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DáinIronfoot
Posted: Tue Feb 13, 2007 11:28 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
AnxiousChieftain wrote:
2 •Grima, Deceitful Spy Isengard
Minion • Man
Strength: 4
Vitality: 3
Site Number: 3
Maneuver: Exert Grima to reveal the Free Peoples player’s hand. You may exert Grima again to discard a Shadow card revealed.

That’s very neat. Revealing hands and discarding isn’t particularly new, but a minion discarding Shadow cards? Very cool. Have a GP.

AnxiousChieftain wrote:
2 •Grip, Fang, and Wolf Shire
Follower
Strength +1
Aid - Add 2 threats.
To play, spot 2 Hobbits.
Bearer is strength +1 for each card with a Shire token on it (limit +4).

Nifty.

AnxiousChieftain wrote:
1 •Pippin, Fool of a TookNOLINK Shire
Companion • Hobbit
Strength: 3
Vitality: 4
Resistance: 9
When you play Pippin (except in your starting fellowship), you may add 2 threats to draw 2 cards.
Fellowship: Add X threats to reveal the top X cards of your draw deck. Rearrange them in any order.

Maybe it would be better to say "replace them in any order". *shrug* Not sure. I like the idea, though.
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 Feb 14, 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.
AnxiousChieftain wrote:

2 •Grima, Deceitful Spy Isengard
Minion • Man
Strength: 4
Vitality: 3
Site Number: 3
Maneuver: Exert Grima to reveal the Free Peoples player’s hand. You may exert Grima again to discard a Shadow card revealed.
its OK, but not really worth it IMO. i would make it, either remove 2, or a burden to discard the shadow card so you can do it twice.

2 •Grip, Fang, and Wolf Shire
Follower
Strength +1
Aid - Add 2 threats.
To play, spot 2 Hobbits.
Bearer is strength +1 for each card with a Shire token on it (limit +4).
I just realized something, you need some lore and some of your cards. right now they seem well, bare. who were these guys/things again? also hobbit followers always seem to transfer with burdens.

1 •Pippin, Fool of a TookNOLINK Shire
Companion • Hobbit
Strength: 3
Vitality: 4
Resistance: 9
When you play Pippin (except in your starting fellowship), you may add 2 threats to draw 2 cards.
Fellowship: Add X threats to reveal the top X cards of your draw deck. Rearrange them in any order.

it works.
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: Wed Feb 14, 2007 8:05 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
DáinIronfoot wrote:
AnxiousChieftain wrote:
1 •Pippin, Fool of a TookNOLINK Shire
Companion • Hobbit
Strength: 3
Vitality: 4
Resistance: 9
When you play Pippin (except in your starting fellowship), you may add 2 threats to draw 2 cards.
Fellowship: Add X threats to reveal the top X cards of your draw deck. Rearrange them in any order.

Maybe it would be better to say "replace them in any order". *shrug* Not sure. I like the idea, though.

Yeah, that’s better. I had a hunch I had a small mistake in there somewhere...

sickofpalantirs wrote:
AnxiousChieftain wrote:
2 •Grima, Deceitful Spy Isengard
Minion • Man
Strength: 4
Vitality: 3
Site Number: 3
Maneuver: Exert Grima to reveal the Free Peoples player’s hand. You may exert Grima again to discard a Shadow card revealed.

its OK, but not really worth it IMO. i would make it, either remove 2, or a burden to discard the shadow card so you can do it twice.

I dunno... revealing the Freep’s hand is pretty good as it is, and discarding any Shadow card can cripple a strategy. I was actually a bit afraid that he was overpowered.

sickofpalantirs wrote:
AnxiousChieftain wrote:
2 •Grip, Fang, and Wolf Shire
Follower
Strength +1
Aid - Add 2 threats.
To play, spot 2 Hobbits.
Bearer is strength +1 for each card with a Shire token on it (limit +4).

I just realized something, you need some lore and some of your cards. right now they seem well, bare. who were these guys/things again? also hobbit followers always seem to transfer with burdens.


A) I don’t have time to research lore at the moment, but when I compile a complete spoiler list of the set I might add lore to everything.
B) Grip, Fang, and Wolf are the names of Farmer Maggot’s dogs.
C) Yeah, I was wondering if anyone would notice that. Do you think it’d be better if it added burdens? Right now I’ll change it to add 1 burden, but if you think 2 burdens is better then just let me know.

Thanks for the reviews!

0 •Well-earned Comforts Shire
Condition • Support Area
When you play this condition, you may spot an unbound Hobbit to add a Shire token here.
Regroup: Remove a Shire token from here or discard this condition to remove a threat.

1 •Merry, Young Rascal Shire
Companion • Hobbit
Strength: 3
Vitality: 4
Resistance: 9
When you play Merry, you may reinforce a Shire token.
Fellowship: Remove 2 Shire tokens from a condition to heal Merry or Pippin.
MODS RULE. - lem0nhead
DáinIronfoot
Posted: Thu Feb 15, 2007 11:39 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
AnxiousChieftain wrote:
C) Yeah, I was wondering if anyone would notice that. Do you think it’d be better if it added burdens? Right now I’ll change it to add 1 burden, but if you think 2 burdens is better then just let me know.

Actually, I like it with the threats. I noticed too, but I thought it was a nice touch. The big dogs are a lot different than your typical Shire follower, and I think threats is more appropriate for them than burdens. But perhaps that’s just me.

AnxiousChieftain wrote:
0 •Well-earned Comforts Shire
Condition • Support Area
When you play this condition, you may spot an unbound Hobbit to add a Shire token here.
Regroup: Remove a Shire token from here or discard this condition to remove a threat.

Good! Works well with Grip, Fang, and Wolf if you stick with threats for them.

AnxiousChieftain wrote:
1 •Merry, Young Rascal Shire
Companion • Hobbit
Strength: 3
Vitality: 4
Resistance: 9
When you play Merry, you may reinforce a Shire token.
Fellowship: Remove 2 Shire tokens from a condition to heal Merry or Pippin.

Also very good. No complaints.

Good cards!
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: Thu Feb 15, 2007 6:37 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
DáinIronfoot wrote:
AnxiousChieftain wrote:
C) Yeah, I was wondering if anyone would notice that. Do you think it’d be better if it added burdens? Right now I’ll change it to add 1 burden, but if you think 2 burdens is better then just let me know.

Actually, I like it with the threats. I noticed too, but I thought it was a nice touch. The big dogs are a lot different than your typical Shire follower, and I think threats is more appropriate for them than burdens. But perhaps that’s just me.

Cool, I had the same thoughts. It’s switched back to normal now. Cool

Last 3 Shire cards:

1 •Pippin’s Pipe Shire
Possession • Pipe
Bearer must be a Hobbit.
Fellowship: If bearer is Pippin, discard a pipeweed and spot X pipes to reinforce X Shire tokens.

1 Southern Star Shire
Possession • Support Area
Pipeweed.
When you play this possession, you may exert a Hobbit to reinforce a Shire token.

2 •Well-farmed Countryside Shire
Condition • Support Area
To play, spot 3 Hobbits.
When you play this condition, you may add a Shire token here for each forest and dwelling on the adventure path you can spot.
At the start of each fellowship phase, you may remove 3 tokens from here to take a Shire card into hand from your discard pile.
Last edited by AnxiousChieftain on Sat Feb 17, 2007 11:34 am; edited 2 times in totalMODS RULE. - lem0nhead
Mouth of Saruman
Posted: Thu Feb 15, 2007 7:41 pm
Joined: 14 Feb 2007 Posts: 190 Location: Orthanc
I must say, it is good to see your dream cards again, Anxious. Mr. Green

AnxiousChieftain wrote:
1 •Pippin’s Pipe Shire
Possession • Pipe
Bearer must be a Hobbit.
Fellowship: If bearer is Pippin, add 2 threats, discard a pipeweed, and spot X pipes to reinforce X Shire tokens.


I don’t know how popular pipes and pipeweeds have become, but isn’t the fellowship action a bit steep? Personally I’d drop the threat requirements; if playing Standard, you wouldn’t see any other pipes (Rise of Saruman notwithstanding, of course). All of the old pipes merely required discarding a pipeweed and spotting X pipes to fulfill the action.

AnxiousChieftain wrote:
1 Southern Star Shire
Possession • Support Area
Pipeweed.
When you play this possession, you may exert a Hobbit to reinforce a Shire token.


Nice. No complaints. Smile

AnxiousChieftain wrote:
3 •Well-farmed Countryside Shire
Condition • Support Area
To play, spot 3 Hobbits.
When you play this condition, you may add a Shire token here for each forest and dwelling on the adventure path you can spot.
At the start of each fellowship phase, you may remove 3 tokens from here to take a Shire card into hand from your discard pile.


I’m tempted to suggest that you lower the cost by 1...still, a very good card. I see things haven’t changed. Very Happy
sickofpalantirs
Posted: Thu Feb 15, 2007 9:52 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.
AnxiousChieftain wrote:


Thanks for the reviews!

0 •Well-earned Comforts Shire
Condition • Support Area
When you play this condition, you may spot an unbound Hobbit to add a Shire token here.
Regroup: Remove a Shire token from here or discard this condition to remove a threat.
with G,F,aW a burden would be fine I think if you dropped the limit a bit. this card is great, after reading D,I’s comments, i guess threats could work, I just think burdens sound better.

1 •Merry, Young Rascal Shire
Companion • Hobbit
Strength: 3
Vitality: 4
Resistance: 9
When you play Merry, you may reinforce a Shire token.
Fellowship: Remove 2 Shire tokens from a condition to heal Merry or Pippin.

again great. wait how about to make it interesting reinforce a shire token for each shire follower you can spot? or something like that. again just a spammer’s opinion.
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
Anonymous Prodigy
Posted: Fri Feb 16, 2007 8:57 am
Joined: 10 Jan 2006 Posts: 4197 Location: United States
AnxiousChieftain wrote:
1 •Pippin’s Pipe Shire
Possession • Pipe
Bearer must be a Hobbit.
Fellowship: If bearer is Pippin, add 2 threats, discard a pipeweed, and spot X pipes to reinforce X Shire tokens.

Balanced, yet useful. Nice card!

AnxiousChieftain wrote:
1 Southern Star Shire
Possession • Support Area
Pipeweed.
When you play this possession, you may exert a Hobbit to reinforce a Shire token.

Sweet. Period.

AnxiousChieftain wrote:
3 •Well-farmed Countryside Shire
Condition • Support Area
To play, spot 3 Hobbits.
When you play this condition, you may add a Shire token here for each forest and dwelling on the adventure path you can spot.
At the start of each fellowship phase, you may remove 3 tokens from here to take a Shire card into hand from your discard pile.

Nice card, although I would lower the cost to 2. Good cards! Applause
I had to put something here.
AnxiousChieftain
Posted: Sat Feb 17, 2007 11:33 am
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Well-farmed Countryside now costs 2 instead of 3, and Pippin’s Pipe dropped the threats.

Gondor is coming soon! And after that, Men and Gollum will finish up the set.

- AC
MODS RULE. - lem0nhead
AnxiousChieftain
Posted: Sat Feb 17, 2007 10:24 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Knight cards:

2 •Denethor, Son of Ecthelion Gondor
Companion • Man
Strength: 8
Vitality: 3
Resistance: 5
Knight.
Each minion bearing a fortification is strength -1.
Fellowship: Exert Denethor twice to play a fortification from your draw deck.

4 •Minas Tirith Garrison Gondor
Companion • Man
Strength: 8
Vitality: 3
Resistance: 6
Knight. To play, spot 2 knights or exert a Gondor Man.
Each time the fellowship moves during the regroup phase, you may discard X fortifications to heal X knights and remove [X].

2 Strength to Challenge Gondor
Event • Regroup
Exert a Gondor knight to discard each minion bearing a fortification.

2 •Tower of Ecthelion Gondor
Condition • Support Area
Strength -2
Fortification.
When you play this fortification, you may remove a Gondor token from a condition to heal a Gondor knight.
Maneuver: Spot 2 knights or exert a Gondor Man to transfer this condition to a minion.
Last edited by AnxiousChieftain on Sun Feb 18, 2007 8:55 am; edited 1 time in totalMODS RULE. - lem0nhead

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