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How playable is The World Ahead?

5 (best)  
0%
  [ 0 ]  0%
 
4  
16%
  [ 1 ]  16%
 
3  
50%
  [ 3 ]  50%
 
2  
33%
  [ 2 ]  33%
 
1 (worst)  
0%
  [ 0 ]  0%
 

Total Votes : 6
Cobra
Posted: Fri Feb 02, 2007 12:25 pm
Joined: 12 Jul 2005 Posts: 1202 Location: Austin, TX, USA
This card was spoiled a while ago but didn’t appear on the official cardlist. It also hasn’t yet appeared on this site, so here it is now:



Very interesting, and rather complicated. Laughing Let’s see what happens over the course of a game when this card is played first turn:
    - add 2 threats
    - heal 3 Elves
    - draw 3 cards
Typically you won’t need the healing at site 4 since you’re coming from a sanctuary at site 3, so the first two items more or less counteract each other.

What if you avoid the threats and maximize the healing/drawing, by playing this card at site 3 or 4? That’s actually worse in my opinion, because you’re adding 5 twilight with no immediate benefit, just in time for a lot of minions to stop roaming. If your opponent’s Shadow hand is half decent (and it should be by this point), you could be in real trouble. I think we can at least assume all that twilight will again counteract those 2-3 heals.

That leaves the card-drawing. Since you draw the new card right after you move, what you’re really hoping for is a solid FP skirmish event. (Or maneuver/archery/regroup, as the case may be.) But unless you’ve rigged your topdeck, it’s more likely you’ll draw something useless -- a card that plays during the fellowship phase, or a Shadow card.

In the final (long-winded) analysis, I’d say that you’re better off playing something that does exactly what you want it to do -- simply, immediately, and risk-free -- than trying to make a card like The World Ahead work.
Last edited by Cobra on Fri Feb 02, 2007 12:29 pm; edited 1 time in totalhttp://cobracards.com -- Web's best deals on Trading Card Games.
Anonymous Prodigy
Posted: Fri Feb 02, 2007 12:29 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
Cobra wrote:
In the final (long-winded) analysis, I’d say that you’re better off playing something that does exactly what you want it to do -- simply, immediately, and risk-free -- than trying to make a card like The World Ahead work.


Overall, I agree. Stick with the tried and true rather than the high risk, high reward.
I had to put something here.
Cobra
Posted: Fri Feb 02, 2007 12:31 pm
Joined: 12 Jul 2005 Posts: 1202 Location: Austin, TX, USA
I’m not opposed to high-risk/high-reward cards on occasion, but I see this as more high-risk/low-reward. Mr. Green

Shame they didn’t have room to print any lore!

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Anonymous Prodigy
Posted: Fri Feb 02, 2007 12:36 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
Good point. Razz
I had to put something here.
macheteman
Posted: Fri Feb 02, 2007 12:40 pm
Joined: 07 Dec 2006 Posts: 1200 Location: The Jungle
i like this card. i wish it had toil so the cost could be reduced, but the extra healing is great when running a aragorn’s bow/greenleaf deck (like i do.) because the sacuary doesn’t always heal all the wounds. and the extra cards can help when get events while running with cirdan. i think what really kills this card is the 5 twilight cost. who wants to drop 5 at an early site where you opponant could set up faster, or at a late site where 5 could be enough for your opponant to kill you.
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DáinIronfoot
Posted: Fri Feb 02, 2007 12:45 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Eh, it has its cons, which have already been pointed out, but at least it’s a sure thing as long as you can keep it in play. The healing basically gives you a mini-sanctuary for all of Region 2, and card drawing is always nice.

I think it would be much, much better if it costed just a little less, like 4.

Not too bad, not too great. That equals a 3 for my vote. Smile

Oh, and one more thing: that title really should have been reserved for Shire, since that’s the song Pippin sings in RotK. Curses.
AnxiousChieftain
Posted: Fri Feb 02, 2007 12:58 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Keep in mind the fact that this card is non-unique. If you can manage to play 3 or 4 copies in the first region, then this could really do some damage. And if you actually want threats to be added, for cards that spot threats, then the card becomes even better.
MODS RULE. - lem0nhead
macheteman
Posted: Fri Feb 02, 2007 1:05 pm
Joined: 07 Dec 2006 Posts: 1200 Location: The Jungle
yeah, but unleashing 15-20 extra twilight in the first region is, like, dangerous. "it often interrupts the breathing process."
Check out my best article The Utterly Corrupt Corruption,
If at first you don't succeed...Sky-diving isn't for you.
"Combat is dangerous. It tends to interupt your breathing process."
ROLF!!!
AnxiousChieftain
Posted: Fri Feb 02, 2007 1:24 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
It’s not as dangerous as it could seem. The Shadow player will only have the cards in his hand to use, without any extra support cards. Many decks don’t even think about hurting the fellowship so early; they concentrate on setting up for a later kill.
MODS RULE. - lem0nhead
NBarden
Posted: Fri Feb 02, 2007 1:40 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
Elf Telepathy and Elvents have a new card. I like this card. Elf archery generally runs lots of events, so I think its also good for this deck type.

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