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DáinIronfoot
Posted: Tue Apr 24, 2007 8:41 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Dáin’s DC Duos #172

Well, I just updated The Road Ahead with some simple pumps for Gandalf, so let’s do the same here with Green minions. Twisted Evil Enjoy!

1 Disquieting News Green
Event • Skirmish
Make a Green Orc strength +2 (or +4 if you can spot a Green Nazgûl or Sauron).
“Hoping to alarm his enemies and disturb their counsels with the fear of war (which he did intend to make for some time), he attacked Thranduil and Gondor at the same time.”

1 Anger and Alarm Green
Event • Skirmish
Make a Green minion strength +1 for each threat you can spot (limit +4).
“He resolved to use the Ringwraiths as soon as he could, for speed rather than secrecy was now important.”

I almost threw in the "(except a Spider)" phrase I’m sure you all are getting sick of by now, but in the end, I decided to make the rare exception among Green Shadow cards: it works for ANY Green minion...Spiders included. Very Happy
Last edited by DáinIronfoot on Tue Apr 24, 2007 12:58 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!
Anonymous Prodigy
Posted: Tue Apr 24, 2007 8:44 am
Joined: 10 Jan 2006 Posts: 4197 Location: United States
DáinIronfoot wrote:
1 Disquieting News Green
Event • Skirmish
Make a Green Orc strength +2 (or +4 if you can spot a Green Nazgûl or Sauron).
“Hoping to alarm his enemies and disturb their counsels with the fear of war (which he did intend to make for some time), he attacked Thranduil and Gondor at the same time.”

Neat. Smile

DáinIronfoot wrote:
1 Anger and Alarm Green
Event • Skirmish
Make a [Mirkwood] minion strength +1 for each threat you can spot (limit +5).
“He resolved to use the Ringwraiths as soon as he could, for speed rather than secrecy was now important.”

Sweet! Very Happy
I had to put something here.
Eomer3rdMarshal
Posted: Tue Apr 24, 2007 9:47 am
Joined: 14 Apr 2006 Posts: 163 Location: Riding free in the Westfold
DáinIronfoot wrote:
Dáin’s DC Duos #172

Well, I just updated The Road Ahead with some simple pumps for Gandalf, so let’s do the same here with Green minions. Twisted Evil Enjoy!

1 Disquieting News Green
Event • Skirmish
Make a Green Orc strength +2 (or +4 if you can spot a Green Nazgûl or Sauron).
“Hoping to alarm his enemies and disturb their counsels with the fear of war (which he did intend to make for some time), he attacked Thranduil and Gondor at the same time.”

1 Anger and Alarm Green
Event • Skirmish
Make a Green minion strength +1 for each threat you can spot (limit +5).
“He resolved to use the Ringwraiths as soon as he could, for speed rather than secrecy was now important.”

I almost threw in the "(except a Spider)" phrase I’m sure you all are getting sick of by now, but in the end, I decided to make the rare exception among Green Shadow cards: it works for ANY Green minion...Spiders included. Very Happy


What can I say? These are good, standard pumps.
"Forth Eorlingas!"
DáinIronfoot
Posted: Tue Apr 24, 2007 10:35 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Excellent. On we go, then!

Dáin’s DC Duos #173

Here’s a couple "Wood-orcs" that get better under the right circumstances...namely, in region 3. They age like fine wine, I suppose. Razz Enjoy!

2 Tower Guard of Amon Lanc Green
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Lurker. Hunter 1.
While this minion is not roaming, it is strength +2.
“‘I don’t advise you to go anywhere near the places overlooked by his dark tower!’”

2 Dol Guldur Sentry Green
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Hunter 1.
When played in region 3, this minion’s twilight cost is -1.
“‘They guard it always....’”
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!
Anonymous Prodigy
Posted: Tue Apr 24, 2007 10:39 am
Joined: 10 Jan 2006 Posts: 4197 Location: United States
DáinIronfoot wrote:
2 Tower Guard of Amon Lanc Green
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Lurker. Hunter 1.
While this minion is not roaming, it is strength +2.
“‘I don’t advise you to go anywhere near the places overlooked by his dark tower!’”

Powerful, but it seems balanced. Thumbs Up

DáinIronfoot wrote:
2 Dol Guldur Sentry Green
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Hunter 1.
When played in region 3, this minion’s twilight cost is -1.
“‘They guard it always....’”

Sweet! Very Happy
I had to put something here.
sickofpalantirs
Posted: Tue Apr 24, 2007 12:27 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 #172

Well, I just updated The Road Ahead with some simple pumps for Gandalf, so let’s do the same here with Green minions. Twisted Evil Enjoy!

1 Disquieting News Green
Event • Skirmish
Make a Green Orc strength +2 (or +4 if you can spot a Green Nazgûl or Sauron).
“Hoping to alarm his enemies and disturb their counsels with the fear of war (which he did intend to make for some time), he attacked Thranduil and Gondor at the same time.”
nice and basic

1 Anger and Alarm Green
Event • Skirmish
Make a Green minion strength +1 for each threat you can spot (limit +5).
“He resolved to use the Ringwraiths as soon as he could, for speed rather than secrecy was now important.”

make it only +4 IMHO
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: Tue Apr 24, 2007 12:30 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:

2 Tower Guard of Amon Lanc Green
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Lurker. Hunter 1.
While this minion is not roaming, it is strength +2.
“‘I don’t advise you to go anywhere near the places overlooked by his dark tower!’”
IMHO cut the lurker, replace with muster.

2 Dol Guldur Sentry Green
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Hunter 1.
When played in region 3, this minion’s twilight cost is -1.
“‘They guard it always....’”

nice
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
Eomer3rdMarshal
Posted: Tue Apr 24, 2007 12:59 pm
Joined: 14 Apr 2006 Posts: 163 Location: Riding free in the Westfold
DáinIronfoot wrote:
Excellent. On we go, then!

Dáin’s DC Duos #173

Here’s a couple "Wood-orcs" that get better under the right circumstances...namely, in region 3. They age like fine wine, I suppose. Razz Enjoy!

2 Tower Guard of Amon Lanc Green
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Lurker. Hunter 1.
While this minion is not roaming, it is strength +2.
“‘I don’t advise you to go anywhere near the places overlooked by his dark tower!’”

Lurker doesn’t really do anything for him. Muster seems bland to me as well... What about tracker?

2 Dol Guldur Sentry Green
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Hunter 1.
When played in region 3, this minion’s twilight cost is -1.
“‘They guard it always....’”

Nice! He could probably afford to be 7 strength, though, because for most of the game he’ll cost 4.
"Forth Eorlingas!"
DáinIronfoot
Posted: Tue Apr 24, 2007 1:09 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
sickofpalantirs wrote:
DáinIronfoot wrote:

2 Tower Guard of Amon Lanc Green
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Lurker. Hunter 1.
While this minion is not roaming, it is strength +2.
“‘I don’t advise you to go anywhere near the places overlooked by his dark tower!’”

IMHO cut the lurker, replace with muster.

Eomer3rdMarshal wrote:
Lurker doesn’t really do anything for him. Muster seems bland to me as well... What about tracker?

Hmmm. Think Muster would be okay, but tracker doesn’t really fit this guy, because as a tower guard, he doesn’t go hunting through the forest like many other Green Orcs do. In fact, that’s the very reason I made him a lurker (and partially why he has the text he does)...he stays put as kind of the last line of defense.

So, is it okay to keep lurker, or should I shake him up and try to come up with something else?
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 Apr 24, 2007 1:33 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Dáin’s DC Duos #174

Well while we debate and decide what to do with Tower Guard of Amon Lanc, here’s the last Green "Orc-pimping" cards I plan on posting today. This "duo"--and the next--will actually be a trio, since it seems difficult to split up the three cards found in each. You’ll understand when you see them. Enjoy!

1 Dol Guldur Blade Green
Possession • Hand Weapon
Strength +1
Bearer must be a Green minion (except a Spider).
While you can spot 2 threats, bearer gains hunter 1.
While you can spot 4 threats, bearer is damage +1.
Using the crudest of materials, the orcs of Dol Guldur forged the crudest of weapons.

The basic weapon of the Green Shadow culture, bearable by Orcs, of course, but also by Green Nazgûl (giving them an alternative to the unique Sword of Amon Lanc) and even Sauron himself if you so choose. Spiders will get their own toys to play with; for everyone else, this weapon is a great option.

1 Mirkwood Axe Green
Possession • Hand Weapon
Strength +2
Bearer must be a Green Orc.
Skirmish: Exert bearer to make bearer damage +1.
Often used for keeping the woods around Amon Lanc under control, the axes of Dol Guldur were just as effective at hewing their enemies.

And here’s another choice, but for Orcs only this time. That’s okay though, because in most cases, this is the better overall option for them anyway, especially if they have an extra vitality or two to devote to pumping up those damage bonuses.

1 Dol Guldur Bow Green
Possession • Ranged Weapon
To play, spot a Green Orc.
Bearer must be an Orc. Bearer gains hunter 1. You may exert bearer only once each turn.
Archery: Exert bearer to add 1 to the minion archery total.
Skirmish: Exert bearer to make bearer strength +1.

Man, I feel like Decipher making up all these non-canon possessions. Razz In truth, there’s no evidence that Mirkwood Orcs used bows (or even swords or axes, for that matter), but it seems to make sense given their hunting nature and similar tactics to the goblins of Moria.

Like I said, look for three cards next time, too! Mr. Green
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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