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DáinIronfoot
Posted: Mon Mar 05, 2007 1:03 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
GP back at you for all your help.

Okay, I’m going to edit the card one last time and see if anyone else wants to review. If I don’t see anything in the next couple hours, I may go ahead and post the next Duo anyway.

Thanks again, NB. I appreciate it.
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 4:15 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Okay. Seems like a very slow day for reviews, but I want to get another Duo up anyway. Otherwise we’ll be on Green FP cards forever. There’s a lot left!

So, I’ll just quick repost the last Duo and then move on below that.

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.

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.

If anyone wants to still review those, feel free. Otherwise, proceed to...

Dáin’s DC Duos #72

...more Green weapons. Specifically, we have a hand weapon and a rather unusual type of possession. Both have either a class or keyword we’ve only seen in the Gandalf culture so far. I promised back then that there’d be more, and I like to keep my promises. Smile Enjoy!

1 Mirkwood Spear Green
Possession • Hand Weapon
Strength +1
Pike.
Bearer must be a Green Elf companion.
Skirmish: Exert bearer and add 1 to make each minion skirmishing bearer lose fierce and be unable to gain fierce until the regroup phase.
“...and out upon the other side came many of the spearmen of the elves.”

The Lakemen had their own pike (Spear of the Lakemen), and in The Hobbit it was (apparently) their primary hand weapon. The Wood-elves are mentioned as having comparable spears. This isn’t as powerful as the Gandalf pike, which also started out at strength +1 but could potentially get much bigger. The Mirkwood Spear doesn’t have the potential to grow in strength, but it does something that’s probably even better...takes away fierceness. This can be a lifesaver.

1 Mirkwood Arrows Green
Possession • Arrow
Bearer must be a Green Elf (or an Elf archer).
Archery: Discard this possession to choose one: make the fellowship archery total +1; or make bearer an archer until the end of the turn.
Mirkwood arrows are very distinctive with their long, bodkin-style tips and green flights. Many only notice their detail as they view the arrow stuck in their body.

Not much to say here. This is the only arrow we’ve seen since Black Arrow, but it won’t be the last. It works great with Green Elves (and to a lesser extent, Elven Elves), obviously. But as an arrow, it also works fine with cards like the non-specific So Fierce Was Its Flight.

Okay, I’ll still be happy to post one more Duo today if these get reviewed a couple times before too late. There’s still GPs available for first-time reviewers! Very Happy
Last edited by DáinIronfoot on Mon Mar 05, 2007 7:47 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!
AnxiousChieftain
Posted: Mon Mar 05, 2007 4:26 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
DáinIronfoot wrote:
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.

DáinIronfoot wrote:
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.

Cool.

DáinIronfoot wrote:
1 Mirkwood Spear Green
Possession • Hand Weapon
Strength +1
Pike.
Bearer must be a Green Elf companion.
Skirmish: Add 1 to make each minion skirmishing bearer lose fierce until the regroup phase.
“...and out upon the other side came many of the spearmen of the elves.”

Yikes, no card should ever allow a minion to lose fierce so easily. It needs to be harder to do, like exerting bearer and adding a threat.

DáinIronfoot wrote:
1 Mirkwood Arrows Green
Possession • Arrow
Bearer must be a Green Elf (or an Elf archer). Limit one per bearer.
Archery: Discard this possession to choose one: make the fellowship archery total +1; or make bearer an archer until the end of the turn.
Mirkwood arrows are very distinctive with their long, bodkin-style tips and green flights. Many only notice their detail as they view the arrow stuck in their body.

You can drop the limit since it says "Possession • Arrow". Cool

- AC
MODS RULE. - lem0nhead
DáinIronfoot
Posted: Mon Mar 05, 2007 4:29 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Thanks, AC! Made a couple changes.
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!
AnxiousChieftain
Posted: Mon Mar 05, 2007 4:36 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Better now, but I think that Mirkwood Spear ought to add 2 instead of 1. Either way is fine though.

- AC
MODS RULE. - lem0nhead
DáinIronfoot
Posted: Mon Mar 05, 2007 4:39 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Okay. I’ll keep it in mind, but wait for a second opinion first, especially if you’re a bit on the fence about it. Smile

Thanks again! GP
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 5:13 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
DáinIronfoot wrote:
1 Mirkwood Spear Green
Possession • Hand Weapon
Strength +1
Pike.
Bearer must be a Green Elf companion.
Skirmish: Exert bearer and add 1 to make each minion skirmishing bearer lose fierce until the regroup phase.
“...and out upon the other side came many of the spearmen of the elves.”

Nice. Typical pump for the elves, and a decent special

1 Mirkwood Arrows Green
Possession • Arrow
Bearer must be a Green Elf (or an Elf archer).
Archery: Discard this possession to choose one: make the fellowship archery total +1; or make bearer an archer until the end of the turn.
Mirkwood arrows are very distinctive with their long, bodkin-style tips and green flights. Many only notice their detail as they view the arrow stuck in their body.

Huh? Of course you’d just make the fellowship archery total +1. Cards like Relentless Charge and Their Arrows Enrage...its kinda a DUH! situation. Cut the second special.
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DáinIronfoot
Posted: Mon Mar 05, 2007 5:23 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
NBarden wrote:
DáinIronfoot wrote:
1 Mirkwood Arrows Green
Possession • Arrow
Bearer must be a Green Elf (or an Elf archer).
Archery: Discard this possession to choose one: make the fellowship archery total +1; or make bearer an archer until the end of the turn.
Mirkwood arrows are very distinctive with their long, bodkin-style tips and green flights. Many only notice their detail as they view the arrow stuck in their body.

Huh? Of course you’d just make the fellowship archery total +1. Cards like Relentless Charge and Their Arrows Enrage...its kinda a DUH! situation. Cut the second special.

I get your point, but I disagree. There are perks to being an archer in the Green culture. Just look at one of the cards we’ve already covered:

Thranduil, King of the Woodland Realm has the text:
"While the fellowship is at a forest, each Green archer gains hunter 1."

There are a couple more cards that reap benefits from archers, not just the archery total. One of them which we’ll cover in the next Duo REALLY helps out.

Not to mention that being an archer allows access to cards like Double Shot, Standing Tall, Spied From Afar, and Dismay Our Enemies.

I’d rather leave the choice in there, because the player just might want to use it.
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 5:25 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
Well...but you run the risk of him dying with a They Will Find The Ring / Relentless Charge combo...

Anyway, if you can’t spot another archer in an elf archery deck, you shouldn’t be playing the game...Wink
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.
BattleWarg
Posted: Mon Mar 05, 2007 6:58 pm
Joined: 11 Feb 2007 Posts: 579 Location:
NBarden wrote:
Well...but you run the risk of him dying with a They Will Find The Ring / Relentless Charge combo...

Yeah, I think I would. For Take Up the Bow (Take out those Nazguls) / Spied From Afar in addition to the DCs...

I thought of the combo Thranduil + Bow of Mirkwood + Mirkwood Arrows, but it wouldn’t work as well as I thought (as Thranduil requires Green Elves, and the arrow requires an archer or Green Elf) - But if the Elven Elves could have the arrow and get the boost - they discard the arrow to become a hunter archer with strength +1.


Mirkwood Spear should probably prevent the minions from gaining fierce as well, just for a clarification matter (Like Mithril-coat and other such cards)

Mirkwood Arrows looks good. Can’t think of much that hasn’t been fixed already. Good card.
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