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menace64
Posted: Thu Dec 14, 2006 3:29 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
To the Vong!

This culture, like Confederacy, likes skirmishing, except instead of swarming, the Vong employ a couple big beefy minions at a time. I decided that they’re strong at breaking down the spirit of the alliance, so expect lots of resistance droppers.

3 •Absent in the Force [Yuuzhan Vong]
Condition • Support Area
To play, spot a Yuuzhan Vong.
While you can spot a Yuuzhan Vong, force powers may not be played and Yuuzhan Vong may not be the target of force powers.
Discard this condition at the end of the turn.
1R289

2 Formed in Their Fashion [Yuuzhan Vong]
Condition • Site
To play, spot a Yuuzhan Vong. Limit 1 per site.
While the alliance is in this region, each Yuuzhan Vong is strength +1 for each site condition you can spot.
Regroup: Remove 2 and exert a Yuuzhan Vong to transfer this condition to another site.
1R298

2 Hopeless [Yuuzhan Vong]
Event • Maneuver
Exert a Yuuzhan Vong to make an undestined companion strength -3 until the regroup phase (and lose all strength bonuses from weapons if that companion has resistance 3 or less).
1R300

5 Lah Assaulter [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-10
Vitality-3
Roaming-6
Fierce.
Each time this minion is assigned to a skirmish, make an undestined companion resistance -2 until the regroup phase.
1C301

6 Lah Predator [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-11
Vitality-3
Roaming-6
Fierce.
Each time this minion is assigned to a companion with resistance 3 or less, it is damage +1 until the regroup phase.
Response: If this minion kills a companion in a skirmish, exert it twice to make the Light Side player assign it to an additional skirmish this site.
1R302

4 Lah Shearer [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-9
Vitality-3
Roaming-6
While bearing a hand weapon, this minion is strength +2 and fierce.
Skirmish: If skirmishing a companion with resistance 3 or less, exert this minion to exert that companion.
1U303

5 Lah Slasher [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-10
Vitality-3
Roaming-6
Duelist.
Assignment: Spot a companion with resistance 0 to assign this minion to that companion.
1R304

1 Nowhere to Hide [Yuuzhan Vong]
Condition • Companion
Resistance -2
To play, exert a Yuuzhan Vong. Bearer must be an undestined companion. Limit 1 per companion.
While bearer has resistance 2 or less, at the start of each alliance phase, bearer must exert.
1U306

2 Worthy Opponent [Yuuzhan Vong]
Condition • Support Area
Resistance -1
Skirmish: Transfer this condition to a companion a Yuuzhan Vong is skirmishing to make that Yuuzhan Vong strength +2. If that Yuuzhan Vong loses the skirmish, discard this condition.
1C322

That’s a healthy boost for the Vong, I think.

Next... hmm. I think Gungans are ripe for completion.

Set Completion Count: 171/365 - 47%
Last edited by menace64 on Fri Dec 15, 2006 9:01 pm; edited 1 time in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
menace64
Posted: Fri Dec 15, 2006 7:26 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Okay. The Gungans are more of a splash subculture, but I think they could make it on their own.

Word.

Here we go!

2 Diversionary Tactics [Republic]
Condition • Support Area
Skirmish: Exert a [Republic] Human to make a Gungan strength +2, or exert a Gungan to make a [Republic] Human strength +2.
Regroup: Spot a Gungan and discard this condition to heal a [Republic] Human.
1U217

1 Electropike [Republic]
Possession • Hand Weapon
Strength +2
Bearer must be a Gungan.
While bearer is skirmishing a droid, bearer is damage +1.
1C218

0 Energy Boomba [Republic]
Possession • Ranged Weapon
Strength +1
Bearer must be a Gungan.
Crossfire: Discard this possession to make a Dark Side player wound a droid twice (you may add 3 to wound a droid twice instead).
1C219

2 Fambaa Shield Dome [Republic]
Condition • Support Area
To play, spot a Gungan.
Response: Add X [Republic] tokens here, where X is the minion archery total (limit once per crossfire phase).
Skirmish: If a Gungan is about to take a wound, remove a [Republic] token here to prevent that. Add 1 or discard this condition.
1U220

I already did this one. Very basic:
1 Gungan Energy Shield [Republic]
Possession • Shield
Bearer must be a Gungan.
The minion crossfire total is -1.
Response: If bearer is about to take a wound, discard this possession to prevent that.
1C222

2 Gungan Infantry [Republic]
Companion • Gungan
Strength-6
Vitality-3
Resistance-6
While bearing a shield possession, this companion may take only 1 wound per skirmish.
1C223

2 •Jar Jar, Bombad General [Republic]
Companion • Gungan
Strength-6
Vitality-3
Resistance-7
Each time the alliance moves, add 2 or discard a possession.
At the start of each of Jar Jar’s skirmishes, spot X possessions borne by him to discard X cards borne by minions he is skirmishing.
1R225

4 •Nass, Boss of Otoh Gunga [Republic]
Companion • Gungan
Strength-7
Vitality-4
Resistance-7
While you can spot 2 Gungans, Nass’s twilight cost is -2.
Skirmish: Exert Nass to make a Gungan strength +1 for each possession that Gungan bears (limit once per skirmish).
1U229

3 •Tarpals, Gungan Warrior [Republic]
Companion • Gungan
Strength-7
Vitality-3
Resistance-6
While you can spot a Gungan, Tarpals’ twilight cost is -1.
While bearing a possession, Tarpals is strength +1.
While skirmishing a droid, Tarpals is damage +1.
1C244

3 •Tarpals, Hardened Leader [Republic]
Companion • Gungan
Strength-7
Vitality-3
Resistance-6
While you can spot a Gungan, Tarpals’ twilight cost is -1.
Skirmish: Exert Tarpals to make him damage +X, where X is the number of other Gungans you can spot.
1R245

Well I think that’s all of the different subcultures. The Sith culture needs more work; I’ll head that way next.

Set Completion Count: 180/365 - 49%
Last edited by menace64 on Sat Dec 16, 2006 11:40 am; edited 1 time in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
sickofpalantirs
Posted: Fri Dec 15, 2006 7:58 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.
menace64 wrote:
To the Vong!

This culture, like Confederacy, likes skirmishing, except instead of swarming, the Vong employ a couple big beefy minions at a time. I decided that they’re strong at breaking down the spirit of the alliance, so expect lots of resistance droppers.



2 Formed in Their Fashion [Yuuzhan Vong]
Condition • Site
To play, spot a Yuuzhan Vong. Limit 1 per site.
While the alliance is in this region, each Yuuzhan Vong is strength +1 for each site condition you can spot.
Regroup: Remove 2 and exert a Yuuzhan Vong to transfer this condition to another site.
1R298
good

2 Hopeless [Yuuzhan Vong]
Event • Maneuver
Exert a Yuuzhan Vong to make an undestined companion strength -3 until the regroup phase (and lose all strength bonuses from weapons if that companion has resistance 3 or less).
1R300
I guess it works because of the high twilight cost.

5 Lah Assaulter [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-10
Vitality-3
Roaming-6
Fierce.
Each time this minion is assigned to a skirmish, make an undestined companion resistance -2 until the regroup phase.
1C301
OK I guess almost seems overpowered here how about exert him to do that. or would that be underpowered?

6 Lah Predator [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-11
Vitality-3
Roaming-6
Fierce.
Each time this minion is assigned to a companion with resistance 3 or less, it is damage +1 until the regroup phase.
Response: If this minion kills a companion in a skirmish, exert it twice to make the Light Side player assign it to an additional skirmish this site.
1R302
humm. almost to good. but the twilight balances I guess

4 Lah Shearer [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-9
Vitality-3
Roaming-6
While bearing a hand weapon, this minion is strength +2 and fierce.
Skirmish: If skirmishing a companion with resistance 3 or less, exert this minion to exert that companion.
1U303
you need to make some hand weapons. Smile

4 Lah Slasher [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-9
Vitality-3
Roaming-6
Duelist.
Assignment: Spot a companion with resistance 0 to assign this minion to that companion.
1R304
duelist eh? maybe up his twilight 1 and add a strength

1 Nowhere to Hide [Yuuzhan Vong]
Condition • Companion
Resistance -2
To play, exert a Yuuzhan Vong. Bearer must be an undestined companion. Limit 1 per companion.
While bearer has resistance 2 or less, at the start of each alliance phase, bearer must exert.
1U306
perfect boy these are great

2 Worthy Opponent [Yuuzhan Vong]
Condition • Support Area
Resistance -1
Skirmish: Transfer this condition to a companion a Yuuzhan Vong is skirmishing to make that Yuuzhan Vong strength +2. If that Yuuzhan Vong loses the skirmish, discard this condition.
1C322
very good.

Set Completion Count: 171/365 - 47%
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
menace64
Posted: Fri Dec 15, 2006 9:00 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
I think the Assaulter is all right, considering it can only target undestined companions.

I have the amphistaff already (and for this set that’s the only hand weapon).

1 Amphistaff [Yuuzhan Vong]
Possession • Hand Weapon
Bearer must be a Yuuzhan Vong.
At the start of the maneuver phase, until the regroup phase, you may make the minion crossfire total +1 or make bearer strength +2.
1C290

I’ll change the Slasher as you suggested.

---

News!

Today I worked out a mini-set idea called Battle of the Great Plains. What it is:

A boutique product printed in two deluxe starter decks, one Gungan-oriented and the other Trade Federation. The cover art would be Ceel and OOM-9, the respective leader of each army at the climax of The Phantom Menace.

I made a cardlist of 26 premium cards that would be found only in those decks, and I’ll work on that set after I finish A Wretched Hive (which has a fairly nice cardlist as of now).

More cards soon!
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
menace64
Posted: Fri Dec 15, 2006 9:30 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Now for a return to the Sith culture, which is all about the darker side of cards. Corrupting, dueling, and just being nasty to alliances.

6 •Asajj, Sith Assassin [Sith]
Minion • Rattataki
Strength-11
Vitality-3
Roaming-5
Fierce.
At the end of Asajj’s fierce skirmish, if you can spot another [Sith] minion, exert Asajj to kill the companion she is skirmishing.
1C249

0 Cloak of the Sith [Sith]
Possession • Cloak
Bearer must be a [Sith] minion.
While you can spot 4 burdens, bearer may not take wounds.
Skirmish: Discard this possession to make bearer a duelist until the regroup phase.
1R252

3 Dark Revelation [Sith]
Event • Response
If a burden is added, spot your [Sith] minion to add a burden.
"’No, Luke. I am your father.’"
1U254

2 Fulfilling His Destiny [Sith]
Event • Response
If a companion wins a skirmish, exert a [Sith] minion to add a burden.
1U264

4 Limitless Power! [Sith]
Event • Shadow
Toil 2.
Exert a [Sith] minion to discard the top 5 cards of your draw deck. The Light Side player must wound a companion for each [Sith] card discarded.
1R270

3 Overwhelmed [Sith]
Event • Skirmish
Exert a [Sith] minion bearing a lightsaber twice to make him or her strength +X, where X is the strength of the companion he or she is skirmishing.
1R276

8 •Palpatine, Galactic Emperor [Sith]
Minion • Human
Strength-15
Vitality-4
Roaming-5
Damage +1.
If you can spot another minion, Palpatine may not be assigned to a skirmish.
Skirmish: Exert Palpatine to make an [Imperial] minion strength +2.
Response: If a [Sith] minion wins a skirmish, exert Palpatine twice to add a burden.
1R277

1 Sidious’ Edict [Sith]
Condition • Support Area
Maneuver: Spot Palpatine or exert 2 minions to transfer this condition to a companion. While skirmishing an [Imperial] or [Sith] minion, bearer loses all damage bonuses.
1C282

Next time, I’ll cover all the Vader cards in the Sith culture.

Set Completion Count: 52% w00t! Over half-way there!
Last edited by menace64 on Sat Dec 16, 2006 11:43 am; edited 1 time in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
TheHobbit13
Posted: Fri Dec 15, 2006 9:33 pm
Joined: 27 Jul 2006 Posts: 1303 Location: minnesota
nice Cards Razz
If you like LOTR then maybe you would like redemption ccg PM me for more info
ingold55
Posted: Sat Dec 16, 2006 12:51 am
Joined: 10 Oct 2005 Posts: 1199 Location: Out on the front line
wow!!! *shocked silence* what page are the clones and jedi mainly on?

these are awsome cards!
sickofpalantirs
Posted: Sat Dec 16, 2006 8:35 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.
menace64 wrote:

3 •Absent in the Force [Yuuzhan Vong]
Condition • Support Area
To play, spot a Yuuzhan Vong.
While you can spot a Yuuzhan Vong, force powers may not be played and Yuuzhan Vong may not be the target of force powers.
Discard this condition at the end of the turn.
1R289
good.

2 Diversionary Tactics [Republic]
Condition • Support Area
Skirmish: Exert a [Republic] Human to make a Gungan strength +2, or exert a Gungan to make a [Republic] Human strength +2.
Regroup: Spot a Gungan and discard this condition to heal a [Republic] Human.
1U217
HIDAN? IMO the republic one should be 1 strength and the gungan one 2.

1 Electropike [Republic]
Possession • Hand Weapon
Strength +2
Bearer must be a Gungan.
While bearer is skirmishing a droid, bearer is damage +1.
1C218
fine by me droid should be bold though

0 Energy Boomba [Republic]
Possession • Ranged Weapon
Strength +1
Bearer must be a Gungan.
Crossfire: Discard this possession to make a Dark Side player wound a droid twice (you may add 3 to wound a droid twice instead).
1C219
almost exactly what i was thinking you should do wiht these GP.

2 Fambaa Shield Dome [Republic]
Condition • Support Area
To play, spot a Gungan.
Response: Add X [Republic] tokens here, where X is the minion archery total (limit once per crossfire phase).
Skirmish: Remove a [Republic] token here to make a Gungan strength +1. Add 1 or discard this condition.
1U220
how about remove 2 tokens to prevent a wound to a gungan instead of the second ability?

2 Gungan Infantry [Republic]
Companion • Gungan
Strength-6
Vitality-3
Resistance-6
While bearing a shield possession, this companion may take only 1 wound per skirmish.
1C223
fine by me

2 •Jar Jar, Bombad General [Republic]
Companion • Gungan
Strength-6
Vitality-3
Resistance-7
Each time the alliance moves, add 3 or discard a possession.
At the start of each of Jar Jar’s skirmishes, spot X possessions borne by him to discard X cards borne by minions he is skirmishing.
1R225
again fine. maybe make it add 2

4 •Nass, Boss of Otoh Gunga [Republic]
Companion • Gungan
Strength-7
Vitality-4
Resistance-7
While you can spot 2 Gungans, Nass’s twilight cost is -2.
Skirmish: Exert Nass to make a Gungan strength +1 for each possession that Gungan bears (limit once per skirmish).
1U229
I guess balanced considering that they can only bear 3 possession. give him resistance 6

3 •Tarpals, Gungan Warrior [Republic]
Companion • Gungan
Strength-7
Vitality-3
Resistance-6
While you can spot a Gungan, Tarpals’ twilight cost is -1.
While bearing a possession, Tarpals is strength +1.
While skirmishing a droid, Tarpals is damage +1.
1C244
perfect. almost to good for a common

3 •Tarpals, Hardened Leader [Republic]
Companion • Gungan
Strength-7
Vitality-3
Resistance-6
While you can spot a Gungan, Tarpals’ twilight cost is -1.
Skirmish: Exert Tarpals to make him damage +X, where X is the number of other Gungans you can spot.
1R245
again good.


Set Completion Count: 180/365 - 49%

half done almost!
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
sickofpalantirs
Posted: Sat Dec 16, 2006 8:41 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.
menace64 wrote:
Now for a return to the Sith culture, which is all about the darker side of cards. Corrupting, dueling, and just being nasty to alliances.

6 •Asajj, Sith Assassin [Sith]
Minion • Rattataki
Strength-11
Vitality-3
Roaming-5
Fierce.
At the end of Asajj’s fierce skirmish, if you can spot another [Sith] minion, exert Asajj to kill the companion she is skirmishing.
1C249
how about exert her twice. otherwise that is way overpowered and to kill an undestined companion she is skirmishing.


0 Cloak of the Sith [Sith]
Possession • Cloak
Bearer must be a [Sith] minion.
While you can spot 4 burdens, bearer may not take wounds.
Skirmish: Discard this possession to make bearer a duelist until the regroup phase.
1R252
sure,.

3 Dark Revelation [Sith]
Event • Response
If a burden is added, spot your [Sith] minion to add a burden.
"’No, Luke. I am your father.’"
1U254
good more burden stuff

2 Fulfilling His Destiny [Sith]
Event • Response
If a companion wins a skirmish, exert a [Sith] minion to add a burden.
1U264
yes back on track

4 Limitless Power! [Sith]
Event • Shadow
Toil 2.
Exert a [Sith] minion to discard the top 5 cards of your draw deck. The Light Side player must wound a companion for each [Sith] card revealed.
1R270
how about add a burden?

3 Overwhelmed [Sith]
Event • Skirmish
Exert a [Sith] minion bearing a lightsaber twice to make him or her strength +X, where X is the strength of the companion he or she is skirmishing.
1R276
ba ba ba ba Shocked oh the humanity

8 •Palpatine, Galactic Emperor [Sith]
Minion • Human
Strength-17
Vitality-4
Roaming-5
Damage +1.
If you can spot another minion, Palpatine may not be assigned to a skirmish.
Skirmish: Exert Palpatine to make an [Imperial] minion strength +2.
Response: If a [Sith] minion wins a skirmish, exert Palpatine twice to add a burden.
1R277
hum. cut his strength by 2

1 Sidious’ Edict [Sith]
Condition • Support Area
Maneuver: Spot Palpatine to transfer this condition to a companion. While skirmishing an [Imperial] or [Sith] minion, bearer loses all damage bonuses.
1C282
how about spot palpatine or exert 2 minions

Next time, I’ll cover all the Vader cards in the Sith culture.

Set Completion Count: 52% w00t! Over half-way there!

what was the hive expansion thing center on?
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
AnxiousChieftain
Posted: Sat Dec 16, 2006 8:43 am
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
I love the Sith cards!

One thing I noticed though:

Quote:
4 Limitless Power! [Sith]
Event • Shadow
Toil 2.
Exert a [Sith] minion to discard the top 5 cards of your draw deck. The Light Side player must wound a companion for each [Sith] card revealed.
1R270

Technically, I think you should either say: "...to discard the top 5 cards of your draw deck.... for each [Sith] card discarded." or "to revael the top 5 cards of your draw deck.... for each [Sith] card revealed."

That would make it more consistent.
MODS RULE. - lem0nhead

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