173
interesting, maybe it should have a larger twilight cost

1 Gungan Energy Shield [Republic]
Possession • Shield
Bearer must be a Gungan.
The minion crossfire total is -1.
Response: If bearer is about to take a wound, discard this possession to prevent that.
1C180
basic cool common!

2 The Endless Army [Separatist]
Condition • Support Area
To play, spot a [Separatist] minion.
Each time a [Separatist] droid wins a skirmish, you may exert your [Separatist] minion to play a [Separatist] droid from your discard pile; it is fierce until the regroup phase.
1R218
perfect cohesion (I had a card like this kinda in your first thread)

1 Swift and Deadly [Separatist]
Event • Skirmish
Make your [Separatist] droid strength +2. You may take the next action.
1C242
what can I say? nice new concept

1 I Hate You! [Sith]
Condition • Support Area
Skirmish: Discard this condition to make a [Sith] minion strength +1 for each of the following that is true: he or she is at a battleground site; he or she is skirmishing a duelist; he or she is bearing a lightsaber; he or she is wounded.
1C267
OK
1 Lightsaber Throw [Sith]
Event • Crossfire
Force Power.
Spot your [Sith] minion bearing a lightsaber to make the minion crossfire total +1.
1U268
ow, nothing wrong wiht it though

2 Do-ro’ik Vong Pratte! [Yuuzhan Vong]
Event • Assignment
Assign your [Yuuzhan Vong] minion bearing a hand weapon to skirmish an undestined companion. The Light Side player may exert that companion to prevent this.
1C297
again good

0 The Shaping [Yuuzhan Vong]
Condition
To play, spot a [Yuuzhan Vong]. Plays on a site. Limit 1 per site.
When you play this condition, this site loses any keywords it has and gains 2 keywords of your choice.
1C312
nice another new concept

3 Heart of the Chasm
Battleground. Only duelists can be assigned to skirmishes.
1U340
where is this

0 Ice Cave
Tundra. Each character with tundra in its gametext is strength +3 and damage +1.
1U342
interesting hoth trooper bonus eh?


*Whew*
ditto

Hoped you liked them all!
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
menace64
Posted: Wed Dec 06, 2006 4:12 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Thanks, SoP.

I like the idea of discarding the bounty for Boba, but I think I’ll keep it the way it is. I suppose you can think of Boba’s ability doing what he did with Han in ESB - claiming 2 rewards for the same bounty.

With the Imperial card, I don’t usually assign rarities based on ability. I think some C/UCs need to be good, else the rares become too in-demand (like Hides did in TTT). An Entire Legion would be an important card for Imperials since they don’t really have pumps, so it would need to be more easily obtainable.

I like Anakin’s saber too. Mr. Green

What do you suggest with Luke, BoaL?

I raised CfC’s cost to 2.

Heart of the Chasm is where Luke’s hand got chopped off at the end of ESB. The title comes from an old SWCCG card.

And the Ice Cave will also work with the Wampa, a creature I’m saving for the next set.

I’ll get some more cards up later. Any requests?
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
menace64
Posted: Thu Dec 07, 2006 2:11 am
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
I think 2 more of each culture is a good idea.

2 •Lando, Having His Own Problems [Criminal]
Companion • Human
Strength-6
Vitality-3
Resistance-6
Each time you add a threat, you may spot a [Criminal] token to heal Lando.
Each time the alliance moves, you may add 3 to remove a threat.
1C67

1 On the Run [Criminal]
Event • Skirmish
Add X threats to make your [Criminal] companion strength +X. If that companion wins the skirmish, you may remove 2 threats.
1R75

3 Imperial Walker [Imperial]
Possession • Vehicle
Strength +3
Bearer must be an [Imperial] minion.
Bearer is fierce.
Each time bearer wins a skirmish, you may remove 3 to take control of a site.
1U111

4 •Tarkin, Grand Moff [Imperial]
Minion • Human
Strength-5
Vitality-4
Roaming-4
Lurker.
At the end of each other [Imperial] minion’s skirmish, you may exert Tarkin to make that minion fierce until the regroup phase.
Each other [Imperial] minion is strength +2 for each skirmish you have won at this site.
1R124

5 •Mace, Vaapad-master [Jedi]
Companion • Human
Strength-9
Vitality-4
Resistance-6
Duelist. Jedi. While you can spot 3 Jedi, Mace’s twilight cost is -2.
While bearing a lightsaber, each time Mace would take a wound, you may prevent that.
Skirmish: Exert Mace X times to make him strength +X.
1R149

2 •Mace’s Lightsaber [Jedi]
Artifact • Hand Weapon
Strength +2
Lightsaber. Bearer must be Mace.
He is damage +1.
Skirmish: Exert Mace twice to exhaust a minion he is skirmishing.
1R150

1 •Artoo, Quirky Astromech [Rebel]
Companion • Droid
Strength-3
Vitality-4
Resistance-8
Droid. To play, spot a [Rebel] companion.
Each time a [Rebel] possession would be discarded, you may add 2 to prevent that.
1C171

0 Hero of a Thousand Devices [Rebel]
Condition
Strength +1
Bearer must be Artoo.
While you can spot an exhausted companion, Artoo is strength +1.
1U182

1 Naboo Blaster [Republic]
Possession • Ranged Weapon
Strength +1
Bearer must be a [Republic] companion.
Crossfire: Exert bearer to give bearer long range until the regroup phase.
1C228

1 Republic Rifle [Republic]
Possession • Ranged Weapon
Strength +2
Bearer must be a [Republic] companion.
1C240

6 Hailfire Stampeder [Confederacy]
Minion • Droid
Strength-11
Vitality-3
Roaming-4
Droid. Long Range.
If a companion dies in this minion’s skirmish, you may make it strength +4 and fierce until the regroup phase.
1U22

6 Hailfire Stormer [Confederacy]
Minion • Droid
Strength-12
Vitality-3
Roaming-4
Droid. Long Range.
At the start of the crossfire phase, if this minion is unwounded, make the minion crossfire total +1.
1U23

0 •The Count’s Lightsaber [Sith]
Artifact • Hand Weapon
Strength +2
Lightsaber. Bearer must be a [Sith] minion.
If bearer is Dooku, he is fierce.
Response: If bearer is Dooku and he wins a skirmish, exert him to add a threat.
1R253

5 •Dooku, Renegade Jedi [Sith]
Minion • Human
Strength-11
Vitality-3
Roaming-5
Duelist.
Each time Dooku wins a skirmish, you may exert another [Sith] minion to add a burden.
1U257

0 Coomb Spores [Yuuzhan Vong]
Condition • Support Area
Response: If your Yuuzhan Vong wins a skirmish, transfer this condition from your support area to the losing companion. Limit 1 per companion. Wound bearer at the start of each alliance phase. (If bearer is the Apprentice, add a burden instead.)
1R295

3 •Nom Anor, The Infector [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-8
Vitality-3
Roaming-6
Lurker.
At the end of each skirmish, you may exert Nom Anor to transfer Coomb Spores from your support area to the companion involved in that skirmish.
1R305

3 Jedi Council Chamber
When the alliance moves to this site, heal a companion for each Jedi you spot.
1U344

2 Tatooine Expanse
Desert. Each character is strength -1 for each wound he or she has.
1U361
Last edited by menace64 on Thu Dec 14, 2006 1:50 am; edited 3 times in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
sickofpalantirs
Posted: Thu Dec 07, 2006 8:47 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.
menace64 wrote:
I think 2 more of each culture is a good idea.
mind changing that to one? it makes it a little less hard thing to review

2 •Lando, Having His Own Problems [Criminal]
Companion • Human
Strength-6
Vitality-3
Resistance-6
Each time you add a threat, you may spot a [Criminal] token to heal Lando.
Each time the alliance moves, you may add 3 to remove a threat.
1C24
um, i kinda get it i guess nothing wrong

1 On the Run [Criminal]
Event • Skirmish
Add X threats to make your [Criminal] companion strength +X. If that companion wins the skirmish, you may remove 2 threats.
1R32
fine by me

3 Imperial Walker [Imperial]
Possession • Mount
Strength +3
Bearer must be an [Imperial] minion.
Bearer is fierce.
Each time bearer wins a skirmish, you may remove 2 to take control of a site.
1U68
hum, shouldn’t it be possession vehicle? would this be an AT-ST or an AT-AT?

4 •Tarkin, Grand Moff [Imperial]
Minion • Human
Strength-7
Vitality-4
Roaming-4
Lurker.
At the end of each other [Imperial] minion’s skirmish, you may exert Tarkin to make that minion fierce until the regroup phase.
Each other [Imperial] minion is strength +2 for each skirmish you have won at this site.
1R81
maybe a little overpowered cut his strength a notch.

5 •Mace, Vaapad-master [Jedi]
Companion • Human
Strength-9
Vitality-4
Resistance-6
Duelist. Jedi. While you can spot 3 Jedi, Mace’s twilight cost is -2.
While bearing a lightsaber, each time Mace would take a wound, you may prevent that.
Skirmish: Exert Mace X times to make him strength +X.
1R106
yes yes yes! mace windu! ow that second ability is good. but I like it anyway

0 •Mace’s Lightsaber [Jedi]
Artifact • Hand Weapon
Strength +2
Lightsaber. Bearer must be Mace.
He is damage +1.
Skirmish: Exert Mace twice to exhaust a minion he is skirmishing.
1R107
fine by me except give it a twilight cost cause it is good

1 •Artoo, Quirky Astromech [Rebel]
Companion • Droid
Strength-3
Vitality-4
Resistance-8
Droid. To play, spot a [Rebel] companion.
Each time a [Rebel] possession would be discarded, you may add 2 to prevent that.
1C128
fine by me. he seems like more of a follower type of thing

0 Hero of a Thousand Devices [Rebel]
Condition
Strength +1
Bearer must be Artoo.
While you can spot an exhausted companion, Artoo is strength +1.
1U138
oh this gives him a little power. I guess it is OK

1 Naboo Blaster [Republic]
Possession • Ranged Weapon
Strength +1
Bearer must be a [Republic] companion.
Crossfire: Exert bearer to give bearer long range until the regroup phase.
1C186
whats long range do? I forgot

6 Hailfire Stampeder [Separatist]
Minion • Droid
Strength-11
Vitality-3
Roaming-4
Droid. Long Range.
If a companion dies in this minion’s skirmish, you may make it strength +4 and fierce until the regroup phase.
1U225
interesting cut its twilight cost by 1 unless long range is really good

6 Hailfire Stormer [Separatist]
Minion • Droid
Strength-12
Vitality-3
Roaming-4
Droid. Long Range.
At the start of the crossfire phase, if this minion is unwounded, make the minion crossfire total +1.
1U226
nice, but unless you had a maneuver wound it is almost an automatic wound

0 •The Count’s Lightsaber [Sith]
Artifact • Hand Weapon
Strength +2
Lightsaber. Bearer must be a [Sith] minion.
If bearer is Dooku, he is fierce.
Response: If bearer is Dooku and he wins a skirmish, exert him to add a threat.
1R253
seems like it should having something special being curved and all. IDK what though

5 •Dooku, Renegade Jedi [Sith]
Minion • Human
Strength-11
Vitality-3
Roaming-5
Duelist.
Each time Dooku wins a skirmish, you may exert another [Sith] minion to add a burden.
1U257
finally back to corruption

0 Coomb Spores [Yuuzhan Vong]
Condition • Support Area
Response: If your Yuuzhan Vong wins a skirmish, transfer this condition from your support area to the losing companion. Limit 1 per companion. Wound bearer at the start of each alliance phase. (If bearer is the Apprentice, add a burden instead.)
1R295
its blade tip pretty much. change it to exert bearer. if bearer is exhausted each of your minions is strength +1 or something like that

3 •Nom Anor, The Infector [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-8
Vitality-3
Roaming-6
Lurker.
At the end of each skirmish, you may exert Nom Anor to transfer Coomb Spores from your support area to the companion involved in that skirmish.
1R305
again a plain copy pretty much. i guess it is your choice though

3 Jedi Council Chamber
When the alliance moves to this site, heal a companion for each Jedi you spot.
1U344
good

2 Tatooine Expanse
Desert. Each character is strength -1 for each wound he or she has.
1U361

i guess it works
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
menace64
Posted: Thu Dec 07, 2006 4:43 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Long Range is just a rename of Archer.

I went ahead and made the changes you suggested. On the topic of Coomb Spores and Nom Anor, I don’t really like what I came up with (like you said, a reprint of Blade Tip). If I think of something better, they’ll change.

Here are a few cards I’ve wanted to do for a while: Separatist Beasts!

I was going to save this keyword for my expansion (the name of which is not yet decided), but with these guys I’ll need to use it.

Savage (This character may not bear possessions.)

It’s simple enough. Enjoy.

8 Acklay, Bred for Battle [Confederacy]
Minion • Acklay
Strength-16
Vitality-4
Roaming-4
Fierce. Savage.
Each time this minion takes a wound, you may exert a companion (except the Apprentice).
1R3

5 Nexu, Bred for Battle [Confederacy]
Minion • Nexu
Strength-10
Vitality-3
Roaming-4
Fierce. Savage.
Response: If this minion’s skirmish is about to end, exert this minion to discard a possession borne by the companion it is skirmishing.
1R26

3 Petranaki Driver [Confederacy]
Minion • Geonosian
Strength-6
Vitality-2
Roaming-4
Shadow: Exert this minion to take a savage [Confederacy] minion into hand from your discard pile.
1C28

4 Petranaki Handler [Confederacy]
Minion • Geonosian
Strength-8
Vitality-2
Roaming-4
Each savage [Confederacy] minion you play is twilight cost -2.
1R29

7 Reek, Bred for Battle [Confederacy]
Minion • Reek
Strength-13
Vitality-3
Roaming-4
Savage.
This minion is damage +1 for each wound it has.
1R33
Last edited by menace64 on Thu Dec 14, 2006 1:52 am; edited 2 times in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
menace64
Posted: Fri Dec 08, 2006 5:10 am
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
For the next couple posts, I’m going to be working with Imperials and Republic - two cultures that I don’t think have had a lot of creative development.

I think the Imperial culture will be the best at taking sites. Let’s keep going on that theme and see where we end up.

3 Assault Rifle [Imperial]
Possession • Ranged Weapon
Strength +1
Bearer must be an [Imperial] minion. Bearer gains long range.
Bearer is strength +1 for each site you control.
1C90

2 •Bombing Run [Imperial]
Condition • Site
To play, spot an [Imperial] minion bearing a ship. Plays on the current site.
At the end of each phase, the Light Side player must add 1 or exert a companion.
At the start of the regroup phase, spot an [Imperial] minion bearing a ship to take control of a site. Discard this condition.
1C92

4 •Executor, Imperial Command Ship [Imperial]
Condition • Support Area
Capital. To play, spot 3 [Imperial] cards.
Each time you take control of a site, play an [Imperial] capital, or play an [Imperial] ship, add an [Imperial] token here.
Skirmish: Remove 2 [Imperial] tokens here to make a companion skirmishing your [Imperial] minion strength -1 for each site you control (limit once per skirmish).
1R99

6 •Stormtrooper Champion [Imperial]
Minion • Human
Strength-12
Vitality-3
Roaming-4
Damage +1.
Each time Stormtrooper Champion wins a skirmish, you may spot another [Imperial] minion to take control of a site.
1R118

3 TIE Bomber [Imperial]
Possession • Ship
Strength +1
Vitality +1
Enclosed. Bearer must be an [Imperial] minion.
Bearer may not take wounds during the maneuver phase.
Each time you take control of a site, you may make bearer fierce until the regroup phase or take 2 [Imperial] cards into hand from your discard pile.
1C125


Well, I think that added some nice depth to the Imperials.
Last edited by menace64 on Thu Dec 14, 2006 1:54 am; edited 3 times in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
sickofpalantirs
Posted: Fri Dec 08, 2006 9:29 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.
first here is my suggestion for Coomb spores,
0 Coomb Spores [Yuuzhan Vong]
Condition • Support Area
Response: If your Yuuzhan Vong wins a skirmish, transfer this condition from your support area to the losing companion. Limit 1 per companion. exert bearer at the start of each alliance phase. While bearer is exhausted each of your minions is strength +1.
1R295

I will try to do some reviewing later. but now I have to eat.
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

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