Briefly on the subject of multiculture:
I think anyone that's followed my DC sets for a while knows that I am BIG into multiculture, on both sides. But it has to make sense. A couple of the examples ket made are prime examples of why you have to be careful...or risk absolutely ruining the flavor. The new Shadow cultures still stick in my craw, too, especially
and
. Come on...what sense does it make to have Grima, Dunlendings, Easterlings, and the Men of Bree all in the same culture? How stupid is that?! And I HATE how the
culture breaks down all the cool flavor Big D had built up with
,
, and then
and
Orcs. Those all had their own subtleties that made them great divisions of the same race, and then Decipher decided to just tear all that down. Stupid stupid stupid. And they wonder why their fanbase started to fall apart.
Anyway, there IS multiculture that makes sense.
and
make a rather natural pairing, for example. Elves and Dwarves make some sense.
and
, certainly. For Shadow, there is tons of sense in uniting
and
, or
and
, or
and
. Storywise, these all make perfect sense.
So, in short, having cards that unite
certain cultures together are a-okay by me. I would argue against others like, say,
and
, or
and
. So I would sour on ideas like your
Alliance, Thran, because they're simply too open. Something like the alliance idea someone else had a little while back (I think it was
Menace) that unites certain culture together...that I would strongly endorse.
Okay, end rant. Moving on to some cards....
•Siege Commander, Lieutenant of Mordor
Minion • Orc
Str: 12
Vit: 3
Sit: 4
Besieger.
When you play Siege Commander, you may take into hand an engine from your discard pile.
While you can spot 3 engines, each besieger is strength +2.
While you can spot 5 engines, each besieger is fierce.
T R 69
Well, not a huge fan of
, as I already said above. But...this ain't bad. Not too bad at all. I'm on board with this one.
Spies in His Service
Condition • Support Area
While you can spot a traitor, the roaming penalty for your minions is -2.
Skirmish: Discard this condition to make a traitor strength +1 for each culture you can spot.
B R
With it being non-unique, I'd make the roaming -1, so as to make you work a little harder for it. I also think this needs to cost
. Nice overall idea, though. I forget:
traitor in unbound, right?
Savage Strength
Event • Skirmish
Spot a minion to wound a skirmishing companion. If that companion has resistance 5 or less, wound that companion again.
L C 94
Not really multiculture, but okay.
Swarms of Orcs
Event • Skirmish
Spot an minion to make minion strength +2 (or +1 for each minion you can spot if that minion is skirmishing a companion with resistance 4 or less).
L C 126
Oh, I see now. They can target companions skirmishing minions of ANY culture. Gotcha. You're missing an "a" in there, but otherwise seems okay.