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DáinIronfoot
Posted: Thu Apr 19, 2007 6:40 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Dáin’s DC Duos #166

There’s been some concerns raised about the high site number of these Green Orcs, making them roaming for much of the game. Here’s a card that can help a lot with that, and another card that does other neat stuff as you play them. Enjoy!

5Fell Beasts Came Hunting Green
Condition • Support Area
Toil 1.
The roaming penalty of each Green minion is -1 (or -2 if that minion is a tracker).
“Then the name of the forest was changed and Mirkwood it was called, for the nightshade lay deep there, and few dared to pass through....”

2Servants of Dol Guldur Green
Condition • Support Area
Each time you play a Green Orc, add a Green token here.
Maneuver: Remove 3 tokens from here to add a threat.
“But ever the shadow in Mirkwood grew deeper, and to Dol Guldur evil things repaired out of all the dark places of the world; and they were united again under one will, and their malice was directed against the Elves and the survivors of Númenor.”
Last edited by DáinIronfoot on Thu Apr 19, 2007 6:50 pm; edited 2 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!
elf lvr
Posted: Thu Apr 19, 2007 6:43 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
DáinIronfoot wrote:
Dáin’s DC Duos #166

There’s been some concerns raised about the high site number of these Green Orcs, making them roaming for much of the game. Here’s a card that can help a lot with that, and another card that does other neat stuff as you play them. Enjoy!

2Fell Beasts Came Hunting Green
Condition • Support Area
To play, spot 3 Green minions (or 2 Green Nazgûl).
The roaming penalty of each Green minion is -1 (or -2 if that minion is a tracker).
“Then the name of the forest was changed and Mirkwood it was called, for the nightshade lay deep there, and few dared to pass through....”
The spotting requirement is a bit high, especially since you need to play this card early (preferrably before minions) to get it’s full effect. Maybe cut the spotting requirement and make the cost higher, like 4 or 5. Maybe add toil then, too.

2Servants of Dol Guldur Green
Condition • Support Area
Each time you play a Green Orc, add a Green token here.
Maneuver: Remove 3 tokens from here to add a threat.
“But ever the shadow in Mirkwood grew deeper, and to Dol Guldur evil things repaired out of all the dark places of the world; and they were united again under one will, and their malice was directed against the Elves and the survivors of Númenor.”
Nice.
Happy Hunting! Elf Lvr
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Archduke Elf Lvr - Archidoux of the Chosen Ones
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And behold, EL declared it good. And there was morning, and there was evening, the first (new) day. ~ DainIronfoot
DáinIronfoot
Posted: Thu Apr 19, 2007 6:47 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
elf lvr wrote:
DáinIronfoot wrote:
2Fell Beasts Came Hunting Green
Condition • Support Area
To play, spot 3 Green minions (or 2 Green Nazgûl).
The roaming penalty of each Green minion is -1 (or -2 if that minion is a tracker).
“Then the name of the forest was changed and Mirkwood it was called, for the nightshade lay deep there, and few dared to pass through....”

The spotting requirement is a bit high, especially since you need to play this card early (preferrably before minions) to get it’s full effect. Maybe cut the spotting requirement and make the cost higher, like 4 or 5. Maybe add toil then, too.

Good call. Done!
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!
Anonymous Prodigy
Posted: Thu Apr 19, 2007 6:50 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
DáinIronfoot wrote:
4Fell Beasts Came Hunting Green
Condition • Support Area
Toil 1.
The roaming penalty of each Green minion is -1 (or -2 if that minion is a tracker).
“Then the name of the forest was changed and Mirkwood it was called, for the nightshade lay deep there, and few dared to pass through....”

I would raise the cost to 5. Neat card! Thumbs Up

DáinIronfoot wrote:
2Servants of Dol Guldur Green
Condition • Support Area
Each time you play a Green Orc, add a Green token here.
Maneuver: Remove 3 tokens from here to add a threat.
“But ever the shadow in Mirkwood grew deeper, and to Dol Guldur evil things repaired out of all the dark places of the world; and they were united again under one will, and their malice was directed against the Elves and the survivors of Númenor.”

Cool! Very Happy
I had to put something here.
Eomer3rdMarshal
Posted: Fri Apr 20, 2007 6:26 am
Joined: 14 Apr 2006 Posts: 163 Location: Riding free in the Westfold
DáinIronfoot wrote:
Dáin’s DC Duos #166

There’s been some concerns raised about the high site number of these Green Orcs, making them roaming for much of the game. Here’s a card that can help a lot with that, and another card that does other neat stuff as you play them. Enjoy!

5Fell Beasts Came Hunting Green
Condition • Support Area
Toil 1.
The roaming penalty of each Green minion is -1 (or -2 if that minion is a tracker).
“Then the name of the forest was changed and Mirkwood it was called, for the nightshade lay deep there, and few dared to pass through....”

Very good. Just the thing your Green culture needed, too!

2Servants of Dol Guldur Green
Condition • Support Area
Each time you play a Green Orc, add a Green token here.
Maneuver: Remove 3 tokens from here to add a threat.
“But ever the shadow in Mirkwood grew deeper, and to Dol Guldur evil things repaired out of all the dark places of the world; and they were united again under one will, and their malice was directed against the Elves and the survivors of Númenor.”

Good... although it’s hard to tell whether that’s overpowered before seeing what these orcs can do with threats. As far as I know, it’s fine.
"Forth Eorlingas!"
DáinIronfoot
Posted: Fri Apr 20, 2007 7:38 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Eomer3rdMarshal wrote:
DáinIronfoot wrote:
2Servants of Dol Guldur Green
Condition • Support Area
Each time you play a Green Orc, add a Green token here.
Maneuver: Remove 3 tokens from here to add a threat.
“But ever the shadow in Mirkwood grew deeper, and to Dol Guldur evil things repaired out of all the dark places of the world; and they were united again under one will, and their malice was directed against the Elves and the survivors of Númenor.”

Good... although it’s hard to tell whether that’s overpowered before seeing what these orcs can do with threats. As far as I know, it’s fine.

They work with threats quite a bit, as you’ll see soon. But I don’t think it’s to an extent that will make this broken. At least, I HOPE not.

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: Fri Apr 20, 2007 12:08 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Okay, I think it’s safe to move on now. Smile Reviews of older cards are always encouraged if you see something that needs fixing, though.

Dáin’s DC Duos #167

Well I made two new Green Nazgûl today, but I won’t post them just yet. Some more cards dealing Green Orc cost reduction first. Enjoy!

2 Dol Guldur Sentry Green
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Hunter 1.
At any site 7 or above, this minion’s twilight cost is -1.
“‘They guard it always....’”

1 First Stroke Green
Event • Shadow
Spot X Green companions and allies to make the twilight cost of the next X Green Orcs you play this turn -1.
“The Orcs assailed the realm of Thranduil....”
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!
legoles3333
Posted: Fri Apr 20, 2007 12:12 pm
Joined: 28 Nov 2006 Posts: 861 Location: In a place that is beyond your imagination
DáinIronfoot wrote:
Okay, I think it’s safe to move on now. Smile Reviews of older cards are always encouraged if you see something that needs fixing, though.

Dáin’s DC Duos #167

Well I made two new Green Nazgûl today, but I won’t post them just yet. Some more cards dealing Green Orc cost reduction first. Enjoy!

2 Dol Guldur Sentry Green
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Hunter 1.
At any site 7 or above, this minion’s twilight cost is -1.
“‘They guard it always....’”

wow awesome

1 First Stroke Green
Event • Shadow
Spot X Green companions and allies to make the twilight cost of the next X Green Orcs you play this turn -1.
“The Orcs assailed the realm of Thranduil....”

w00t w00t anyway sweeet card
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Anonymous Prodigy
Posted: Fri Apr 20, 2007 12:12 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
DáinIronfoot wrote:
2 Dol Guldur Sentry Green
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Hunter 1.
At any site 7 or above, this minion’s twilight cost is -1.
“‘They guard it always....’”

Neat. Smile

DáinIronfoot wrote:
1 First Stroke Green
Event • Shadow
Spot X Green companions and allies to make the twilight cost of the next X Green Orcs you play this turn -1.
“The Orcs assailed the realm of Thranduil....”

I would love the to see it cost 0, but then it would probably be overpowered. Nice cards! Thumbs Up
I had to put something here.
DáinIronfoot
Posted: Fri Apr 20, 2007 12:21 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Thanks for the reviews! Thumbs Up

As you can see, one of the best parts of Green Orcs is their ability to swarm at the later sites. You CAN use them to swarm earlier with enough effort, but it gets much easier in region 3.
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!

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