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legoles3333
Posted: Tue Apr 24, 2007 1:34 pm
Joined: 28 Nov 2006 Posts: 861 Location: In a place that is beyond your imagination
DáinIronfoot wrote:
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.

good

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.

sweet ability

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.

kewl

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
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elf lvr
Posted: Tue Apr 24, 2007 4:55 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
DáinIronfoot wrote:
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.
Nice!

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.
Ah! Reminiscent of Moria Axe. Dearly loved that Moria culture. I love this card.

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.
Odd... but cool! I like!

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
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sickofpalantirs
Posted: Wed Apr 25, 2007 6:35 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.
DáinIronfoot wrote:
Dáin’s DC Duos #174

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.
sure .

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.
sure

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.

sure Wink
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DáinIronfoot
Posted: Wed Apr 25, 2007 8:25 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Dáin’s DC Duos #175

Okay, let’s get into some more interesting stuff the Wood-orcs can do. Like capturing...and then torturing the prisoners. Twisted Evil As mentioned before, you get three cards in this "duo", since they all tie together. Enjoy!

4Dol Guldur Taskmaster Green
Minion • Orc
Strength: 8
Vitality: 3
Site: 7
Damage +1.
Shadow: Exert this minion and spot another Green minion (except a Spider) to wound a character you have captured.
“...and chuckled and laughed in their horrible stony voices....”

1 Dol Guldur Tormentor Green
Minion • Orc
Strength: 5
Vitality: 1
Site: 7
If this minion is not roaming, it gains hunter 1.
This minion is strength +1 for each wounded character you have captured.
“The goblins were very rough, and pinched unmercifully....”

2 Mirkwood Ambusher Green
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Lurker. Tracker. Hunter 1.
Regroup: Exert this minion to capture an unbound companion.
“...cruel and evil creatures laid there their snares.”

Oh, and if you’re unfamiliar with what capturing (and rescuing) is, here’s a description, since it’s been a while since I fully described the subject:

Capturing is a new concept in my sets, in which captured characters are placed in your support area. Captured characters cannot be used by their owner, and the player who captured them can get some benefits from them via other cards. They can only become "un-captured" when their owner rescues them somehow. Basically rescuing (and capturing) works much the same way as site liberation (and control). That’s probably the easiest way of putting it.

Players who capture an opponent’s characters can do all manner of nasty things. They can spot them to add (or remove, if you’re a FP player with captured minions) twilight, threats, and burdens. They can have characters and other cards with text that triggers off captured characters (like "while you can spot a captured character in your support area, this minion is fierce"). They can exert or wound them, giving them a slow or quick death while you watch, helpless to do anything about it. And of course, while one of your unique characters is captured, you can’t play another version in their place, so it’s the equivalent of them being in the dead pile...without you potentially being able to get to them in the dead pile. Yuck.

The one exception? Because it would obviously break the game, you can’t capture the Ring-bearer, much like you can’t discard the Ring-bearer. Sorry, but it ain’t THAT easy, Shadow players. Razz However, you CAN try and capture the bulk of his fellowship, or at least a couple key characters in it. Likewise, FP players can try and capture some of the nastier minions out there and keep them from causing trouble. Heck, capture the Witch-King or Sauron and laugh as they stew in your support area. Twisted Evil

Anyways, only 3 more Duos of Green Orcs (and Nazgûl) left before we get into Spiders, who have LOTS of capturing. Mr. Green
Last edited by DáinIronfoot on Wed Apr 25, 2007 10:04 am; edited 3 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: Wed Apr 25, 2007 8:34 am
Joined: 10 Jan 2006 Posts: 4197 Location: United States
DáinIronfoot wrote:
3Dol Guldur Taskmaster Green
Minion • Orc
Strength: 8
Vitality: 3
Site: 7
Damage +1.
Shadow: Exert this minion to wound a character you have captured.
“...and chuckled and laughed in their horrible stony voices....”

Wow! That’s powerful. I would raise his cost to 4. Smile

DáinIronfoot wrote:
1 Dol Guldur Tormenter Green
Minion • Orc
Strength: 5
Vitality: 1
Site: 7
This minion is strength +1 for each wounded character you have captured.
“The goblins were very rough, and pinched unmercifully....”

I would drop his strength to 4 ans give him hunter 1. And "Tormenter" should be "Tormentor". Wink

DáinIronfoot wrote:
2 Mirkwood Ambusher Green
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Lurker. Tracker. Hunter 1.
Regroup: Exert this minion to capture an unbound companion.
“...cruel and evil creatures laid there their snares.”

Nice! Thumbs Up
I had to put something here.
DáinIronfoot
Posted: Wed Apr 25, 2007 8:41 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Changes made. It looks like either spelling (tormentor OR tormenter) is accepted, at least by dictionary.com. But A quick Google search of "tormenter" suggested a spelling change to "tormentor", so...yeah, I changed it as you suggested.

Thanks! GP
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: Wed Apr 25, 2007 9:40 am
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
DáinIronfoot wrote:
4Dol Guldur Taskmaster Green
Minion • Orc
Strength: 8
Vitality: 3
Site: 7
Damage +1.
Shadow: Exert this minion to wound a character you have captured.
“...and chuckled and laughed in their horrible stony voices....”

Cool! Do you think he should be culturally enforced though?

DáinIronfoot wrote:
1 Dol Guldur Tormentor Green
Minion • Orc
Strength: 4
Vitality: 1
Site: 7
Hunter 1.
This minion is strength +1 for each wounded character you have captured.
“The goblins were very rough, and pinched unmercifully....”

Raise his strength to at least 5, because he’s going to cost 3 twilight most of the time.

DáinIronfoot wrote:
2 Mirkwood Ambusher Green
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Lurker. Tracker. Hunter 1.
Regroup: Exert this minion to capture an unbound companion.
“...cruel and evil creatures laid there their snares.”

Interesting. It’s definitely powerful, but it’s very hard to tell if this capturing stuff is too powerful or not. I for one just don’t like the whole concept of capturing though. Mr. Green

- AC
MODS RULE. - lem0nhead
DáinIronfoot
Posted: Wed Apr 25, 2007 10:06 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Changes made. Thanks, AC. GP Better now?

I know the capturing/rescuing mechanic is pretty powerful, but I think that since it’s usually pretty hard to pull off (especially for the Shadow player), it’s balanced enough. I’m trying to keep it that way, at least! Smile
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 Apr 25, 2007 10:38 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
As always, reviews on the last Duo are still more than welcome. But with two reviews now in, I feel comfortable moving on.

Dáin’s DC Duos #176

Here’s another card dealing with the OTHER side of capturing, and a card that helps shut down the powerful Green Elf companions. Enjoy!

2 Prisoner of the Necromancer Green
Event • Response
Toil 1.
If a companion is about to be rescued, spot your Green minion (except a Spider) or Orc Orc to prevent that.
“‘I tried to save your father, but it was too late. He was witless and wandering....’”

0Meddle As Little As Might Be Green
Condition • Support Area
To play, spot 3 Green minions.
Each Green Elf is strength -1 for each other Free Peoples culture in the fellowship (limit -3).
Regroup: Discard this condition and your Green minion to wound an unbound companion (or 2 Green companions).
Discard this condition if the fellowship is at a non-forest or non-mountain site.
“The Silvan Elves hid themselves in the woodland fastness beyond the Misty Mountains, and became small and scattered peoples, hardly to be distinguished from Avari....”

Another one that I decided to let work with Spiders, too.

Speaking of which, only 2 more Duos before we get to those Spiders. Mr. Green The faster reviews come in, the faster we get there! Very Happy
Last edited by DáinIronfoot on Wed Apr 25, 2007 1:20 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: Wed Apr 25, 2007 10:43 am
Joined: 10 Jan 2006 Posts: 4197 Location: United States
DáinIronfoot wrote:
2 Prisoner of the Necromancer Green
Event • Response
Toil 1.
If a companion is about to be rescued, spot your Green minion (except a Spider) or Orc Orc to prevent that.
“‘I tried to save your father, but it was too late. He was witless and wandering....’”

Good. Thumbs Up

DáinIronfoot wrote:
0Meddle As Little As Might Be Green
Condition • Support Area
To play, spot 3 Green minions.
Each Green Elf is strength -1 for each other Free Peoples culture in the fellowship (limit -3).
Discard this condition if the fellowship is at a non-forest or non-mountain site.
“The Silvan Elves hid themselves in the woodland fastness beyond the Misty Mountains, and became small and scattered peoples, hardly to be distinguished from Avari....”

Nice! Smile

Question: on Green cards that exert minions, do you keep on using "except a Spider" because the Spiders are enduring?
I had to put something here.

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