LotR TCG Wiki → Card Sets:  All 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 → Forums:  TLHH CC

 
Cobra Cards Player Community Forum Index
 Forum index » Lord of the Rings TCG » LOTR TCG Dream Cards
Author Message
DáinIronfoot
Posted: Tue Mar 06, 2007 1:30 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Dáin’s DC Duos #75

Thanks for the reviews, everyone! I made a couple changes (cool ideas) to Ithilden. Glad everyone seems comfortable with the idea of Green rangers. Wasn’t sure how that might be recieved.

Here’s a couple more Green Elves. Enjoy!

2Nurgon, River Watchman Green
Companion • Elf
Strength: 5
Vitality: 3
Resistance: 6
Hunter 1.
At the start of each assignment phase while the fellowship is at a river or site 7 [LA] or 8 [LA], you may spot another Green Elf and an unbound companion of another race to heal a Green Elf or Gandalf Man.
“‘These are prisoners of our king that have escaped, wandering vagabond dwarves that could not give any good account of themselves, sneaking through the woods and molesting our people!’”

Told you that there would be cards tying Green Elves and Gandalf Men together. Smile

2Nestadion, Mirkwood Hunter Green
Companion • Elf
Strength: 7
Vitality: 2
Resistance: 7
Ranger.
The twilight cost of each weapon and mount played on Nestadion is -1.
“In fact the subjects of the king mostly lived and hunted in the open woods, and had houses or huts on the ground and in the branches.”

Not much to say about this guy, I guess. Most weapons that play on Elves cost only 1 (including Green weapons from yesterday’s postings), so this means you can play them on Nestadion for free! Not too shabby, eh?
Last edited by DáinIronfoot on Tue Mar 06, 2007 3:15 pm; 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!
NBarden
Posted: Tue Mar 06, 2007 2:49 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
DáinIronfoot wrote:
Dáin’s DC Duos #75

Thanks for the reviews, everyone! I made a couple changes (cool ideas) to Ithilden. Glad everyone seems comfortable with the idea of Green rangers. Wasn’t sure how that might be recieved.

Here’s a couple more Green Elves. Enjoy!

2Nurgon, River Watchman Green
Companion • Elf
Strength: 5
Vitality: 3
Resistance: 6
Hunter 1.
At the start of each assignment phase while the fellowship is at a river or any site 7 [LA] or 8 [LA], you may spot another Green Elf and an unbound companion of another race to heal a Green Elf or Gandalf Man.
“‘These are prisoners of our king that have escaped, wandering vagabond dwarves that could not give any good account of themselves, sneaking through the woods and molesting our people!’”

Okay, scary. This culture is too fragmented!!!!! You need to get it going in a specific direction, or regulate it to a splash culture. That’s the problem with new cultures, you can do whatever you like with old ones, but new ones have to hit hard with a specific purpose. That’s why Gandalf never took off until Ents of Fangorn.

Told you that there would be cards tying Green Elves and Gandalf Men together. Smile

2Nestadion, Mirkwood Hunter Green
Companion • Elf
Strength: 7
Vitality: 2
Resistance: 7
Ranger.
The twilight cost of each weapon and mount played on Nestadion is -1.
“In fact the subjects of the king mostly lived and hunted in the open woods, and had houses or huts on the ground and in the branches.”

Mount? Huh? Sounds like a Rohan splash unless you have something up your sleeve....

Not much to say about this guy, I guess. Most weapons that play on Elves cost only 1 (including Green weapons from yesterday’s postings), so this means you can play them on Nestadion for free! Not too shabby, eh?
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.
DáinIronfoot
Posted: Tue Mar 06, 2007 3:00 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
NBarden wrote:
DáinIronfoot wrote:
2Nurgon, River Watchman Green
Companion • Elf
Strength: 5
Vitality: 3
Resistance: 6
Hunter 1.
At the start of each assignment phase while the fellowship is at a river or any site 7 [LA] or 8 [LA], you may spot another Green Elf and an unbound companion of another race to heal a Green Elf or Gandalf Man.
“‘These are prisoners of our king that have escaped, wandering vagabond dwarves that could not give any good account of themselves, sneaking through the woods and molesting our people!’”

Okay, scary. This culture is too fragmented!!!!! You need to get it going in a specific direction, or regulate it to a splash culture. That’s the problem with new cultures, you can do whatever you like with old ones, but new ones have to hit hard with a specific purpose. That’s why Gandalf never took off until Ents of Fangorn.

Understood. I’ve said it before, but it IS chiefly a splash culture. I’m realistic about it...if it isn’t a splash culture, it would never survive. But they have tricks up their sleaves that are unique to them, many of which also benefit other cultures (like Gandalf and especially Elven).

How’s the actual card, though?

NBarden wrote:
DáinIronfoot wrote:
2Nestadion, Mirkwood Hunter Green
Companion • Elf
Strength: 7
Vitality: 2
Resistance: 7
Ranger.
The twilight cost of each weapon and mount played on Nestadion is -1.
“In fact the subjects of the king mostly lived and hunted in the open woods, and had houses or huts on the ground and in the branches.”

Mount? Huh? Sounds like a Rohan splash unless you have something up your sleeve....

Yes and no. There is at least one Green mount yet to be revealed, but Nestadion could also splash with Rohan mounts, yes. More importantly, he could also splash with Elven mounts, which is a culture Green Elves would likely be splashed with anyway.
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!
sickofpalantirs
Posted: Tue Mar 06, 2007 3:06 pm
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:

2Nurgon, River Watchman Green
Companion • Elf
Strength: 5
Vitality: 3
Resistance: 6
Hunter 1.
At the start of each assignment phase while the fellowship is at a river or any site 7 [LA] or 8 [LA], you may spot another Green Elf and an unbound companion of another race to heal a Green Elf or Gandalf Man.
“‘These are prisoners of our king that have escaped, wandering vagabond dwarves that could not give any good account of themselves, sneaking through the woods and molesting our people!’”
you could cut the any from site 7 and 8 LA IE

while the fellowship is at a river orsite 7 or 8 [LA] ... works for me


2Nestadion, Mirkwood Hunter Green
Companion • Elf
Strength: 7
Vitality: 2
Resistance: 7
Ranger.
The twilight cost of each weapon and mount played on Nestadion is -1.
“In fact the subjects of the king mostly lived and hunted in the open woods, and had houses or huts on the ground and in the branches.”

only vitality 2? I guess with vitality bonuses he would be OK. Kinda interesting though.
ArrowSop's haves/ top wantsExclamation
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you. Razz
DáinIronfoot
Posted: Tue Mar 06, 2007 3:17 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
sickofpalantirs wrote:
DáinIronfoot wrote:
2Nurgon, River Watchman Green
Companion • Elf
Strength: 5
Vitality: 3
Resistance: 6
Hunter 1.
At the start of each assignment phase while the fellowship is at a river or any site 7 [LA] or 8 [LA], you may spot another Green Elf and an unbound companion of another race to heal a Green Elf or Gandalf Man.
“‘These are prisoners of our king that have escaped, wandering vagabond dwarves that could not give any good account of themselves, sneaking through the woods and molesting our people!’”

you could cut the any from site 7 and 8 LA IE

while the fellowship is at a river orsite 7 or 8 [LA] ... works for me

Good catch! Apparently I did that with both characters in the last Duo, so I went back and fixed them too. Thanks.
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: Tue Mar 06, 2007 4:56 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
DáinIronfoot wrote:
2Nurgon, River Watchman Green
Companion • Elf
Strength: 5
Vitality: 3
Resistance: 6
Hunter 1.
At the start of each assignment phase while the fellowship is at a river or site 7 [LA] or 8 [LA], you may spot another Green Elf and an unbound companion of another race to heal a Green Elf or Gandalf Man.
“‘These are prisoners of our king that have escaped, wandering vagabond dwarves that could not give any good account of themselves, sneaking through the woods and molesting our people!’”

Hmm... kinda cool. I like it (besides the name :-& Speak to the hand ).
DáinIronfoot wrote:
2Nestadion, Mirkwood Hunter Green
Companion • Elf
Strength: 7
Vitality: 2
Resistance: 7
Ranger.
The twilight cost of each weapon and mount played on Nestadion is -1.
“In fact the subjects of the king mostly lived and hunted in the open woods, and had houses or huts on the ground and in the branches.”

Nice.
MODS RULE. - lem0nhead
DáinIronfoot
Posted: Tue Mar 06, 2007 4:58 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
AnxiousChieftain wrote:
DáinIronfoot wrote:
2Nurgon, River Watchman Green
Companion • Elf
Strength: 5
Vitality: 3
Resistance: 6
Hunter 1.
At the start of each assignment phase while the fellowship is at a river or site 7 [LA] or 8 [LA], you may spot another Green Elf and an unbound companion of another race to heal a Green Elf or Gandalf Man.
“‘These are prisoners of our king that have escaped, wandering vagabond dwarves that could not give any good account of themselves, sneaking through the woods and molesting our people!’”

Hmm... kinda cool. I like it (besides the name :-& Speak to the hand ).

What’s wrong with the name? It’s a bit of a reach, but it’s tough to come up with names for all these darn Elves! Laughing
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: Tue Mar 06, 2007 5:07 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Dáin’s DC Duos #76

Alright, last couple Green cards for today. There’s been some questions about what the Green Elves are all about. These should at least partially answer that question. Enjoy!

3 Enchanted Green
Event • Maneuver
Toil 1.
Spot X Green Elves at a forest site to capture a minion whose vitality is X or less (limit 4).
“Out went all the lights again and complete darkness fell. If it had been difficult collecting themselves before, it was far worse this time. And they simply could not find the hobbit. Every time they counted themselves it only made thirteen.”

Most capturing cards do so later in the turn, especially during the skirmish phase. Capturing a minion so early is VERY powerful--taking them out of the game before they really have a chance to do anything--hence the high cost. Question: should I make X the minion’s twilight cost instead of its vitality?

2 Hall of the Elvenking Green
Condition • Support Area
Response: If a minion is about to be rescued, exert a Green Elf (or spot Thranduil and another Green Elf) to prevent that.
“‘There is no escape from my magic doors for those who are once brought inside.’”

There aren’t many cards like this. Usually, if you take the time to capture a character and that character’s owner has a way to rescue them, it’s just tit for tat and you have to sit back and concede it. Not so with this card. It’s easy to splash in one Green Elf into a fellowship and keep this card out if you intend to do some capturing, or even better, a Green Elf-heavy fellowship (with Thranduil, of course) can use it without any exerting at all, all but ensuring captured minions don’t escape from YOUR halls.
Last edited by DáinIronfoot on Wed Mar 07, 2007 3:50 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!
Mouth of Saruman
Posted: Tue Mar 06, 2007 5:41 pm
Joined: 14 Feb 2007 Posts: 190 Location: Orthanc
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.’”


Neat idea. I had something similar in mind for a Saruman card. I salute you for the great idea. Smile

DáinIronfoot wrote:
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.”


Great with the above card. No complaints.

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.


Cool idea. It would be really cool (though probably overpowered) if it allowed you to play the events from your draw deck/discard pile.

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.


Interesting concept. I’d make it cost 0, especially in comparison with the above.

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 and be unable to gain fierce until the regroup phase.
“...and out upon the other side came many of the spearmen of the elves.”


I feel that the skirmish ability is somewhat overpowered. Only 1 for each minion? Maybe make it 1 minion and then more minions if the fellowship is at a certain site (forests, more than likely).

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.


Nice. Smile

DáinIronfoot wrote:
1 Blade of Mirkwood Green
Possession • Hand Weapon
Strength +1
Bearer must be an Elf companion.
While at a forest, river, or sanctuary, bearer is strength +1.
Though primarily archers and spearman, the Wood-elves are quite proficient in making and using swords akin to those of their brethren in Lorien.


Similar to Blade of Lindon, but I like the addition of a sanctuary. Good job. GP

DáinIronfoot wrote:
1 Banner of the Forest Green
Possession • Hand Weapon
Bearer must be a Green Elf companion.
Each time bearer wins a skirmish, you may spot a Green archer to exert a minion.
Response: If bearer wins a skirmish, discard this possession to liberate a site.
“They bore with them the green banner of the Elvenking...and they advanced until they stood right before the wall at the Gate.”


Basic banner. Nice.

DáinIronfoot wrote:
2Ithilden, Mirkwood Scout Green
Companion • Elf
Strength: 5
Vitality: 3
Resistance: 6
Ranger. Hunter 1.
At the start of the fellowship phase while the fellowship is at a forest or any site 7 [LA], you may exert Ithilden to play a Green Elf from hand. That Elf’s twilight cost is -1.
“They dwelt most often by the edges of the woods, from which they could escape at times to hunt....”


Balanced.

DáinIronfoot wrote:
2Rinavar, Mirkwood Scout Green
Companion • Elf
Strength: 5
Vitality: 3
Resistance: 6
Ranger. Hunter 1.
At the start of each archery phase while the fellowship is at a forest or any site 7 [LA], you may exert Rinavar to make him an archer until the end of the turn.
“...would from time to time ride out to hunt, or to other business in the woods and in the lands to the East.”


I’d make it an ability. "Archery: If the fellowship is at a forest or any site 7 [LA], you may exert Rinavar to make him an archer until the regroup phase."

DáinIronfoot wrote:
2Nurgon, River Watchman Green
Companion • Elf
Strength: 5
Vitality: 3
Resistance: 6
Hunter 1.
At the start of each assignment phase while the fellowship is at a river or site 7 [LA] or 8 [LA], you may spot another Green Elf and an unbound companion of another race to heal a Green Elf or Gandalf Man.
“‘These are prisoners of our king that have escaped, wandering vagabond dwarves that could not give any good account of themselves, sneaking through the woods and molesting our people!’”


Again, perhaps it would be best off as an ability. "Assignment: If the fellowship is at a river or any site 7 [LA], you may spot another Green Elf and an unbound companion of another culture to heal a Green Elf or a Gandalf Man."

DáinIronfoot wrote:
2Nestadion, Mirkwood Hunter Green
Companion • Elf
Strength: 7
Vitality: 2
Resistance: 7
Ranger.
The twilight cost of each weapon and mount played on Nestadion is -1.
“In fact the subjects of the king mostly lived and hunted in the open woods, and had houses or huts on the ground and in the branches.”


Not bad, not bad.

DáinIronfoot wrote:
3 Enchanted Green
Event • Maneuver
Toil 1.
Spot X Green Elves at a forest site to capture a minion whose vitality is X or less.
“Out went all the lights again and complete darkness fell. If it had been difficult collecting themselves before, it was far worse this time. And they simply could not find the hobbit. Every time they counted themselves it only made thirteen.”


Impressive. Most impressive. Very Happy

DáinIronfoot wrote:
2Hall of the Elvenking Green
Condition • Support Area
Response: If a minion is about to be rescued, exert a Green Elf (or spot Thranduil and another Green Elf) to prevent that.
“‘There is no escape from my magic doors for those who are once brought inside.’”


I wouldn’t make it unique, personally. Great cards as usual. GP!
Last edited by Mouth of Saruman on Tue Mar 06, 2007 5:44 pm; edited 1 time in total
Anonymous Prodigy
Posted: Tue Mar 06, 2007 5:43 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
DáinIronfoot wrote:
3 Enchanted Green
Event • Maneuver
Toil 1.
Spot X Green Elves at a forest site to capture a minion whose vitality is X or less.
“Out went all the lights again and complete darkness fell. If it had been difficult collecting themselves before, it was far worse this time. And they simply could not find the hobbit. Every time they counted themselves it only made thirteen.”

I would lower the cost to 2.

DáinIronfoot wrote:
2Hall of the Elvenking Green
Condition • Support Area
Response: If a minion is about to be rescued, exert a Green Elf (or spot Thranduil and another Green Elf) to prevent that.
“‘There is no escape from my magic doors for those who are once brought inside.’”

Very nice! Smile
I had to put something here.

Display posts from previous:  

 Forum index » Lord of the Rings TCG » LOTR TCG Dream Cards
All times are UTC - 4
Page 8 of 20 [196 Posts]   Goto page: Previous 1, 2, 3, ..., 6, 7, 8, 9, 10, ..., 18, 19, 20 Next
View previous topic   View next topic