Author |
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How playable is You Do Not Know Fear?
5 (best) |
[ 5 ] 71% |
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4 |
[ 2 ] 28% |
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3 |
[ 0 ] 0% |
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2 |
[ 0 ] 0% |
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1 (worst) |
[ 0 ] 0% |
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Total Votes : 7 |
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Cobra |
Posted: Fri Jan 12, 2007 1:42 pm |
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Joined: 12 Jul 2005
Posts: 1202
Location: Austin, TX, USA
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Saruman’s Power is back for the Uruk-hai culture!
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 |
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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.
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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 total Sop's haves/ top wants
(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.  |
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AnxiousChieftain |
Posted: Sat Jan 13, 2007 2:26 pm |
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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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 culture into a top tier decktype! |
MODS RULE. - lem0nhead |
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NBarden |
Posted: Sat Jan 13, 2007 7:21 pm |
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Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
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CarpeGuitarrem |
Posted: Sun Jan 28, 2007 8:39 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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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). |
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
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Cobra |
Posted: Sun Jan 28, 2007 9:18 pm |
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Joined: 12 Jul 2005
Posts: 1202
Location: Austin, TX, USA
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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.  |
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