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BattleWarg
Posted: Mon Mar 19, 2007 2:11 pm
Joined: 11 Feb 2007 Posts: 579 Location:
Today brings along the skill of the Dwarves in Dark Minions.

As with the current versions of Dwarves, they have a number of skills, but above all else, is their damaging blows. They have the ability to increase damage bonuses up above most others, although their strength may not be quite as good - meaning the Dwarves are an all or nothing shadow, either losing or killing.

Again, these don’t have lore currently (a few might), so if you have lore that fits before I find some, let me know. And reviews of previous cards are more than welcome.

1 •Dwarven Realm Dwarven
Condition • Support Area
To play, spot a Dwarf.
Each Dwarf is damage +1. While the fellowship is underground, each Dwarf is damage +1.
DU32

Much like Lord of Moria, but with part of Aggression. Except, of course, for the minions. Plus, if cross, this works on the Dwarves in the fellowship. Not a whole lot else to say about this for now.

0 •Ring of Fury, Dain’s Band Dwarven
Artifact • Ring
+1 Strength
Bearer must be a Dwarf, Bearer is damage +1.
Skirmish: If bearer is Dain Ironfoot, exert him to make him strength +2. If you do, he is fierce until the regroup phase..
DR48

The only Dwarven artifact in Dark minions, this does have problems in cross, and has a good ability when on a Dwarf, but on Dain, is much stronger. And what of Dain Ironfoot?

4 •Dain Ironfoot, Dwarven King Dwarven
Minion • Dwarf
8 Strength
3 Vitality
5 Site Number
Damage +1. The twilight cost of each Dwarf is -1.
Assignment: Exert Dain Ironfoot twice to assign a Dwarven minion to skirmish a companion. That Dwarf is damage +1 until the regroup phase. Your opponent may wound that companion to prevent that minion from being assigned this way.
DR30

And here is Dain Ironfoot. He is effective at getting smaller Dwarves into play and fighting who he wants.
For his ability, it can be used on himself, but is very dangerous against an exhausted Ring-bearer. And it has an effect even if they do exert, by boosting the Dwarf’s damage bonus.
Last edited by BattleWarg on Sun Mar 25, 2007 7:36 pm; edited 7 times in totalOur time here is ending...

What did you want to see before the end?
It will be made in the Request-a-card Set #1 (name ideas also welcome Smile).
DáinIronfoot
Posted: Mon Mar 19, 2007 2:19 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
BattleWarg wrote:
Today brings along the skill of the Dwarves in Dark Minions.

Yay! Dwarves!

BattleWarg wrote:
2 Dwarven Realm Dwarven
Condition • Support Area
Each Dwarf is damage +1. While the fellowship is underground, each Dwarf is damage +1.
DU32

Yowch. Perhaps require spotting two Dwarves to play it.

BattleWarg wrote:
0 •Ring of Fury, Dain’s Band Dwarven
Artifact • Ring
+1 Strength
Bearer must be a Dwarf, Bearer is damage +1.
Skirmish: If bearer is Dain Ironfoot, exert him to make him damage +1.
DR48

Already an easy damage +4 or +5 for Dain. You see why I picked him as my namesake. Razz

Just kidding. Seriously, I think it should perhaps be at the start of each of his skirmishes to prevent it from getting out of control...and encourage you to find a way to make him fierce (another keyword I think would be good for certain Dwarf minions).

BattleWarg wrote:
4 •Dain Ironfoot, Dwarven King Dwarven
Minion • Dwarf
8 Strength
3 Vitality
5 Site Number
Damage +1. The twilight cost of each Dwarf is -1.
Assignment: Exert Dain Ironfoot twice to assign a Dwarven minion to skirmish a companion. That Dwarf is damage +1 until the regroup phase. Your opponent may exert that companion to prevent that minion from being assigned this way.
DR30

Make that damage +6! Wow.

I think he’s good, though. Chances are the FP player will always choose to exert (to avoid the potential of losing to a damage +1 {at least!} minion), so perhaps make it a wound instead, or perhaps two exertions.
Best 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!
Anonymous Prodigy
Posted: Mon Mar 19, 2007 2:24 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
BattleWarg wrote:
2 Dwarven Realm Dwarven
Condition • Support Area
Each Dwarf is damage +1. While the fellowship is underground, each Dwarf is damage +1.
DU32

Lower the cost to 1, and make it unique.

BattleWarg wrote:
0 •Ring of Fury, Dain’s Band Dwarven
Artifact • Ring
+1 Strength
Bearer must be a Dwarf, Bearer is damage +1.
Skirmish: If bearer is Dain Ironfoot, exert him to make him damage +1.
DR48

This in a combo with the Dain below could easily let him wipe out a low strength companion with his huge damage bonuses. I would drop the skirmish ability, though, and make it "Bearer gains hunter 1.

BattleWarg wrote:
4 •Dain Ironfoot, Dwarven King Dwarven
Minion • Dwarf
8 Strength
3 Vitality
5 Site Number
Damage +1. The twilight cost of each Dwarf is -1.
Assignment: Exert Dain Ironfoot twice to assign a Dwarven minion to skirmish a companion. That Dwarf is damage +1 until the regroup phase. Your opponent may exert that companion to prevent that minion from being assigned this way.
DR30

Cool. Maybe raise his strength to 9 or give him hunter 1. Smile
I had to put something here.
sickofpalantirs
Posted: Mon Mar 19, 2007 2:39 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.
BattleWarg wrote:

2 Dwarven Realm Dwarven
Condition • Support Area
Each Dwarf is damage +1. While the fellowship is underground, each Dwarf is damage +1.
DU32
maybe consider making it unique. damage + 8 wouldn’t be funny.

0 •Ring of Fury, Dain’s Band Dwarven
Artifact • Ring
+1 Strength
Bearer must be a Dwarf, Bearer is damage +1.
Skirmish: If bearer is Dain Ironfoot, exert him to make him damage +1.
DR48
he should have enough damage maybe strength +2?

4 •Dain Ironfoot, Dwarven King Dwarven
Minion • Dwarf
8 Strength
3 Vitality
5 Site Number
Damage +1. The twilight cost of each Dwarf is -1.
Assignment: Exert Dain Ironfoot twice to assign a Dwarven minion to skirmish a companion. That Dwarf is damage +1 until the regroup phase. Your opponent may exert that companion to prevent that minion from being assigned this way.
DR30

his stats seem low. make him cost 5 and have 10-11 strength.
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
BattleWarg
Posted: Mon Mar 19, 2007 9:38 pm
Joined: 11 Feb 2007 Posts: 579 Location:
Okay, for Dwarven Realm, I think I’ll go with a mix of the ideas...

DáinIronfoot wrote:
Just kidding. Seriously, I think it should perhaps be at the start of each of his skirmishes to prevent it from getting out of control...and encourage you to find a way to make him fierce (another keyword I think would be good for certain Dwarf minions).

Anonymous Prodigy wrote:
This in a combo with the Dain below could easily let him wipe out a low strength companion with his huge damage bonuses. I would drop the skirmish ability, though, and make it "Bearer gains hunter 1.

sickofpalantirs wrote:
he should have enough damage maybe strength +2?

So fierce, hunter or strength boosts... hmm..

DáinIronfoot wrote:
I think he’s good, though. Chances are the FP player will always choose to exert (to avoid the potential of losing to a damage +1 {at least!} minion), so perhaps make it a wound instead, or perhaps two exertions.

Anonymous Prodigy wrote:
Cool. Maybe raise his strength to 9 or give him hunter 1.

sickofpalantirs wrote:
his stats seem low. make him cost 5 and have 10-11 strength.

I think I’ll go ahead with wounding, as it’ll have the same basic effect, but also allow them to kill the companion to prevent it.
As for boosting his stats, however, I’m not quite sure if I want to boost his cost.
Our time here is ending...

What did you want to see before the end?
It will be made in the Request-a-card Set #1 (name ideas also welcome Smile).
BattleWarg
Posted: Tue Mar 20, 2007 2:29 pm
Joined: 11 Feb 2007 Posts: 579 Location:
Alright, today will showcase some of the odder abilities in Dark Minions, held by the Dwarves. What are they? Well...

3 Guardian of Moria Dwarven
Minion • Dwarf
7 Strength
3 Vitality
5 Home Site
Damage +1.
Response:
If the fellowship moves to an underground site, discard this minion to make your opponent wound X companions, where X is this minion’s damage bonus.
DR39

Actually, this is fairly simple - discourages double moves, as it can cause the wounds right away or stay in play, and you don’t know which until after you move. Of course, against site control decks, they may never venture underground, right? Well, go ahead and bring your Dwarves up.

1 Great Halls Dwarven
Condition • Support Area
To play, spot 2 Dwarven minions.
While you can spot a Dwarf, each mountain site gains underground.
DR38

You open up the outside world to the large homes built under the mountain. So, now Dwarves are taking care of the mountains above their tunnels as well as the tunnels themselves. Of course, there are companions that benefit from the underground as well, and now mountains too? Well, how do you take care of them?

2 •Moria Gate Dwarven
Condition • Support Area
To play, exert a Dwarf minion.
Each time the fellowship moves to an underground site, you may add 2.
DU44

Another simple effect, locking the underground off. Of course, even if you journey from one underground to another, the minions are trapped in there too, so it adds to the danger.

But we wanted to see the really odd abilities. And I did mention one of the cards in my Dwarves in one of Dain’s DC Duos (I forget which one) that had a similar effect. So what about that?

2 •Stonehelm and Oakenshield Dwarven
Condition • Support Area
Each Dwarf bearing a hand weapon is strength +1.
Your Dwarven minions may bear any class of possession as though it were a hand weapon.
DR49

I believe this will work like I want, but I’m not 100% sure. The Dwarves have been found to use improvised weapons from things that are intended as something else (although Sam’s done it too...). The idea this is supposed to take is that it allows your Dwarves to have hand weapons (and thus gain benefits from hand weapons) even if you can’t get them one. So, you could play a Shield or Helm or Armor (or, I suppose, mount) and have it count as a hand weapon instead of its normal class.
However, you will still gain the bonus from the item, as it still functions - as does its bearer requirements.
Last edited by BattleWarg on Tue Mar 20, 2007 3:03 pm; edited 3 times in totalOur time here is ending...

What did you want to see before the end?
It will be made in the Request-a-card Set #1 (name ideas also welcome Smile).
sickofpalantirs
Posted: Tue Mar 20, 2007 2:35 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.
BattleWarg wrote:

3 Guardian of Moria Dwarven
Minion • Dwarf
7 Strength
3 Vitality
5 Home Site
Damage +1.
Response:
If the fellowship moves to an underground site, discard this minion to make your opponent place X wounds on his companions, where X is this minion’s damage bonus.
DR39
for minions these guys seem to have low stats. give him 8 strength.

1 Great Halls Dwarven
Condition • Support Area
To play, spot 2 Dwarven minions.
While you can spot a Dwarf, each mountain site is underground.
DR38
GAINS underground.

1 •Moria Gate Dwarven
Condition • Support Area
To play, exert a Dwarf minion.
Each time the fellowship moves to an underground site, you may add 2.
DU44
kinda like the onemoria card from fellowship. can’t remember its name

2 •Stonehelm and Oakenshield Dwarven
Condition • Support Area
Your Dwarven minions may bear any class of possession as though it were a hand weapon.
DR49

maybe they get+1 strength from those possessions? IDK that might not work.
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
BattleWarg
Posted: Tue Mar 20, 2007 2:40 pm
Joined: 11 Feb 2007 Posts: 579 Location:
sickofpalantirs wrote:
maybe they get+1 strength from those possessions? IDK that might not work.

Well, my thought was that the benefits from the possession and the ability to make any possession into a hand weapon would counter the slightly lower strength than a normal hand weapon (particularly because they are supposed to be weapons when you don’t have a normal one to use).
Our time here is ending...

What did you want to see before the end?
It will be made in the Request-a-card Set #1 (name ideas also welcome Smile).
sickofpalantirs
Posted: Tue Mar 20, 2007 2:42 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.
first to balance it they need some cards that make them benefit from HW, also maybe make it so they can choose the class of the card?
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
DáinIronfoot
Posted: Tue Mar 20, 2007 2:42 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
BattleWarg wrote:
3 Guardian of Moria Dwarven
Minion • Dwarf
7 Strength
3 Vitality
5 Home Site
Damage +1.
Response:
If the fellowship moves to an underground site, discard this minion to make your opponent place X wounds on his companions, where X is this minion’s damage bonus.
DR39

Very, very interesting. I think it’s balanced, though perhaps it should have a cap on it.

BattleWarg wrote:
1 Great Halls Dwarven
Condition • Support Area
To play, spot 2 Dwarven minions.
While you can spot a Dwarf, each mountain site is underground.
DR38

Neat. GP

BattleWarg wrote:
1 •Moria Gate Dwarven
Condition • Support Area
To play, exert a Dwarf minion.
Each time the fellowship moves to an underground site, you may add 2.
DU44

Ouch. That might be too harsh. I’d make the initial cost higher.

BattleWarg wrote:
2 •Stonehelm and Oakenshield Dwarven
Condition • Support Area
Your Dwarven minions may bear any class of possession as though it were a hand weapon.
DR49

How odd. I might add something like:

"That possession gains this ability:
"Skirmish: Discard this possession to make bearer strength +1.""

Or just give them a low strength boost like SoP recommended.
Best 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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