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DáinIronfoot |
Posted: Tue Mar 06, 2007 1:30 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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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 rangers. Wasn’t sure how that might be recieved.
Here’s a couple more Elves. Enjoy!
•Nurgon, River Watchman
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 Elf and an unbound companion of another race to heal a Elf or 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 Elves and Men together.
•Nestadion, Mirkwood Hunter
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 (including 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! |
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NBarden |
Posted: Tue Mar 06, 2007 2:49 pm |
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Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
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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  rangers. Wasn’t sure how that might be recieved.
Here’s a couple more  Elves. Enjoy!
 • Nurgon, River Watchman
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  Elf and an unbound companion of another race to heal a  Elf or  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 never took off until Ents of Fangorn.
Told you that there would be cards tying  Elves and  Men together.
 • Nestadion, Mirkwood Hunter
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 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  (including  weapons from yesterday’s postings), so this means you can play them on Nestadion for free! Not too shabby, eh? |
-Trade With Me
Add the popcorn smiley to your sig, help it achieve world domination.
What if the hokey pokey really IS what its all about?
As I lay in bed staring at the stars last night, I thought to myself, "where the heck is the ceiling?"
Spotlight on....Sense of Obligation. |
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DáinIronfoot |
Posted: Tue Mar 06, 2007 3:00 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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NBarden wrote: DáinIronfoot wrote:  • Nurgon, River Watchman
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  Elf and an unbound companion of another race to heal a  Elf or  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 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 and especially ).
How’s the actual card, though?
NBarden wrote: DáinIronfoot wrote:  • Nestadion, Mirkwood Hunter
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 splash unless you have something up your sleeve....
Yes and no. There is at least one mount yet to be revealed, but Nestadion could also splash with mounts, yes. More importantly, he could also splash with mounts, which is a culture 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! |
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sickofpalantirs |
Posted: Tue Mar 06, 2007 3:06 pm |
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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.
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DáinIronfoot wrote:
 • Nurgon, River Watchman
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  Elf and an unbound companion of another race to heal a  Elf or  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
 • Nestadion, Mirkwood Hunter
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. |
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(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.  |
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DáinIronfoot |
Posted: Tue Mar 06, 2007 3:17 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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sickofpalantirs wrote: DáinIronfoot wrote:  • Nurgon, River Watchman
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  Elf and an unbound companion of another race to heal a  Elf or  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! |
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AnxiousChieftain |
Posted: Tue Mar 06, 2007 4:56 pm |
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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DáinIronfoot wrote:  • Nurgon, River Watchman
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  Elf and an unbound companion of another race to heal a  Elf or  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 :-& ).
DáinIronfoot wrote:  • Nestadion, Mirkwood Hunter
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 |
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DáinIronfoot |
Posted: Tue Mar 06, 2007 4:58 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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AnxiousChieftain wrote: DáinIronfoot wrote:  • Nurgon, River Watchman
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  Elf and an unbound companion of another race to heal a  Elf or  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 :-&  ).
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!  |
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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DáinIronfoot |
Posted: Tue Mar 06, 2007 5:07 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Dáin’s DC Duos #76
Alright, last couple cards for today. There’s been some questions about what the Elves are all about. These should at least partially answer that question. Enjoy!
Enchanted
Event • Maneuver
Toil 1.
Spot X 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?
Hall of the Elvenking
Condition • Support Area
Response: If a minion is about to be rescued, exert a Elf (or spot Thranduil and another 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 Elf into a fellowship and keep this card out if you intend to do some capturing, or even better, a 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! |
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Mouth of Saruman |
Posted: Tue Mar 06, 2007 5:41 pm |
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Joined: 14 Feb 2007
Posts: 190
Location: Orthanc
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DáinIronfoot wrote:  • Thranduil, The Elvenking
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
While you can spot a  Elf, Thranduil is also a  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.
DáinIronfoot wrote:  • Oropher, Lord of the Silvan Elves
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 6
While you can spot an  Elf, Oropher is also an  Elf.
Maneuver: Exert Oropher and an  companion to play a  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: Bow of Mirkwood
Possession • Ranged Weapon
Bearer must be an Elf companion.
If bearer is a hunter or a  Elf, he or she is strength +1.
Archery: Exert bearer to play a  or  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: Greenwood Longbow
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 , especially in comparison with the above.
DáinIronfoot wrote: Mirkwood Spear
Possession • Hand Weapon
Strength +1
Pike.
Bearer must be a  Elf companion.
Skirmish: Exert bearer and add  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 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: Mirkwood Arrows
Possession • Arrow
Bearer must be a  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.
DáinIronfoot wrote: Blade of Mirkwood
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.
DáinIronfoot wrote: Banner of the Forest
Possession • Hand Weapon
Bearer must be a  Elf companion.
Each time bearer wins a skirmish, you may spot a  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:  • Ithilden, Mirkwood Scout
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  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:  • Rinavar, Mirkwood Scout
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:  • Nurgon, River Watchman
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  Elf and an unbound companion of another race to heal a  Elf or  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 Elf and an unbound companion of another culture to heal a Elf or a Man."
DáinIronfoot wrote:  • Nestadion, Mirkwood Hunter
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: Enchanted
Event • Maneuver
Toil 1.
Spot X  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.
DáinIronfoot wrote:  • Hall of the Elvenking
Condition • Support Area
Response: If a minion is about to be rescued, exert a  Elf (or spot Thranduil and another  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. ! |
Last edited by Mouth of Saruman on Tue Mar 06, 2007 5:44 pm; edited 1 time in total |
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Anonymous Prodigy |
Posted: Tue Mar 06, 2007 5:43 pm |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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DáinIronfoot wrote: Enchanted
Event • Maneuver
Toil 1.
Spot X  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 .
DáinIronfoot wrote:  • Hall of the Elvenking
Condition • Support Area
Response: If a minion is about to be rescued, exert a  Elf (or spot Thranduil and another  Elf) to prevent that.
“‘There is no escape from my magic doors for those who are once brought inside.’”
Very nice!  |
I had to put something here. |
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