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menace64
Posted: Tue Jan 16, 2007 9:17 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
These are part of the Isengard culture because we all know how the Men in that culture kinda got boned.

I just had a mechanic idea and immediately gave it to them.

2 •Grima, Spy of Saruman Isengard
Minion • Man
Strength-4
Vitality-3
Roaming-3
Lurker.
When you play Grima, you may exert him twice and spot a site. Until the end of the turn, Grima has the game text of that site.
"’...in two ways may a man come with evil tidings. He may be a worker of evil; or he may be such as leaves well alone, and comes only to bring aid in time of need.’"

This represents Grima (and the other sellouts of Rohan) making fertile grounds for invasion. Moving things around to create a sitution suitable for Saruman.

1 Rohirrim Betrayer Isengard
Minion • Man
Strength-5
Vitality-2
Roaming-3
While at your site, this minion is strength +3 and damage +1.
While at an opponent’s site, this minion gains lurker.
With Saruman’s power growing, many of the Rohirrim took up arms against their own kindred.

1 You See Much Isengard
Condition
Strength -1
To play, exert an Isengard Man. Bearer must be an unbound companion. Limit 1 per bearer.
Each time bearer wins a skirmish involving your Isengard Man, you may replace the fellowship’s current site.
"’...too much.’"

3 One Serpent Devouring Isengard
Event • Response
If an Isengard Man loses a skirmish, discard an artifact or possession borne by the winning character.
"’One of the Dunedain Rangers I thought he was. His cloth was spoor. And yet he bores a strange ring. Two serpents with emerald eyes.’"

1 Spare His Failing Years Isengard
Event • Response
If an Isengard Man is assigned to a skirmish, make an unbound companion strength -2 until the regroup phase.
"’Why do you lay these troubles on an already troubled mind? Can you not see? Your uncle is wearied by your malcontent... your... warmongering.’"

0 Traitor’s Dagger Isengard
Possession • Hand Weapon
Strength +1
Bearer must be an Isengard Man. You may play this possession any time you could play a skirmish event.
When you play this possession, you may make the Free Peoples player wound a companion assigned to a skirmish.

Okay, so I’ve kind of departed from that first idea of sites and gone for a "we lose, we still win" type of deal (which is still cool). But here are a few more like the first.

1 •Forsaken Lands Isengard
Condition • Support Area
For each of your sites in the current region, each Isengard Man is strength +2.
Maneuver: Discard this condition to replace a site in the current region (except the current site) with a site from your adventure deck.
"’Saruman the White has ever been our friend and ally.’"

1 Evil Tidings in Fair Lands Isengard
Event • Shadow
Exert an Isengard Man to replace the current site with a site from your adventure path.
"’He was ambushed by Orcs. If we don’t defend our country, Saruman will take it by force.’"

3 King’s Guard Isengard
Minion • Man
Strength-9
Vitality-3
Roaming-3
Lurker.
If at your site, this minion must be assigned to skirmish a companion with strength 10 or more.
While you can spot another minion that has the title King’s Guard, this minion is damage +1.
Even in the King’s court, whispers of a new power spread like wildfire.

And for the synergy:

0 Informant’s Information Isengard
Event • Shadow
Exert or discard your Isengard Man to play an Orc or Uruk-hai from your discard pile.
"’They will flee to Helm’s Deep, the great fortress of Rohan. It is a dangerous road to take through the mountains. They will be slow. They will have woman and children with them.’"

Like ’em?
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
CarpeGuitarrem
Posted: Tue Jan 16, 2007 9:28 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
menace64 wrote:
These are part of the Isengard culture because we all know how the Men in that culture kinda got boned.

I just had a mechanic idea and immediately gave it to them.

2 •Grima, Spy of Saruman Isengard
Minion • Man
Strength-4
Vitality-3
Roaming-3
Lurker.
When you play Grima, you may exert him twice and spot a site. Until the end of the turn, Grima has the game text of that site.
"’...in two ways may a man come with evil tidings. He may be a worker of evil; or he may be such as leaves well alone, and comes only to bring aid in time of need.’"
Should be "a site on the site path..." otherwise, a cool card! Can you imagine this guy in Tower Block with Deep of Helm?
This represents Grima (and the other sellouts of Rohan) making fertile grounds for invasion. Moving things around to create a sitution suitable for Saruman.

1 Rohirrim Betrayer Isengard
Minion • Man
Strength-5
Vitality-2
Roaming-3
While at your site, this minion is strength +3 and damage +1.
While at an opponent’s site, this minion gains lurker.
With Saruman’s power growing, many of the Rohirrim took up arms against their own kindred.
Interesting. Very interesting. That minion’s pretty cheap, though, for one that could be strength 8, vitality 2 if you control sites well.
1 You See Much Isengard
Condition
Strength -1
To play, exert an Isengard Man. Bearer must be an unbound companion. Limit 1 per bearer.
Each time bearer wins a skirmish involving your Isengard Man, you may replace the fellowship’s current site.
"’...too much.’"
I like the title, perfect card tie in! Good job...and it reminds me of the old Isengard cards like Rohan is Mine and Banished.
3 One Serpent Devouring Isengard
Event • Response
If an Isengard Man loses a skirmish, discard an artifact or possession borne by the winning character.
"’One of the Dunedain Rangers I thought he was. His cloth was spoor. And yet he bores a strange ring. Two serpents with emerald eyes.’"
Hmm...mighty powerful there, although balanced. Lore should be "His cloth was poor..." You stuck in an extra S. Title and lore don’t exactly make sense with the action. Title and lore would befit a Gondor card better.
1 Spare His Failing Years Isengard
Event • Response
If an Isengard Man is assigned to a skirmish, make an unbound companion strength -2 until the regroup phase.
"’Why do you lay these troubles on an already troubled mind? Can you not see? Your uncle is wearied by your malcontent... your... warmongering.’"
Hmm...that’s very powerful there. Up the twilight, IMO. I love the lore!!
0 Traitor’s Dagger Isengard
Possession • Hand Weapon
Strength +1
Bearer must be an Isengard Man. You may play this possession any time you could play a skirmish event.
When you play this possession, you may make the Free Peoples player wound a companion assigned to a skirmish.
Nice! Good.
Okay, so I’ve kind of departed from that first idea of sites and gone for a "we lose, we still win" type of deal (which is still cool). But here are a few more like the first.

1 •Forsaken Lands Isengard
Condition • Support Area
For each of your sites in the current region, each Isengard Man is strength +2.
Maneuver: Discard this condition to replace a site in the current region (except the current site) with a site from your adventure deck.
"’Saruman the White has ever been our friend and ally.’"
Hmm...that’s incredibly powerful. Although your men won’t be very strong to begin with...
1 Evil Tidings in Fair Lands Isengard
Event • Shadow
Exert an Isengard Man to replace the current site with a site from your adventure path.
"’He was ambushed by Orcs. If we don’t defend our country, Saruman will take it by force.’"
Nice.
3 King’s Guard Isengard
Minion • Man
Strength-9
Vitality-3
Roaming-3
Lurker.
If at your site, this minion must be assigned to skirmish a companion with strength 10 or more.
While you can spot another minion that has the title King’s Guard, this minion is damage +1.
Even in the King’s court, whispers of a new power spread like wildfire.
Hmm...that’s very powerful with the potential boosts from Forsaken Lands...
And for the synergy:

0 Informant’s Information Isengard
Event • Shadow
Exert or discard your Isengard Man to play an Orc or Uruk-hai from your discard pile.
"’They will flee to Helm’s Deep, the great fortress of Rohan. It is a dangerous road to take through the mountains. They will be slow. They will have woman and children with them.’"
Nice!!
Like ’em?
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)
NBarden
Posted: Tue Jan 16, 2007 10:33 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
CarpeGuitarrem wrote:
menace64 wrote:
2 •Grima, Spy of Saruman Isengard
Minion • Man
Strength-4
Vitality-3
Roaming-3
Lurker.
When you play Grima, you may exert him twice and spot a site. Until the end of the turn, Grima has the game text of that site.
"’...in two ways may a man come with evil tidings. He may be a worker of evil; or he may be such as leaves well alone, and comes only to bring aid in time of need.’"

Should be "a site on the site path..." otherwise, a cool card! Can you imagine this guy in Tower Block with Deep of Helm?

This represents Grima (and the other sellouts of Rohan) making fertile grounds for invasion. Moving things around to create a sitution suitable for Saruman.


Well...what if he wants you to be able to spot sites that are controlled?
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