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DáinIronfoot
Posted: Fri Sep 21, 2007 1:50 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Tweaked both; the first exactly as recommended (I think), and the second by dropping the cost to 0. I’d really prefer to keep it as an event, so hopefully this gives it a bit of an advantage over cards like Athelas and Invigorated.

As I mentioned in the Road Ahead Isengard thread, I’m running on very little sleep today and am pretty slow in the head. But unlike Isengard, I fortunately DO have a new for Gondor. Enjoy!

1 Jewel of the Kingdom Gondor
Condition
To play, spot a Gondor knight.
Plays on a site. Limit 1 per site.
Response: If an engine or machine is about to be played in this site’s region, discard this condition or a fortification to make the twilight cost of that engine or machine +3.
Response: If this site is about to be controlled by an opponent, discard this condition or a fortification to prevent that.
“‘This city of Osgiliath has been reclaimed...for Gondor!’”
Last edited by DáinIronfoot on Thu Sep 27, 2007 1:26 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!
NBarden
Posted: Fri Sep 21, 2007 1:56 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
DáinIronfoot wrote:
Tweaked both; the first exactly as recommended (I think), and the second by dropping the cost to 0. I’d really prefer to keep it as an event, so hopefully this gives it a bit of an advantage over cards like Athelas and Invigorated.

As I mentioned in the Road Ahead Isengard thread, I’m running on very little sleep today and am pretty slow in the head. But unlike Isengard, I fortunately DO have a new for Gondor. Enjoy!

1 Jewel of the Kingdom Gondor
Condition
To play, spot a Gondor knight.
Plays on a site. Limit 1 per site.
Response: If this site is about to be controlled by an opponent, discard this condition or a fortification to prevent that.
“‘This city of Osgiliath has been reclaimed...for Gondor!’”


eh....okay. I guess. I really don’t know what to think. I’d never use it.
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lem0nhead
Posted: Sat Sep 22, 2007 3:53 am
Joined: 02 Apr 2007 Posts: 2981 Location: Blood Island
DáinIronfoot wrote:


1 Jewel of the Kingdom Gondor
Condition
To play, spot a Gondor knight.
Plays on a site. Limit 1 per site.
Response: If this site is about to be controlled by an opponent, discard this condition or a fortification to prevent that.
“‘This city of Osgiliath has been reclaimed...for Gondor!’”


Nice card Dain but so specific you wouldnt use it. I like it because you can use it on site 1 and stop anyone ever taking it but it is limited.

I wouldnt scrap it as its sweet but it wouldnt see heavy use.
Ban shampoo, demand real poo.
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sickofpalantirs
Posted: Sat Sep 22, 2007 11:28 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.
make it be able to discard engines or maybe besiegers too.
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Thranduil
Posted: Sat Sep 22, 2007 4:03 pm
Joined: 01 May 2007 Posts: 2256 Location:
Sorry about the stupid double post - these things seem to happen to me.

Thranduil
Last edited by Thranduil on Sat Sep 22, 2007 4:04 pm; edited 1 time in total'We do what we do because of who we are. If we did otherwise, we would not be ourselves.'
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Thranduil
Posted: Sat Sep 22, 2007 4:03 pm
Joined: 01 May 2007 Posts: 2256 Location:
sickofpalantirs wrote:
make it be able to discard engines or maybe besiegers too.

I’d definitely go with something like that (maybe possessions or conditions or even machines) - as it is it would never be used.

Thranduil
'We do what we do because of who we are. If we did otherwise, we would not be ourselves.'
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DáinIronfoot
Posted: Thu Sep 27, 2007 1:33 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Alright, after nearly a week of no replies, I’m back! Smile

I went ahead and added some engine/machine hate to Jewel of the Kingdom (as suggested). Now here are some familiar knights to use with it. Enjoy!

3Alcarin, Soldier of Calembel Gondor
Companion • Man
Strength: 7
Vitality: 3
Resistance: 6
Knight.
The twilight cost of each other Gondor knight in your starting fellowship is -1.
At the start of each skirmish involving Alcarin and a minion bearing a fortification, exert that minion.
One of the few warriors to make their way from Lamendon to Minas Tirith until the Battle on Pelennor, Alcarin quickly became one of Boromir’s most trusted warriors during the retaking of Osgiliath.

3Turgon, Warrior of Dor-en-Ernil Gondor
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Knight. Hunter 1.
If you can spot a Gondor knight, Turgon’s twilight cost is -1.
Each time Turgon wins a skirmish involving a minion bearing a fortification, you may heal a knight.
Turgon proved an able soldier and leader of men while driving Sauron’s forces from Osgiliath.

These two are the only named knights to appear in the original Towers block, so I thought they deserved a revival here. I actually semi-swapped their original abilities: Alcarin used to heal when assigned to fortification-bearing minions, and Turgon used to be the one doing some direct wounding. I kept Alcarin’s original twilight reduction for other knights intact, because I really REALLY like it. As you can see, it pairs nicely with Turgon’s new twilight reduction text, enabling you to start them together if you want. Smile
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!
lem0nhead
Posted: Thu Sep 27, 2007 2:38 pm
Joined: 02 Apr 2007 Posts: 2981 Location: Blood Island
DáinIronfoot wrote:


3Alcarin, Soldier of Calembel Gondor
Companion • Man
Strength: 7
Vitality: 3
Resistance: 6
Knight.
The twilight cost of each other Gondor knight in your starting fellowship is -1.
At the start of each skirmish involving Alcarin and a minion bearing a fortification, exert that minion.
One of the few warriors to make their way from Lamendon to Minas Tirith until the Battle on Pelennor, Alcarin quickly became one of Boromir’s most trusted warriors during the retaking of Osgiliath.

Sound.

3Turgon, Warrior of Dor-en-Ernil Gondor
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Knight. Hunter 1.
If you can spot a Gondor knight, Turgon’s twilight cost is -1.
Each time Turgon wins a skirmish involving a minion bearing a fortification, you may heal a knight.
Turgon proved an able soldier and leader of men while driving Sauron’s forces from Osgiliath.

Dunno if you should make knights hunters seems counter productive. Theyre more defenders than hunters. Drop cost to 2 and remove it. Sound.

Ban shampoo, demand real poo.
Popcorn My Trade List and CC References
"Smart guy, especially considering his head is filled with lemon juice and seeds. That boy’s juicy brain is FULL of good stuff" ~ DainIronfoot
"No fair! And all I got was an oily unconscious steward!" ~ Pippin.
"Okay, stop me if you've heard this one. An elf, a man, and a dwarf walk into the Riddermark..." ~ Eomer
DáinIronfoot
Posted: Thu Sep 27, 2007 3:00 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
lem0nhead wrote:
DáinIronfoot wrote:
3Turgon, Warrior of Dor-en-Ernil Gondor
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Knight. Hunter 1.
If you can spot a Gondor knight, Turgon’s twilight cost is -1.
Each time Turgon wins a skirmish involving a minion bearing a fortification, you may heal a knight.
Turgon proved an able soldier and leader of men while driving Sauron’s forces from Osgiliath.

Dunno if you should make knights hunters seems counter productive. Theyre more defenders than hunters. Drop cost to 2 and remove it. Sound.

Understood. I don’t intent to make it a big theme, but I wanted to have a small handful of hunter knights in this and especially the following set. Just a VERY small handful.

I’ll wait for another review or two before change it, but I’ve taken your thoughts under advisement. Thumbs Up
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!
elf lvr
Posted: Thu Sep 27, 2007 8:56 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
DáinIronfoot wrote:


3Alcarin, Soldier of Calembel Gondor
Companion • Man
Strength: 7
Vitality: 3
Resistance: 6
Knight.
The twilight cost of each other Gondor knight in your starting fellowship is -1.
At the start of each skirmish involving Alcarin and a minion bearing a fortification, exert that minion.
One of the few warriors to make their way from Lamendon to Minas Tirith until the Battle on Pelennor, Alcarin quickly became one of Boromir’s most trusted warriors during the retaking of Osgiliath.


Nifty.

Quote:
3Turgon, Warrior of Dor-en-Ernil Gondor
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Knight. Hunter 1.
If you can spot a Gondor knight, Turgon’s twilight cost is -1.
Each time Turgon wins a skirmish involving a minion bearing a fortification, you may heal a knight.
Turgon proved an able soldier and leader of men while driving Sauron’s forces from Osgiliath.


Interesting... not sure if I like hunter on knights. Gondor is already good at having hunters, but those are limited to rangers. Just like you don’t give Gondor condition removal, don’t give knights hunter. At least, not on a base-stat scale. A card or companion to give a knight hunter (more than likely using fortifications as fuel) would be okay. Besides, knights don’t hunt anything, except maybe a good meal after a long seige. It’s an interesting idea, and unique (and everyone should know I’m all for odd uniqueness in DC sets) but you still shouldn’t break the culture rules.

Recap: Do something else with this guy, and make another card (condition, event, companion, doesn’t really matter) that can give hunter by using something as fuel, like fortifications.

But that’s just my two cents. By no means to you have to pay attention to a word I say. Razz
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