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DáinIronfoot
Posted: Wed Mar 07, 2007 12:22 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Mouth of Saruman wrote:
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.

I thougth about that myself. Everyone else who reviewed thought it was okay at 1, so that’s why I left it there.

Mouth of Saruman wrote:
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).

I like that idea. Will do.

Mouth of Saruman wrote:
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."

I see where you’re coming from, but I don’t want a situtation where he could get to exert twice. Having text that allows exhausting like that might SEEM like no big deal, but the FP player could get unintended benefits if they could intentionally exhaust him. Imagine if an Elven version of End of the Game ever came out....

Mouth of Saruman 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!’”

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."

The last one lets you exert twice. This one’s worse: that would set up an infinite loop. It only spots, so you could do it over and over and heal up the whole fellowship. I think it’s okay as is. Smile

Anonymous Prodigy wrote:
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.

Yeah? Okay.

Mouth of Saruman wrote:
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.

Hmm. Okay, I’ll change it.

Thanks, guys! Very Happy
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: Wed Mar 07, 2007 12:35 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Dáin’s DC Duos #77

Well Uncle Dáin is home sick today, so I won’t be posting as much as usual. But I’m a trooper...no flu is going to keep me from posting my Duos! Very Happy

We’ve had a lot more Green Elf companions than we have Green Elf conditions and events thus far. Let’s fix that. Here’s some direct exerting and wounding. You don’t want to mess with those Wood-elves in their domain. Twisted Evil Enjoy!

2 Realm of the Elvenking Green
Event • Maneuver
If the fellowship is at a forest, exert a Green Elf to exert a minion (or wound a Green minion). Then you may exert a Green companion and spot two other Green companions to return this card to your hand.
“‘It is a crime to wander in my realm without leave. Do you forget that you were in my kingdom, using the road that my people made? Did you not three times pursue and trouble my people in the forest and ’rouse the spiders with your riot and clamour?’”

Their familiarity with the minions of Mirkwood make the Wood-elves the perfect weapon to use against such minions. This is only partially effective against all the Green Spiders, since they (like Shelob) have high vitality. But it can wreak Green Orcs and even the occasional Green Nazgûl. Twisted Evil

Also of note: since the second part of this card isn’t specific to Green Elves, you can throw in Beorn or Green companions of other races to help out, too. After all, they know the woods pretty well, and we all know Beorn terrifies Orcs of the mountains and the woods alike. Very Happy

2 Pursued Closely Green
Event • Regroup
To play, spot 2 Green Elves.
If the fellowship is at a battleground, forest, or underground site, spot X Elf companions to wound X minions.
“Then dismay fell on the Goblins and they fled in all directions....those that came hardly to the Wood-elves’ realm were there slain, or drawn in to die in the trackless dark of Mirkwood.”

This one is notable not so much because of what it does, but because of what sites it does it with. Forests are nothing new for Elves, and they work pretty well with battlegrounds already, too. But underground sites? Elves? This makes a pretty good case for throwing a Green Elf or two in with your Elven Elves. At least, I HOPE it does!

Maybe more cards later, depending on A.) reviews for these and B.) how I’m feeling. Neutral
Last edited by DáinIronfoot on Wed Mar 07, 2007 5:23 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!
NBarden
Posted: Wed Mar 07, 2007 12:37 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
DáinIronfoot wrote:
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!

2 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.”

Nice, maybe change it to twilight cost, because then it would be harder to capture Sauron than Shelob.

Oh, and maybe make it harder to pull off or shift the phase to the regroup.


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.’”

Nice

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.
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DáinIronfoot
Posted: Wed Mar 07, 2007 3:49 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
NBarden wrote:
DáinIronfoot wrote:
2 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.”

Nice, maybe change it to twilight cost, because then it would be harder to capture Sauron than Shelob.

Oh, and maybe make it harder to pull off or shift the phase to the regroup.

Now that I’ve thought about it, I’m loathe to do that because that would eliminate capturing any minion over 8, and more than likely, any minion over 4 or 5. I like vitality better, truthfully.

But I’ll make a couple changes to make it harder. I think what I’ll do is limit it to 4 vitality or less. That takes out big minions like Sauron, Shelob, and many trolls, but leaves more realistic captures (like Orcs, Uruks, Gollum, etc.) in play.

No comments on #77 yet? I’m a little surprised. So, for incentive, GP to anyone who reviews it. I’d like to get #78 up today, if at all possible.
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: Wed Mar 07, 2007 4:03 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
DáinIronfoot wrote:
Dáin’s DC Duos #77

Well Uncle Dáin is home sick today, so I won’t be posting as much as usual. But I’m a trooper...no flu is going to keep me from posting my Duos! Very Happy

We’ve had a lot more Green Elf companions than we have Green Elf conditions and events thus far. Let’s fix that. Here’s some direct exerting and wounding. You don’t want to mess with those Wood-elves in their domain. Twisted Evil Enjoy!

2 Realm of the Elvenking Green
Event • Maneuver
If the fellowship is at a forest, exert a Green Elf to exert a minion (or wound a Green minion). You may spot 3 Green companions and exert one of them to return this card to your hand.
“‘It is a crime to wander in my realm without leave. Do you forget that you were in my kingdom, using the road that my people made? Did you not three times pursue and trouble my people in the forest and ’rouse the spiders with your riot and clamour?’”

Aha! We’re getting into dealing with the Green minions now, eh? Nice. Oh, and rephrase it Exert a Green companion and spot two other Green companions. Oh, and in case you didn’t know how it ties in with your other cards, you can repeat this to exert Shelob 4 times, and then capture her with your vitality card, because she only has 4 vitality. Just wondering if you knew that, it would slam NG.

Their familiarity with the minions of Mirkwood make the Wood-elves the perfect weapon to use against such minions. This is only partially effective against all the Green Spiders, since they (like Shelob) have high vitality. But it can wreak Green Orcs and even the occasional Green Nazgûl. Twisted Evil

Green NAZGUL!?!?!?!?!? Dancing

Also of note: since the second part of this card isn’t specific to Green Elves, you can throw in Beorn or Green companions of other races to help out, too. After all, they know the woods pretty well, and we all know Beorn terrifies Orcs of the mountains and the woods alike. Very Happy

2 Pursued Closely Green
Event • Regroup
To play, spot 2 Green Elves.
If the fellowship is at a battleground, forest, or underground site, spot X Elf companions to wound X minions.
“Then dismay fell on the Goblins and they fled in all directions....those that came hardly to the Wood-elves’ realm were there slain, or drawn in to die in the trackless dark of Mirkwood.”

Sweet. This card is awesome. Now you definitely have to switch that capturing card to the regroup phase, minion vitality lowering? Killer. Capturing Gollum and Shelob would REALLY throw a wrench into the NG strategy. Twisted Evil

This one is notable not so much because of what it does, but because of what sites it does it with. Forests are nothing new for Elves, and they work pretty well with battlegrounds already, too. But underground sites? Elves? This makes a pretty good case for throwing a Green Elf or two in with your Elven Elves. At least, I HOPE it does!

Maybe more cards later, depending on A.) reviews for these and B.) how I’m feeling. Neutral


Hope you feel better soon.
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DáinIronfoot
Posted: Wed Mar 07, 2007 5:07 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
NBarden wrote:
DáinIronfoot wrote:
2 Realm of the Elvenking Green
Event • Maneuver
If the fellowship is at a forest, exert a Green Elf to exert a minion (or wound a Green minion). You may spot 3 Green companions and exert one of them to return this card to your hand.
“‘It is a crime to wander in my realm without leave. Do you forget that you were in my kingdom, using the road that my people made? Did you not three times pursue and trouble my people in the forest and ’rouse the spiders with your riot and clamour?’”

Aha! We’re getting into dealing with the Green minions now, eh? Nice. Oh, and rephrase it Exert a Green companion and spot two other Green companions. Oh, and in case you didn’t know how it ties in with your other cards, you can repeat this to exert Shelob 4 times, and then capture her with your vitality card, because she only has 4 vitality. Just wondering if you knew that, it would slam NG.

I know. Twisted Evil

I changed the wording as you suggested.

NBarden wrote:
DáinIronfoot wrote:
Their familiarity with the minions of Mirkwood make the Wood-elves the perfect weapon to use against such minions. This is only partially effective against all the Green Spiders, since they (like Shelob) have high vitality. But it can wreak Green Orcs and even the occasional Green Nazgûl. Twisted Evil

Green NAZGUL!?!?!?!?!? Dancing

No less than three, in fact. Very Happy

NBarden wrote:
DáinIronfoot wrote:
2 Pursued Closely Green
Event • Regroup
To play, spot 2 Green Elves.
If the fellowship is at a battleground, forest, or underground site, spot X Elf companions to wound X minions.
“Then dismay fell on the Goblins and they fled in all directions....those that came hardly to the Wood-elves’ realm were there slain, or drawn in to die in the trackless dark of Mirkwood.”

Sweet. This card is awesome. Now you definitely have to switch that capturing card to the regroup phase, minion vitality lowering? Killer. Capturing Gollum and Shelob would REALLY throw a wrench into the NG strategy. Twisted Evil

Nah. I don’t want it to be THAT easy. Having Realm of the Elvenking helping out with Enchanted’s capturing it quite enough, I think. This card’s more focused on finishing off minions that live through the skirmish phase.

GP for your review, as promised. Anyone else? GP for reviews of this Duo! Going once, going twice....
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: Wed Mar 07, 2007 5:07 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:
Dáin’s DC Duos #77
2 Realm of the Elvenking Green
Event • Maneuver
If the fellowship is at a forest, exert a Green Elf to exert a minion (or wound a Green minion). You may exert a Green companion and spot two other Green companions to return this card to your hand.
“‘It is a crime to wander in my realm without leave. Do you forget that you were in my kingdom, using the road that my people made? Did you not three times pursue and trouble my people in the forest and ’rouse the spiders with your riot and clamour?’”
it sounds like a assignment event to me. Don’t know why, it is probably better the way it is

2 Pursued Closely Green
Event • Regroup
To play, spot 2 Green Elves.
If the fellowship is at a battleground, forest, or underground site, spot X Elf companions to wound X minions.
“Then dismay fell on the Goblins and they fled in all directions....those that came hardly to the Wood-elves’ realm were there slain, or drawn in to die in the trackless dark of Mirkwood.”

works for me
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Mouth of Saruman
Posted: Wed Mar 07, 2007 5:16 pm
Joined: 14 Feb 2007 Posts: 190 Location: Orthanc
DáinIronfoot wrote:
2 Realm of the Elvenking Green
Event • Maneuver
If the fellowship is at a forest, exert a Green Elf to exert a minion (or wound a Green minion). You may exert a Green companion and spot two other Green companions to return this card to your hand.
“‘It is a crime to wander in my realm without leave. Do you forget that you were in my kingdom, using the road that my people made? Did you not three times pursue and trouble my people in the forest and ’rouse the spiders with your riot and clamour?’”


Perfect.

DáinIronfoot wrote:
2 Pursued Closely Green
Event • Regroup
To play, spot 2 Green Elves.
If the fellowship is at a battleground, forest, or underground site, spot X Elf companions to wound X minions.
“Then dismay fell on the Goblins and they fled in all directions....those that came hardly to the Wood-elves’ realm were there slain, or drawn in to die in the trackless dark of Mirkwood.”


Another good card. No complaints today. Hope you feel better!
AnxiousChieftain
Posted: Wed Mar 07, 2007 5:20 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
DáinIronfoot wrote:
2 Realm of the Elvenking Green
Event • Maneuver
If the fellowship is at a forest, exert a Green Elf to exert a minion (or wound a Green minion). You may exert a Green companion and spot two other Green companions to return this card to your hand.
“‘It is a crime to wander in my realm without leave. Do you forget that you were in my kingdom, using the road that my people made? Did you not three times pursue and trouble my people in the forest and ’rouse the spiders with your riot and clamour?’”

Cool. A bit powerful, but I think it balances out with all the exertions and twilight flowing around.

The only thing I would change is the wording: "Then you may exert a Green companion and spot two other..."

DáinIronfoot wrote:
2 Pursued Closely Green
Event • Regroup
To play, spot 2 Green Elves.
If the fellowship is at a battleground, forest, or underground site, spot X Elf companions to wound X minions.
“Then dismay fell on the Goblins and they fled in all directions....those that came hardly to the Wood-elves’ realm were there slain, or drawn in to die in the trackless dark of Mirkwood.”

Awesome!

- AC
MODS RULE. - lem0nhead
Pipeweed
Posted: Wed Mar 07, 2007 5:23 pm
Joined: 14 Jun 2006 Posts: 1010 Location: Earth (I think)
DainIronfoot wrote:
2 Pursued Closely Green
Event • Regroup
To play, spot 2 Green Elves.
If the fellowship is at a battleground, forest, or underground site, spot X Elf companions to wound X minions.
“Then dismay fell on the Goblins and they fled in all directions....those that came hardly to the Wood-elves’ realm were there slain, or drawn in to die in the trackless dark of Mirkwood.”


This is perfect! I want this card! You’ve really got a talent for DC’s. Keep it up!

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