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lem0nhead
Posted: Wed Aug 29, 2007 8:34 am
Joined: 02 Apr 2007 Posts: 2981 Location: Blood Island
Thranduil wrote:
elf lvr wrote:
I’d second Thran on his review, except I think it’s good with any Isengard wizard, no need to make it just Saruman. In fact, the title points straight to the Decieved Wizards...

Good point.

Oh and Dain, you should also remove the except in the fellowship phase. How many fellowship phases are you going to be able spot 3 Isengard minions?

Thranduil


Very Happy Good catch Thran GP
Ban shampoo, demand real poo.
Popcorn My Trade List and CC References
"Smart guy, especially considering his head is filled with lemon juice and seeds. That boy’s juicy brain is FULL of good stuff" ~ DainIronfoot
"No fair! And all I got was an oily unconscious steward!" ~ Pippin.
"Okay, stop me if you've heard this one. An elf, a man, and a dwarf walk into the Riddermark..." ~ Eomer
DáinIronfoot
Posted: Wed Aug 29, 2007 12:01 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Yeah, I had the deceived Wizards in mind when I made Deceived. I figured the title would give that away. Razz I’ll see if I can come up with something simple for non-Gandalf stuff, but no promises.

For now, a change of pace to a powerful subculture lost to rotation, but returned in this (and the following) set. Behold the grand return of Isengard Orcs. Twisted Evil Enjoy!

5Orc Overseer, Envoy of Orthanc Isengard
Minion • Orc
Strength: 10
Vitality: 4
Site: 4
Each Isengard Orc skirmishing a Gandalf or Shire companion gains hunter 1.
Regroup: Discard an Isengard Orc to exert a companion (except the Ring-bearer).
“‘The trees are strong, my Lord. Their roots go deep.’”

6Orc Commander, Arbitrator of Chaos Isengard
Minion • Orc
Strength: 10
Vitality: 4
Site: 4
Orc Commander is strength +1 for each other Isengard Orc you can spot.
Response: Each time another Isengard Orc is about to exert as a cost of its ability, you may exert Orc Commander twice (or once if you can spot 4 Isengard Orcs) instead.
“‘We have work to do!’”

Most Isengard Orcs are pretty weak and cheap, just like their Fellowship (and Tower) block predecessors. These two are intended to help them survive and use their abilities, though they make them into a decent swarming option as well. The Commander especially will look VERY powerful as we move forward, so you may have to come back and take a second look as I post more Orcs. Maybe not, though. We’ll see how it goes.
Last edited by DáinIronfoot on Sun Sep 02, 2007 11:12 am; 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!
sickofpalantirs
Posted: Wed Aug 29, 2007 1:19 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:

5Orc Overseer, Liaison of Dark Lords Isengard
Minion • Orc
Strength: 10
Vitality: 4
Site: 4
Each Isengard Orc skirmishing a Gandalf or Shire companion gains hunter 1.
Regroup: Discard an Isengard Orc to exert a companion (except the Ring-bearer).
“‘The trees are strong, my Lord. Their roots go deep.’”
cool

6Orc Commander, Coordinator of Chaos Isengard
Minion • Orc
Strength: 10
Vitality: 4
Site: 4
Orc Commander is strength +1 for each other Isengard Orc you can spot.
Response: Each time another Isengard Orc is about to exert as a cost of its ability, you may exert Orc Commander twice (or once if you can spot 4 Isengard Orcs) instead.
“‘We have work to do!’”

I guess the subtitle could be better.
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
lem0nhead
Posted: Thu Aug 30, 2007 4:04 am
Joined: 02 Apr 2007 Posts: 2981 Location: Blood Island
DáinIronfoot wrote:


5Orc Overseer, Liaison of Dark Lords Isengard
Minion • Orc
Strength: 10
Vitality: 4
Site: 4
Each Isengard Orc skirmishing a Gandalf or Shire companion gains hunter 1.
Regroup: Discard an Isengard Orc to exert a companion (except the Ring-bearer).
“‘The trees are strong, my Lord. Their roots go deep.’”

Appropriate but not that good a subtitle. Not as powerful as the old one but different so still cool.

6Orc Commander, Coordinator of Chaos Isengard
Minion • Orc
Strength: 10
Vitality: 4
Site: 4
Orc Commander is strength +1 for each other Isengard Orc you can spot.
Response: Each time another Isengard Orc is about to exert as a cost of its ability, you may exert Orc Commander twice (or once if you can spot 4 Isengard Orcs) instead.
“‘We have work to do!’”

Hehe SoP is right not good subtitle either. Ive no idea why you would do his gametext at all?? Seems useless. As you say he may get better when you reveal more, but some certain orcs are going to need killer exerting special abilities to justify this guy’s 6 cost.

Ban shampoo, demand real poo.
Popcorn My Trade List and CC References
"Smart guy, especially considering his head is filled with lemon juice and seeds. That boy’s juicy brain is FULL of good stuff" ~ DainIronfoot
"No fair! And all I got was an oily unconscious steward!" ~ Pippin.
"Okay, stop me if you've heard this one. An elf, a man, and a dwarf walk into the Riddermark..." ~ Eomer
DáinIronfoot
Posted: Thu Aug 30, 2007 7:54 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Not quite sure what else to do with the subtitles...got any suggestions? Confused I’ll give GPs to the authors of any ideas I go with.

In the interim, here are a couple Orcs that hopefully justify the new Orc Commander’s ability. Twisted Evil Enjoy!

2 Isengard Craftsman Isengard
Minion • Orc
Strength: 5
Vitality: 2
Site: 4
Skirmish: Exert this minion to make an Isengard minion strength +2 for each artifact and possession it bears.
Though they looked very crude, the arms made in the pits of Isengard were well-crafted and very deadly.

2 Isengard Machinist Isengard
Minion • Orc
Strength: 6
Vitality: 2
Site: 4
Skirmish: Exert this minion and add 1 to play an Isengard possession on your Isengard minion from your draw deck or discard pile.
In the caverns of Isengard, the Uruks were not the only twisted and foul creations made.

As you can see, these guys have rather potent abilities...but only 2 vitality, so they can only exert and use them once. Short of healing, only the new Orc Commander can extend their abilities to multiple uses. Make sense now? Is it good, or is the Orc Commander still underpowered, do you think?
Last edited by DáinIronfoot on Thu Aug 30, 2007 6:00 pm; edited 1 time 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!
lem0nhead
Posted: Thu Aug 30, 2007 8:01 am
Joined: 02 Apr 2007 Posts: 2981 Location: Blood Island
DáinIronfoot wrote:
Not quite sure what else to do with the subtitles...got any suggestions? Confused I’ll give GPs to the authors of any ideas I go with.

Overseer id go with Envoy of the Towers? Or Agent of something?

Commander id go with Arbitrator of Chaos.


In the interim, here are a couple Orcs that hopefully justify the new Orc Commander’s ability. Twisted Evil Enjoy!

2 Isengard Craftsman Isengard
Minion • Orc
Strength: 5
Vitality: 2
Site: 4
Skirmish: Exert this minion to make an Isengard minion strength +1 for each artifact and possession it bears.
Though they looked very crude, the arms made in the pits of Isengard were well-crafted and very deadly.

Not that good, whats that gonna be, the most? +2? He’s very bland on his own and doesnt justify the commander.

2 Isengard Machinist Isengard
Minion • Orc
Strength: 6
Vitality: 2
Site: 4
Skirmish: Exert this minion and add 1 to play an Isengard possession on your Isengard minion from your draw deck or discard pile.
In the caverns of Isengard, the Uruks were not the only twisted and foul creations made.

Much better, this dude is cool. Justifies the commander a bit more.

As you can see, these guys have rather potent abilities...but only 2 vitality, so they can only exert and use them once. Short of healing, only the new Orc Commander can extend their abilities to multiple uses. Make sense now? Is it good, or is the Orc Commander still underpowered, do you think?

Surely a vitality +1 something would be better than a 6 costing orc? A warg, some armor or shield? Still think the commander is not that hot as there would have to be a lot more orcs like that second one to put him in a deck.


Ban shampoo, demand real poo.
Popcorn My Trade List and CC References
"Smart guy, especially considering his head is filled with lemon juice and seeds. That boy’s juicy brain is FULL of good stuff" ~ DainIronfoot
"No fair! And all I got was an oily unconscious steward!" ~ Pippin.
"Okay, stop me if you've heard this one. An elf, a man, and a dwarf walk into the Riddermark..." ~ Eomer
sickofpalantirs
Posted: Thu Aug 30, 2007 12:54 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:
Not quite sure what else to do with the subtitles...got any suggestions? Confused
coordinator of destruction, destroyer of the forests,

2 Isengard Craftsman Isengard
Minion • Orc
Strength: 5
Vitality: 2
Site: 4
Skirmish: Exert this minion to make an Isengard minion strength +1 for each artifact and possession it bears.
Though they looked very crude, the arms made in the pits of Isengard were well-crafted and very deadly.
cool!

2 Isengard Machinist Isengard
Minion • Orc
Strength: 6
Vitality: 2
Site: 4
Skirmish: Exert this minion and add 1 to play an Isengard possession on your Isengard minion from your draw deck or discard pile.
In the caverns of Isengard, the Uruks were not the only twisted and foul creations made.
works

Is it good, or is the Orc Commander still underpowered, do you think?

not with his first ability tech no.
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
legoles3333
Posted: Thu Aug 30, 2007 2:37 pm
Joined: 28 Nov 2006 Posts: 861 Location: In a place that is beyond your imagination
DáinIronfoot wrote:
Not quite sure what else to do with the subtitles...got any suggestions? Confused I’ll give GPs to the authors of any ideas I go with.

In the interim, here are a couple Orcs that hopefully justify the new Orc Commander’s ability. Twisted Evil Enjoy!

2 Isengard Craftsman Isengard
Minion • Orc
Strength: 5
Vitality: 2
Site: 4
Skirmish: Exert this minion to make an Isengard minion strength +1 for each artifact and possession it bears.
Though they looked very crude, the arms made in the pits of Isengard were well-crafted and very deadly.

hmm, maybe make it +2... it kinda seems a little Underpowered

2 Isengard Machinist Isengard
Minion • Orc
Strength: 6
Vitality: 2
Site: 4
Skirmish: Exert this minion and add 1 to play an Isengard possession on your Isengard minion from your draw deck or discard pile.
In the caverns of Isengard, the Uruks were not the only twisted and foul creations made.

nice!

As you can see, these guys have rather potent abilities...but only 2 vitality, so they can only exert and use them once. Short of healing, only the new Orc Commander can extend their abilities to multiple uses. Make sense now? Is it good, or is the Orc Commander still underpowered, do you think?


yes seeing these + commander makes him fine
Here's My Trade List
I have taken an oath of poverty, to annoy me, send money
I am a trained assassin catcher
elf lvr
Posted: Thu Aug 30, 2007 4:31 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
DáinIronfoot wrote:


2 Isengard Craftsman Isengard
Minion • Orc
Strength: 5
Vitality: 2
Site: 4
Skirmish: Exert this minion to make an Isengard minion strength +1 for each artifact and possession it bears.
Though they looked very crude, the arms made in the pits of Isengard were well-crafted and very deadly.


+2 for each artifact and possession would be okay, I think. What Isengard minions are going to be bearing more than one possession? Besides warg-riders, that is.

Quote:
2 Isengard Machinist Isengard
Minion • Orc
Strength: 6
Vitality: 2
Site: 4
Skirmish: Exert this minion and add 1 to play an Isengard possession on your Isengard minion from your draw deck or discard pile.
In the caverns of Isengard, the Uruks were not the only twisted and foul creations made.


Awesome with the preveous card. Great with Isengard Axe, ’cuz that would add 2.
Happy Hunting! Elf Lvr
Winner of Best Personality in the FPCA. Thanks!
Archduke Elf Lvr - Archidoux of the Chosen Ones
AMV Maker In-Training! Check out my newest production, Katsu!- A Diedara Tribute!
And behold, EL declared it good. And there was morning, and there was evening, the first (new) day. ~ DainIronfoot
DáinIronfoot
Posted: Fri Aug 31, 2007 11:39 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
elf lvr wrote:
DáinIronfoot wrote:
2 Isengard Craftsman Isengard
Minion • Orc
Strength: 5
Vitality: 2
Site: 4
Skirmish: Exert this minion to make an Isengard minion strength +1 for each artifact and possession it bears.
Though they looked very crude, the arms made in the pits of Isengard were well-crafted and very deadly.

+2 for each artifact and possession would be okay, I think. What Isengard minions are going to be bearing more than one possession? Besides warg-riders, that is.

Once I saw the many complains about him, I was thinking of doing this anyway. So I have. Razz The Craftsman’s ability is now +2 for each.

Thanks, all!

Here’s a couple new ones. Enjoy!

1 Isengard Laborer Isengard
Minion • Orc
Strength: 5
Vitality: 1
Site: 4
Regroup: Discard this minion to draw 2 cards or add 2.
Many foul things were created in the dark pits of Isengard.

2 Isengard Toiler Isengard
Minion • Orc
Strength: 6
Vitality: 2
Site: 4
Regroup: Exert or discard this minion to add 1 for each Isengard possession you can spot.
Weapons, armor, machines...all manner of devices came from Orthanc’s fiery pits.
Last edited by DáinIronfoot on Fri Aug 31, 2007 1:43 pm; edited 1 time 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!

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