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Anonymous Prodigy
Posted: Mon Apr 16, 2007 6:33 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
I’m not familiar with The Adventures of Tom Bombadil, so I’ll just review this one. Thumbs Up

AgentDrake wrote:
2 *Bilbo’s Journal, Record of Adventures Shire
Possession
Res +1
Tale.
Bearer must be a ring-bound hobbit.
At the start of your fellowship phase, you may add (2) to make each of your ring-bound hobbits strength +1.
"’I’ve thought of an ending for my book. ’And he lived happily ever after, to the end of his days.’’"

You need to add "until the regroup phase" to the end of the text. Cool card! Applause
I had to put something here.
AgentDrake
Posted: Mon Apr 16, 2007 6:42 pm
Joined: 01 Apr 2007 Posts: 667 Location: Halfway between eccentric and insane...
Thanks for catching that Smile GP
Never kid about politicians. The more bizarre the joke, the more likely it is to come true.
NBarden
Posted: Mon Apr 16, 2007 6:49 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
AgentDrake wrote:
Been away for a while, but starting again.
NBarden, great to see you again the other day...

Right. So I’ve been making several cards based off other parts of Tolkien’s work, (ie, The Adventures of Tom Bombadil.) Here we have a few minions I just had to make. They’re probably pretty overpowered, but I thought they were cool despite that.

10 *The Mewlips, Haunt of the Marshes Wraith
Minion
Str 14
Vit 5
Site8
Damage +1. Toil 2.
To play, spot three burdens.
While not at a marsh, discard this minion.
While you can spot no other minions, this minion is strength +10, damage +1, and fierce.
"The shadows where the Mewlips dwell / Are dark and wet as ink, / And slow and softly rings their bell, / As in the slime you sink."

Sauron at a marsh. Only cheaper. I think its balanced as it can only be at a marsh. And if you spot no other minions. An oh yeah, its not enduring. No its not overpowered.

15 *Fastitocalon, Aspidochelone Sauron
Minion - Creature
Str 14
Vit 5
Site6
Damage +2.
The move limit for this turn is -1.
While this minion is stacked on a site, when the Fellowship moves to that site, each companion must exert.
Shadow: Remove 5 to stack this minion on a site.
"Whose mighty kindred all have gone..."

Maybe 12.

And, of course, just for the hey of it:
2 *Bilbo’s Journal, Record of Adventures Shire
Possession
Res +1
Tale.
Bearer must be a ring-bound hobbit.
At the start of your fellowship phase, you may add (2) to make each of your ring-bound hobbits strength +1 until the regroup phase.
"’I’ve thought of an ending for my book. ’And he lived happily ever after, to the end of his days.’’"

Cool.
Exclamation-Trade With MeExclamation
Popcorn Add the popcorn smiley to your sig, help it achieve world domination.
What if the hokey pokey really IS what its all about? Shocked
As I lay in bed staring at the stars last night, I thought to myself, "where the heck is the ceiling?"
Arrow Spotlight on....Sense of Obligation.
sickofpalantirs
Posted: Mon Apr 16, 2007 7:39 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.
AgentDrake wrote:

10 *The Mewlips, Haunt of the Marshes Wraith
Minion
Str 14
Vit 5
Site8
Damage +1. Toil 2.
To play, spot three burdens.
While not at a marsh, discard this minion.
While you can spot no other minions, this minion is strength +10, damage +1, and fierce.
"The shadows where the Mewlips dwell / Are dark and wet as ink, / And slow and softly rings their bell, / As in the slime you sink."
weird, but kewl.

15 *Fastitocalon, Aspidochelone Sauron
Minion - Creature
Str 14
Vit 5
Site6
Damage +2.
The move limit for this turn is -1.
While this minion is stacked on a site, when the Fellowship moves to that site, each companion must exert.
Shadow: Remove 5 to stack this minion on a site.
"Whose mighty kindred all have gone..."
weird concept. yeah cut cost to 13

And, of course, just for the hey of it:
2 *Bilbo’s Journal, Record of Adventures Shire
Possession
Res +1
Tale.
Bearer must be a ring-bound hobbit.
At the start of your fellowship phase, you may add (2) to make each of your ring-bound hobbits strength +1 until the regroup phase.
"’I’ve thought of an ending for my book. ’And he lived happily ever after, to the end of his days.’’"

nice
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
AgentDrake
Posted: Mon Apr 16, 2007 7:59 pm
Joined: 01 Apr 2007 Posts: 667 Location: Halfway between eccentric and insane...
Fastitacalon edited. Anyone else?
Never kid about politicians. The more bizarre the joke, the more likely it is to come true.
AgentDrake
Posted: Wed Apr 18, 2007 5:59 pm
Joined: 01 Apr 2007 Posts: 667 Location: Halfway between eccentric and insane...
More Uruks today.
These guys go with the others back on page 2.

5 *Advance Destroyer Uruk-hai
Minion - Uruk-Hai
Str 10
Vit 2
Site5
Damage +1. Hunter 1. Toil 1.
Response:
If the Fellowship moves in the Regroup phase, remove this minion from the game to discard a free peoples possession.

4 Advance Pursuer Uruk-hai
Minion - Uruk-Hai
Str 9
Vit 2
Site5
Damage +1. Hunter 1.
While this minion is in your discard pile, the move limit is +1.
Regroup: If there are at least three minions in play, discard all minions to make the Free Peoples player choose to move again this turn.

^No, it doesn’t say "if the move limit allows," because discarding him means that the move limit will allow it. If you’re thinking "What a stupid minion!" remember the stuff I had before to get Uruks back from the discard pile, and/or stack them when they’re discarded in the first place.

6 *Advance Regiment Uruk-hai
Minion - Uruk-Hai
Str 10
Vit 3
Site5
Damage +1. Hunter 1.
To play, spot an Uruk-hai minion.
If the fellowship has moved more than once this turn, each of your Uruk-hai minions is strength +1.
If the fellowship has moved more than twice this turn, each of your Uruk-hai minions is damage +1.
If the fellowship has moved more than three times this turn, each companion is strength -1.

^And this guy is the reason to use the Uruk above.
Last edited by AgentDrake on Thu Apr 19, 2007 9:45 am; edited 3 times in totalNever kid about politicians. The more bizarre the joke, the more likely it is to come true.
sickofpalantirs
Posted: Wed Apr 18, 2007 6:46 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.
AgentDrake wrote:
More Uruks today.
These guys go with the others back on page 2.

5 *Advance Destroyer Uruk-hai
Minion - Uruk-Hai
Str 10
Vit 2
Site5
Damage +1. Hunter 1. Toil 1.
Response:
If the Fellowship moves in the Regroup phase and this minion is in play or in your hand, remove this minion from the game to discard a free peoples possession or artifact.
artifacts should never be discarded. but cut that out and lower the cost to 4 and he is kewl
4 Advance Pursuer Uruk-hai
Minion - Uruk-Hai
Str 9
Vit 2
Site5
Damage +1. Hunter 1.
While this minion is in your discard pile, the move limit is +1.
Regroup: Discard all minions to make the Free Peoples player choose to move again this turn.
make it you have to discard a certain amount, such as 3.

6 *Advance Regiment Uruk-hai
Minion - Uruk-Hai
Str 10
Vit 3
Site5
Damage +1. Hunter 1.
To play, spot an Uruk-hai minion.
If the fellowship has moved more than once this turn, each of your Uruk-hai minions is strength +1.
If the fellowship has moved more than twice this turn, each of your Uruk-hai minions is damage +1.
sweet!
If the fellowship has moved more than three times this turn, each companion is strength -1.

^And this guy is the reason to use the Uruk above.
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: Thu Apr 19, 2007 9:00 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
AgentDrake wrote:
5 *Advance Destroyer Uruk-hai
Minion - Uruk-Hai
Str 10
Vit 2
Site5
Damage +1. Hunter 1. Toil 1.
Response:
If the Fellowship moves in the Regroup phase and this minion is in play or in your hand, remove this minion from the game to discard a free peoples possession or artifact.

I’d limit the ability to having him in play. Otherwise you can just keep him in your hand and then discard him to get rid of a possession/artifact...for NO cost. Not good.

AgentDrake wrote:
4 Advance Pursuer Uruk-hai
Minion - Uruk-Hai
Str 9
Vit 2
Site5
Damage +1. Hunter 1.
While this minion is in your discard pile, the move limit is +1.
Regroup: Discard all minions to make the Free Peoples player choose to move again this turn.

Interesting. I certainly see uses for him in the right deck. Better not run multiples, or you can give the FP a BIG moving boost.

AgentDrake wrote:
6 *Advance Regiment Uruk-hai
Minion - Uruk-Hai
Str 10
Vit 3
Site5
Damage +1. Hunter 1.
To play, spot an Uruk-hai minion.
If the fellowship has moved more than once this turn, each of your Uruk-hai minions is strength +1.
If the fellowship has moved more than twice this turn, each of your Uruk-hai minions is damage +1.
If the fellowship has moved more than three times this turn, each companion is strength -1.

Very nice! Sets up excellent swarm opportunities.

Have a GP for some neat cards. Very Happy
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: Thu Apr 19, 2007 9:28 am
Joined: 10 Jan 2006 Posts: 4197 Location: United States
AgentDrake wrote:
5 *Advance Destroyer Uruk-hai
Minion - Uruk-Hai
Str 10
Vit 2
Site5
Damage +1. Hunter 1. Toil 1.
Response:
If the Fellowship moves in the Regroup phase and this minion is in play or in your hand, remove this minion from the game to discard a free peoples possession or artifact.

Neat! Thumbs Up

AgentDrake wrote:
4 Advance Pursuer Uruk-hai
Minion - Uruk-Hai
Str 9
Vit 2
Site5
Damage +1. Hunter 1.
While this minion is in your discard pile, the move limit is +1.
Regroup: Discard all minions to make the Free Peoples player choose to move again this turn.

Sweet! Very Happy

AgentDrake wrote:
6 *Advance Regiment Uruk-hai
Minion - Uruk-Hai
Str 10
Vit 3
Site5
Damage +1. Hunter 1.
To play, spot an Uruk-hai minion.
If the fellowship has moved more than once this turn, each of your Uruk-hai minions is strength +1.
If the fellowship has moved more than twice this turn, each of your Uruk-hai minions is damage +1.
If the fellowship has moved more than three times this turn, each companion is strength -1.

Very nice! GP as soon as I can manage it! Very Happy
I had to put something here.
AgentDrake
Posted: Thu Apr 19, 2007 9:45 am
Joined: 01 Apr 2007 Posts: 667 Location: Halfway between eccentric and insane...
Thanks, all! changes made.
Never kid about politicians. The more bizarre the joke, the more likely it is to come true.

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