These ideas have been on my mind for a few days now, but I want your ideas as to how the gaps should be filled in.
*Saruman,
Wizard Minion
Strength 8
Vitality 4
Site Number 4
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish.
This Saruman needs a good subtitle, a
-esque ability of some kind, and a wicked lore that ties it all together.
*The Witch-king,
Nazgul Minion
Strength 14
Vitality 4
Site Number 5
Fierce.While you can spot a besieger, The Witch-king gains
besieger.And this Witch-king needs just about the same thing as Saruman above, except I've already concluded that this is his persona as the leader of Sauron's force against Minas Tirith, so I tied him in with besiegers. What else should he have?
*Merry,
Hobbit Companion
Strength 5
Vitality 4
Resistance 8
While you can spot Theoden, Merry's twilight cost is -1.
*Pippin,
Hobbit Companion
Strength 5
Vitality 4
Resistance 8
While you can spot Denethor, Pippin's twilight cost is -1.
These two were long-awaited by fans, and they never came (and, no, the SoG starters don't count!). Their twilight costs are at 3 because I want both Merry and Pippin to bring an ability or power to their new cultures that the cultures themselves wouldn't normally have; but nothing too insane.
And why not:
*Gandalf, Tharkun
Wizard Companion
Strength 7
Vitality 4
Resistance 7
Muster.Each time Gandalf wins a skirmish involving a minion, that minion's owner discards the top card of his or her draw deck.