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How playable is You Do Not Know Fear?

5 (best)  
71%
  [ 5 ]  71%
 
4  
28%
  [ 2 ]  28%
 
3  
0%
  [ 0 ]  0%
 
2  
0%
  [ 0 ]  0%
 
1 (worst)  
0%
  [ 0 ]  0%
 

Total Votes : 7
Cobra
Posted: Fri Jan 12, 2007 1:42 pm
Joined: 12 Jul 2005 Posts: 1202 Location: Austin, TX, USA


Saruman’s Power is back for the Uruk-hai Uruk-hai culture! Dancing

This version is even better if you ask me. The drawback is that it doesn’t necessarily get rid of all Free Peoples conditions, but I don’t think that matters so much; discarding four or so conditions at once is still very solid. If your opponent’s fellowship is so condition-intensive that there are some left on the table after that, and you have another You Do Not Know Fear or two in your deck, you should be looking at a very favorable matchup.

You Do Not Know Fear has an obvious advantage over Saruman’s Power in that you’ll often be able to hold on to your own conditions. So you can play cards like Shingle in a Storm, With All Possible Speed, or any number of good site-control conditions, and still be able to effectively clear out conditions on your opponent’s side of the board.
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sickofpalantirs
Posted: Fri Jan 12, 2007 2:52 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.
I’ve noticed they appear to be starting a you do not know, because they also have pain now. Anyway majorly good and totally playable a 5.

Also condition discarding like that is deadly get the right number of minions out, and boom there goes the free peoples fellowship, I just realized another use for multiplayer, lets say you get first dibs and your opponent has some shadow conditions you don’t like (IE shapes slowly advancing) you get more minions then the free peoples player has conditions, and remove those pesky little buggers.
Last edited by sickofpalantirs on Sat Jan 13, 2007 2:58 pm; edited 1 time in totalArrowSop's haves/ top wantsExclamation
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AnxiousChieftain
Posted: Sat Jan 13, 2007 2:26 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Probably one of the best new cards. Unfortunately (unless I’m incorrect), you have the chance of also discarding your own conditions, so you just have to be careful.

This card could be what boosts the Uruk-hai culture into a top tier decktype!
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NBarden
Posted: Sat Jan 13, 2007 7:21 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
Definitely going into some uruk-swarms. Along with Chasing Uruk. (the Uruk-hai minion to build a deck around).

They needed to word it differently to protect your own conditions. Like "Spot X Uruk-hai minions to discard X conditions."
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CarpeGuitarrem
Posted: Sun Jan 28, 2007 8:39 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
Wow, unbelievably powerful. Good-bye, conditions. I can’t see any real drawback here, as long as you get twilight in maneuver. (By the way, excellent way to use follower-given twlight).
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Cobra
Posted: Sun Jan 28, 2007 9:18 pm
Joined: 12 Jul 2005 Posts: 1202 Location: Austin, TX, USA
sickofpalantirs wrote:
I’ve noticed they appear to be starting a you do not know, because they also have pain now.


Actually these are pieces of a quote by Saruman. I believe the full line is "You do not know pain. You do not know fear. You will taste man-flesh!"

So, I don’t particularly expect any more cards along this "You do not know..." line. We might see a card titled You Will Taste Man-Flesh!, but that would be sort of nasNOLINKty. Laughing
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