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Anonymous Prodigy
Posted: Sat Feb 03, 2007 9:40 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
AnxiousChieftain wrote:
0 Release the Prisoners Orc
Event • Regroup
Spot an Orc minion and an Orc engine to exert a companion once (or twice if you can spot a card in the dead pile).

Balanced and useful; good job!

1 Burning City Orc
Event • Skirmish
Make an Orc minion strength +2. If you control a site, you may also remove 1 to make that minion fierce, damage +1, or intimidating.

Interesting. Nice card!

---

For those who haven’t seen it yet:

Intimidating
(During skirmishes involving this character, the opponent may not use skirmish special abilities.

Thanks; I was one of the ones who hadn’t. Wink

---

8 Troll Laborer Orc
Minion • Troll
Strength: 15
Vitality: 4
Site Number: 4
Damage +1.
This minion is twilight cost -1 for each Orc engine you can spot.
Shadow: Exert this minion twice and discard an Orc engine from hand to take an Orc card into hand from your discard pile.

Overpowered! Imagine how deadly this would be Bound To Its Fate and Isengard Underling! Also, if you have a few Orc engines, his cost plummets; plus, he’s not even unique! I’d change it to:

8 • Troll Laborer Orc
Minion • Troll
Strength: 15
Vitality: 4
Site Number: 4
Damage +1.
While you can spot an Orc engine, this minion is twilight cost -1.
Shadow: Exert this minion twice and discard an Orc minion to add a burden.
I had to put something here.
AnxiousChieftain
Posted: Sat Feb 03, 2007 9:45 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Anonymous Prodigy wrote:
AnxiousChieftain wrote:
8 Troll Laborer Orc
Minion • Troll
Strength: 15
Vitality: 4
Site Number: 4
Damage +1.
This minion is twilight cost -1 for each Orc engine you can spot.
Shadow: Exert this minion twice and discard an Orc engine from hand to take an Orc card into hand from your discard pile.


Overpowered! Imagine how deadly this would be Bound To Its Fate and Isengard Underling! Also, if you have a few Orc engines, his cost plummets; plus, he’s not even unique!


I have yet to see an Orc corruption deck that packs Orc engines, especially since none of the Orc engines I’ve made benefit corruption decks. Razz

After all, if you’re going to use a bunch of Orc engines in your corruption deck, you might as well get something in return, since the engines won’t be helping you.

Thanks for the review, but until you can convince me otherwise I’m keeping the Troll the same (although I will make him unique).

- AC
MODS RULE. - lem0nhead
AnxiousChieftain
Posted: Mon Feb 05, 2007 2:10 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
The last of the Orc cards:

4 Mordor Lieutenant Orc
Minion • Orc
Strength: 11
Vitality: 2
Site Number: 4
Fierce.
When you play this minion, you may spot a site you control to draw a card.

3 Siege Aggressor Orc
Minion • Orc
Strength: 9
Vitality: 2
Site Number: 4
Each Orc engine is twilight cost -1.

1 Storm of Mordor Orc
Condition • Support Area
At the start of the maneuver phase, you may play an Orc engine from your hand to wound an unwounded companion.
Response: If an Orc minion is about to take a wound, discard an Orc engine (or spot a site you control and discard this condition) to prevent that wound.

3 •Grond, Mighty Ram Orc
Possession • Support Area
Engine. To play, spot an Orc minion and an Orc engine.
Each Orc minion is strength +1 for each site you control.
Regroup: Discard Grond and spot 2 sites you control to prevent the fellowship from moving again this turn.

First review gets a GP. GP

- AC
Last edited by AnxiousChieftain on Mon Feb 05, 2007 4:13 pm; edited 2 times in totalMODS RULE. - lem0nhead
DáinIronfoot
Posted: Mon Feb 05, 2007 2:16 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
AnxiousChieftain wrote:
4 Mordor Veteran Orc
Minion • Orc
Strength: 11
Vitality: 2
Site Number: 4
Fierce.
When you play this minion, you may spot a site you control to draw a card.

Well the title is apparently taken, but otherwise he’s good.

AnxiousChieftain wrote:
3 Siege Aggressor Orc
Minion • Orc
Strength: 9
Vitality: 2
Site Number: 4
Each Orc engine is twilight cost -1.

Neato. Maybe make him unique to avoid that getting out of hand. If you do that, though, raise his stats and cost a little bit. Maybe like 10/3, 4 or 5 cost or something.

AnxiousChieftain wrote:
1 Storm of Mordor Orc
Condition • Support Area
At the start of the maneuver phase, you may play an Orc engine from your hand to wound an unwounded companion.
Response: If an Orc minion is about to take a wound, discard an Orc engine (or spot a site you control and discard this condition) to prevent that wound.

Good stuff. Excellent engine AND Orc support. Nice card...good enough for a GP.

AnxiousChieftain wrote:
3 •Grond, Mighty Ram Orc
Possession • Support Area
Engine. To play, exert 2 Orc minions.
Each Orc minion is strength +1 for each site you control.
Regroup: Discard Grond and spot 2 sites you control to prevent the fellowship from moving again this turn.

Maybe, just maybe, require spotting an Orc minion and another engine instead. Hey, I have to come up with SOMETHING to say other than "good card" every time. Razz

Seriously, though: good batch. I like ’em all.
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 Feb 05, 2007 2:33 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
DáinIronfoot wrote:
AnxiousChieftain wrote:
4 Mordor Veteran Orc
Minion • Orc
Strength: 11
Vitality: 2
Site Number: 4
Fierce.
When you play this minion, you may spot a site you control to draw a card.

Well the title is apparently taken, but otherwise he’s good.

Yikes, yeah, I’ll change the title.
DáinIronfoot wrote:
AnxiousChieftain wrote:
3 Siege Aggressor Orc
Minion • Orc
Strength: 9
Vitality: 2
Site Number: 4
Each Orc engine is twilight cost -1.

Neato. Maybe make him unique to avoid that getting out of hand. If you do that, though, raise his stats and cost a little bit. Maybe like 10/3, 4 or 5 cost or something.

Grond is the only Orc engine that costs more than 1, so there isn’t much reason for him to be unique. I like him the way he is. Smile
DáinIronfoot wrote:
AnxiousChieftain wrote:
3 •Grond, Mighty Ram Orc
Possession • Support Area
Engine. To play, exert 2 Orc minions.
Each Orc minion is strength +1 for each site you control.
Regroup: Discard Grond and spot 2 sites you control to prevent the fellowship from moving again this turn.

Maybe, just maybe, require spotting an Orc minion and another engine instead. Hey, I have to come up with SOMETHING to say other than "good card" every time. Razz

That’d be fine by me - I was just a bit afraid of it being too powerful, so I added a heavy cost for playing it.

Thanks! GP

- AC
MODS RULE. - lem0nhead
AnxiousChieftain
Posted: Tue Feb 06, 2007 10:18 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
On to Gandalf!

4 •Gandalf, Defender of Middle-earth Gandalf
Companion • Wizard
Strength: 7
Vitality: 4
Resistance: 7
When you play Gandalf, you may heal a companion.
Fellowship: Discard a Gandalf card from hand and exert Gandalf to heal another companion.

1 •Do Not Give in to Fear Gandalf
Condition • Support Area
While you can spot a Gandalf Wizard, each unbound companion is resistance +1.
Maneuver: Discard this condition and exert Gandalf to make a minion lose intimidating or fierce until the regroup phase.

1 Go Back to the Shadow! Gandalf
Event • Response
Spell. If a minion is played, exert Gandalf three times (or twice if he is bearing a Staff) to return that minion to its owner’s hand.

And here is another Elven card, that can be played on Gandalf:

1 Miruvor Elven
Possession
Bearer must be a unique Elf or Gandalf. Limit 1 per bearer.
Fellowship: Discard this possession to remove a threat or discard a condition borne by a companion.
Last edited by AnxiousChieftain on Wed Feb 07, 2007 12:03 pm; edited 1 time in totalMODS RULE. - lem0nhead
Anonymous Prodigy
Posted: Tue Feb 06, 2007 10:24 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
AnxiousChieftain wrote:
On to Gandalf!

4 •Gandalf, Defender of Middle-earth Gandalf
Companion • Wizard
Strength: 7
Vitality: 4
Resistance: 7
When you play Gandalf, you may heal a companion.
Fellowship: Discard a Gandalf card from hand and exert Gandalf to heal another companion.

Nice job!

2 •Do Not Give in to Fear Gandalf
Condition • Support Area
While you can spot a Gandalf Wizard, each unbound companion is resistance +1.
Maneuver: Discard this condition and exert Gandalf to make a minion lose intimidating or fierce until the regroup phase.

It seems a little expensive; I’d drop it to 1.

1 Go Back to the Shadow! Gandalf
Event • Response
Spell. If a minion is played, exert Gandalf three times (or twice if he is bearing a Staff) to return that minion to its owner’s hand.

Very creative! Good card!

1 Miruvor Gandalf
Possession
Bearer must be Gandalf.
Fellowship: Discard this possession to remove a threat or discard a condition borne by a companion.

I’d make it an artifact, but that’s just my preference. Good cards!
I had to put something here.
DáinIronfoot
Posted: Tue Feb 06, 2007 10:45 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
AnxiousChieftain wrote:
4 •Gandalf, Defender of Middle-earth Gandalf
Companion • Wizard
Strength: 7
Vitality: 4
Resistance: 7
When you play Gandalf, you may heal a companion.
Fellowship: Discard a Gandalf card from hand and exert Gandalf to heal another companion.

I like him a lot. Well-balanced, and useable in many fellowships. Good card.

AnxiousChieftain wrote:
2 •Do Not Give in to Fear Gandalf
Condition • Support Area
While you can spot a Gandalf Wizard, each unbound companion is resistance +1.
Maneuver: Discard this condition and exert Gandalf to make a minion lose intimidating or fierce until the regroup phase.

I know I’ve said it before, but I like conditions that give you a tough choice: keep it and its nice benefit, or go for the short-term boost? This is a good one.

AnxiousChieftain wrote:
1 Go Back to the Shadow! Gandalf
Event • Response
Spell. If a minion is played, exert Gandalf three times (or twice if he is bearing a Staff) to return that minion to its owner’s hand.

Yeah, can you believe there’s no card with that title already?

I made a card very much like this in my FotR set. Needless to say, I like it.

AnxiousChieftain wrote:
1 Miruvor Gandalf
Possession
Bearer must be Gandalf.
Fellowship: Discard this possession to remove a threat or discard a condition borne by a companion.

Perhaps make it Elven culture and able to be borne by Gandalf or a unique Elf. And limit 1 or 2 per bearer or something. I like it, though.

No big rush, but when and if you have a chance, could you review my latest couple Duos? Only SoP seems to be checking them lately.... (Nothing against you, SoP. Razz)
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: Wed Feb 07, 2007 2:14 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Thanks for the reviews! I’ll be sure to check out your Duos in a minute and review some.

2 more Gandalf cards:

2 Stand to Your Posts Gandalf
Event • Response
If any number of threats or burdens are about to be added by a Shadow card, exert a Gandalf Wizard to prevent this.

2 •Gandalf’s Staff, Source of Radiance Gandalf
Artifact • Staff
Vitality +1
Bearer must be a Gandalf Wizard.
At the start of each fellowship phase, you may draw a card.
Manuever: If bearer is Gandalf, exert him and discard 2 cards from hand to draw a card.
Last edited by AnxiousChieftain on Wed Feb 07, 2007 8:02 pm; edited 3 times in totalMODS RULE. - lem0nhead
NBarden
Posted: Wed Feb 07, 2007 2:52 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
AnxiousChieftain wrote:
Thanks for the reviews! I’ll be sure to check out your Duos in a minute and review some.

2 more Gandalf cards:

1 Stand to Your Posts Gandalf
Event • Response
If any number of threats or burdens are about to be added by a Shadow card, exert a Gandalf Wizard to prevent this.

Nice

2 •Gandalf’s Staff, Source of Radiance Gandalf
Artifact • Staff
Vitality +1
Bearer must be a Gandalf Wizard.
At the start of each fellowship phase, you may draw a card.
Manuever: Exert bearer and discard 2 cards from hand to draw a card.

Hm...I would just as well play Gandalf RB. Although maybe this card would be better in a non-Gandalf deck.

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