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DáinIronfoot
Posted: Sun Mar 04, 2007 11:24 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
NBarden wrote:
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.”

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

Too specific...how? Because of the Orc thing? I don’t think that holds him back, personally. There’s lots of Orcs running around, especially in Lasting Alliances.

And I meant it to be any fierce minion, regardless of it being a fierce skirmish or a regular one. Makes him damage +1 a decent amount of the time, which is pretty darn rare for Elves.

Thanks for the reviews, guys!
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!
DáinIronfoot
Posted: Sun Mar 04, 2007 11:42 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Dáin’s DC Duos #70

Well, thanks to a couple quick reviews of Duo #69 and my wife being up late working on material for her students tomorrow, here’s another Duo for those who are up way too late like me. d'oh! Enjoy!

3Thranduil, The Elvenking Elven
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
While you can spot a Green Elf, Thranduil is also a Green Elf.
Thranduil is strength +1 for each Free Peoples culture you can spot (limit +3).
All archery and skirmish events of the same culture as Thranduil are twilight cost -1.
“‘Our advantage in numbers will be enough, if in the end it must come to unhappy blows.’”

This is an example of a dual-culture card, which I’ll have several of in my sets. I see no reason such cards can’t exist. In fact, many of my dual-culture cards will start out with both cultures, with something like Green/Elven.

As for this actual card, it’s both better than weaker than the original version, King of the Woodland Realm. That versions makes Green archers into hunters as well, and has some nice healing ability for Elves. This one focuses a little more on himself, getting potentially huge (9 strength). But never fear: he certainly benefits all Elves with his last line of text, making the archery and skirmish events of potentially two cultures (Elven and Green) cheaper.

3Oropher, Lord of the Silvan Elves Green
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 6
While you can spot an Elven Elf, Oropher is also an Elven Elf.
Maneuver: Exert Oropher and an Elven companion to play a Green Elf from your draw deck. Limit once per turn.
“Despite the desire of the Silvan Elves to meddle as little as might be in the affairs of the Noldor and Sindar, or of any other people, Dwarves, Men, or Orcs, Oropher had the wisdom to forsee that peace would not return unless Sauron was overcome.”

There are few cards that bring the two Elf cultures together better than the founder of the Woodland Realm himself. Not only can he play around in both different Elf cultures, but he can literally bring them together by splashing in with some Elven Elves and bringing his Green brethren with him.

Okay, tomorrow may be a little busy for me in the morning, but I’ll get some more up at some point. I promise. Smile
Last edited by DáinIronfoot on Mon Mar 05, 2007 9:33 am; 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!
thonnas7
Posted: Mon Mar 05, 2007 1:08 am
Joined: 07 May 2006 Posts: 397 Location: Springfield, OR
DáinIronfoot wrote:
Dáin’s DC Duos #70

Well, thanks to a couple quick reviews of Duo #69 and my wife being up late working on material for her students tomorrow, here’s another Duo for those who are up way too late like me. d'oh! Enjoy!

9 P.M. ain’t that late Dain. I assume it’s later for you. Wink

3Thranduil, The Elvenking Elven
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
While you can spot a Green Elf, Thranduil is also a Green Elf.
Thranduil is strength +1 for each Free Peoples culture you can spot (limit +3).
All archery and skirmish events of the same culture as Thranduil are twilight cost -1.
“‘Our advantage in numbers will be enough, if in the end it must come to unhappy blows.’”

I like it, although it’s worded in a tricky format. Good card. GP for you. Smile

3Oropher, Lord of the Silvan Elves Green
Companion • Elf
Strength: 8
Vitality: 3
Resistance: 6
While you can spot an Elven Elf, Oropher is also an Elven Elf.
Maneuver: Exert Oropher and an Elven companion to play a Green Elf from your draw deck.
“Despite the desire of the Silvan Elves to meddle as little as might be in the affairs of the Noldor and Sindar, or of any other people, Dwarves, Men, or Orcs, Oropher had the wisdom to forsee that peace would not return unless Sauron was overcome.”

Honestly, I think 8 strength is too strong. I’d drop his to 7 or maybe even 6. Also, the Maneuver event should only be allowed once per turn.
NBarden
Posted: Mon Mar 05, 2007 1:36 am
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
DáinIronfoot wrote:
Dáin’s DC Duos #70

Well, thanks to a couple quick reviews of Duo #69 and my wife being up late working on material for her students tomorrow, here’s another Duo for those who are up way too late like me. d'oh! Enjoy!

3Thranduil, The Elvenking Elven
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
While you can spot a Green Elf, Thranduil is also a Green Elf.
Thranduil is strength +1 for each Free Peoples culture you can spot (limit +3).
All archery and skirmish events of the same culture as Thranduil are twilight cost -1.
“‘Our advantage in numbers will be enough, if in the end it must come to unhappy blows.’”

Huh? Weird...so once you get him in play as a Green elf, he spots himself to remain a Green elf even if he’s the only Green elf there. Cool.

This is an example of a dual-culture card, which I’ll have several of in my sets. I see no reason such cards can’t exist. In fact, many of my dual-culture cards will start out with both cultures, with something like Green/Elven.

As for this actual card, it’s both better than weaker than the original version, King of the Woodland Realm. That versions makes Green archers into hunters as well, and has some nice healing ability for Elves. This one focuses a little more on himself, getting potentially huge (9 strength). But never fear: he certainly benefits all Elves with his last line of text, making the archery and skirmish events of potentially two cultures (Elven and Green) cheaper.

3Oropher, Lord of the Silvan Elves Green
Companion • Elf
Strength: 8
Vitality: 3
Resistance: 6
While you can spot an Elven Elf, Oropher is also an Elven Elf.
Maneuver: Exert Oropher and an Elven companion to play a Green Elf from your draw deck.
“Despite the desire of the Silvan Elves to meddle as little as might be in the affairs of the Noldor and Sindar, or of any other people, Dwarves, Men, or Orcs, Oropher had the wisdom to forsee that peace would not return unless Sauron was overcome.”

Same here. Creepy... I wonder, can you use his special to then play Thranduil... Think

There are few cards that bring the two Elf cultures together better than the founder of the Woodland Realm himself. Not only can he play around in both different Elf cultures, but he can literally bring them together by splashing in with some Elven Elves and bringing his Green brethren with him.

Okay, tomorrow may be a little busy for me in the morning, but I’ll get some more up at some point. I promise. Smile
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sickofpalantirs
Posted: Mon Mar 05, 2007 7:58 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.
DáinIronfoot wrote:
Dáin’s DC Duos #69
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.”
really what can i say, basic but good.

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.”
boy this is kinda boring Wink good card.

3Thranduil, The Elvenking Elven
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
While you can spot a Green Elf, Thranduil is also a Green Elf.
Thranduil is strength +1 for each Free Peoples culture you can spot (limit +3).
All archery and skirmish events of the same culture as Thranduil are twilight cost -1.
“‘Our advantage in numbers will be enough, if in the end it must come to unhappy blows.’”
how about for each other free peoples culture, Idon’t know how that would interact with the first ability thoguh.


3Oropher, Lord of the Silvan Elves Green
Companion • Elf
Strength: 8
Vitality: 3
Resistance: 6
While you can spot an Elven Elf, Oropher is also an Elven Elf.
Maneuver: Exert Oropher and an Elven companion to play a Green Elf from your draw deck.
“Despite the desire of the Silvan Elves to meddle as little as might be in the affairs of the Noldor and Sindar, or of any other people, Dwarves, Men, or Orcs, Oropher had the wisdom to forsee that peace would not return unless Sauron was overcome.”

make the maneuver ability fellowship and limit 1.
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"DáinIronfoot"
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DáinIronfoot
Posted: Mon Mar 05, 2007 9:44 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
thonnas7 wrote:
9 P.M. ain’t that late Dain. I assume it’s later for you. Wink

I’m on the East Coast. I think it was like quarter ’til 11:00 when I wrote that. Not super late, but later than I like to be up before my work week begins.

Jeez, I’m getting old. Razz

thonnas7 wrote:
DáinIronfoot wrote:
3Thranduil, The Elvenking Elven
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
While you can spot a Green Elf, Thranduil is also a Green Elf.
Thranduil is strength +1 for each Free Peoples culture you can spot (limit +3).
All archery and skirmish events of the same culture as Thranduil are twilight cost -1.
“‘Our advantage in numbers will be enough, if in the end it must come to unhappy blows.’”

I like it, although it’s worded in a tricky format. Good card. GP for you. Smile

Thanks. GP back at ya, as this was your first review in the thread. Thanks! Smile

NBarden wrote:
Huh? Weird...so once you get him in play as a Green elf, he spots himself to remain a Green elf even if he’s the only Green elf there. Cool.

Exactly right! It triggers as soon as he can spot another Green Elf, and from that point on he can spot himself as both an Elven Elf AND a Green Elf, so even if all other Green Elves are wiped out, he remains an Elf of both cultures. Very Happy

NBarden wrote:
DáinIronfoot wrote:
3Oropher, Lord of the Silvan Elves Green
Companion • Elf
Strength: 8
Vitality: 3
Resistance: 6
While you can spot an Elven Elf, Oropher is also an Elven Elf.
Maneuver: Exert Oropher and an Elven companion to play a Green Elf from your draw deck.
“Despite the desire of the Silvan Elves to meddle as little as might be in the affairs of the Noldor and Sindar, or of any other people, Dwarves, Men, or Orcs, Oropher had the wisdom to forsee that peace would not return unless Sauron was overcome.”

Same here. Creepy... I wonder, can you use his special to then play Thranduil... Think

No, unless I badly misunderstand the order of how things work.

Thranduil’s "while you can spot a Green Elf" text does not activate until AFTER Oropher’s "play a Green Elf" text. Thranduil can’t spot Oropher until he’s already in play, so there’s no way for him to be a Green Elf before being played, and thus Oropher’s text can’t play him.

The other version of Thranduil, King of the Woodland Realm, is already a Green Elf, so that’s a different story.

As per Thonnas’ and SoP’s recommendation, I limited Oropher’s maneuver ability to once per turn. I chose to keep it a maneuver instead of fellowship ability, though. That’s one of the fun things about it...being able to play Green Elves at an unusual time. I also lowered his strength to 7.

Thanks, everyone! More cards soon!
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!
DáinIronfoot
Posted: Mon Mar 05, 2007 10:02 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Dáin’s DC Duos #71

Before we get too much farther with the Green Elves, I’d like to get into their possessions. So here’s a couple ranged weapons. If reviews come in early enough, we’ll get to hand weapons and maybe even some other stuff later today. Enjoy!

1 Bow of Mirkwood Green
Possession • Ranged Weapon
Bearer must be an Elf companion.
If bearer is a hunter or a Green Elf, he or she is strength +1.
Archery: Exert bearer to play a Green or Elven archery event; its twilight cost is -1.
The bows of the Wood-elves, while small and simply made, are deadly accurate, even at long ranges.

Obviously better with Green Elves, but far from useless with their Elven brethren, either. One thing I personally like about this is that it gives you the option of playing Elven archery events more easily with Green Elves (something they could use since they’re going to be such a smaller culture) and vice-versa.

1 Greenwood Longbow Green
Possession • Ranged Weapon
Bearer must be an Elf.
At the start of the archery phase, you may make the fellowship archery -1 (to a minimum of 0) to either heal bearer or exert a minion.
Made of dark wood and carved in the style of Númenórean longbows, the bows of Mirkwood are infallible and deadly weapons.

What this lets you do (especially for Elf archers) is have options. If you have a couple Elves with Greenwood Longbows when the archery phase rolls around, you can either add their archery to the total OR if you don’t really need that archery at the time, heal them up instead. That may not mean you’re not going to use any archery, though. Throw this one of the many versions of Legolas that exerts to use some cool archery ability, for example. If he’s wounded already, you can heal him, then exert him right afterwards to use his ability. It basically gives archers a free exertion!
Last edited by DáinIronfoot on Mon Mar 05, 2007 1:06 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!
NBarden
Posted: Mon Mar 05, 2007 10:22 am
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
DáinIronfoot wrote:
Dáin’s DC Duos #71

Before we get too much farther with the Green Elves, I’d like to get into their possessions. So here’s a couple ranged weapons. If reviews come in early enough, we’ll get to hand weapons and maybe even some other stuff later today. Enjoy!

1 Bow of Mirkwood Green
Possession • Ranged Weapon
Bearer must be an Elf companion.
If bearer is a hunter or a Green Elf, he or she is strength +1.
Archery: Exert bearer to play a Green or Elven archery event; its twilight cost is -1.
The bows of the Wood-elves, while small and simply made, are deadly accurate, even at long ranges.

Nice. Good with Elven hunters as well.

Obviously better with Green Elves, but far from useless with their Elven brethren, either. One thing I personally like about this is that it gives you the option of playing Elven archery events more easily with Green Elves (something they could use since they’re going to be such a smaller culture) and vice-versa.

2 Greenwood Longbow Green
Possession • Ranged Weapon
Bearer must be an Elf.
Bearer is an archer.
At the start of the archery phase, if bearer is a Green Elf or is at a forest site, you may make the fellowship archery -1 (to a minimum of 0) to heal bearer.
Made of dark wood and carved in the style of Númenórean longbows, the bows of Mirkwood are infallible and deadly weapons.

Okay...I can just play 4 of these, 4 elven bow, and Legolas’ Bow, and voila, 9 archery. Run Legolas, Woodland Emmisary, and even NG’s dead. 10 wounds, then Break the Charge, now do you see why none of the ranged weapons say bearer is an archer? Now consider running Aragorn’s Bow with the new Anduril and a Ranger’s Cloak. Yes, 8 archery, Legolas exerts, Aragorn can dish out up to 5 wounds. That’s not including Break the Charge and Double Shot. There’s a reason only one ranged weapon gives people archery...

A new twist on an old favorite: the good old Elven Bow. All this does is slap on a new ability and up the cost a little to compensate.

What this lets you do (especially for Green Elves, but really with any Elf as long as there’s a lot of forests on the sitepath) is have options. If you have a couple Elves with Greenwood Longbows when the archery phase rolls around, you can either add their archery to the total as normal, OR if you don’t really need that archery at the time, heal them up instead. That may not mean you’re not going to use any archery, though. Throw this one of the many versions of Legolas that exerts to use some cool archery ability, for example. If he’s wounded already, you can heal him, then exert him right afterwards to use his ability. It basically gives you a free exertion!

Again, consider elf archery with Legolas, Greenleaf at a forest. Suddenly, you pick where all your archery goes.

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DáinIronfoot
Posted: Mon Mar 05, 2007 10:27 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Yipe. A very good point that I hadn’t thought all the way through, NB. Thanks. GP I tweaked Greenwood Longbow...how’s it look now?
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!
NBarden
Posted: Mon Mar 05, 2007 10:31 am
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
DáinIronfoot wrote:
1 Greenwood Longbow Green
Possession • Ranged Weapon
Bearer must be an Elf archer.
At the start of the archery phase, if bearer is a Green Elf or is at a forest site, you may make the fellowship archery -1 (to a minimum of 0) to heal bearer.
Made of dark wood and carved in the style of Númenórean longbows, the bows of Mirkwood are infallible and deadly weapons.


Hm...better, but now its useless. How many Elf archers are there? Only ones with Elven Bows, in which case this card can’t be borne by them. Might as well say bearer must be Legolas... So, change the spotting requirements to and Elf. And maybe have some way they can exert or wound minios, see Naith Longbow, try something like that.
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