The Last Homely House
Middle-Earth => Chamber of Mazarbul => Topic started by: Thranduil on August 21, 2009, 11:21:15 AM
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Well... I was very bored, and I very much wanted to make a DC set again. And there was this one block that I was working on before life caught up with me, beginning with Light & Shadow (http://lotrtcgdb.com/forums/index.php/topic,1516.375.html). The 2nd set was going to be called, as you may have guessed from this thread's title, The Twilight World, and, even though I'm not going to be around really next week, I thought I'd have another stab at it. Any set keywords/themes/mechanics I'll explain when we get there.
First, let's just have a couple of eye-catching cards, some of which I may have posted before:
[2] •Denethor, Son of Ecthelion [Gondor]
Companion • Man
Str: 8
Vit: 3
Res: 5
!Unyielding (Denethor's resistance is not reduced by the number of burdens).
To play, spot a [Gondor] companion.
Denethor is resistance -2 for each companion in the dead pile (and is corrupted if Boromir is in the dead pile) (companions with resistance 0 are corrupted).
At the start of the fellowship phase, you may add a burden to play a [Gondor] condition or [Gondor] possession from your draw deck.
T R
So this guy does something I've done before, and something I have not. What I've done before in unyielding with other ways to reduce your resistance, but I haven't made an unyielding guy with a burden adding ability - somehow I thought it fitted Denethor.
(0) •The Palantír of Orthanc, Dangerous Tool [Isengard]
Artifact • Support Area
When you play The Palantír of Orthanc, each player may foresee 4 (look at the top 4 cards of your draw deck; place any number of them on top of or beneath your draw deck in any order).
At the start of the maneuver phase, you may spot Saruman to look at the top 2 cards of each draw deck. Replace them in any order.
“‘We do not know who else may be watching.’”
T R
[3] •The Great Eye [Sauron]
Condition • Support Area
Twilight.
Each time the Ring-bearer puts on The One Ring, this condition becomes a fierce, damage +1 Maia minion entitled “Sauron” until the start of the regroup phase that has 12 strength 5 vitality and cannot take wounds or bear cards. This card is still a condition.
“‘I see you!’”
T R
These pretty much sum up the themes of the set: resistance, corruption, foresight and wearing The One Ring.
So what do you think?
Thranduil
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Well... I was very bored, and I very much wanted to make a DC set again. And there was this one block that I was working on before life caught up with me, beginning with Light & Shadow (http://lotrtcgdb.com/forums/index.php/topic,1516.375.html). The 2nd set was going to be called, as you may have guessed from this thread's title, The Twilight World, and, even though I'm not going to be around really next week, I thought I'd have another stab at it. Any set keywords/themes/mechanics I'll explain when we get there.
It is so refreshing to see new DC sets popping up again. And even more excellent to have you throwing your hat back in the ring. w00t!
[2] •Denethor, Son of Ecthelion [Gondor]
Companion • Man
Str: 8
Vit: 3
Res: 5
!Unyielding (Denethor's resistance is not reduced by the number of burdens).
Denethor is resistance -2 for each companion in the dead pile (and is corrupted if Boromir is in the dead pile) (companions with resistance 0 are corrupted).
At the start of the fellowship phase, you may add a burden to play a [Gondor] condition or [Gondor] possession from your draw deck.
T R
Minor detail first: you're missing a closed parenthesis. I'll let you find that. ;)
He seems really, REALLY good. Perhaps prevent him from using that fellowship ability if you can spot X number of burdens, or perhaps if Denethor is corrupted?
(0) •The Palantír of Orthanc, Dangerous Tool [Isengard]
Artifact • Support Area
When you play The Palantír of Orthanc, each player may foresee 4 (look at the top 4 cards of your draw deck; place any number of them on top of or beneath your draw deck in any order).
At the start of the maneuver phase, you may spot Saruman to look at the top 2 cards of each draw deck. Replace them in any order.
“‘We do not know who else may be watching.’”
T R
Yeah, I remember this one. Very cool. :up:
[3] •The Great Eye [Sauron]
Condition • Support Area
Twilight.
Each time the Ring-bearer puts on The One Ring, this condition becomes a fierce, damage +1 Maia minion entitled “Sauron” until the start of the regroup phase that has strength 12 vitality 5 and cannot take wounds or bear cards. This card is still a condition.
“‘I see you!’”
T R
"...that has 12 strength and 5 vitality and cannot take wounds or bear cards." Other than that, this is also very cool. :gp:
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He seems really, REALLY good. Perhaps prevent him from using that fellowship ability if you can spot X number of burdens, or perhaps if Denethor is corrupted?
Hmm... I quite like the idea that he is completely oblivious to the destruction his selfishness and arrogance is causing around him. :-k
I think I will add a spotting requirement to him, though. Any more opinions would be greatly appreciated!
Thranduil
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[2] •Denethor, Son of Ecthelion [Gondor]
Companion • Man
Str: 8
Vit: 3
Res: 5
!Unyielding (Denethor's resistance is not reduced by the number of burdens).
To play, spot a [Gondor] companion.
Denethor is resistance -2 for each companion in the dead pile (and is corrupted if Boromir is in the dead pile) (companions with resistance 0 are corrupted).
At the start of the fellowship phase, you may add a burden to play a [Gondor] condition or [Gondor] possession from your draw deck.
T R
It's powerful. I assume there are cards that target corrupted companions for dastardly ends?
(0) •The Palantír of Orthanc, Dangerous Tool [Isengard]
Artifact • Support Area
When you play The Palantír of Orthanc, each player may foresee 4 (look at the top 4 cards of your draw deck; place any number of them on top of or beneath your draw deck in any order).
At the start of the maneuver phase, you may spot Saruman to look at the top 2 cards of each draw deck. Replace them in any order.
“‘We do not know who else may be watching.’”
T R
Again, not a whole lot for me to say. I would prefer some non-splashing text though. No artifact should be this easy to spread around.
[3] •The Great Eye [Sauron]
Condition • Support Area
Twilight.
Each time the Ring-bearer puts on The One Ring, this condition becomes a fierce, damage +1 Maia minion entitled “Sauron” until the start of the regroup phase that has 12 strength 5 vitality and cannot take wounds or bear cards. This card is still a condition.
“‘I see you!’”
T R
I really like the twilight keyword popping up here. :gp: Honestly, however, the Hey-Now-I'm-A-Minion conditions are bland and unintuitive. I don't care for them at all. I'd much rather see you write up a more inspired card showing Sauron's influence on poor Frodo while in the Wraith-world. After all, the disembodied Eye never physically attacks Frodo, and to think that some other companion could fight it seems a bit preposterous.
More!
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It's powerful. I assume there are cards that target corrupted companions for dastardly ends?
Oh most certainly... :twisted:
Again, not a whole lot for me to say. I would prefer some non-splashing text though. No artifact should be this easy to spread around.
Well, it's not exactly Saruman's palantir from the onset, and it's quite meh without the enforcement from Saruman... But I do see what you mean.
Honestly, however, the Hey-Now-I'm-A-Minion conditions are bland and unintuitive. I don't care for them at all. I'd much rather see you write up a more inspired card showing Sauron's influence on poor Frodo while in the Wraith-world. After all, the disembodied Eye never physically attacks Frodo, and to think that some other companion could fight it seems a bit preposterous.
Now those are some very interesting points. For me, the minion appearing is exactly what you said: Sauron's influence on poor Frodo while in the Wraith-world. He puts on the Ring, and then suddenly he has to contest with the will of Sauron. I don't think that all LotR skirmishes have to be interpreted literally as sword-fighting.
But the other point you raise is very important, as it does actually make no sense for the eye to affect anyone but the Ring-bearer... A couple of options: I could make the eye only able to skirmish twilight companions (in the last set there is a [Wraith] card which says "While the Ring-bearer wears The One Ring, the Ring-bearer and each Nazgul gain twilight" - so it's combo intensive, but it puts a big minion on the RB twice); or I could make the minion smaller (and more insidious?) and make it only fight the RB (with either of those 2 ways, it would probably have to lose one of its keywords as well), or I could lose the minion idea and bring up something else. Or obviously I could take some flavour liberties and leave it where it is. What are people's opinions on this?
Some more cards for the moment as well to sate your thirsts. I'm going to post the entire [Dwarven] culture, given that it is very small.
(0) Ancient Grudges [Dwarven]
Event • Skirmish
Tale.
Make a [Dwarven] companion strength +2 (or +3 and damage +1 if skirmishing a [Moria] or [Orc] minion).
T C 1
This is part of a complete cycle of culture-hate events (almost all of them strength pumps). One of the things I started doing in Light & Shadow and am continuing to do in The Twilight World is put an emphasis on culture - it's a culture-driven set, though it is also as multicultural as it can afford to be (I'm trying to make this DC block draftable, though I know LotR draft has its serious issues... This is why a very high percentage of the set is characters). Ah, and I apologise for the lack of lores but I actually don't have a copy of the Lord of the Rings with me at the moment.
[3] Glory Reclaimed [Dwarven]
Event • Fellowship
Tale.
To play, spot a [Dwarven] companion.
Exert any number of companions with a total resistance of 9 or more to take the same number of Free Peoples cards into hand from your discard pile.
T R 2
Also part of a cycle, a la The Highest Quality.
[3] •Grimir, !Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 7
Vit: 3
Res: 7
At the start of the fellowship phase, if Grimir has resistance 4 or more, you may play a Free Peoples condition from your discard pile.
T U 3
[2] •Thorin III, Son of Dain [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1. Valiant.
Each [Dwarven] tale you play gains toil 1.
T C 4
Man is it tough to find cool [Dwarven] companions to make cards of...
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Where are my reviewers? :'(
Thranduil
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Where are my reviewers? :'(
Sorry, dude. Been busy waging war with my water heater and trying to get my feet back under me after being gone over the weekend and into Wednesday.
(0) Ancient Grudges [Dwarven]
Event • Skirmish
Tale.
Make a [Dwarven] companion strength +2 (or +3 and damage +1 if skirmishing a [Moria] or [Orc] minion).
T C 1
No issues here, my friend. I'd probably use Axe Strike myself, but this certainly works.
[3] Glory Reclaimed [Dwarven]
Event • Fellowship
Tale.
To play, spot a [Dwarven] companion.
Exert any number of companions with a total resistance of 9 or more to take the same number of Free Peoples cards into hand from your discard pile.
T R 2
Wow. That's...um...wow. Spot 2 Dwarves and I'll be happier, or raise the cost and slap some toil onto it.
[3] •Grimir, !Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 7
Vit: 3
Res: 7
!Unyielding. (Grimir's resistance is not reduced by the number of burdens).
At the start of the fellowship phase, if Grimir has resistance 4 or more, you may play a Free Peoples condition from your discard pile.
T U 3
I don't understand the need for the "resistance 4 or more" if his resistance is so hard to reduce. I'd make it 6 or more.
[2] •Thorin III, Son of Dain [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1. Valiant.
Each [Dwarven] tale you play gains toil 1.
T C 4
No no no. I have a daughter, not a son. :P
Anyway, the valiant seems a little odd, but okay, I s'pose. I know how much you like spreading that keyword to other cultures. :roll: I think you can safely remove "you play" from the text, and it actually works better without it.
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Glory Reclaimed and Grimir seem much to powerful to me.... I would be tempted to take unyielding off of Grimir, as it doesn't make total sense storywise anyway, as well as upping the requirement to 5-6 Resistance.
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I'd probably use Axe Strike myself, but this certainly works.
Well, it's a draft card - I don't expect it to make constructed decks!
Wow. That's...um...wow. Spot 2 Dwarves and I'll be happier, or raise the cost and slap some toil onto it.
I'm not sure how good it is. 4 exertions and [3] twilight for 4 cards? I suspect it probably has to be playtested, but I can see strong arguments for doing what you suggest.
Glory Reclaimed and Grimir seem much to powerful to me.... I would be tempted to take unyielding off of Grimir, as it doesn't make total sense storywise anyway, as well as upping the requirement to 5-6 Resistance.
Fair enough - I've removed unyielding.
valiant seems a little odd, but okay, I s'pose. I know how much you like spreading that keyword to other cultures. :roll:
To be fair, I do have a good reason. Thorin III did defend the Lonely Mountain after the death of his father... YOU, I suppose! :P
I think you can safely remove "you play" from the text, and it actually works better without it.
I'm probably being very tired and very slow, but what's the difference?
Now for some [Elven] cards. First the [Elven] component of the culture-hate event cycle.
[1] Ancient Struggle [Elven]
Event • Skirmish
Make a minion skirmishing an [Elven] companion strength -2 (or -4 if it is a [Sauron] or [Wraith] minion).
T C 5
Just a standard common event here reinforcing the [Elven] culture's strength in foresight and telepathy.
[2] Power of Foresight [Elven]
Event • Maneuver
Spell.
Spot an [Elven] companion to foresee 3 (look at the top 3 cards of your draw deck; place any number of those cards on top of or beneath your draw deck in any order).
T C 13
This next one is also from a loose cycle - more like an idea that's been spread around: events with toil as their only cultural enforcement. This is very useful for draft, and I don't think too powerful for constructed decks. But, what do you think?
[4] Faith in the Valar [Elven]
Event • Skirmish
Spell. Tale.
Toil 2.
Reveal the top card of your draw deck. Prevent all wounds to a skirmishing companion if that card is a Free Peoples card.
T U 11
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The Elven cards look good. Ancient Struggles is not too splashy, but looks like a solid common, and the other two look like they'll fill the roles you described. Why Spells, though? I always thought that was a [Gandalf] thing.
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Why Spells, though? I always thought that was a [Gandalf] thing.
Previously yes, but there are strong flavour reasons for [Elven], [Sauron] and [Wraith] spells as well as [Gandalf] and [Isengard], and one of the things I've been doing with this block is putting unloaded keywords wherever the flavour allows (like that valiant Dwarf above or [Rohan] knights, [Men] besiegers and so forth).
Thranduil
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Previously yes, but there are strong flavour reasons for [Elven], [Sauron] and [Wraith] spells as well as [Gandalf] and [Isengard], and one of the things I've been doing with this block is putting unloaded keywords wherever the flavour allows (like that valiant Dwarf above or [Rohan] knights, [Men] besiegers and so forth).
Makes sense. Would you add more cards that trigger off the new keywords, or is it purely a flavour decision?
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In the case of spells, it was purely a flavour decision, but now that it has been made I'm sure that I will make more of it mechanically. On the other hand, spreading character keywords like ranger, knight, tracker and besieger around different cultures is both a flavour and mechanical decision because they become "tribal" themes (to use a Magic the Gathering term) for multicultural decks. In my opinion, when an unloaded keyword like these are tied to a single culture, they are useless, which is why things like Southron, Easterling and Corsair were scrapped and I am making no attempt to reintroduce them - they're too narrow for fun and creative deckbuilding. Whereas, making a besieger deck involving [Men], [Uruk], [orc] and [Sauron] minions is I'm sure going to be a lot of fun!
Thranduil
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There does not appear to be much more to say on those fairly boring [Elven] cards. So how about we move on into some characters? Any thoughts on the previous cards would obviously still be appreciated.
[2] •Dínendal, Silent Sentinel [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Ranger.
Each time you play an [Elven] event, you may foresee 1 (look at the top 1 card of your draw deck; place it on top of or beneath your draw deck).
T C 8
[2] •Calaglin, Silent Sentinel [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Ranger.
Each time you play a [Elven] event, you may reveal the top card of your draw deck. If it is a Free Peoples card, you may exert a minion.
T C 6
[3] •Erestor, Wise Councillor [Elven]
Companion • Elf
Str: 7
Vit: 3
Res: 7
!Unyielding (Erestor's resistance is not reduced by the number of burdens).
At the start of the regroup phase, if Erestor has resistance 7 or more and is not exhausted, you may reconcile your hand.
T U 10
[2] •Celeborn, Teleporno [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 7
At the start of the maneuver phase, you may reveal the top card of your draw deck to discard a Shadow condition with twilight cost less than the twilight cost of the card revealed.
T R 7
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Erestor = POWERFUL. I hope this set has some serious resistance reduction, otherwise Elf decks packing lots of events will be unstoppable. With the forsee cards, you can pack the top cards of your deck with elven events, use them all to cripple the Shadow player, and then (thanks to Erestor), pick up a new bunch of events when you move.
I think he would be far more reasonable without unyielding and a lower resistance threshold (I'd go with 3 or 4). Some neat effects based on an unyielding companion's resistance are a great idea, but I don't think they should be quite that powerful.
Speaking of great ideas, I really like your "tribal" themes. I hope it is a noticeable part of the set.
The others look good, though I would change Celeborn's ability to "... you may reveal the top card of your draw deck to discard a Shadow condition ..."
And I personally don't associate the word "teleporno" with anything LotR related.
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Erestor = POWERFUL. I hope this set has some serious resistance reduction, otherwise Elf decks packing lots of events will be unstoppable. With the forsee cards, you can pack the top cards of your deck with elven events, use them all to cripple the Shadow player, and then (thanks to Erestor), pick up a new bunch of events when you move.
He's supposed to be powerful, which is one of the reasons he costs [3] and therefore makes starting fellowships awkward. There is quite a number of resistance reductions, but you could be right that he's too powerful.
And I personally don't associate the word "teleporno" with anything LotR related.
Well, Teleporno is a form of Celeborn's name in another Elven language (I think Sindarin) and I was really scrounging for subtitles, seeing as most of the good ones have already been taken... I will change him though - I don't know why he says "and".
Thranduil
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I am woefully behind on reviews...and new cards of my own. New DCs from me tomorrow. New reviews...right now! :mrgreen:
I think you can safely remove "you play" from the text, and it actually works better without it.
I'm probably being very tired and very slow, but what's the difference?
I suppose there really isn't a difference, but that's why I recommended removing it...I always try to chop out unnecessary text.
[1] Ancient Struggle [Elven]
Event • Skirmish
Make a minion skirmishing an [Elven] companion strength -2 (or -4 if it is a [Sauron] or [Wraith] minion).
T C 5
Fair enough.
[2] Power of Foresight [Elven]
Event • Maneuver
Spell.
Spot an [Elven] companion to foresee 3 (look at the top 3 cards of your draw deck; place any number of those cards on top of or beneath your draw deck in any order).
T C 13
Okay. In any other culture I'd probably say [2] was too much...but for Elves, it's probably a necessary evil.
Always liked the idea of a few [Elven] spells, by the way. :up:
[4] Faith in the Valar [Elven]
Event • Skirmish
Spell. Tale.
Toil 2.
Reveal the top card of your draw deck. Prevent all wounds to a skirmishing companion if that card is a Free Peoples card.
T U 11
Odd wording, but it makes sense.
[2] •Dínendal, Silent Sentinel [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Archer. Ranger.
Each time you play a maneuver or archery event, you may foresee 1 (look at the top 1 card of your draw deck; place it on top of or beneath your draw deck).
T C 8
Archers shouldn't be quite so easy to come by, even for Elves. Make that conditional or lower his strength to 5. I'd also limit the events being played to [Elven] ones for triggering that ability.
[2] •Calaglin, Silent Sentinel [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Archer. Ranger.
Each time you play a maneuver or archery event, you may reveal the top card of your draw deck. If it is an [Elven] card, you may exert a minion.
T C 6
Ditto here.
[3] •Erestor, Wise Councillor [Elven]
Companion • Elf
Str: 7
Vit: 3
Res: 7
!Unyielding (Erestor's resistance is not reduced by the number of burdens).
At the start of the regroup phase, if Erestor has resistance 7 or more, you may reconcile your hand.
T U 10
I'm on the fence here. I'd be happier if that triggered with 8 resistance, so you have to work a little to get him there. But I suppose that depends on if you have any resistance boosters in the set. :-k If not, then perhaps put another trigger on it, like "...if Erestor has resistance 7 or more and is not exhausted..." or something.
[2] •Celeborn, Teleporno [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 7
At the start of the maneuver phase, you may reveal the top card of your draw deck to discard a Shadow condition with twilight cost less than the twilight cost of the card revealed.
T R 7
I'm actually familiar with that subtitle for Celeborn...I'm such a Tolkien dweeb. :D He seems okay to me.
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You make very good points, DI, and I've changed basically everything you told me to! Dínendal and Calaglin have simply lost archer and trigger off [Elven] events of any phase, and Erestor now has to be not exhausted. Thanks!
Now to finish the [Elven] culture, we first have a rejigged version of Elven Cloak, because it's a real shame that there is no Elven Cloak worth playing.
[1] Lórien Cloak [Elven]
Possession • Cloak
To play, spot an [Elven] card.
Bearer must be a companion.
The minion archery total is -1.
Response: If a minion uses a special ability, discard this possession to cancel that ability unless that minion’s owner removes [3].
T U 9
And now this is a splash card. I do sometimes throw in rares that really have not much to do with the set but could have some funky interactions with other sets. In this case, I'm thinking of Refuge and Taking the High Ground.
[2] Silent Watchers [Elven]
Condition • Support Area
Stealth.
Response: If a minion is played, discard an [Elven] character from hand to wound that minion.
Response: If a Shadow condition is played, discard an [Elven] character from hand and discard this condition to discard that condition.
T R 14
Now I'm not sure about this next card. I will tell you, however, first what I think of [Elven] burden removal: it is very important to be there! The reason is for the same reason as MTG had to start spreading abilities around to different colours. Some abilities have got so embedded in a particular culture that no other culture can really do it. [Shire] does burden removal and hardly any other cultures do it at all, for example. So I've made a point of spreading things like burden removal across different cultures, because there should be some [Gandalf] and [Elven] burden removal cards. This will continue in the next set.
And so with my mandate of fitting some burden removal somewhere and making a card for the Highest Quality cycle, I ended up on this one. Is it good? I'm not sure - you tell me!
[4] Ghosts of Men [Elven]
Event • Maneuver
Twilight.
To play, spot an [Elven] companion.
Exert any number of companions with total resistance 15 or more to foresee the same number of cards. For each Free Peoples card you foresee, you may reveal it to remove a burden or wound a minion in twilight. (to foresee X, look at the top X cards of your draw deck; place any number of those cards on top of or beneath your draw deck in any order).
‘“I do not fear them.”’
T R 12
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[1] Elven Garb [Elven]
Possession • Cloak
To play, spot an [Elven] card.
Bearer must be a companion.
The minion archery total is -1.
Response: If a minion uses a special ability, discard this possession to cancel that ability unless that minion’s owner removes [3].
T U 9
Would it be:
Response: If a minion uses a special ability, discard this possession to cancel that ability; that minion's owner may remove [3] to prevent that.
Or something along those lines? I could be wrong. But it is a cool card...Elven cloaks should be better...I might make it "To play, spot an Elf" because it is a great splash card (just add Strands of Elven Hair to every dwarf deck and Dwarves get even more invincible!) but it's your call.
[2] Silent Watchers [Elven]
Condition • Support Area
Stealth.
Response: If a minion is played, discard an [Elven] character from hand to wound that minion.
Response: If a Shadow condition is played, spot an [Elven] character and discard this condition to discard that condition.
T R 14
Wow. I really hate seeing Elves get better.
[3] Ghosts of Men [Elven]
Event • Maneuver
Twilight.
To play, spot an [Elven] companion.
Exert any number of companions with resistance 15 or more to foresee the same number of cards. For each Free Peoples card you foresee, you may reveal it to remove a burden or wound a twilight minion.
‘“I do not fear them.”’
T R 12
I don't really know the forsee mechanic well enough to comment on this one.
-wtk
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Sorry, I've included the rules helper text now.
Thranduil
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Come on guys - where is everyone?
Thranduil
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Oops. Sorry there, chief. Missed this somehow. #-o
[1] Elven Garb [Elven]
Possession • Cloak
To play, spot an [Elven] card.
Bearer must be a companion.
The minion archery total is -1.
Response: If a minion uses a special ability, discard this possession to cancel that ability unless that minion’s owner removes [3].
T U 9
Seems alright to me. "Garb" isn't a very Elvish word, though.
[2] Silent Watchers [Elven]
Condition • Support Area
Stealth.
Response: If a minion is played, discard an [Elven] character from hand to wound that minion.
Response: If a Shadow condition is played, spot an [Elven] character and discard this condition to discard that condition.
T R 14
I think I'd make the condition one discard an [Elven] character from hand, too. Helps tie the card up neatly and is also more balanced, methinks.
[3] Ghosts of Men [Elven]
Event • Maneuver
Twilight.
To play, spot an [Elven] companion.
Exert any number of companions with resistance 15 or more to foresee the same number of cards. For each Free Peoples card you foresee, you may reveal it to remove a burden or wound a twilight minion. (to foresee X, look at the top X cards of your draw deck; place any number of those cards on top of or beneath your draw deck in any order).
‘“I do not fear them.”’
T R 12
Um...hmmm. I THINK it's balanced, since removing burdens would mean you're likely having to exert more to use it in the first place.
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[1] Elven Garb [Elven]
Possession • Cloak
To play, spot an [Elven] card.
Bearer must be a companion.
The minion archery total is -1.
Response: If a minion uses a special ability, discard this possession to cancel that ability unless that minion’s owner removes [3].
T U 9
Three seems a hefty cost to prevent 1 archery action being cancelled, maybe 2?
[2] Silent Watchers [Elven]
Condition • Support Area
Stealth.
Response: If a minion is played, discard an [Elven] character from hand to wound that minion.
Response: If a Shadow condition is played, spot an [Elven] character and discard this condition to discard that condition.
T R 14
Looks good to me.
[3] Ghosts of Men [Elven]
Event • Maneuver
Twilight.
To play, spot an [Elven] companion.
Exert any number of companions with resistance 15 or more to foresee the same number of cards. For each Free Peoples card you foresee, you may reveal it to remove a burden or wound a twilight minion. (to foresee X, look at the top X cards of your draw deck; place any number of those cards on top of or beneath your draw deck in any order).
‘“I do not fear them.”’
T R 12
"The same number" isnt clear whether it means 15 or the number of people you exerted even though its obvious. You probably should phrase it Exert X. And also add the word 'total' before resistance 15. Similar to the highest quality. But i must add this is quite a potential powerful burden remover, elves arent exactly crap at telepathy are they? And they arent the best burden removers, or at least shouldnt be this good.
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Seems alright to me. "Garb" isn't a very Elvish word, though.
No I know, but I couldn't think of anything better. Putting "cloak" into a thesaurus isn't very enlightening. :roll:
I think I'd make the condition one discard an [Elven] character from hand, too. Helps tie the card up neatly and is also more balanced, methinks.
Yep, fair enough. Done.
"The same number" isnt clear whether it means 15 or the number of people you exerted even though its obvious. You probably should phrase it Exert X. And also add the word 'total' before resistance 15. Similar to the highest quality. But i must add this is quite a potential powerful burden remover, elves arent exactly crap at telepathy are they? And they arent the best burden removers, or at least shouldnt be this good.
Firstly it's fantastic to hear from you! :) Secondly, I think it is clear because it explicitly says "any number" and then "the same number" and I'm not sure if there's a better way to phrase it. "Exert X companions with total resistance 15 or more..." Does that work? Thirdly, I reckon that [Elven] should be the 3rd best culture at dealing with burdens (after [Shire] and [Gandalf]) and so I think it's important for them to have at least some good burden removal - this card still doesn't compare to Foe-hammer or the [Shire] version of this cycle in that respect. Nevertheless, I've raised the cost, fixed the wording and tried out a different wording for twilight cards which I'm sure no one is going to notice!
Moving on, we seem to be onto [Gandalf] cards. So, I'm first going to start with the components of cycles we've already seen before. First, the culture-hate-pump cycle:
[2] Root Out the Shadow [Gandalf]
Event • Skirmish
Search.
Make a [Gandalf] companion strength +2 (and discard an [Isengard] or [Sauron condition).
T C 20
Now the toil without cultural enforcement cycle:
[7] !Valor of the West [Gandalf]
Event • Skirmish
Tale. Toil 3.
Make a companion strength +5.
T U 23
And now the totalling resistance cycle:
[3] United in Bravery [Gandalf]
Event • Skirmish
Spell.
To play, spot a [Gandalf] Wizard.
Exert any number of companions to discard a minion with strength less than the total resistance of those companions.
T R 22
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[2] Root Out the Shadow [Gandalf]
Event • Skirmish
Search.
Make a [Gandalf] companion strength +2 (and discard a condition if you can spot an [Isengard] or [Sauron] minion).
T C 20
This card is pretty good. I would just as quickly use Gandalf, Manager of Wizards and Brooding On Tomorrow so that it didn't matter what race the condition was. But obviously meta-specific.
[7] !Valor of the West [Gandalf]
Event • Skirmish
Tale. Toil 3.
Make a companion strength +5.
T U 23
I see the use of this card, but it would never be in any of my decks. At [7], even if I did "Toil it down" a little bit, you are still leaving some twilight for a skirmish event or ability to be played. Again, I see the use and the card is balanced enough, I would just personally never use it.
[3] United in Bravery [Gandalf]
Event • Skirmish
Spell.
To play, spot a [Gandalf] Wizard.
Exert any number of companions to discard a minion with strength less than the total resistance of those companions.
T R 22
Yes! This is what I've been waiting for. This is the greatest card ever! Kind of takes away the fun of a fighting Balrog and with your "unyielding" it can be very powerful. But this card is great and I am in full support of this.
Keep them coming.
-wtk
Edit: Elven Cloak, Lorien Cape.
Elven Cloak, Lorien Shawl.
Elven Cloak, Elven Veil.
I don't know. Just ideas.
-wtk
-
Firstly it's fantastic to hear from you! :)
Thank you! I have been around as normal but have either been too tired from lack of sleep to review, or have lacked the enthusiasm to review LOTR cards as I'm embarking on a MTG journey!
[2] Root Out the Shadow [Gandalf]
Event • Skirmish
Search.
Make a [Gandalf] companion strength +2 (and discard a condition if you can spot an [Isengard] or [Sauron] minion).
T C 20
Nice but if youre targetting those 2 cultures, id make the conditionbe one of those cultures as well. Seems harsh to spot an uruk and get rid of a nazgul condition.
[7] !Valor of the West [Gandalf]
Event • Skirmish
Tale. Toil 3.
Make a companion strength +5.
T U 23
:up: But id make it 6. 2 exertions is worth a free cost +5 strength, in fact maybe even then its not worth doing!
[3] United in Bravery [Gandalf]
Event • Skirmish
Spell.
To play, spot a [Gandalf] Wizard.
Exert any number of companions to discard a minion with strength less than the total resistance of those companions.
T R 22
Wow the power potential is vast, id love get my hads on this as Ket said.
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You're obviously right about Root Out the Shadow and so it's changed. And thank you ket for giving me a good retitle of Elven Garb - I realised that I was trying to change the wrong word!
About !Valor of the West, I think it's a draft card and I don't think I'd ever use it in constructed. But in the context of a draft, think of it this way: it saves your Ring-bearer and requires no cultural enforcement. This would be an obvious pick for me in any sort of limited format, which is why it's here!
I'm embarking on a MTG journey!
Oh? Do tell... ;)
Thranduil
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And thank you ket for giving me a good retitle of Elven Garb - I realised that I was trying to change the wrong word!
No problem at all! You've been helpful in my few tries at DC's and obviously take a lot of inspiration from what you and Dain and others do.
-wtk
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I'm embarking on a MTG journey!
Oh? Do tell... ;)
Thranduil
Purchased 2 boxes of m10 (that are coming from the states), and as yet have never played the game or completely know the rules! I have a play circle of 5 immediate friends and a local shop with an active community and tournaments. Im still too busy with baby to attend those yet but I wanted to give magic a try so I am doing! If you wanna trade or give me any advice hit me up!
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One of the problems with the [Gandalf] culture (among others) is that there are very few companions that actually make sense, and the coolest are Wizards, of which there are only 2. So, the first set Light & Shadow had Gandalf and Radagast, but in order to make [Gandalf] an appealing culture to draft, it needs more companions at common/uncommon, and hence these 2 guys. When I designed these 2, I was thinking how to represent that these Men had come to the council from far away, and in the end I got the idea of trade, that they can get stuff which you would otherwise not be able to get, hence their texts (though I was actually thinking about it and I couldn't come up with a convincing flavour reason why the Dale-men and Lake-men are in the [Gandalf] culture, but never mind :roll: ).
[2] •!Hugin, Lake-town Ambassador [Gandalf]
Companion • Man
Str: 5
Vit: 3
Res: 6
Each [Gandalf] event gains toil 1.
T C 18
[2] •!Ottar, Lake-town Ambassador [Gandalf]
Companion • Man
Str: 5
Vit: 3
Res: 6
Fellowship: Exert Ottar to foresee 2; reveal and take into hand each [Gandalf] card you foresee.
T C 19
Another response to the problem of the lack of [Gandalf] companions was this sort of card (signets are not a theme of this set, but I thought I would throw it on there for the benefit of any expanded players who would love it - TMAYOD \:D/ ):
[2] Friend to Gandalf [Gandalf]
Condition • Companion
To play, spot Gandalf.
Bearer gains the [Gandalf] culture and the Gandalf signet.
Regroup: Discard this condition to heal Gandalf.
T U 15
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Friend to Gandalf is really cool...As a condition, it is dangerous because it can be discarded easier than, well, I don't know what else it would be.
That would be a cool series of conditions...maybe a "Friend to Dunedain" could pass on the Aragorn signet.
I'm not sure what the benefit of "gaining the culture" is though, except in the sense that events or conditions that spot [Gandalf] men could, potentially, spot Boromir with this condition...
...but if you are playing expanded, Servant of the Secret Fire seems to be pretty good anyways.
Hugin would probably see a lot of play, particularly against [Raider] and [Wraith] minions. They seem to take best advantage of extra twilight.
-wtk
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[2] •!Hugin, Lake-town Ambassador [Gandalf]
Companion • Man
Str: 5
Vit: 3
Res: 6
Each [Gandalf] event gains toil 1.
T C 18
Nifty, for a common.
[2] •!Ottar, Lake-town Ambassador [Gandalf]
Companion • Man
Str: 5
Vit: 3
Res: 6
Fellowship: Exert Ottar to foresee 2; reveal and take into hand each [Gandalf] card you foresee.
T C 19
Ditto here. :up:
[2] Friend to Gandalf [Gandalf]
Condition • Companion
To play, spot Gandalf.
Bearer gains the [Gandalf] culture and the Gandalf signet.
Regroup: Discard this condition to heal Gandalf.
T U 15
Love it! =D>
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Well that lot was incredibly uncontroversial. Let's move on to our last [Gandalf] companion, a reprint and another card.
Now this one is a funny turn around. I always thought: "What's the point of unhasty? It's such a useless annoying keyword!" And here I am putting it on my cards... It was on Radagast in the last set, and it's on Treebeard here and another couple of Ents in the next set, Back to the Light. Not sure about it - but what do you think?
[5] •Treebeard, Fangorn [Gandalf]
Companion • Ent
Str: 12
Vit: 4
Res: 7
Unhasty. !Unyielding (Treebeard cannot be assigned to a skirmish by you unless a [Gandalf] card allows him to be and his resistance is not reduced by the number of burdens).
At the start of the assignment phase, reveal the top card of your draw deck. If it is a [Gandalf] or [Shire] card, each companion loses unhasty until the regroup phase.
While Treebeard has resistance 6 or more, he is damage +2.
T U 21
Now, the plan for this DC block was always that it comes after Hunters (as sets 20-22) and therefore King block would rotate out to make the new standard of War of the Ring/Hunters/Light & Shadow. In fact, it would be with the release of the Twilight World (ie. this set) that King block would be out of standard, and so I'll be sprinkling some reprints or re-imaginings of cards. Also, Magic has convinced me that reprints are inherently necessary in a TCG - if you have a card that does what you need it to do, then you shouldn't change it by making a new card, you should clearly use an old card so that you don't unnecessarily use up design space. And so I need to strengthen what the [Gandalf] culture is good at, and one of the things it can do is heal, and so I thought (obviously) of this card:
[3] Have Patience [Gandalf] (reprint)
Event • Fellowship
Spot Gandalf to heal an unbound companion twice.
T C 17
The last [Gandalf] card in this set is a slightly wacky rare which, I think, could open up some interesting deck options:
[3] •Great Trials [Gandalf]
Condition • Support Area
Tale.
While you can spot a [Gandalf] Wizard, each Free Peoples card gains toil 1.
Response: If you play a card with toil X, exert a Wizard companion to make that card’s twilight cost -X.
T R 16
And to be honest, while we're still on the subject of Free Peoples cards, I might as well post one of the cards from the [Isengard] culture that ties in (thematically if not mechanically) here. Wait for it....
[4] •Curunír, !The White Wizard [Isengard] (FP)
Companion • Wizard
Str: 8
Vit: 4
Res: 5
Traitor. !Unyielding (Curunír's resistance is not reduced by the number of burdens).
Play with the top card of your draw deck revealed. Curunír is resistance -X, where X is the twilight cost of the revealed card.
Each time a spell is played, unless Curunír is corrupted, you may add a burden to discard a condition (companions with resistance 0 are corrupted).
T R 45
BAM!
A couple of words.
1) Obviously this is Saruman, but I chose to use his Sindarin name Curunír so that we have a Sméagol/Gollum duality, where having a Saruman companion does not stop Shadow players playing Saruman minions, and this is the easiest way to do it.
2) Traitor is usually a minion keyword (and is unloaded) but I decided that, just as it fits Saruman minion, it should also fit a Saruman companion (and his game text really speaks "traitor" to me!). I was also thinking of adding it to both Gollum and Sméagol for the same reasons.
3) I know many DC-makers put Saruman companions (and the Blue Wizards) in the [Gandalf] culture, and while that makes a fair amount of flavour sense (Saruman was, after all, heavily influenced by Gandalf) and a lot of mechanical sense (because he can then be spotted by many cards as a "[Gandalf] Wizard") I felt that Saruman could be nowhere but in his own culture. If he was forced to be subservient to Gandalf, he would be disgusted, and so the only way I saw him joining the fellowship was under his own authority.
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[5] •Treebeard, Fangorn [Gandalf]
Companion • Ent
Str: 12
Vit: 4
Res: 8
Unhasty. !Unyielding (Treebeard cannot be assigned to a skirmish by you unless a [Gandalf] card allows him to be and his resistance is not reduced by the number of burdens).
At the start of the assignment phase, reveal the top card of your draw deck. If it is a [Gandalf] or [Shire] card, each companion loses unhasty until the regroup phase.
While Treebeard has resistance 6 or more, he is damage +2.
T U 21
Never had a problem with unhasty as long as it was properly utilized. I'm kind of surprised you're using it after all the flak you and lem0n gave me when I brought it back with my Ents and Eagles, though. :lol: Anyway, this has a unique and fun way to negate unhastiness, so this is what I would call a good utilization. :up: I think resistance 7 would be better, though...he's normally 6, and it REALLY doesn't make sense for him to have more than Gandalf typically does! Other than that, though, cool beans!
[3] Have Patience [Gandalf]
Event • Fellowship
Spot Gandalf to heal an unbound companion twice.
T C 17
Allow me to impersonate...well, you. :P Ahem....
Terrible. This is so out of balance that you, sir, should be strung up for all to see. And laugh at. And...uh...poke with a cattle prod.
[3] •Great Trials [Gandalf]
Condition • Support Area
Tale.
While you can spot a [Gandalf] Wizard, each Free Peoples card gains toil 1.
Response: If you play a card with toil X, exert a Wizard companion to make that card’s twilight cost -X.
T R 16
Iiiiiiinteresting. :-k This is one of those that I'd have to see in use to really determine its balance, but since it's unique and only has toil 1 (again, something you normally frown upon...are you feeling alright? :roll:), it's probably fine.
[4] •Curunír, !The White Wizard [Isengard] (FP)
Companion • Wizard
Str: 8
Vit: 4
Res: 7
Traitor. !Unyielding (Curunír's resistance is not reduced by the number of burdens).
Play with the top card of your draw deck revealed. Curunír is resistance -X, where X is the twilight cost of the revealed card.
Each time a spell is played, unless Curunír is corrupted, you may add a burden to discard a condition (companions with resistance 0 are corrupted).
T R 45
I happen to be one of those that would put him in the [Gandalf] culture, subservience or not, but I concede to your argument. It's YOUR set, after all. Resistance 7 seems a bit high...6 sounds much better. Or perhaps even 5 or 4. I mean, really, there aren't many cards that will "corrupt" him with resistance at 4 or 5 that won't do the same at 6. Most cards cost 3 or less...or cost 5 or more. Not a whole lot in between. Like his ability, though. :up:
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I'm kind of surprised you're using it after all the flak you and lem0n gave me when I brought it back with my Ents and Eagles, though. :lol:
Yeah, well... What can I say? I'm a hypocrite changed man. :whistle:
Anyway, this has a unique and fun way to negate unhastiness, so this is what I would call a good utilization. :up: I think resistance 7 would be better, though...he's normally 6, and it REALLY doesn't make sense for him to have more than Gandalf typically does! Other than that, though, cool beans!
Fair enough. Done - I just felt that resistance 6 is a bit low for someone as awesome and stubborn as Treebeard and must have got carried away.
Terrible. This is so out of balance that you, sir, should be strung up for all to see. And laugh at. And...uh...poke with a cattle prod.
This isn't me at all! I wouldn't be nearly so polite!
Iiiiiiinteresting. :-k This is one of those that I'd have to see in use to really determine its balance, but since it's unique and only has toil 1 (again, something you normally frown upon...are you feeling alright? :roll:), it's probably fine.
Toil 1 is something that I think on Free Peoples cards is not normally worth it because vitality of companions is so precious, but I thought the option of making every card you play have toil would be too much if it was more than 1. And I may have other toil 1 FP cards in the set... :whistle:
Resistance 7 seems a bit high...6 sounds much better. Or perhaps even 5 or 4. I mean, really, there aren't many cards that will "corrupt" him with resistance at 4 or 5 that won't do the same at 6. Most cards cost 3 or less...or cost 5 or more. Not a whole lot in between. Like his ability, though. :up:
Well, in the beginning I felt that he was just as resistant as Gandalf, and it's only his possessions and his studies into the arts of Sauron that eventually corrupt him (it's no coincidence that he gets in general a bigger reduction from Shadow cards than FP) but I very much accept your mechanical and flavour arguments here...
Thranduil
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[5] •Treebeard, Fangorn [Gandalf]
Companion • Ent
Str: 12
Vit: 4
Res: 7
Unhasty. Unyielding.
At the start of the assignment phase, reveal the top card of your draw deck. If it is a [Gandalf] or [Shire] card, each companion loses unhasty until the regroup phase.
While Treebeard has resistance 6 or more, he is damage +2.
T U 21
I would stick with his regular resistance six and change the game text to resistance 5 or more for the damage bonus.
[3] Have Patience [Gandalf] (reprint)
Event • Fellowship
Spot Gandalf to heal an unbound companion twice.
T C 17
This card is ridiculous. How did you think that up. Oh. Reprint you say? Oops.
[3] •Great Trials [Gandalf]
Condition • Support Area
Tale.
While you can spot a [Gandalf] Wizard, each Free Peoples card gains toil 1.
Response: If you play a card with toil X, exert a Wizard companion to make that card’s twilight cost -X.
T R 16
This card seems awfully powerful. But it's good.
[4] •Curunír, !The White Wizard [Isengard] (FP)
Companion • Wizard
Str: 8
Vit: 4
Res: 7
Traitor. Unyielding.
Play with the top card of your draw deck revealed. Curunír is resistance -X, where X is the twilight cost of the revealed card.
Each time a spell is played, unless Curunír is corrupted, you may add a burden to discard a condition.
T R 45
Why resistance 7? That seems high for a traitor. I would make him a [Gandalf] culture free peoples' player. Just rename the culture to "Wizard." Voila! Problem solved.
I would really think his resistance should be lower. There are enough resistance pumps to keep him above 0 to get the bonus out of his game text.
-wtk
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Okay, I have lowered Curunír's resistance to make him more dangerous to use and for the reasons you faithful reviewers most eloquently put forward! Thanks you two! :gp:
What I might do is pause for a second here and post all the cards spoiled up to now, in case there are any final comments from anyone. Then I will continue with the [Gollum] culture at some point during the next few days.
[1] Ancient Grudges [Dwarven]
Event • Skirmish
Tale.
Make a [Dwarven] companion strength +2 (or strength +3 and damage +1 if skirmishing an [Orc] or [Moria] minion).
T C 1
[3] Glory Reclaimed [Dwarven]
Event • Fellowship
Tale.
To play, spot a [Dwarven] companion.
Exert any number of companions with a total resistance of 9 or more to take the same number of Free Peoples cards from your discard pile into your hand.
T R 2
[3] •Grimir, Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 7
Vit: 3
Res: 7
At the start of the fellowship phase, if Grimir has resistance 4 or more, you may play a Free Peoples condition from your discard pile.
T U 3
[2] •Thorin III, Son of Dáin [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1. Valiant.
Each [Dwarven] condition gains toil 1.
T C 4
[1] Ancient Struggle [Elven]
Event • Skirmish
Make a minion skirmishing an [Elven] companion strength -2 (or -4 if it is a [Sauron] or [Wraith] minion).
T C 5
[2] •Calaglin, Silent Sentinel [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Ranger.
Each time you play an [Elven] event, you may reveal the top card of your draw deck. If it is a Free Peoples card, you may exert a minion.
T C 6
[2] •Celeborn, Teleporno [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 7
While you can spot Galadriel, Celeborn’s twilight cost is -1.
At the start of the maneuver phase, you may reveal the top card of your draw deck to discard a Shadow condition with twilight cost less than the twilight cost of the card revealed.
T R 7
[2] •Dínendal, Silent Sentinel [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Ranger.
Each time you play an [Elven] event, you may foresee 1 (look at the top 1 card of your draw deck; place it on top of or beneath your draw deck).
T C 8
[3] •Erestor, Wise Councillor [Elven]
Companion • Elf
Str: 7
Vit: 3
Res: 7
!Unyielding (Erestor's resistance is not reduced by the number of burdens).
At the start of the regroup phase, if Erestor has resistance 7 or more and is not exhausted, you may reconcile your hand.
T U 9
[4] Faith in the Valar [Elven]
Event • Skirmish
Spell. Tale.
Toil 2.
Reveal the top card of your draw deck. Prevent all wounds to a skirmishing companion if that card is a Free Peoples card.
T U 10
[4] Ghosts of Men [Elven]
Event • Maneuver
Twilight.
To play, spot an [Elven] companion.
Exert any number of companions with resistance 15 or more to foresee the same number of cards. For each Free Peoples card you foresee, you may reveal it to remove a burden or wound a minion !in twilight.
‘“I do not fear them.”’
T R 11
[1] Lórien Cloak [Elven]
Possession • Cloak
To play, spot an [Elven] card.
Bearer must be a companion.
The minion archery total is -1.
Response: If a minion uses a special ability, discard this possession to cancel that ability unless that minion’s owner removes [3].
T U 12
[2] Power of Foresight [Elven]
Event • Maneuver
Spell.
Spot an [Elven] companion to foresee 3 (look at the top 3 cards of your draw deck; place any number of those cards on top of or beneath your draw deck in any order).
T C 13
[2] Silent Watchers [Elven]
Condition • Support Area
Stealth.
Response: If a minion is played, discard an [Elven] character from hand to wound that minion.
Response: If a Shadow condition is played, discard an [Elven] character from hand and discard this condition to discard that condition.
T R 14
[2] Friend to Gandalf [Gandalf]
Condition • Companion
To play, spot Gandalf.
Bearer gains the [Gandalf] culture and the Gandalf signet.
Regroup: Discard this condition to heal Gandalf.
T U 15
[3] •Great Trials [Gandalf]
Condition • Support Area
Tale.
While you can spot a [Gandalf] Wizard, each Free Peoples card gains toil 1.
Response: If you play a card with toil X, exert a Wizard companion to make that card’s twilight cost -X.
T R 16
[3] Have Patience [Gandalf]
Event • Fellowship
Spot Gandalf to heal an unbound companion twice.
T C 17
[2] •Hugin, Lake-town Ambassador [Gandalf]
Companion • Man
Str: 5
Vit: 3
Res: 6
Each [Gandalf] event gains toil 1.
T C 18
[2] •Ottar, Lake-town Ambassador [Gandalf]
Companion • Man
Str: 5
Vit: 3
Res: 6
Fellowship: Exert Ottar to foresee 2; reveal and take into hand each [Gandalf] card you foresee.
T C 19
[2] Root Out the Shadow [Gandalf]
Event • Skirmish
Search.
Make a [Gandalf] companion strength +2 (and discard an [Isengard] or [Sauron] condition).
T C 20
[5] •Treebeard, Fangorn [Gandalf]
Companion • Ent
Str: 12
Vit: 4
Res: 7
Unhasty. !Unyielding (Treebeard's resistance is not modified by the number of burdens).
At the start of the assignment phase, reveal the top card of your draw deck. If it is a [Gandalf] or [Shire] card, each companion loses unhasty until the regroup phase.
While Treebeard has resistance 6 or more, he is damage +2.
T U 21
[3] United in Bravery [Gandalf]
Event • Skirmish
Spell.
To play, spot a [Gandalf] Wizard.
Exert any number of companions to discard a minion with strength less than the total resistance of those companions.
T R 22
[7] Valour of the West [Gandalf]
Event • Skirmish
Tale. Toil 3.
Make a companion strength +5.
T U 23
[2] •Denethor, Son of Ecthelion [Gondor]
Companion • Man
Str: 8
Vit: 3
Res: 5
!Unyielding (Denethor's resistance is not reduced by the number of burdens).
To play, spot a [Gondor] companion.
Denethor is resistance -2 for each companion in the dead pile (and is corrupted if Boromir is in the dead pile).
Fellowship: Add a burden to play a [Gondor] condition or [Gondor] possession from your draw deck (limit once per turn).
T R 39
[4] •Curunír, !The White Wizard [Isengard] (FP)
Companion • Wizard
Str: 8
Vit: 4
Res: 5
Traitor. !Unyielding (traitor is unloaded, and Curunír's resistance is not reduced by the number of burdens).
Play with the top card of your draw deck revealed. Curunír is resistance -X, where X is the twilight cost of the revealed card.
Each time a spell is played, unless Curunír is corrupted, you may add a burden to discard a condition (companions with resistance 0 are corrupted).
T R 45
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Okay, I'm now going to continue into the [Gollum] culture. As always, however, if you have any suggestions for previous cards, please make them!
The way I design [Gollum] cards is through a mirror, so I think of an idea and I give one version to Sméagol and a mirror version to Gollum, and this is always the case. However, !The Twilight World is a Shadow heavy set, and so there are 2 [Gollum] Shadow cards that are not mirrored (1 common, 1 rare), which will be shown later, after a suitable amount of suspense! ;)
Until then, let's have a couple of mirrors. The first is part of the culture-hate pump cycle. Obviously, the only choice for a culture that [Gollum] particularly hates is, well... [Gollum]!
[1] Go Away! [Gollum] (FP)
Event • Skirmish
Make a [Gollum] character strength +2 (and wound a [Gollum] character he or she is skirmishing).
T C 26
(0) You Haven’t Got Any Friends! [Gollum] (SH)
Event • Skirmish
Make a [Gollum] character strength +2 (and wound a [Gollum] character he or she is skirmishing).
T C 35
And now another mirror. Now one of the biggest issues about losing King Block with this set is that obviously Captured By the Ring is now out of standard, and so there needs to be some way of fetching and/or replaying Gollum to make him competitive. And so I do have a replacement - not nearly as good (but CbtR is one of the strongest commons ever printed) but I think useful enough that it would get played. But tell me what you think!
(0) Hiding from the Shadow [Gollum] (FP)
Event • Regroup
Choose one: play Sméagol from your draw deck or discard pile; or spot Sméagol to take into hand a stealth card from your discard pile.
T U 27
(0) Searching for the Precious [Gollum] (SH)
Event • Shadow
Choose one: play Gollum from your draw deck or discard pile; or spot Gollum to take into hand a search card from your discard pile.
T U 30
-
Go Away! and You Don't Have Any Friends! could be something like this...
Event, Skirmish
Make a [Gollum] character strength +2 (and wound a [Gollum] character he or she is skirmishing).
That would be kind of cool because it is neither good nor evil.
I like the new Captured By the Ring/We Must Have It.
-wtk
-
Go Away! and You Don't Have Any Friends! could be something like this...
Event, Skirmish
Make a [Gollum] character strength +2 (and wound a [Gollum] character he or she is skirmishing).
Hahahahaha! You are quite right, and it will be changed. :gp:
These threads seem to be so quiet at the moment, I'm not quite sure where everyone is. But nevertheless, I didn't expect a riot over those 2 pairs of cards, so I'll probably just continue onto some more interesting ones.
These first two are rares, and can therefore break from the usual mirror design for my [Gollum] cards. They do however make up part of their own respective cycles. Leading in Secret is of the ilk as Ghosts of Men and the epic United in Bravery seen above. Craving the Ring is part of a Shadow cycle of events with [X] as its twilight cost. If it's not totally clear, when you play that card, you choose the value of X and then remove [X] twilight to play it. Now naturally this only works for Shadow cards (which is why the FP has a different cycle) and it works particularly well with toil (one of the set's mechanics) and aggressor (one of the block's themes, namely "For each aggressor minion assigned to a skirmish, each Shadow card is twilight cost -1") and it is, I think, a generally cool idea (stolen from MTG, of course :roll: ) and so that's why it's here.
(0) Leading in Secret [Gollum] (FP)?
Event • Regroup
Stealth.
To play, spot Sméagol.
If the total resistance of Ring-bound companions is 21 or more, remove [4] and heal each of those companions.
T R 28
[X] Craving the Ring [Gollum] (SH)
Event • Response
(You choose the value of [X]. Except when you play this card, its twilight cost is (0)).
Search. Twilight.
If the Ring-bearer puts on The One Ring, spot Gollum to exert the Ring-bearer X times and make Gollum strength +X until the regroup phase.
T R 24
[6] We Must Hurry! [Gollum] (FP)
Event • Regroup
When you play this card, you may exert any number of [Gollum] characters to make this card’s twilight cost -2 for each character you exerted in this way.
Make the move limit +1.
T U 33
[6] Dirty Tricks [Gollum] (SH)
Event • Regroup
When you play this card, you may exert any number of [Gollum] characters to make this card’s twilight cost -2 for each character you exerted in this way.
Make the move limit -1.
T U 25
Those two, you may notice, essentially have toil, but not quite. Toil allows you only to exert your own characters, but this one allows you to exert Sméagol, Gollum, and, I dunno... some other [Gollum] character which will be the subject of the next post? ;)
-
I'm definitely packing four of Go Away! and You Don't Have Any Friends! into any Ninja Gollum deck.
I have to drop some cards off at the Post Office. I will review upon returning.
-wtk
-
I'm definitely packing four of Go Away! and You Don't Have Any Friends! into any Ninja Gollum deck.
Ah no, the wording change is superficial only - it will not allow you to use FP cards during your Shadow turn, nor Shadow cards during your FP turn. So you'll only be able to use You Don't Have Any Friends! for your Ninja Gollum, I'm afraid!
Thranduil
-
(0) Leading in Secret [Gollum] (FP)?
Event • Regroup
Stealth.
To play, spot Sméagol.
If the total resistance of Ring-bound companions is 15 or more, remove [4] and heal each of those companions.
T R 28
hmm could possibly be broken in a ring-bound hobbits deck, id lose the remove [4] part since it costs (0)
[X] Craving the Ring [Gollum] (SH)
Event • Response
(You choose the value of [X]. Except when you play this card, its twilight cost is (0)).
Search. Twilight.
If the Ring-bearer puts on The One Ring, spot Gollum to exert the Ring-bearer X times and make Gollum strength +X until the regroup phase.
T R 24
broken when paired with expanded twilight wraiths... but then again everything is broken in expanded
[6] We Must Hurry! [Gollum] (FP)
Event • Regroup
When you play this card, you may exert any number of [Gollum] characters to make this card’s twilight cost -2 for each character you exerted in this way.
Make the move limit +1.
T U 33
at first is was like what... why would the shadow player add to the move limit???
then i saw it was freeps
nice card!
[6] Dirty Tricks [Gollum] (SH)
Event • Regroup
When you play this card, you may exert any number of [Gollum] characters to make this card’s twilight cost -2 for each character you exerted in this way.
Make the move limit -1.
T U 25
again, nice
Those two, you may notice, essentially have toil, but not quite. Toil allows you only to exert your own characters, but this one allows you to exert Sméagol, Gollum, and, I dunno... some other [Gollum] character which will be the subject of the next post? ;)
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Ah no, the wording change is superficial only - it will not allow you to use FP cards during your Shadow turn, nor Shadow cards during your FP turn. So you'll only be able to use You Don't Have Any Friends! for your Ninja Gollum, I'm afraid!
I don't see why not? It's still the Gollum culture. Of course, I can't think of any cards currently that you could conceptually use both ways (I'm sure there are a few).
-wtk
-
Ah no, the wording change is superficial only - it will not allow you to use FP cards during your Shadow turn, nor Shadow cards during your FP turn. So you'll only be able to use You Don't Have Any Friends! for your Ninja Gollum, I'm afraid!
I don't see why not? It's still the Gollum culture. Of course, I can't think of any cards currently that you could conceptually use both ways (I'm sure there are a few).
-wtk
No trust me it's against the rules. Doesn't matter what culture they are, Go Away! is a Free Peoples card and cannot be played during your Shadow turn.
Thanks for your thoughts L333! :gp: I'd almost forgotten what reviews were... :roll:
Thranduil
-
You can get [Gollum] Shadow cards because they're [Gollum] culture just like the Free Peoples cards, but you can't play Go Away! when it's not your turn for the same reason you can't play SftF during your Shadow turn or any other FP card.
Thranduil
-
These first two are rares, and can therefore break from the usual mirror design for my [Gollum] cards. They do however make up part of their own respective cycles. Leading in Secret is of the ilk as Ghosts of Men and the epic United in Bravery seen above. Craving the Ring is part of a Shadow cycle of events with [X] as its twilight cost. If it's not totally clear, when you play that card, you choose the value of X and then remove [X] twilight to play it. Now naturally this only works for Shadow cards (which is why the FP has a different cycle) and it works particularly well with toil (one of the set's mechanics) and aggressor (one of the block's themes, namely "For each aggressor minion assigned to a skirmish, each Shadow card is twilight cost -1") and it is, I think, a generally cool idea (stolen from MTG, of course :roll: ) and so that's why it's here.
(0) Leading in Secret [Gollum] (FP)?
Event • Regroup
Stealth.
To play, spot Sméagol.
If the total resistance of Ring-bound companions is 15 or more, remove [4] and heal each of those companions.
T R 28
I feel like 15 is pretty easy to achieve with just Frodo and Smeagol...just my opinion though. A Salt From the Shire here, a Salt From the Shire there...I'd like to see it something where it has to be Frodo, Sam, and Smeagol...
[X] Craving the Ring [Gollum] (SH)
Event • Response
(You choose the value of [X]. Except when you play this card, its twilight cost is (0)).
Search. Twilight.
If the Ring-bearer puts on The One Ring, spot Gollum to exert the Ring-bearer X times and make Gollum strength +X until the regroup phase.
T R 24
Okay...this card is twilight cost zero for the sake of...let's say, Might of Numenor in Expanded. I don't mind this card because it is specific to when the Ring-Bearer puts on the One Ring, but there is usually plenty of extra twilight in a Ninja Gollum deck.
I am not really looking at this in Expanded because, like you said, everything is broken in Expanded.
[6] We Must Hurry! [Gollum] (FP)
Event • Regroup
When you play this card, you may exert any number of [Gollum] characters to make this card’s twilight cost -2 for each character you exerted in this way.
Make the move limit +1.
T U 33
I was trying to figure out why this wasn't Toil, but then I read your statement underneath. Whoops!
[6] Dirty Tricks [Gollum] (SH)
Event • Regroup
When you play this card, you may exert any number of [Gollum] characters to make this card’s twilight cost -2 for each character you exerted in this way.
Make the move limit -1.
T U 25
Fair enough. A lot of [Gollum] culture cards play off the move limit, so these seem like nice events.
-wtk
-
Okay, upped the resistance to 21, which is probably high enough. Or do you think it should be 25 (ie. Frodo (10) + Sam (10) + Sméagol (5)) which leaves no room for any burdens?
Anyway, I was hinting that another [Gollum] character would be popping up in this post. But before we get to that, let's take a look at these:
[1] Pleasing to Masster [Gollum] (FP)
Condition • Support Area
Stealth.
Regroup: Exert Sméagol or Gollum twice to foresee 2. Then reveal the top card of your draw deck. If it is a [Gollum] or [Shire] card, you may remove a burden. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of or beneath your draw deck in any order).
T C 29
[1] !Wicked Masster! [Gollum] (SH)
Condition • Support Area
Search.
Regroup: Exert Gollum or Sméagol twice to foresee 2. Then reveal the top card of your draw deck. If it is a [Gollum] or [Wraith] card, you may add a burden. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of or beneath your draw deck in any order).
T C 34
That stuff is mainly to cement some cross-culture shenanigans and reinforce the [Gollum] culture's love for the regroup phase. But it actually has very little to do with the main subject of this post...
Now I talked earlier about that this block rotates King block out of standard. This unfortunately means that we've lost a whole subculture that began in the Siege of Gondor, namely of course, Her Ladyship herself! So, I needed to rectify this, because Shelob is simply awesome, and with the support she got in Hunters block, I only really needed to make a couple of cards to keep her in the format (and I also didn't want to spend much time on her because the main focus is Gollum and the Ring). And so, because this is a Shadow heavy set, I have made 2 versions of her that obviously have no FP mirror, and I've tried to go for something slightly different that I hope encompasses her flavour quite well, but you tell me!
[6] •Shelob, !Guardian of Cirith Ungol [Gollum]
Minion • Spider
Str: 8
Vit: 8
Sit: 8
Fierce.
Skirmish: Discard a minion from play or from hand to make Shelob strength +3 (or +4 if the current site is a mountain or underground).
T C 31
[6] •Shelob, Terror of the Mountains [Gollum]
Minion • Spider
Str: 8
Vit: 8
Sit: 8
Fierce.
Shelob is strength +1 for each companion with resistance 6 or less.
Skirmish: Discard a skirmishing minion to play Shelob from your hand. If the minion you discarded was unique, you may have Shelob replace it in that skirmish.
T R 32
You may also ask, "Who the #$&*@! is Ufthak (http://www.glyphweb.com/arda/u/ufthak.html)?" Should I post him as well? OKAY!
[1] •Ufthak, Tasty Snack [Orc]
Minion • Orc
Str: 5
Vit: 1
Sit: 6
While a card named "Ufthak" is in your discard pile or stacked on a [Gollum] possession, Shelob is strength +2 and damage +1.
B R
Yes, and he's from the next set, !Back to the Light.
And you know what, maybe I'll post a site as well! Because I'm feeling particularly crazy today:
(W) •Shelob’s Lair [3]
Battleground. Underground.
Shadow: Discard a minion to play Shelob from your draw deck or discard pile; her twilight cost is -X, where X is the discarded minion’s twilight cost.
T R 118
So tell me - did I do a good job on Her Ladyship et al?
-
Okay, upped the resistance to 21, which is probably high enough. Or do you think it should be 25 (ie. Frodo (10) + Sam (10) + Sméagol (5)) which leaves no room for any burdens?
The 20 region should be fine!
[1] Pleasing to Masster [Gollum] (FP)
Condition • Support Area
Stealth.
Regroup: Exert Sméagol to foresee 2. Then reveal the top card of your draw deck. If it is a [Gollum] or [Shire] card, you may remove a burden. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of or beneath your draw deck in any order).
T C 29
I might have it exert twice because that seems like an awfully easy way to remove burdens. As I've been looking at these cards, I've just been imagining a [Shire] [Gollum] deck with [Gollum] baddies...seems like an easy way to remove burdens, especially since it is a condition. I wouldn't mind it as an event!
[1] !Wicked Masster! [Gollum] (SH)
Condition • Support Area
Search.
Regroup: Exert Gollum to foresee 2. Then reveal the top card of your draw deck. If it is a [Gollum] or [Sauron] card, you may add a burden. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of or beneath your draw deck in any order).
T C 34
I think exerting twice or making it an event is necessary. The fact that I could alter my deck to show up as [Gollum] or [Sauron] to add a burden, then do it two more times...I don't know about that. Powerful common!
Edit: With the King Block being phased out, how many more [Sauron] cards are there? Just a thought...it seems like the Dark Lord himself is about the only one!
[6] •Shelob, Guardian of Cirith Ungol [Gollum]
Minion • Spider
Str: 8
Vit: 8
Sit: 8
Fierce.
Skirmish: Discard a minion from play or from hand to make Shelob strength +3 (or +4 if she is skirmishing a companion with resistance 6 or less).
T C 31
That seems like she could get a tad powerful, but I guess that the Shelob is a powerful beast. I would prefer +2 (+3) because Sam should be able to kick her #$&*@! around. But I guess that's no better than an Enduring Shelob...
[6] •Shelob, Terror of the Mountains [Gollum]
Minion • Spider
Str: 8
Vit: 8
Sit: 8
Fierce.
Shelob is strength +1 for each companion with resistance 6 or less.
Skirmish: Discard a skirmishing minion to play Shelob from your hand. If the minion you discarded was Gollum or Ufthak, you may have Shelob replace him in that skirmish.
T R 32
I think I would rather play the common Shelob than this one, honestly. The other one can get to be beastly, and the strongest this one could be is 17...but it will never likely get that high!
[1] •Ufthak, Tasty Snack [Orc]
Minion • Orc
Str: 5
Vit: 1
Sit: 6
While Ufthak is in your discard pile or stacked on a [Gollum] possession, Shelob is strength +2 and damage +1.
B R
Yes, and he's from the next set, !Back to the Light.
Hmm. He's cool.
(W) •Shelob’s Lair [3]
Battleground. Underground.
Shadow: Discard a minion to play Shelob from your draw deck or discard pile; her twilight cost is -X, where X is the discarded minion’s twilight cost.
T R 118
Nice. That will prevent double moving if there is an exhausted Nazgul or something out, might as well get a refreshed, recharged Shelob!
I like all of those cards, but I am afraid the first two particularly are far too powerful.
-wtk
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Okay, I've changed the first 2. Now it requires 2 exertions, but to make it slightly more powerful you can now exert your opponent's Sméagol/Gollum. And I also changed [Sauron] to [Wraith] because there are more cards (though there are about 20 [Sauron] cards in this block) and because it also makes more flavour sense.
As for Shelob, I've been thinking about Terror of the Mountains, which I've generally been unimpressed with. I always loved her second ability, but never her first, and there have been several incarnations. And so, I've just come up with an alternative, and let's hear what you think:
[6] •Shelob, Terror of the Mountains [Gollum]
Minion • Spider
Str: 8
Vit: 8
Sit: 8
Fierce.
Shelob is strength +1 for each minion in your discard pile.
Skirmish: Discard a skirmishing minion to play Shelob from your hand. If the minion you discarded was Gollum or Ufthak, you may have Shelob replace him in that skirmish.
T R 32
-
[6] •Shelob, Terror of the Mountains [Gollum]
Minion • Spider
Str: 8
Vit: 8
Sit: 8
Fierce.
Shelob is strength +1 for each minion in your discard pile (or stacked on a [Gollum] possession).
Skirmish: Discard a skirmishing minion to play Shelob from your hand. If the minion you discarded was Gollum or Ufthak, you may have Shelob replace him in that skirmish.
T R 32
Now she is scary! Talk about really strong! I mean, if I run 20 minions in a 30/30 deck, she would probably get up to be around strength 22 or 23 by site seven or eight maybe...Do you want her being stronger than Sauron because that is a possibility. Especially since I am going to splash her in every Moria Swarm deck I've ever built!
Edit: Or, imagine how scary she would be with The Witch-King, Dark Lord! I'd splash her in a deck with that beast!
Edit 2: Aw, #$&*@! it! Every deck has minions. I am going to stockpile more of these than I did Goblin Armory and Power According to His Stature combined and sell them at $100 apiece!
-wtk
-
But, is she that much scarier than Eater of Light? 4x Web, 3 minions on each (including copies of herself) makes her strength +36!
Thranduil
-
Web is a possession, and when playing swarm, my friend has gotten her to be 34+ str consistently by site 5 or 6.
-
First off, I want to say that I love the concept of Shelob eating things ... it really should have been her flavour from the start. But while I really like the idea of the new Terror of the Mountains, in my opinion it's too powerful. Maybe if it were changed to "Shelob is strength +1 for each [ORC] or [GOLLUM] minion in your discard pile" ... It wouldn't adjust her power much in decks built around her, but at least it would (partially) limit which decks she would show up in.
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...changed to "Shelob is strength +1 for each [ORC] or [GOLLUM] minion in your discard pile" ... It wouldn't adjust her power much in decks built around her, but at least it would (partially) limit which decks she would show up in.
Strength +2 for each [Gollum] minion in the discard pile? At most +14 (although no one really plays four copies of Gollum so maybe that doesn't work).
-wtk
-
[6] •Shelob, Terror of the Mountains [Gollum]
Minion • Spider
Str: 8
Vit: 8
Sit: 8
Fierce.
Shelob is strength +1 for each minion in your discard pile.
Skirmish: Discard a skirmishing minion to play Shelob from your hand. If the minion you discarded was Gollum or Ufthak, you may have Shelob replace him in that skirmish.
T R 32
Ive always wondered if "skirmishing" is a valid term in LOTR, I think for old school sakes it should be a minion involved in a skrimish. I like this card very much but it does seem ridiculously excessive. Regardless of her ability the text could abuse her massively. Id be conjuring a swarm deck up the moment this got released. Shes a "overwhelms 2 guys a turn" unless youre playing targetted discard minions like gandalf/elves or something.
-
I don't think that her strength pump is that ridiculous - in a normal deck, she would not be that big until late in the game. The two things I see that need watching out for are: 1) splashability, which I think I have a solution for which I will post in a second, and 2) combo deck potential (what I mean by this is a deck of say 90 cards made up entirely of minions that just burns through the deck and can reliably play Shelob every site. Now I don't know whether this possible, I'm just saying it's something to watch out for).
So, my new proposed version of Shelob is:
[6] •Shelob, Terror of the Mountains [Gollum]
Minion • Spider
Str: 8
Vit: 8
Sit: 8
Fierce.
While you can spot another [Gollum] card, Shelob is strength +1 for each minion in your discard pile.
Skirmish: Discard a skirmishing minion to play Shelob from your hand. If the minion you discarded is unique, you may have Shelob replace it in that skirmish.
T R 32
Now you have to at least work to within the [Gollum] culture to make her into a beast. I do love the text, and I think general reaction to the concept is good, and I'd rather not have a limit, but if need be that's definitely an option. I don't know where this leaves problem 2, but what do you think?
Thranduil
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I was thinking about it more. I am torn. Do I want to see it "While you can spot a [Gollum] minion..." because Gollum leads her prey? Well, yeah, kind of because Gollum leads the free peoples' side there.
The orcs just tragically venture too far. But man...I am really torn on whether the I like the discard pile idea too. I hate Cirdan, the Shipwright, because you constantly have to wait while the other player counts events...I don't know. Maybe I am jaded.
-wtk
-
I know what you mean about the counting, but there is also an element of fun in that - enough that MTG continues to print cards like Mortivore and Lord of Extinction that do pretty much exactly what this Shelob is doing.
Thranduil
-
These threads seem to be so quiet at the moment, I'm not quite sure where everyone is.
Had my vacation last week, nutso work stuff since going back, and a BAD case of diaper rash with little Elaina for the last week or so. My time has really not been my own until about 24 hours ago.
But now I'm back! From outer space! I just walked in to see you here with that sad look upon your face. I should have changed that stupid lock, I should have made you leave your key....
...wait, where am I? Oh, right. Dream cards. :roll:
[1] Go Away! [Gollum] (FP)
Event • Skirmish
Make a [Gollum] character strength +2 (and wound a [Gollum] character he or she is skirmishing).
T C 26
Cool beans.
(0) You Haven’t Got Any Friends! [Gollum] (SH)
Event • Skirmish
Make a [Gollum] character strength +2 (and wound a [Gollum] character he or she is skirmishing).
T C 35
No issues here. This one might even work if the wounding triggered with [Shire] characters, too. :twisted:
(0) Hiding from the Shadow [Gollum] (FP)
Event • Regroup
Choose one: play Sméagol from your draw deck or discard pile; or spot Sméagol to take into hand a stealth card from your discard pile.
T U 27
Awesome! You could even make this a stealth card itself for flavor.
(0) Searching for the Precious [Gollum] (SH)
Event • Shadow
Choose one: play Gollum from your draw deck or discard pile; or spot Gollum to take into hand a search card from your discard pile.
T U 30
Again, this could be a search card itself for fun.
(0) Leading in Secret [Gollum] (FP)?
Event • Regroup
Stealth.
To play, spot Sméagol.
If the total resistance of Ring-bound companions is 21 or more, remove [4] and heal each of those companions.
T R 28
I'd go for 20 total, just because 21 seems like a really weird number.
[X] Craving the Ring [Gollum] (SH)
Event • Response
(You choose the value of [X]. Except when you play this card, its twilight cost is (0)).
Search. Twilight.
If the Ring-bearer puts on The One Ring, spot Gollum to exert the Ring-bearer X times and make Gollum strength +X until the regroup phase.
T R 24
Odd, really odd, yet somehow it works.
[6] We Must Hurry! [Gollum] (FP)
Event • Regroup
When you play this card, you may exert any number of [Gollum] characters to make this card’s twilight cost -2 for each character you exerted in this way.
Make the move limit +1.
T U 33
Uh...why can't you just do toil 2 instead of the first long line of text? :-? After all, by defintion, toil X means "For each [culture] character you exert when playing this card, its twilight cost is -X." So that would do...exactly what your first line of text does. Covers Shadow AND FP characters too, I believe.
Anyway....
[6] Dirty Tricks [Gollum] (SH)
Event • Regroup
When you play this card, you may exert any number of [Gollum] characters to make this card’s twilight cost -2 for each character you exerted in this way.
Make the move limit -1.
T U 25
Same comment here. Yeah.
[1] Pleasing to Masster [Gollum] (FP)
Condition • Support Area
Stealth.
Regroup: Exert Sméagol or Gollum twice to foresee 2. Then reveal the top card of your draw deck. If it is a [Gollum] or [Shire] card, you may remove a burden. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of or beneath your draw deck in any order).
T C 29
Looks good to me. A nice use of your foresee.
[1] !Wicked Masster! [Gollum] (SH)
Condition • Support Area
Search.
Regroup: Exert Gollum or Sméagol twice to foresee 2. Then reveal the top card of your draw deck. If it is a [Gollum] or [Wraith] card, you may add a burden. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of or beneath your draw deck in any order).
T C 34
No issues here.
[6] •Shelob, !Guardian of Cirith Ungol [Gollum]
Minion • Spider
Str: 8
Vit: 8
Sit: 8
Fierce.
Skirmish: Discard a minion from play or from hand to make Shelob strength +3 (or +4 if she is skirmishing a companion with resistance 6 or less).
T C 31
Since your other Shelob below already triggers off resistance, I think it would be fun to tie this version in with sites, which meshes (in my opinion) with the subtitle. So I would recommend the +4 trigger if the current site is a mountain or underground site instead.
[6] •Shelob, Terror of the Mountains [Gollum]
Minion • Spider
Str: 8
Vit: 8
Sit: 8
Fierce.
Shelob is strength +1 for each companion with resistance 6 or less.
Skirmish: Discard a skirmishing minion to play Shelob from your hand. If the minion you discarded was Gollum or Ufthak, you may have Shelob replace him in that skirmish.
T R 32
I actually don't like how it specifically mentions Ufthak (though I don't have a problem with an Ufthak minion that works with Shelob, if that makes any sense). I would simply change that to "a unique Orc minion", or perhaps "a unique [Orc] minion".
[1] •Ufthak, Tasty Snack [Orc]
Minion • Orc
Str: 5
Vit: 1
Sit: 6
While Ufthak is in your discard pile or stacked on a [Gollum] possession, Shelob is strength +2 and damage +1.
B R
One thing I worry about: that ability stacking. Right now, I think it does, and that's very, very bad. A strength +8 damage +4 Shelob is not something I want to even think about! :ow:
(W) •Shelob’s Lair [3]
Battleground. Underground.
Shadow: Discard a minion to play Shelob from your draw deck or discard pile; her twilight cost is -X, where X is the discarded minion’s twilight cost.
T R 118
Whew, last one! I think this would be the first ever unique site...did you intend that, or was that a mistake? No issues with the rest.
Nice cards, my friend! :up:
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Uh...why can't you just do toil 2 instead of the first long line of text? :-? After all, by defintion, toil X means "For each [culture] character you exert when playing this card, its twilight cost is -X." So that would do...exactly what your first line of text does. Covers Shadow AND FP characters too, I believe.
No - I thought so too at first, but it's not true. If you look on the cards themselves, the reminder text does not mention that the characters you exert have to be yours. However, if you look at the toil entry in the comprehensive rules, it does.
I actually don't like how it specifically mentions Ufthak (though I don't have a problem with an Ufthak minion that works with Shelob, if that makes any sense). I would simply change that to "a unique Orc minion", or perhaps "a unique [Orc] minion".
Fair enough, but you seem to have missed the fact that this Shelob has changed, and is in fact one of the most controversial cards I've ever designed! Perhaps you should look a little bit above your post... ;)
One thing I worry about: that ability stacking. Right now, I think it does, and that's very, very bad. A strength +8 damage +4 Shelob is not something I want to even think about! :ow:
Good point - you may be right. I will sort it out with some awkward wording!
Whew, last one! I think this would be the first ever unique site...did you intend that, or was that a mistake? No issues with the rest.
No, I think you'll find that all sites in Decipher's old card lists (which may or not be still on the internet) had uniqueness dots, which is what I'm following - sites are, by definition, unique. :P
Anyway, thanks very much for your comments! And it's weird to think you have a real life outside of this forum - after all, I'm just a student, which doesn't count!
Thranduil
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Well I was hoping for another opinion on my controversial Shelob, but apparently it's not forthcoming. So I guess I'll post it again (in hope!) and then move onto the next culture.
[6] •Shelob, Terror of the Mountains [Gollum]
Minion • Spider
Str: 8
Vit: 8
Sit: 8
Fierce.
Skirmish: Spot another [Gollum] card and remove a minion in your discard pile from the game to make Shelob strength +2.
Skirmish: Discard a skirmishing minion to play Shelob from your hand. If the minion you discarded was unique, you may have Shelob replace it in that skirmish.
T R 32
So we're into [Gondor], which is the last FP culture for a while in a predominantly Shadow set. First, a companion we've already seen, which is a cousin to Curunír, !the White Wizard above.
[2] •Denethor, Son of Ecthelion [Gondor]
Companion • Man
Str: 8
Vit: 3
Res: 5
!Unyielding. (Denethor's resistance is not reduced by the number of burdens).
Denethor is strength and resistance -2 for each companion in the dead pile (and is corrupted if Boromir is in the dead pile).
Fellowship: Add a burden to play a [Gondor] condition or [Gondor] possession from your draw deck (limit once per turn).
T R 39
Then we'll continue our culture-hate pump cycle (I love it when things have catchy names! ;)):
[1] Bulwarks of Gondor [Gondor]
Event • Skirmish
Fortification.
Make a [Gondor] companion strength +2 (and wound a [Men] minion skirmishing that companion).
T C 38
And then a standard possession. I keep realising that I spend so much time in this block on events and characters, possessions and conditions often get lost in the tussle. So this one I made a conscious effort to get into the set. It's based on a virtual card I once made on Coat of Mail or Armor or one of those things.
[1] !Armor of Minas Tirith [Gondor]
Possession • !Armor
Res: +1
Bearer must be a [Gondor] companion.
Bearer is strength +2 while skirmishing more than 1 minion.
T C 36
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I like the counting Shelob, but unless ou give players ways to tamper with each other's discard piles, she might get to abuseable. You could up the strength bonus by, say, A LOT (+2 or even +3) and give her an OBSCENE twilight cost, making removing minions from your discard pile from the game a way of reducing it. Balance. However, should the FP player build a huge pool, she springs out onto them! Pop! HUGE. Double-kill.
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[6] •Shelob, Terror of the Mountains [Gollum]
Minion • Spider
Str: 8
Vit: 8
Sit: 8
Fierce.
While you can spot another [Gollum] card, Shelob is strength +1 for each minion in your discard pile.
Skirmish: Discard a skirmishing minion to play Shelob from your hand. If the minion you discarded was unique, you may have Shelob replace it in that skirmish.
T R 32
I like FM's idea of removing discarded minions from the game to boost her. Something simple like "Skirmish: Spot another [Gollum] card and remove a minion in your discard pile from the game to make Shelob strength +2 (limit +8)." And yes, I think it STILL needs the limit, because otherwise you could just save up a bunch of minions for one final strike to overpower anything and everything the FP can throw at you. And that just ain't right. If you don't like +8, then raise it, but it needs SOME restriction.
I like the overall idea, both in terms of gameplay and flavor. But it needs to be balanced. The current card is vastly OP. Just imagine that with a good [Moria] swarm! *shudder*
[2] •Denethor, Son of Ecthelion [Gondor]
Companion • Man
Str: 8
Vit: 3
Res: 5
!Unyielding. (Denethor's resistance is not reduced by the number of burdens).
To play, spot a [Gondor] companion.
Denethor is resistance -2 for each companion in the dead pile (and is corrupted if Boromir is in the dead pile).
Fellowship: Add a burden to play a [Gondor] condition or [Gondor] possession from your draw deck (limit once per turn).
T R 39
Since I don't see him as having nearly the same drawbacks as some other Denethors, I think he should either be strength 7 or cost [3].
[1] Bulwarks of Gondor [Gondor]
Event • Skirmish
Fortification.
Make a [Gondor] companion strength +2 (and wound a [Men] minion skirmishing that companion).
T C 38
A fortification event? Hmmm. I'd rather it be a condition that discards for the ability.
[1] !Armor of Minas Tirith [Gondor]
Possession • !Armor
Res: +1
Bearer must be a [Gondor] companion.
Bearer is strength +2 while skirmishing more than 1 minion.
T C 36
A little bland, but it's not bad.
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Well, that Shelob is supposed to be a very powerful card, but I very much like the idea of removing minions from the game in order to fix it. I toyed with something like "When you play Shelob, remove a minion in your discard pile from the game" as a balancer, but I like your idea better! If there's a limit, it's got to be +8 (obviously - she is Shelob after all!) or perhaps +16, but I still don't think she needs it. Firstly, Eater of Light doesn't and she is crazy. Secondly, I think that removing minions is now a serious tactical decision and if you want to remove all of them at once, feel free.
Also, I was planning to follow this up with some "graveyard" interaction in Back to the Light, as exemplified by Ufthák, and also several other cards, including removing cards from your opponent's discard pile as an effect. But nevertheless, I still prefer this option proposed by FM. Thanks guys! :gp:
Thranduil
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[6] •Shelob, Terror of the Mountains [Gollum]
Minion • Spider
Str: 8
Vit: 8
Sit: 8
Fierce.
Skirmish: Spot another [Gollum] card and remove a minion in your discard pile from the game to make Shelob strength +2.
Skirmish: Discard a skirmishing minion to play Shelob from your hand. If the minion you discarded was unique, you may have Shelob replace it in that skirmish.
T R 32
You figured it out! What a great idea and very inventive! :gp: for that because I really like her now!
[2] •Denethor, Son of Ecthelion [Gondor]
Companion • Man
Str: 5
Vit: 3
Res: 5
!Unyielding. (Denethor's resistance is not reduced by the number of burdens).
Denethor is resistance -2 for each companion in the dead pile (and is corrupted if Boromir is in the dead pile).
Fellowship: Add a burden to play a [Gondor] condition or [Gondor] possession from your draw deck (limit once per turn).
T R 39
This guy is nice, but is it too easy to just not play Boromir and not worry about it? Well, no, because a good shadow can still do some serious slaying...Why is this guy only strength 5 though? The only other strength 5 Denethor I can think of was the common from RotK, unless I am missing one of the newer ones...
[1] Bulwarks of Gondor [Gondor]
Event • Skirmish
Fortification.
Make a [Gondor] companion strength +2 (and wound a [Men] minion skirmishing that companion).
T C 38
It's simple, and nice against a meta. These are the kind of cards that I really wouldn't ever use in my decks particularly as I prefer strength bonuses + strength bonuses for meeting free peoples' qualifications, but still a nice Meta-specific card.
[1] !Armor of Minas Tirith [Gondor]
Possession • !Armor
Res: +1
Bearer must be a [Gondor] companion.
Bearer is strength +2 while skirmishing more than 1 minion.
T C 36
Fair enough. There are pretty solid defender + [Gondor] cards so I can appreciate why this would help.
-wtk
-
The original version of Shelob was probably more interesting, but the way it is now works better. Keep both Shelob and Ufthak the same as they are now.
Then again, can you imagine a deck where you discard everything with EMHR, then play the original Shelob? :twisted:
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Why is this guy only strength 5 though? The only other strength 5 Denethor I can think of was the common from RotK, unless I am missing one of the newer ones...
Well, I was thinking about a couple of things after DI's post above: firstly, an 8/3/5 unyielding companion with a kickass ability (even though he does have a disadvantage) is frankly a little bit ridiculous, and Denethor doesn't actually do any fighting at any point during the books, making strength 8 rather crazy anyway! So I thought I'd take him down to one of his other version's strength (5) and take out his spotting requirement. Was this a good idea, or just me being overcautious?
I'm glad reception to the new Terror of the Mountains has been favourable (though I do understand your issue The Old Took - +1 for each minion in the discard pile is a lot more flashy than her current version).
Thranduil
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Well, I was thinking about a couple of things after DI's post above: firstly, an 8/3/5 unyielding companion with a kickass ability (even though he does have a disadvantage) is frankly a little bit ridiculous, and Denethor doesn't actually do any fighting at any point during the books, making strength 8 rather crazy anyway! So I thought I'd take him down to one of his other version's strength (5) and take out his spotting requirement. Was this a good idea, or just me being overcautious?
I'm glad reception to the new Terror of the Mountains has been favourable (though I do understand your issue The Old Took - +1 for each minion in the discard pile is a lot more flashy than her current version).
I don't remember exactly where (so don't jump on me if I'm wrong) but I believe that Denethor was like Boromir, where in his younger days, he was a Champion of Gondor with a reputation as quite an able soldier. He was only 21 when Sauron began to re-emerge in the East...
-wtk
-
I don't remember exactly where (so don't jump on me if I'm wrong) but I believe that Denethor was like Boromir, where in his younger days, he was a Champion of Gondor with a reputation as quite an able soldier. He was only 21 when Sauron began to re-emerge in the East...
-wtk
I agree with ket ... the 8/3/5 incarnation excited me a lot more than the 5/3/5 version. And I am a fan of appendix-based cards, so if the lore mentioned his days as a fighter (which I also remember but can't remember from where) I think it would be good.
Random thought - what if his strength decreased along with his resistence? Something like "Strength -1 and resistence -1 for each companion in the dead pile" instead of just "resistence -2."
[1] Armor of Minas Tirith [gondor]
Possession • Armor
Res: +1
Bearer must be a [gondor] companion.
Bearer is strength +2 while skirmishing more than 1 minion.
T C 36
I'm not sure why, but I'm a big fan of this card. Combine it with your new, improved Shelob (who I think is now ready for action), and it's :gp: time.
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Good suggestion, eomund - I've run with it! :gp:
For now, let's continue with the [Gondor] culture. Now, I'm a great believer that unique characters are much much more interesting for players than any non-unique people, and so I try to use as many different unique characters as I can. And Imrahil only got 1 version, and he's now rotated out, so I thought I'd have another!
[3] •!Imrahil, Captain of Gondor [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 6
Knight. !Unyielding (!Imrahil's resistance is not reduced by the number of burdens).
While !Imrahil has resistance 5 or more, Shadow special abilities may not be played during skirmishes involving him.
T U 41
It was originally for Shadow events, but I thought that was stepping on the toes of the next preview card for today. Am I just being too careful?
[3] •Outer Defences [Gondor]
Condition • Support Area
Fortification. Toil 1.
While you can spot a [Gondor] companion with resistance 5 or more, the twilight cost of each Shadow skirmish event is +1.
Maneuver: Discard this condition to make a [Gondor] companion defender +1 until the regroup phase.
T U 42
As some of you know, I hate toil 1 on Free Peoples cards. But there it is. :roll:
Our last card is part of the Highest Quality cycle. I thought about reprinting THQ, but decided that it required too much culture commitment for this multiculture block. So I made a new one.
[2] Desperate Resistance [Gondor]
Event • Maneuver
To play, spot a [Gondor] companion.
Exert any number of companions with a total resistance of 11 or more to wound a minion once for each companion exerted in this way.
T R 40
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[3] •!Imrahil, Captain of Gondor [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 6
Knight. !Unyielding (!Imrahil's resistance is not reduced by the number of burdens).
While !Imrahil has resistance 5 or more, Shadow special abilities may not be played during skirmishes involving him.
T U 41
It is a shame that they had that wimp in the movie noted as Imrahil in the card game. Anyways, pretty nice, similar to Faramir, Son of Denethor who everyone loves. I probably wouldn't play him over Imrahil, Prince of Dol Amroth, but new set, cards cycle out. I understand.
[3] Outer Defences [Gondor]
Condition • Support Area
Fortification. Toil 1.
While you can spot a [Gondor] companion with resistance 5 or more, the twilight cost of each Shadow skirmish event is +1.
Maneuver: Discard this condition to make a [Gondor] companion defender +1 until the regroup phase.
T U 42
This is a pretty convenient fortification. It does two great things at once, but you should consider making it unique. Shadow events +4 twilight is probably a little ridiculous, plus I would run four copies in any deck with a [Gondor] ring bearer, just for the first sentence. Goodbye, corruption worries.
[2] Desperate Resistance [Gondor]
Event • Maneuver
To play, spot a [Gondor] companion.
Exert any number of companions with a total resistance of 11 or more to wound a minion once for each companion exerted in this way.
T R 40
This card is nasty (in a good way)! I would probably just run a [Gondor] ring-bearer and Ents, Ents, and more Ents. Seems like the easiest way to go about this. Ooh, or Ghoulies. King of the Dead and his friends.
As for the wording, as it is an event it would likely say:
"Spot a [Gondor] companion and exert any number of companions..."
You should make a [Sauron] version for that as a replacement for Hate!
-wtk
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You should make a [Sauron] version for that as a replacement for Hate!
Well minions obviously don't have resistance, so this cycle doesn't quite work. They have their own [X] cycle - cards with [X] as their cost. And don't worry, the [Sauron] one does indeed hearken back to a very well-loved [Sauron] card (but not Hate).
Thranduil
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Well minions obviously don't have resistance, so this cycle doesn't quite work. They have their own [X] cycle - cards with [X] as their cost. And don't worry, the [Sauron] one does indeed hearken back to a very well-loved [Sauron] card (but not Hate).
Hmm...Under the Watching Eye? Those are kind of my two favorite cards in the game!
-wtk
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I was hoping for some more reviews, but the desire to get on with it has now taken over - especially as that lot was not especially controversial. So, I think this finishes the [Gondor] culture:
[2] •Beregond, Soldier of Minas Tirith [Gondor]
Companion • Man
Str: 6
Vit: 3
Res: 6
Knight.
At the start of the assignment phase, reveal the top card of your draw deck. If it is a [Gondor] or [Shire] card, you may make Beregond defender +1 until the regroup phase.
T C 37
I always thought it was a shame that Beregond never got a look in. Well, there he is!
[6] Provisions of the City [Gondor]
Event • Fellowship
Toil 2.
Heal each companion that did not exert for this card’s toil.
T U 43
And just because 2 cards is quite few, I thought I'd post a card from the next culture ([Isengard]) which we've already seen somewhere along the line.
(0) •The Palantír of Orthanc, Dangerous Tool [Isengard]
Artifact • Support Area
When you play The Palantír of Orthanc, each player may foresee 4 (look at the top 4 cards of his or her draw deck; place any number of them on top of or beneath his or her draw deck).
At the start of the maneuver phase, you may spot Saruman to look at the top 2 cards of each draw deck; replace them in any order.
“‘We do not know who else may be watching.’”
T R 47
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[2] •Beregond, Soldier of Minas Tirith [Gondor]
Companion • Man
Str: 6
Vit: 3
Res: 6
Knight.
At the start of the assignment phase, reveal the top card of your draw deck. If it is a [Gondor] or [Shire] card, you may make Beregond defender +1 until the regroup phase.
T C 37
I am sure you know, but the character who ended up being featured on the Imrahil, Prince of Dol Amroth card was originally cast as Beregond. Peter Jackson said that he didn't want to disgrace Beregond's name by having such a minor character be Beregond, who had a little fan club for being Pippin's friend.
On the card, I kind of wish he was cooler and a rare. He kind of has an Elf power (not too much revealing of the top card in your draw deck in [Gondor] or [Shire] cultures. But I guess that's not a big deal.
[6] Provisions of the City [Gondor]
Event • Fellowship
Toil 2.
Heal each companion that did not exert for this card’s toil.
T U 43
That is a neat idea. Never thought about something like that. It is expensive, but very strong and balanced at the same time. I think that is pretty fun.
(0) •The Palantír of Orthanc, Dangerous Tool [Isengard]
Artifact • Support Area
When you play The Palantír of Orthanc, each player may foresee 4 (look at the top 4 cards of his or her draw deck; place any number of them on top of or beneath his or her draw deck).
At the start of the maneuver phase, you may spot Saruman to look at the top 2 cards of each draw deck; replace them in any order.
“‘We do not know who else may be watching.’”
T R 47
That's a pretty cool Palantir. I think we saw this already like you said (or something very similar).
Oh yeah. 700.
-wtk
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[2] •Beregond, Soldier of Minas Tirith [Gondor]
Companion • Man
Str: 6
Vit: 3
Res: 6
Knight.
At the start of the assignment phase, reveal the top card of your draw deck. If it is a [Gondor] or [Shire] card, you may make Beregond defender +1 until the regroup phase.
T C 37
Pretty good. Not terribly great, but not by any means bad either. :up:
[6] Provisions of the City [Gondor]
Event • Fellowship
Toil 2.
Heal each companion that did not exert for this card’s toil.
T U 43
That could get totally insane with a Wraith deck. :P Aside from that, very cool and innovative.
(0) •The Palantír of Orthanc, Dangerous Tool [Isengard]
Artifact • Support Area
When you play The Palantír of Orthanc, each player may foresee 4 (look at the top 4 cards of his or her draw deck; place any number of them on top of or beneath his or her draw deck).
At the start of the maneuver phase, you may spot Saruman to look at the top 2 cards of each draw deck; replace them in any order.
“‘We do not know who else may be watching.’”
T R 47
That's an interesting Palantir. I like the drawback. Very cool.
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He kind of has an Elf power (not too much revealing of the top card in your draw deck in [Gondor] or [Shire] cultures.
Yeah it's generally an [elven] ability to deal with the top card of your draw deck, but foresee is a block mechanic and therefore other interactions with your draw deck are far more common in all cultures.
But I could make a rare version for the next set... Essentially, what came through my mind was "I need a common [Gondor] character that ought to be unique. Who shall it be? Oh look, Beregond never got a card!" which was pretty much exactly my thought process. But actually, I've had a wicked idea... mwahahahahaha! But you'll have to be wait until the next set to find out what it is!
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Oh man...I am interested.
Gate Troll brought up a good point on Provisions. Maybe you should have "Heal each Man that did not exert..." But I guess you want it to heal every companion of all cultures...
-wtk
-
Now we're moving onto the [Isengard] culture. It is quite small, and joins [Sauron] as a small culture that is promoting multiculture Shadow. As such, the minions are usually ultimately splashable, and also traitors (which is an unloaded keyword), and tie into the block's themes and mechanics. So here we have themes such as resistance, events, wearing The One Ring and the top of your draw deck, followed by a toolbox card.
[2] Spy of Saruman [Isengard]
Minion • Man
Str: 6
Vit: 2
Sit: 3
Traitor.
While this minion is assigned to a skirmish, each Free Peoples event is twilight cost +1 (or +2 if assigned to a corrupted companion) (companions with resistance 0 are corrupted).
T C 50
[3] !Agent of Saruman [Isengard]
Minion • Man
Str: 6
Vit: 2
Sit: 3
Traitor.
Response: If the Ring-bearer puts on The One Ring, exert this minion to reveal the top 3 cards of your draw deck (or 5 cards if you can spot a corrupted companion). Exert a companion for each Shadow card revealed. Place the revealed cards on the bottom of your deck in any order.
T U 44
[3] Saruman’s Craft [Isengard]
Event • Shadow
Engine. Toil 3.
Take a Shadow artifact, engine or spell into hand from your draw deck.
T U 48
I don't plan on ever using the keyword "machine" - as far as I'm concerned, any card that could be described as a machine is better described as an engine - but what do you guys think of throwing it on this card to help expanded players?
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Saruman's Craft is cool! These cards don't seem like there is too much going on to have a problem with. Some crappy [Isengard] Men with cool abilities (although [Isengard] Men decks have never been successful, as far as I've seen).
I think these are pretty cool and the rarities that you throw in seem to fit these cards.
-wtk
-
[2] Spy of Saruman [Isengard]
Minion • Man
Str: 6
Vit: 2
Sit: 3
Traitor.
While this minion is assigned to a skirmish, each Free Peoples event is twilight cost +1 (or +2 if assigned to a corrupted companion) (companions with resistance 0 are corrupted).
T C 50
Fine. Could be more powerful.
[3] !Agent of Saruman [Isengard]
Minion • Man
Str: 6
Vit: 2
Sit: 3
Traitor.
Response: If the Ring-bearer puts on The One Ring, exert this minion to reveal the top 3 cards of your draw deck (or 5 cards if you can spot a corrupted companion). Exert a companion for each Shadow card revealed. Place the revealed cards on the bottom of your deck in any order.
T U 44
Is there a decent way to get the ringbearer to wear the one ring in this set? Most cards like this seem to never get used..
[3] Saruman’s Craft [Isengard]
Event • Shadow
Engine. Toil 3.
Take a Shadow artifact, engine or spell into hand from your draw deck.
T U 48
Cool!
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Is there a decent way to get the ringbearer to wear the one ring in this set? Most cards like this seem to never get used..
Yes - if not in this set, then certainly the base set Light & Shadow. In fact, it's one of the block's main themes. For example:
[1] •My Precious [Gollum] (SH)
Condition • Support Area
To play, spot Gollum.
While you can spot a [Shire] Ring-bearer, Gollum is an aggressor.
Skirmish: Discard this condition and exert Gollum twice to make the Ring-bearer wear The One Ring until the regroup phase.
“‘The thieves, the filthy little thieves. Where are they with my Precious? Curse them! We hates them.’”
L R 55
[1] Dark Voices [Wraith]
Event • Maneuver
Spell. Twilight.
Exert a Nazgûl to exert the Ring-bearer. If the Ring-bearer is then exhausted, he or she puts on The One Ring until the regroup phase. That Nazgûl loses fierce and cannot gain fierce until the regroup phase.
“Frodo thought that he heard a faint hiss as of venomous breath and felt a thin piercing chill.”
L U 183
Then the usual methods of wounding the Ring-bearer appear in the last set and this set, and then there are obviously the times you need to wear The One Ring anyway.
Well, as I said, there isn't much to this culture, so I might post the other 2 Shadow cards remaining, and the final card which we've seen before, but I might as well post again.
[2] •!Gríma, Treacherous Servant [Isengard]
Minion • Man
Str: 4
Vit: 3
Sit: 3
Traitor.
Shadow: Exert !Gríma to foresee 2. If you foresee a Shadow condition, you may reveal it to make each unbound companion resistance -2 until the regroup phase. Take that condition into your hand. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of or beneath your draw deck).
T C 46
As I often say: unique characters are always much cooler for players than non-unique ones. So this is a traitor !Gríma.
[X] Sorcery of Orthanc [Isengard]
Event • Shadow
(You choose the value of [X]. Except when you play this card, its twilight cost is (0)).
Spell.
To play, spot an [Isengard] card in play or in your discard pile.
Discard conditions with total twilight costs equal to the value of [X].
T R 49
Obviously part of the Shadow event [X] cycle. And a different take on Saruman's Power. The strange spotting requirement is to help multicultural Shadows, and will appear on a number of cards in this set and the next.
[4] •Curunír, !The White Wizard [Isengard] (FP)
Companion • Wizard
Str: 8
Vit: 4
Res: 5
Traitor. !Unyielding (Curunír's resistance is not reduced by the number of burdens).
Play with the top card of your draw deck revealed. Curunír is resistance -X, where X is the twilight cost of the revealed card.
Each time a spell is played, unless Curunír is corrupted, you may add a burden to discard a condition (companions with resistance 0 are corrupted).
T R 45
-
[2] •Dínendal, Silent Sentinel [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Ranger.
Each time you play an [Elven] event, you may foresee 1 (look at the top 1 card of your draw deck; place it on top of or beneath your draw deck).
T C 8
Nothing to say here. Standard strength 6, vitality 3 Elf.
[2] •Calaglin, Silent Sentinel [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Ranger.
Each time you play a [Elven] event, you may reveal the top card of your draw deck. If it is a Free Peoples card, you may exert a minion.
T C 6This guy I like. Especially with a Still Needed in this set...
[3] •Erestor, Wise Councillor [Elven]
Companion • Elf
Str: 7
Vit: 3
Res: 7
!Unyielding (Erestor's resistance is not reduced by the number of burdens).
At the start of the regroup phase, if Erestor has resistance 7 or more and is not exhausted, you may reconcile your hand.
T U 10
I am trying to figure out why Elrond's right-hand man is stronger than Legolas and Celeborn. Very strong ability makes it worth the 3 cost, but I don't see any reason why this Elf should be second strongest to Elrond (and I guess Glorfindel too).
[2] •Celeborn, Teleporno [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 7
At the start of the maneuver phase, you may reveal the top card of your draw deck to discard a Shadow condition with twilight cost less than the twilight cost of the card revealed.
T R 7
Another Elven card that kills opponent's conditions...I am just going to have to play straight-swarm...30 minions!
-wtk
-
With the activity (or lack of it) that's been happening round here, I'm just going to post the rest of the set I think. Any issues, please pick them up.
-
That's a lot of cards and I don't have time to tackle it right now, but !Desert Lord is probably the most overpowered card in the lot at first glance. Maybe "For each companion you can spot with resistance 5 or less, make a [Man] or besieger minion an archer."
-wtk
-
I didn't expect you to tackle them all, just have a look through and pick up any issues that jump out, which you did expertly! I just wanted to post the whole thing for completeness' sake, and I figured it didn't much matter given that no one apart from you was reviewing them anyway. Anyway, I've fixed the Desert Lord.
Old text:
[6] •Desert Lord, !Southron Captain [Men]
Minion • Man
Str: 11
Vit: 3
Sit: 4
Archer. Besieger.
While you can spot a companion with resistance 5 or less, each other [Men] and besieger minion is an archer.
T R 52
New text:
[6] •Desert Lord, !Southron Captain [Men]
Minion • Man
Str: 11
Vit: 3
Sit: 4
Archer. Besieger.
While you can spot a companion with resistance 5 or less, each other [Men] and besieger minion is strength +1 (and an archer if that companion is corrupted). (Companions with resistance 0 are corrupted).
T R 52
-
With the activity (or lack of it) that's been happening round here,
guilty as charged. Now lets review some DCs.
I'm just going to post the rest of the set I think. Any issues, please pick them up.
[6] •Desert Lord, !Southron Captain [Men]
Minion • Man
Str: 11
Vit: 3
Sit: 4
Archer. Besieger.
While you can spot a companion with resistance 5 or less, each other [Men] and besieger minion is strength +1 (and an archer if that companion is corrupted). (Companions with resistance 0 are corrupted).
T R 52
so I take it this is an ROTK desert lord from the besieger?
[8] Dismay [Men]
Event • Regroup
Toil 3.
Exert each companion with resistance 5 or less (or wound that companion if he or she is corrupted).
T U 53
I'd like a flat 9 twilight.
[4] •Freca, !Dunlending Chieftain [Men]
Minion • Man
Str: 9
Vit: 1
Sit: 4
Aggressor. Besieger. Fierce. (For each aggressor assigned to a skirmish, each Shadow card's twilight cost is -1).
Each time !Freca wins a skirmish, you may play a minion from your hand. If you do, that minion is fierce until the regroup phase.
T C 55
to add a little tie in, you could put something like, if Freca is discarded (killed?) discard a Men minion
[3] •Great Mûmak of Harad [Men]
Possession • Mount
Str: +3
Vit: +1
Bearer must be a [Men] minion or Southron.
Each companion (except the Ring-bearer) is resistance -2.
If this mount is discarded, wound bearer and the companion bearer was skirmishing.
T R 56
thats pretty powerful, even for a rare. not sure I like the vitality plus either, it was readily abusable with wargs and I'm not sure its a good idea. I think the cards is more than powerful enough without it. I don't have much feel for the flavor of men in this set, but I;m not sure about that last ability either.
[1] Harrying of Gondor [Men]
Event • Skirmish
Engine.
Make a [Men] minion strength +2 (and discard a [Gondor] possession).
T C 57
engine event? I eagerly await more developements ;)
[X] Siege Engines [Men]
Event • Maneuver
(You choose the value of X. Except when you play this card, its twilight cost is 0).
Engine.
Spot a [Men] minion to add X threats.
T U 58
kewl.
[2] Southron Assaulter [Men]
Minion • Man
Str: 6
Vit: 2
Sit: 4
Besieger.
While you can spot a companion with resistance 5 or less, this minion is an archer (and an aggressor if that companion is corrupted). (For each aggressor minion assigned to a skirmish, each Shadow card is twilight cost -1. Companions with resistance 0 are corrupted).
T C 59
nice and basic.
ORC - 10 (4/3/3)
[6] •Gothmog, General of Mordor [Orc]
Minion • Orc
Str: 13
Vit: 3
Sit: 4
Aggressor. Besieger. (For each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
Skirmish: Exert Gothmog to take an [Orc] or besieger minion into hand from your discard pile.
T C 62
in skirmish? haven't seen much yet, but aside from to stop the double move, how is that really useful?
[3] Mordor !Catapult [Orc]
Possession • Support Area
Engine. Toil 1.
Maneuver: Discard a besieger minion (or this condition) to reveal the top card of your draw deck. Discard a Free Peoples card (except a companion) with the same twilight cost as the revealed card.
T R 63
I really like the tie in with Catapult. Cool stuff.
[1] Morgul Assailer [Orc]
Minion • Orc
Str: 3
Vit: 1
Sit: 4
Besieger.
While the Ring-bearer is wounded, this minion is strength +4 (or strength +6 if you can spot a corrupted companion). (Companions with resistance 0 are corrupted).
T R 64
ah throwbacks, how I love them. Odesn't seem to deserve a R though.
[4] Morgul Assaulter [Orc]
Minion • Orc
Str: 11
Vit: 2
Sit: 4
Besieger.
While there are 2 wounds on the Ring-bearer, this minion is fierce (and damage +1 if you can spot a corrupted companion). (Companions with resistance 0 are corrupted).
T C 65
kewl.
[2] Morgul Harrier [Orc]
Minion • Orc
Str: 7
Vit: 2
Sit: 4
Besieger.
When you play this minion, you may reveal the top card of your draw deck. If it is an [Orc] or [Wraith] card, you may exert the Ring-bearer.
T U 66
I'd like something like the freeps may choose to exert the RB or add a burden/2 threats ish.
[5] •Orc Overseer, Lieutenant of Isengard [Orc]
Minion • Orc
Str: 10
Vit: 4
Sit: 4
Toil 1 (or toil 2 if you can spot a corrupted companion). (Companions with resistance 0 are corrupted).
Each [Orc] condition gains toil 1.
T C 67
I'd cut the vitality 1, and up the strength 1-2
[4] Shadow Returns [Orc]
Event • Shadow
Toil 3.
Play a Shadow condition from your discard pile (or 2 Shadow conditions if you can spot a corrupted companion). (Companions with resistance 0 are corrupted).
T U 68
I'd cut the toil to 2.
[5] •Siege Commander, Lieutenant of Mordor [Orc]
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 minion is strength +2.
While you can spot 5 engines, each besieger minion is fierce.
T R 69
shouldn't it be take an engine from your discard pile into hand?
[5] Charge of A Thousand Spears [Rohan]
Event • Maneuver
Tale.
To play, spot a [Rohan] companion.
Exert any number of companions with a total resistance of 10 or more to make each of those companions strength +3 and damage +1 until the regroup phase.
T R 72
very kewl. very kewl.
[2] •Elfhelm, Marshal of the East-Mark [Rohan]
Companion • Man
Str: 6
Vit: 3
Res: 6
Knight.
Each other [Rohan] companion (except in your starting fellowship) gains toil 1.
T C 73
could it actually affect your starting fellowship?
[2] •Háma, Doorwarden [Rohan]
Companion • Man
Str: 6
Vit: 3
Res: 6
!Unyielding. (Háma's resistance is not reduced by the number of burdens).
At the start of the maneuver phase, if Háma has resistance 3 or more, you may discard a Shadow possession borne by a minion.
T U 74
tie ins. I love them.
SAURON - 10 (3/3/4)
[2] Agent of Darkness [Sauron]
Minion • Man
Str: 6
Vit: 2
Sit: 2
Traitor. (Traitor is unloaded).
While you can spot a corrupted companion, this minion is strength +3. (Companions with resistance 0 are corrupted).
T C 75
nice basic C.
[3] Ancient Sorcery [Sauron]
Event • Regroup
Spell.
Spot a [Sauron] card to wound a companion (or 2 [Gandalf] or [Elven] companions).
T U 76
I'd like or discard a follower personally.
[1] Assault of the Pelennor [Sauron]
Event • Maneuver
Engine.
Spot a [Sauron] card to discard a possession (or 2 [Rohan] or [Gondor] possessions).
T U 77
maybe or a fortification? its fine as is though.
[1] Enemies of Sauron [Sauron]
Event • Shadow
Search.
Spot a [Sauron] card to discard a condition (or 2 [Shire] or [Dwarven] conditions).
T U 78
I'd like or add a burden here.
[X] Eternal Evil [Sauron]
Event • Skirmish
(You choose the value of [X]. Except when you play this card, its twilight cost is (0)).
To play, spot a [Sauron] card in play or your discard pile.
Make a companion strength -X.
T R 79
sweet...
[3] •The Great Eye [Sauron]
Condition • Support Area
Twilight.
Companions use their resistance instead of their strength during skirmishes involving Sauron.
Response: If the Ring-bearer puts on The One Ring, this condition becomes a Maia minion entitled “Sauron” with 12 strength 5 vitality that cannot take wounds or bear other cards, and is immediately assigned to the Ring-bearer, or another companion in twilight. It’s still a condition.
“‘I see you!’”
T R 80
in twilight? or with twilight? so the freeps could assign them to another companion that had twilight? does a need a provision for returning it to the support area? how does this work if you have a unique sauron in play?
[3] •The Mouth of Sauron, Ambassador of Mordor [Sauron]
Minion • Man
Str: 8
Vit: 3
Sit: 5
Fierce. Traitor. (Traitor is unloaded).
When you play The Mouth of Sauron, spot a Shadow culture. The Mouth of Sauron gains that culture until the end of the turn.
Assignment: Assign The Mouth of Sauron to a corrupted companion.
T R 81
fine. [/b
[3] •Mustering for War [Sauron]
Condition • Support Area
Engine. Spell.
To play, spot a [Sauron] card in play or in your discard pile.
Each non-minion Shadow card gains toil 1.
You may remove burdens instead of twilight tokens to play a card with [X] in its cost.
T R 82
so it means you may remove X burdens to play a acard with X cost for free? not sure how to word it though.
[4] Shifty Southerner [Sauron]
Minion • Man
Str: 6
Vit: 4
Sit: 2
Traitor. (Traitor is unloaded).
Response: If you play a card with toil X, exert this minion to make that card’s twilight cost -X.
T C 83
so it basically means you can exert him twice? I'd drop cost and vitality 1.
SHIRE - 12 (5/4/3)
[1] Boundless Courage [Shire]
Event • Skirmish
Make a [Shire] companion strength +2 (and prevent that companion from being overwhelmed by [Wraith] or [Gollum] minions).
T C 85
I'd almost consider something like tale of the great ring or whatever it was called that gave it a way to be prevented. IDK.
[5] Distraction [Shire]
Event • Skirmish
Stealth. Toil 2.
Cancel a skirmish.
T U 86
fine.
(0) Extraordinary Resistance [Shire]
Event • Response
Twilight.
If a card !in twilight is played, exert a [Shire] Ring-bearer to cancel and discard that card.
T U 87
yeah I need a refresher course on twilight though.
[1] •Farmer Maggot, Willing Conspirator [Shire]
Companion • Hobbit
Str: 3
Vit: 3
Res: 7
At the start of each skirmish involving Farmer Maggot, reveal the top card of your draw deck. If it is a [Shire] card, you may remove a burden.
T C 88
I likey.
[1] •!Fredegar Bolger, Willing Conspirator [Shire]
Companion • Hobbit
Str: 3
Vit: 3
Res: 7
At the start of each skirmish involving !Fredegar Bolger, reveal the top card of your draw deck. If it is a [Shire] card, you may return a stealth card from your discard pile to your hand.
T C 89
ditto.
[2] •Frodo, Under the Lidless Eye [Shire]
Companion • Hobbit
Str: 5
Vit: 4
(Res): 10 (Ringed resistance).
Ring-bound. Twilight.
While the Ring-bearer is wearing The One Ring, each minion is strength +1 (+2 if that minion is in twilight).
T U 90
I'm not to fond of messing with stats, but, whatev.
[2] Help of Many [Shire]
Event • Fellowship
To play, spot a [Shire] companion.
Exert any number of companions with resistance 15 or more to heal the Ring-bearer the same number of times and remove the same number of burdens.
T R 91
I throw in exert X companions with...to heal the Rb X times and remove X burdens. Its easier to understand like that.
[2] •!Mithril-Coat, Shiny Trinket [Shire]
Artifact • !Armor
Bearer must be a Ring-bound Hobbit.
Each minion skirmishing bearer loses all game text keywords.
While bearer is assigned to a skirmish, each minion comes into play exhausted.
T R 92
kewl.
[1] •Protect the Ring-bearer [Shire]
Condition • Support Area
While your [Shire] Ring-bearer has resistance 8 or more, each other companion is !unyielding. (The resistance of !unyielding companions is not reduced by the number of burdens).
Each time the Ring-bearer puts on The One Ring, add a burden.
T R 93
fine.
[2] •Sam, Frodo’s Bodyguard [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 10
Ring-bound.
Skirmish: Add 3 burdens to have Sam replace a Ring-bound companion in a skirmish.
Response: If Frodo dies, make Sam the Ring-bearer.
While Sam bears The One Ring, he is resistance -5.
T U 94
fine.
[2] Stalwart Defence [Shire]
Event • Maneuver
Exert a [Shire] Ring-bearer not wearing The One Ring to make each other companion resistance +2 until the regroup phase.
T C 95
cut cost to 1.
[1] Uniting the Free Peoples [Shire]
Condition • Companion
Res: +1
To play, spot a [Shire] companion. Limit 1 per bearer.
Response: If you play a tale, exert bearer to make that card’s twilight cost -1.
T C 96
fine.
I think thats enough for today. ;)
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guilty as charged. Now lets review some DCs.
Thanks SoP! It's good to have your opinions again!
thats pretty powerful, even for a rare. not sure I like the vitality plus either, it was readily abusable with wargs and I'm not sure its a good idea. I think the cards is more than powerful enough without it. I don't have much feel for the flavor of men in this set, but I;m not sure about that last ability either.
What this is is a top-down design. I started from the essence of what a Mûmak does: it gives you more power (strength bonus), makes you harder to kill (vitality bonus), scares everyone facing it (resistance reduction) and causes havoc when it dies (wounding clause). I can see that it might be too powerful, but I'd like to keep the flavour intact.
I eagerly await more developements ;)
Very few developments on this, I'm afraid. This is just laying groundwork for things that could be developed later.
in skirmish? haven't seen much yet, but aside from to stop the double move, how is that really useful?
If you look he's also an aggressor, making stuff cheaper during the skirmish phase. There are multiple ways of playing minions in the skirmish phase, although these appear to be mainly in the first set and not this one (though Freca is a good example)... I might need to rectify this in Back to the Light.
ah throwbacks, how I love them. Odesn't seem to deserve a R though.
My thought was that Morgul Whelp was one of the most powerful and sought after uncommons in RotK, and could therefore easily deserve a rare slot. It might perhaps do better to gain some power over the old card, however, if it's been promoted. Perhaps +5/+7?
I'd like something like the freeps may choose to exert the RB or add a burden/2 threats ish.
I like these suggestions. Something I will think about putting in.
could it actually affect your starting fellowship?
Yeah I think so. Toil acts when you play the card, and you do play your starting fellowship (except for the RB).
I'd like or discard a follower personally.
The reason there's basically no follower hate in this block is because there are no followers. I made this decision because I wanted the set to be draftable (and having tested it, I think it pretty much is) and so the percentage of characters had to be exceedingly high, and followers just couldn't make the cut. If this was a real set, what I would do is follow this block up with a Reflections II (given that Reflections I would have just gone out of standard) which would bring back followers with a vengeance.
in twilight? or with twilight? so the freeps could assign them to another companion that had twilight? does a need a provision for returning it to the support area? how does this work if you have a unique sauron in play?
The twilight thing is a wording change I thought about introducing and I expected no one to notice! You exceeded my expectations in that regard! =D> Basically, I thought the terminology "twilight card" or "twilight minion" was a bit unflavourful, so I thought I'd go for something with a lot of more imagery like "minion !in twilight". This is the source of your confusion here, I think. I'm not sure how it works with a unique Sauron... In fact, I might just get rid of that clause...
I throw in exert X companions with...to heal the Rb X times and remove X burdens. Its easier to understand like that.
I know what you mean. The reason it's worded the way it is is because all the other components of that cycle are also worded according to the same template.
Thanks again. I'll make some changes perhaps tomorrow.
Thranduil
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I'll hit up comments tomorrow
URUK-HAI - 8 (3/3/2)
[7] Berserk Rage [Uruk]
Condition • Support Area
Toil 2.
Each wounded minion is strength +1 (or +2 if skirmishing a corrupted companion). (Companions with resistance 0 are corrupted).
T U 97
ooohh toil plus bonus... evil ;) the one question I have is, are 4 of these too powerful? I mean at max its only plus 8, and only if against a corrupted companion, and you are exhausting minions, and not all fellowships concentrated on winning skirmishes...
its fine.
[7] •Lieutenant of Orthanc, General of the White Hand [Uruk]
Minion • Uruk-hai
Str: 12
Vit: 3
Sit: 5
Besieger. Damage +1. Toil 2.
T C 99
not much to be said here...
[2] New Devilry [Uruk]
Possession • Support Area
Engine. Toil 1.
Shadow: Transfer this possession to an [Uruk] or besieger minion.
Regroup: If this possession is borne by a minion, discard it to discard each condition. If there are no conditions, wound each character instead.
T R 100
now that is evil...is it every condition? all conditions? I guess each should work though...
[5] •Orthanc Champion, Minion of the White Hand [Uruk]
Minion • Uruk-hai
Str: 12
Vit: 2
Sit: 5
Aggressor. Besieger. Damage +1. (For each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
Assignment: Make the Free Peoples player assign a companion with resistance 3 or less to !Orthanc Champion.
T R 101
more throwbacks! I'd consider exert him to assign him to a companion, if that companio nis not corrupted they may exert to prevent this. just my 2 cents.
[3] Orthanc Crossbowman [Uruk]
Minion • Uruk-hai
Str: 6
Vit: 2
Sit: 5
Archer. Besieger.
When you play this minion, you may reveal the top card of your draw deck. If it is an [Uruk] or [Isengard] card, you may exert a companion (or wound a corrupted companion). (Companions with resistance 0 are corrupted).
T U 102
happy.
[3] Orthanc Devastator [Uruk]
Minion • Uruk-hai
Str: 8
Vit: 2
Sit: 5
Besieger. Damage +1.
At the start of each skirmish involving this minion and a companion with resistance 3 or less, you may discard a condition from play (or 2 conditions it that companion is corrupted). (Companions with resistance 0 are corrupted).
T C 103
thats a nice little common ;)
[X] Reinvigorate [Uruk]
Event • Skirmish
(You choose the value of X. Except when you play this card, its twilight cost is 0).
Spot an [Uruk] minion to heal X minions.
T U 104
wait, why would you want to heal them?
WRAITH - 12 (4/4/4)
[4] Fell Spirit [Wraith]
Minion • Wraith
Str: 14
Vit: 2
Sit: 6
Fierce. Twilight.
While skirmishing a companion with resistance X, this minion is strength -X.
T U 105
took me a moment to grasp it, but cool idea. I could see frodo resolute hobbit laying down the beatdown ;)
[3] Forgotten Dead [Wraith]
Minion • Wraith
Str: 7
Vit: 2
Sit: 6
Twilight.
When you play this minion, you may reveal the top card of your draw deck. If it is a [Wraith] or [Sauron] card, you may make each companion (except the Ring-bearer) resistance -2 until the regroup phase.
T C 106
fine.
[3] Frozen in !Terror [Wraith]
Event • Skirmish
Spell.
Spot a [Wraith] minion to make each corrupted companion strength -2 until the regroup phase. (Companions with resistance 0 are corrupted).
T U 107
I'm not sure on this one, on the one hand it costs 3 and they have to be corrupted. On the other strength -2 is devilishly powerful. not sure.
[2] •Guardians of Cirith Ungol [Wraith]
Condition • Support Area
Twilight.
As long as Guardians of Cirith Ungol is a minion, it is strength +2 for each wound on the Ring-bearer.
Response: If a companion uses a special ability, spot a [Wraith] card in your discard pile to make Guardians of Cirith Ungol become a fierce Wraith minion until the regroup phase that has 7 strength, 1 vitality and cannot take wounds or bear cards. It’s still a condition.
T R 108
I'd prefer It is instead of It's. Just a grammar thing. Non-contractions are preferable...
[1] Morgul Wound [Wraith]
Condition • Support Area
Res: -2
Response: If a [Wraith] minion wins a skirmish, transfer this condition to a losing companion.
While the Ring-bearer wears The One Ring, bearer is !in twilight and loses all other game text keywords.
T C 109
sweet.
[2] Tricksy Lights [Wraith]
Minion • Wraith
Str: 5
Vit: 1
Sit: 6
Twilight.
This minion cannot take wounds (except during skirmishes involving companions !in twilight).
Assignment: Assign the companion with the highest resistance to this minion.
T R 112
strange, but kewl.
[4] •Úlairë Lemenya, Black Lieutenant [Wraith]
Minion • Nazgûl
Str: 9
Vit: 2
Sit: 3
Fierce.
While the Ring-bearer is wounded, Úlairë Lemenya is strength +2.
While you can spot 2 wounds on the Ring-bearer, Úlairë Lemenya is an aggressor.
While you can spot 3 wounds on the Ring-bearer, Úlairë Lemenya is damage +1.
T U 114
got tired of printing help text? ;) pretty straightforward...
[6] •Úlairë Toldëa, Lieutenant of Mordor [Wraith]
Minion • Nazgûl
Str: 12
Vit: 3
Sit: 3
Fierce. Toil 2.
T C 115
he could be an issue in forestguls ;)
[X] The Veil of Shadow [Wraith]
Event • Assignment
Twilight.
(You choose the value of X. Except when you play this card, its twilight cost is 0).
To play, spot a [Wraith] minion and the Ring-bearer wearing The One Ring.
Assign a minion !in twilight to the Ring-bearer. The Free Peoples player may add X burdens to prevent this.
T R 116
fine.
SITES - 4 (0/3/1)
(W) •Pelennor Grassland [1]
Plains.
Each card gains toil 1.
T U 117
normally cards that benefit both seem to get [2], but since this definitly leans more shadow, I think its fine.
(W) •Shelob’s Lair [3]
Battleground. Underground.
Shadow: Discard a minion to play Shelob from your draw deck or discard pile; her twilight cost is -X, where X is the discarded minion’s twilight cost.
T R 118
shouldn't this be 0? or is it supposed to be an extra horrible site?
(W) •Silverlode Banks [2]
River.
When the fellowship moves to and from this site, each player shuffles his or her draw deck.
T U 119
fine.
(W) •Stairs of Cirith Ungol (0)
Mountain.
When the fellowship moves to this site, exert the Ring-bearer X times (where X is the current region number).
T U 120
I like the flavor.
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MEN - 10 (4/3/3)
[7] •Castamir of Umbar, Corsair Vandal [Men] (reprint)
Minion • Man
Str: 14
Vit: 4
Sit: 4
Fierce. Toil 1.
Each wounded [Men] minion is strength +2.
T R 51
This card is way overpowered. Oh. Reprint you say? Okay. Nevermind.
[6] •Desert Lord, !Southron Captain [Men]
Minion • Man
Str: 11
Vit: 3
Sit: 4
Archer. Besieger.
While you can spot a companion with resistance 5 or less, each other [Men] and besieger minion is strength +1 (and an archer if that companion is corrupted). (Companions with resistance 0 are corrupted).
T R 52
I like the new version.
[9] Dismay [Men]
Event • Regroup
Toil 3.
Exert each companion with resistance 5 or less (or wound that companion if he or she is corrupted).
T U 53
Don't see myself ever using this card. But I guess it is okay and it certainly fits the culture.
[3] Dunlending Assailant [Men]
Minion • Man
Str: 8
Vit: 1
Sit: 4
Besieger.
While skirmishing a companion with resistance 5 or less, this minion cannot take wounds.
T C 54
Makes sense. Is it too strong as "while you can spot a companion with resistance 5 or less" so it can live through maneuver/archery?
[4] •Freca, !Dunlending Chieftain [Men]
Minion • Man
Str: 9
Vit: 1
Sit: 4
Aggressor. Besieger. Fierce. (For each aggressor assigned to a skirmish, each Shadow card's twilight cost is -1).
Each time !Freca wins a skirmish, you may play a minion from your hand. If you do, that minion is fierce until the regroup phase.
T C 55
If I am not mistaken, the gametext would read: "Each time !Freca wins a skirmish, you may play a minion from hand; that minion is fierce until the regroup phase."
[3] •Great Mûmak of Harad [Men]
Possession • Mount
Str: +3
Vit: +1
Bearer must be a [Men] minion or Southron.
Each companion (except the Ring-bearer) is resistance -2.
If this possession is discarded, wound bearer and the companion bearer was skirmishing.
T R 56
This is a really neat concept. Although I am not sure what seeing a big elephant would have with me being drawn by the Ring's power...but it fits the culture, so sure!
[1] Harrying of Gondor [Men]
Event • Skirmish
Engine.
Make a [Men] minion strength +2 (and discard a [Gondor] possession).
T C 57
I'm not sure that an "Engine" should be an event. It wouldn't be spot-able (unless there is a card that says "for each engine in your discard pile" in which case...well...
[X] Siege Engines [Men]
Event • Maneuver
(You choose the value of X. Except when you play this card, its twilight cost is 0).
Engine.
Spot a [Men] minion to add X threats.
T U 58
A twilight for a threat. In a maneuver event. I like Rallying Call better, but this works!
[2] Southron Assaulter [Men]
Minion • Man
Str: 6
Vit: 2
Sit: 4
Besieger.
While you can spot a companion with resistance 5 or less, this minion is an archer (and an aggressor if that companion is corrupted). (For each aggressor minion assigned to a skirmish, each Shadow card is twilight cost -1. Companions with resistance 0 are corrupted).
T C 59
Neat little common there.
[3] Southron Freebooter [Men]
Minion • Man
Str: 8
Vit: 2
Sit: 4
Besieger.
When you play this minion, reveal the top card of your draw deck. If it is a [Men] or [Sauron] card, you may discard a possession borne by a companion.
T U 60[/b]
Neat little uncommon, there!
ORC - 10 (4/3/3)
[X] Assembling the Host [Orc]
Event • Shadow
(You choose the value of X. Except when you play this card, its twilight cost is 0).
Search.
Take an [Orc] minion with twilight cost X or less into hand from your discard pile.
T U 61
That's a pretty neat card for cycling purposes, but I don't know that it is worth carrying a in a deck.
[6] •Gothmog, General of Mordor [Orc]
Minion • Orc
Str: 13
Vit: 3
Sit: 4
Aggressor. Besieger. (For each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
Skirmish: Exert Gothmog to take an [Orc] or besieger minion into hand from your discard pile.
T C 62
A common !Gothmog? Are you crazy?
[3] Mordor !Catapult [Orc]
Possession • Support Area
Engine. Toil 1.
Maneuver: Discard a besieger minion (or this condition) to reveal the top card of your draw deck. Discard a Free Peoples card (except a companion) with the same twilight cost as the revealed card.
T R 63
An even nicer version of Catapult...makes sense that you follow the guidelines of the other card. Pretty strong card but maybe make it unique?
[1] Morgul Assailer [Orc]
Minion • Orc
Str: 3
Vit: 1
Sit: 4
Besieger.
While the Ring-bearer is wounded, this minion is strength +4 (or strength +6 if you can spot a corrupted companion). (Companions with resistance 0 are corrupted).
T R 64
I don't have a problem with this gametext, but I would be pissed if I pulled this in a pack. It is basically Morgul Whelp but a rare version. Just my opinion.
I will take care of the rest some time soon. But I am tired.
-wtk
-
Okay, so this is now the complete list of The Twilight World, in posts by culture. The set is 120 cards, and it is the second set in Light & Shadow block. Keywords are summarised below:
Aggressor - (For each aggressor minion assigned to a skirmish, each Shadow card is twilight cost -1).
Foresee X - (To foresee X, look at the top X cards of your draw deck; place any number of those cards on top of or beneath your draw deck in any order).
Corrupted - (Companions with resistance 0 are corrupted).
Toil X - (When you play this card, you may exert any number of your characters that share a culture with it; its twilight cost is -X for each character you exert in this way).
Unhasty - (This companion cannot be assigned to a skirmish by the Free Peoples player unless a Free Peoples card allows you to do so).
Traitor - (Traitor is unloaded).
!Unyielding - (This companion's resistance is not reduced by the number of burdens).
DWARVEN - 4 (2/1/1)
[1] Ancient Grudges [Dwarven]
Event • Skirmish
Tale.
Make a [Dwarven] companion strength +2 (or strength +3 and damage +1 if skirmishing an [Orc] or [Moria] minion).
T C 1
[3] Glory Reclaimed [Dwarven]
Event • Fellowship
Tale.
To play, spot a [Dwarven] companion.
Exert any number of companions with a total resistance of 9 or more to take the same number of Free Peoples cards from your discard pile into your hand.
T R 2
[3] •Grimir, Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 7
Vit: 3
Res: 7
At the start of the fellowship phase, if Grimir has resistance 4 or more, you may play a Free Peoples condition from your discard pile.
T U 3
[2] •Thorin III, Son of Dáin [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1. Valiant.
Each [Dwarven] condition you play gains toil 1.
T C 4
-
ELVEN - 10 (4/3/3)
[1] Ancient Struggle [Elven]
Event • Skirmish
Make a minion skirmishing an [Elven] companion strength -2 (or -4 if it is a [Sauron] or [Wraith] minion).
T C 5
[2] •Calaglin, Silent Sentinel [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Ranger.
Each time you play an [Elven] event, you may reveal the top card of your draw deck. If it is a Free Peoples card, you may exert a minion.
T C 6
[2] •Celeborn, Teleporno [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 7
While you can spot Galadriel, Celeborn’s twilight cost is -1.
At the start of the maneuver phase, you may reveal the top card of your draw deck to discard a Shadow condition with twilight cost less than the twilight cost of the card revealed.
T R 7
[2] •Dínendal, Silent Sentinel [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Ranger.
Each time you play an [Elven] event, you may foresee 1.
T C 8
[3] •Erestor, Wise Councillor [Elven]
Companion • Elf
Str: 5
Vit: 3
Res: 7
!Unyielding.
At the start of the regroup phase, if Erestor has resistance 7 or more, you may reconcile your hand.
T U 9
[4] Faith in the Valar [Elven]
Event • Skirmish
Spell. Tale.
Toil 2.
Reveal the top card of your draw deck. Prevent all wounds to a skirmishing companion if that card is a Free Peoples card.
T U 10
[4] Ghosts of Men [Elven]
Event • Maneuver
Twilight.
To play, spot an [Elven] companion.
Exert any number of companions with resistance 15 or more to foresee the same number of cards. For each Free Peoples card you foresee, you may reveal it to remove a burden or wound a minion !in twilight.
‘“I do not fear them.”’
T R 11
[1] Lórien Cloak [Elven]
Possession • Cloak
To play, spot an [Elven] card.
Bearer must be a companion.
The minion archery total is -1.
Response: If a minion uses a special ability, discard this possession to cancel that ability unless that minion’s owner removes [3].
T U 12
[2] Power of Foresight [Elven]
Event • Maneuver
Spell.
Spot an [Elven] companion to foresee 3.
T C 13
[2] Silent Watchers [Elven]
Condition • Support Area
Stealth.
Response: If a minion is played, discard an [Elven] character from hand to wound that minion.
Response: If a Shadow condition is played, discard an [Elven] character from hand and discard this condition to discard that condition.
T R 14
-
GANDALF - 9 (4/3/2)
[2] Friend to Gandalf [Gandalf]
Condition • Companion
To play, spot Gandalf.
Bearer gains the [Gandalf] culture and the Gandalf signet.
Regroup: Discard this condition to heal Gandalf.
T U 15
[3] •Great Trials [Gandalf]
Condition • Support Area
Tale.
While you can spot a [Gandalf] Wizard, each Free Peoples card gains toil 1.
Response: If you play a card with toil X, exert a Wizard companion to make that card’s twilight cost -X.
T R 16
[3] Have Patience [Gandalf] (reprint)
Event • Fellowship
Spot Gandalf to heal an unbound companion twice.
T C 17
[2] •Hugin, Lake-town Ambassador [Gandalf]
Companion • Man
Str: 5
Vit: 3
Res: 6
Each [Gandalf] event you play gains toil 1.
T C 18
[2] •Ottar, Lake-town Ambassador [Gandalf]
Companion • Man
Str: 5
Vit: 3
Res: 6
Fellowship: Exert Ottar to foresee 2; reveal and take into hand each [Gandalf] card you foresee.
T C 19
[2] Root Out the Shadow [Gandalf]
Event • Skirmish
Search.
Make a [Gandalf] companion strength +2 (and discard an [Isengard] or [Sauron] condition).
T C 20
[5] •Treebeard, Fangorn [Gandalf]
Companion • Ent
Str: 12
Vit: 4
Res: 7
Unhasty. !Unyielding.
At the start of the assignment phase, reveal the top card of your draw deck. If it is a [Gandalf] or [Shire] card, you may assign unhasty companions until the regroup phase.
While Treebeard has resistance 6 or more, he is damage +2.
T U 21
[3] United in Bravery [Gandalf]
Event • Skirmish
Spell.
To play, spot a [Gandalf] Wizard.
Exert any number of companions to discard a minion with strength less than the total resistance of those companions.
T R 22
[7] Valour of the West [Gandalf]
Event • Skirmish
Tale. Toil 3.
Make a companion strength +5.
T U 23
-
GOLLUM - 12 (5/4/3)
[X] Craving the Ring [Gollum] (SH)
Event • Response
(You choose the value of [X]. Except when you play this card, its twilight cost is (0)).
Search. Twilight.
If the Ring-bearer puts on The One Ring, spot Gollum to exert the Ring-bearer X times and make Gollum strength +X until the regroup phase.
T R 24
[6] Dirty Tricks [Gollum] (SH)
Event • Regroup
When you play this card, you may exert any number of [Gollum] characters to make this card’s twilight cost -2 for each character you exerted in this way.
Make the move limit -1.
T U 25
[1] Go Away! [Gollum] (FP)
Event • Skirmish
Make a [Gollum] character strength +2 (and wound a [Gollum] character he or she is skirmishing).
T C 26
(0) Hiding from the Shadow [Gollum]
Event • Regroup
Stealth.
Choose one: play Sméagol from your draw deck or discard pile; or spot Sméagol to take into hand a stealth card from your discard pile.
T U 27
(0) Leading in Secret [Gollum] (FP)?Event • Regroup
Stealth.
To play, spot Sméagol.
If the total resistance of Ring-bound companions is 21 or more, remove [4] and heal each of those companions.
T R 28
[1] Pleasing to Masster [Gollum] (FP)
Condition • Support Area
Stealth.
Regroup: Exert Sméagol twice to foresee 2. Then reveal the top card of your draw deck. If it is a [Gollum] or [Shire] card, you may remove a burden.
T C 29
(0) Searching for the Precious [Gollum] (SH)
Event • Shadow
Search.
Choose one: play Gollum from your draw deck or discard pile; or spot Gollum to take into hand a search card from your discard pile.
T U 30
[6] •Shelob, !Guardian of Cirith Ungol [Gollum]
Minion • Spider
Str: 8
Vit: 8
Sit: 8
Fierce.
Skirmish: Discard a minion from play or from hand to make Shelob strength +3 (or +4 if she is skirmishing a companion with resistance 6 or less).
T C 31
[6] •Shelob, Terror of the Mountains [Gollum]
Minion • Spider
Str: 8
Vit: 8
Sit: 8
Fierce.
Skirmish: Spot another [Gollum] card and remove a minion in your discard pile from the game to make Shelob strength +2.
Skirmish: Discard a skirmishing minion to play Shelob from your hand. If the minion you discarded was unique, you may have Shelob replace it in that skirmish.
T R 32
[6] We Must Hurry! [Gollum] (FP)
Event • Regroup
When you play this card, you may exert any number of [Gollum] characters to make this card’s twilight cost -2 for each character you exerted in this way.
Make the move limit +1.
T U 33
[1] !Wicked Masster! [Gollum] (SH)
Condition • Support Area
Search.
Regroup: Exert Gollum twice to foresee 2. Then reveal the top card of your draw deck. If it is a [Gollum] or [Wraith] card, you may add a burden.
T C 34
(0) You Haven’t Got Any Friends! [Gollum] (SH)
Event • Skirmish
Make a [Gollum] character strength +2 (and wound a [Gollum] character he or she is skirmishing).
T C 35
-
GONDOR - 8 (3/3/2)
[1] !Armor of Minas Tirith [Gondor]
Possession • !Armor
Res: +1
Bearer must be a [Gondor] companion.
Bearer is strength +2 while skirmishing more than 1 minion.
T C 36
[2] •Beregond, Soldier of Minas Tirith [Gondor]
Companion • Man
Str: 6
Vit: 3
Res: 6
Knight.
At the start of the assignment phase, reveal the top card of your draw deck. If it is a [Gondor] or [Shire] card, you may make Beregond defender +1 until the regroup phase.
T C 37
[1] Bulwarks of Gondor [Gondor]
Event • Skirmish
Fortification.
Make a [Gondor] companion strength +2 (and wound a [Men] minion skirmishing that companion).
T C 38
[2] •Denethor, Son of Ecthelion [Gondor]
Companion • Man
Str: 5
Vit: 3
Res: 5
!Unyielding.
Denethor is resistance -2 for each companion in the dead pile (and is corrupted if Boromir is in the dead pile).
Fellowship: Add a burden to play a [Gondor] condition or [Gondor] possession from your draw deck (limit once per turn).
T R 39
[2] Desperate Resistance [Gondor]
Event • Maneuver
To play, spot a [Gondor] companion.
Exert any number of companions with a total resistance of 11 or more to wound a minion once for each companion exerted in this way.
T R 40
[3] •Imrahil, Captain of Gondor [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 6
Knight. !Unyielding.
While Imrahil has resistance 5 or more, Shadow special abilities may not be played during skirmishes involving him.
T U 41
[3] •Outer Defences [Gondor]
Condition • Support Area
Fortification. Toil 1.
Shadow events are twilight cost +1 during skirmishes involving [Gondor] companions with resistance 5 or more.
Maneuver: Discard this condition to make a [Gondor] companion defender +1 until the regroup phase.
T U 42
[6] Provisions of the City [Gondor]
Event • Fellowship
Toil 2.
Heal each companion that did not exert for this card’s toil.
T U 43
-
ISENGARD - 7 (2/2/3)
[3] !Agent of Saruman [Isengard]
Minion • Man
Str: 6
Vit: 2
Sit: 3
Traitor.
Response: If the Ring-bearer puts on The One Ring, exert this minion to reveal the top 3 cards of your draw deck (or 5 cards if you can spot a corrupted companion). Exert a companion for each Shadow card revealed. Place the revealed cards on the bottom of your deck in any order.
T U 44
[4] •Curunír, !The White Wizard [Isengard] (FP)
Companion • Wizard
Str: 8
Vit: 4
Res: 5
Traitor. !Unyielding.
Play with the top card of your draw deck revealed. Curunír is resistance -X, where X is the twilight cost of the revealed card.
Each time a spell is played, unless Curunír is corrupted, you may add a burden to discard a condition.
T R 45
[2] •!Gríma, Treacherous Servant [Isengard]
Minion • Man
Str: 4
Vit: 3
Sit: 3
Traitor.
Shadow: Exert !Gríma to foresee 2. If you foresee a Shadow condition, you may reveal it to make each unbound companion resistance -2 until the regroup phase. Take that condition into your hand.
T C 46
(0) •The Palantír of Orthanc, Dangerous Tool [Isengard]
Artifact • Support Area
When you play The Palantír of Orthanc, each player may foresee 4.
At the start of the maneuver phase, you may spot Saruman to look at the top 2 cards of each draw deck; replace them in any order.
“‘We do not know who else may be watching.’”
T R 47
[3] Saruman’s Craft [Isengard]
Event • Shadow
Engine. Toil 3.
Take a Shadow artifact, engine or spell into hand from your draw deck.
T U 48
[X] Sorcery of Orthanc [Isengard]
Event • Shadow
(You choose the value of [X]. Except when you play this card, its twilight cost is (0)).
Spell.
To play, spot an [Isengard] card in play or in your discard pile.
Discard conditions with total twilight costs equal to the value of [X].
T R 49
[2] Spy of Saruman [Isengard]
Minion • Man
Str: 6
Vit: 2
Sit: 3
Traitor.
While this minion is assigned to a skirmish, each Free Peoples event is twilight cost +1 (or +2 if assigned to a corrupted companion).
T C 50
-
MEN - 10 (4/3/3)
[7] •Castamir of Umbar, Corsair Vandal [Men] (reprint)
Minion • Man
Str: 14
Vit: 4
Sit: 4
Fierce. Toil 1.
Each wounded [Men] minion is strength +2.
T R 51
[6] •Desert Lord, !Southron Captain [Men]
Minion • Man
Str: 11
Vit: 3
Sit: 4
Archer. Besieger.
While you can spot a companion with resistance 5 or less, each other [Men] and besieger minion is strength +1 (and an archer if that companion is corrupted). (Companions with resistance 0 are corrupted).
T R 52
[9] Dismay [Men]
Event • Regroup
Toil 3.
Exert each companion with resistance 5 or less (or wound that companion if he or she is corrupted).
T U 53
[3] Dunlending Assailant [Men]
Minion • Man
Str: 8
Vit: 1
Sit: 4
Besieger.
While you can spot a companion with resistance 5 or less, this minion cannot take wounds.
T C 54
[4] •Freca, !Dunlending Chieftain [Men]
Minion • Man
Str: 9
Vit: 1
Sit: 4
Aggressor. Besieger. Fierce. (For each aggressor assigned to a skirmish, each Shadow card's twilight cost is -1).
Each time !Freca wins a skirmish, you may play a minion from your hand; that minion is fierce until the regroup phase.
T C 55
[3] •Great Mûmak of Harad [Men]
Possession • Mount
Str: +3
Vit: +1
Bearer must be a [Men] minion or Southron.
Each companion (except the Ring-bearer) is resistance -2.
If this possession is discarded, wound bearer and the companion bearer was skirmishing.
T R 56
[1] Harrying of Gondor [Men]
Event • Skirmish
Engine.
Make a [Men] minion strength +2 (and discard a [Gondor] possession).
T C 57
[X] Siege Engines [Men]
Event • Maneuver
(You choose the value of X. Except when you play this card, its twilight cost is 0).
Engine.
Spot a [Men] minion to add X threats.
T U 58
[2] Southron Assaulter [Men]
Minion • Man
Str: 6
Vit: 2
Sit: 4
Besieger.
While you can spot a companion with resistance 5 or less, this minion is an archer (and an aggressor if that companion is corrupted). (For each aggressor minion assigned to a skirmish, each Shadow card is twilight cost -1. Companions with resistance 0 are corrupted).
T C 59
[3] Southron Freebooter [Men]
Minion • Man
Str: 8
Vit: 2
Sit: 4
Besieger.
When you play this minion, reveal the top card of your draw deck. If it is a [Men] or [Sauron] card, you may discard a possession borne by a companion.
T U 60
-
ORC - 10 (4/3/3)
[X] Assembling the Host [Orc]
Event • Shadow
(You choose the value of X. Except when you play this card, its twilight cost is 0).
Search.
Take an [Orc] minion with twilight cost X or less into hand from your discard pile.
T U 61
[6] •Gothmog, General of Mordor [Orc]
Minion • Orc
Str: 13
Vit: 3
Sit: 4
Aggressor. Besieger. (For each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
Skirmish: Exert Gothmog to take an [Orc] or besieger minion into hand from your discard pile.
T C 62
[3] Mordor !Catapult [Orc]
Possession • Support Area
Engine. Toil 1.
Maneuver: Discard a besieger minion (or this condition) to reveal the top card of your draw deck. Discard a Free Peoples card (except a companion) with the same twilight cost as the revealed card.
T R 63
[1] Morgul Assailer [Orc]
Minion • Orc
Str: 3
Vit: 1
Sit: 4
Besieger.
While the Ring-bearer is wounded, this minion is strength +6 (and fierce if you can spot a corrupted companion). (Companions with resistance 0 are corrupted).
T R 64
[4] Morgul Assaulter [Orc]
Minion • Orc
Str: 11
Vit: 2
Sit: 4
Besieger.
While there are 2 wounds on the Ring-bearer, this minion is fierce (and damage +1 if you can spot a corrupted companion). (Companions with resistance 0 are corrupted).
T C 65
[2] Morgul Harrier [Orc]
Minion • Orc
Str: 7
Vit: 2
Sit: 4
Besieger.
When you play this minion, you may reveal the top card of your draw deck. If it is an [Orc] or [Wraith] card, you may exert the Ring-bearer.
T U 66
[5] •Orc Overseer, Lieutenant of Isengard [Orc]
Minion • Orc
Str: 10
Vit: 4
Sit: 4
Toil 1 (or toil 2 if you can spot a corrupted companion). (Companions with resistance 0 are corrupted).
Each [Orc] condition gains toil 1.
T C 67
[4] Shadow Returns [Orc]
Event • Shadow
Toil 2.
Play a Shadow condition from your discard pile (or 2 Shadow conditions if you can spot a corrupted companion). (Companions with resistance 0 are corrupted).
T U 68
[5] •Siege Commander, Lieutenant of Mordor [Orc]
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 minion is strength +2.
While you can spot 5 engines, each besieger minion is fierce.
T R 69
(0) War in the Deep [Orc]
Event • Skirmish
Make an [Orc] minion strength +2 (or +4 if skirmishing a [Dwarven] companion).
T C 70
-
ROHAN - 4 (2/1/1)
[1] Battle of the !West-Fold [Rohan]
Event • Skirmish
Make a [Rohan] companion strength +2 (and damage +2 if skirmishing an [Uruk] minion).
T C 71
[5] Charge of A Thousand Spears [Rohan]
Event • Maneuver
Tale.
To play, spot a [Rohan] companion.
Exert any number of companions with a total resistance of 10 or more to make each of those companions strength +3 and damage +1 until the regroup phase.
T R 72
[2] •Elfhelm, Marshal of the East-Mark [Rohan]
Companion • Man
Str: 6
Vit: 3
Res: 6
Knight.
Each other [Rohan] companion (except in your starting fellowship) gains toil 1.
T C 73
[2] •Háma, Doorwarden [Rohan]
Companion • Man
Str: 6
Vit: 3
Res: 6
!Unyielding. (Háma's resistance is not reduced by the number of burdens).
At the start of the maneuver phase, if Háma has resistance 3 or more, you may discard a Shadow possession borne by a minion.
T U 74
-
SAURON - 10 (3/3/4)
[2] Agent of Darkness [Sauron]
Minion • Man
Str: 6
Vit: 2
Sit: 2
Traitor. (Traitor is unloaded).
While you can spot a corrupted companion, this minion is strength +3. (Companions with resistance 0 are corrupted).
T C 75
[3] Ancient Sorcery [Sauron]
Event • Regroup
Spell.
Spot a [Sauron] card to wound a companion (or 2 [Gandalf] or [Elven] companions).
T U 76
[1] Assault of the Pelennor [Sauron]
Event • Maneuver
Engine.
Spot a [Sauron] card to discard a possession (or 2 [Rohan] or [Gondor] possessions).
T U 77
[1] Enemies of Sauron [Sauron]
Event • Shadow
Search.
Spot a [Sauron] card to discard a condition (or 2 [Shire] or [Dwarven] conditions).
T U 78
[X] Eternal Evil [Sauron]
Event • Skirmish
(You choose the value of [X]. Except when you play this card, its twilight cost is (0)).
To play, spot a [Sauron] card in play or your discard pile.
Make a companion strength -X.
T R 79
[3] •The Great Eye [Sauron]
Condition • Support Area
Twilight.
Companions use their resistance instead of their strength during skirmishes involving The Great Eye.
Response: If the Ring-bearer puts on The One Ring, this condition becomes a minion with 12 strength 5 vitality that cannot take wounds or bear other cards, and is immediately assigned to the Ring-bearer, or another companion !in twilight. It’s still a condition.
“‘I see you!’”
T R 80
[3] •The Mouth of Sauron, Ambassador of Mordor [Sauron]
Minion • Man
Str: 8
Vit: 3
Sit: 5
Fierce. Traitor. (Traitor is unloaded).
When you play The Mouth of Sauron, spot a Shadow culture. The Mouth of Sauron gains that culture until the end of the turn.
Assignment: Assign The Mouth of Sauron to a corrupted companion.
T R 81
[3] •Mustering for War [Sauron]
Condition • Support Area
Engine. Spell.
To play, spot a [Sauron] card in play or in your discard pile.
Each non-minion Shadow card gains toil 1.
You may remove burdens instead of twilight tokens to play a card with [X] in its cost.
T R 82
[3] Shifty Southerner [Sauron]
Minion • Man
Str: 6
Vit: 3
Sit: 2
Traitor. (Traitor is unloaded).
Response: If you play a card with toil X, exert this minion to make that card’s twilight cost -X.
T C 83
[3] Spy of Sauron [Sauron]
Minion • Man
Str: 7
Vit: 2
Sit: 2
Traitor. (Traitor is unloaded).
While you can spot 2 Shadow cultures, each companion (except the Ring-bearer) is resistance -1.
T C 84
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SHIRE - 12 (5/4/3)
[1] Boundless Courage [Shire]
Event • Skirmish
Make a [Shire] companion strength +2 (and prevent that companion from being overwhelmed by [Wraith] or [Gollum] minions).
T C 85
[5] Distraction [Shire]
Event • Skirmish
Stealth. Toil 2.
Cancel a skirmish.
T U 86
(0) Extraordinary Resistance [Shire]
Event • Response
Twilight.
If a card !in twilight is played, exert a [Shire] Ring-bearer to cancel and discard that card.
T U 87
[1] •Farmer Maggot, Willing Conspirator [Shire]
Companion • Hobbit
Str: 3
Vit: 3
Res: 7
At the start of each skirmish involving Farmer Maggot, reveal the top card of your draw deck. If it is a [Shire] card, you may remove a burden.
T C 88
[1] •!Fredegar Bolger, Willing Conspirator [Shire]
Companion • Hobbit
Str: 3
Vit: 3
Res: 7
At the start of each skirmish involving !Fredegar Bolger, reveal the top card of your draw deck. If it is a [Shire] card, you may return a stealth card from your discard pile to your hand.
T C 89
[2] •Frodo, Under the Lidless Eye [Shire]
Companion • Hobbit
Str: 5
Vit: 4
(Res): 10 (Ringed resistance).
Ring-bound. Twilight.
While the Ring-bearer is wearing The One Ring, each minion is strength +1 (+2 if that minion is in twilight).
T U 90
[2] Help of Many [Shire]
Event • Fellowship
To play, spot a [Shire] companion.
Exert any number of companions with resistance 15 or more to heal the Ring-bearer the same number of times and remove the same number of burdens.
T R 91
[2] •!Mithril-Coat, Shiny Trinket [Shire]
Artifact • !Armor
Bearer must be a Ring-bound Hobbit.
Each minion skirmishing bearer loses all game text keywords.
While bearer is assigned to a skirmish, each minion comes into play exhausted.
T R 92
[1] •Protect the Ring-bearer [Shire]
Condition • Support Area
While your [Shire] Ring-bearer has resistance 8 or more, each other companion is !unyielding. (The resistance of !unyielding companions is not reduced by the number of burdens).
Each time the Ring-bearer puts on The One Ring, add a burden.
T R 93
[2] •Sam, Frodo’s Bodyguard [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 10
Ring-bound.
Skirmish: Add 3 burdens to have Sam replace a Ring-bound companion in a skirmish.
Response: If Frodo dies, make Sam the Ring-bearer.
While Sam bears The One Ring, he is resistance -5.
T U 94
[2] Stalwart Defence [Shire]
Event • Maneuver
Exert a [Shire] Ring-bearer not wearing The One Ring to make each other companion resistance +2 until the regroup phase.
T C 95
[1] Uniting the Free Peoples [Shire]
Condition • Companion
Res: +1
To play, spot a [Shire] companion. Limit 1 per bearer.
Response: If you play a tale, exert bearer to make that card’s twilight cost -1.
T C 96
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URUK-HAI - 8 (3/3/2)
[7] Berserk Rage [Uruk]
Condition • Support Area
Toil 2.
Each wounded minion is strength +1 (or +2 if skirmishing a corrupted companion). (Companions with resistance 0 are corrupted).
T U 97
(0) Burning of the !Westfold [Uruk]
Event • Skirmish
Make an [Uruk] minion strength +2 (or +3 and an aggressor if skirmishing a [Rohan] companion).
T C 98
[7] •Lieutenant of Orthanc, General of the White Hand [Uruk]
Minion • Uruk-hai
Str: 12
Vit: 3
Sit: 5
Besieger. Damage +1. Toil 2.
T C 99
[2] New Devilry [Uruk]
Possession • Support Area
Engine. Toil 1.
Shadow: Transfer this possession to an [Uruk] or besieger minion.
Regroup: If this possession is borne by a minion, discard it to discard each condition. If there are no conditions, wound each character instead.
T R 100
[5] •Orthanc Champion, Minion of the White Hand [Uruk]
Minion • Uruk-hai
Str: 12
Vit: 2
Sit: 5
Aggressor. Besieger. Damage +1. (For each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
Assignment: Make the Free Peoples player assign a companion with resistance 3 or less to !Orthanc Champion.
T R 101
[3] Orthanc Crossbowman [Uruk]
Minion • Uruk-hai
Str: 6
Vit: 2
Sit: 5
Archer. Besieger.
When you play this minion, you may reveal the top card of your draw deck. If it is an [Uruk] or [Isengard] card, you may exert a companion (or wound a corrupted companion). (Companions with resistance 0 are corrupted).
T U 102
[3] Orthanc Devastator [Uruk]
Minion • Uruk-hai
Str: 8
Vit: 2
Sit: 5
Besieger. Damage +1.
At the start of each skirmish involving this minion and a companion with resistance 3 or less, you may discard a condition from play (or 2 conditions it that companion is corrupted). (Companions with resistance 0 are corrupted).
T C 103
[X] Reinvigorate [Uruk]
Event • Skirmish
(You choose the value of X. Except when you play this card, its twilight cost is 0).
Spot an [Uruk] minion to heal X minions.
T U 104
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WRAITH - 12 (4/4/4)
[4] Fell Spirit [Wraith]
Minion • Wraith
Str: 14
Vit: 2
Sit: 6
Fierce. Twilight.
While skirmishing a companion with resistance X, this minion is strength -X.
T U 105
[3] Forgotten Dead [Wraith]
Minion • Wraith
Str: 7
Vit: 2
Sit: 6
Twilight.
When you play this minion, you may reveal the top card of your draw deck. If it is a [Wraith] or [Sauron] card, you may make each companion (except the Ring-bearer) resistance -2 until the regroup phase.
T C 106
[3] Frozen in !Terror [Wraith]
Event • Skirmish
Spell.
Spot a [Wraith] minion to make each corrupted companion strength -2 until the regroup phase. (Companions with resistance 0 are corrupted).
T U 107
[2] •Guardians of Cirith Ungol [Wraith]
Condition • Support Area
Twilight.
As long as Guardians of Cirith Ungol is a minion, it is strength +2 for each wound on the Ring-bearer.
Response: If a companion uses a special ability, spot a [Wraith] card in your discard pile to make Guardians of Cirith Ungol become a fierce Wraith minion until the regroup phase that has 7 strength, 1 vitality and cannot take wounds or bear cards. It’s still a condition.
T R 108
[1] Morgul Wound [Wraith]
Condition • Support Area
Res: -2
Response: If a [Wraith] minion wins a skirmish, transfer this condition to a losing companion.
While the Ring-bearer wears The One Ring, bearer is !in twilight and loses all other game text keywords.
T C 109
[1] The Nine Abroad [Wraith]
Event • Skirmish
Search.
Make a [Wraith] minion strength +2 (and make a [Shire] companion that minion is skirmishing resistance -2).
T C 110
[7] Piercing Wail [Wraith]
Event • Shadow
Spell. Toil 2.
Add a burden.
T U 111
[2] Tricksy Lights [Wraith]
Minion • Wraith
Str: 5
Vit: 1
Sit: 6
Twilight.
This minion cannot take wounds (except during skirmishes involving companions !in twilight).
Assignment: Assign the companion with the highest resistance to this minion.
T R 112
[5] •Úlairë Cantëa, Black Assassin [Wraith] (reprint)
Minion • Nazgûl
Str: 10
Vit: 3
Sit: 3
Fierce.
Assignment: Assign Úlairë Cantëa to a corrupted companion.
Skirmish: Spot 6 companions and another [Wraith] card to kill a companion Úlairë Cantëa is skirmishing.
T R 113
[4] •Úlairë Lemenya, Black Lieutenant [Wraith]
Minion • Nazgûl
Str: 9
Vit: 2
Sit: 3
Fierce.
While the Ring-bearer is wounded, Úlairë Lemenya is strength +2.
While you can spot 2 wounds on the Ring-bearer, Úlairë Lemenya is an aggressor.
While you can spot 3 wounds on the Ring-bearer, Úlairë Lemenya is damage +1.
T U 114
[6] •Úlairë Toldëa, Lieutenant of Mordor [Wraith]
Minion • Nazgûl
Str: 12
Vit: 3
Sit: 3
Fierce. Toil 2.
T C 115
[X] The Veil of Shadow [Wraith]
Event • Assignment
Twilight.
(You choose the value of X. Except when you play this card, its twilight cost is 0).
To play, spot a [Wraith] minion and the Ring-bearer wearing The One Ring.
Assign a minion !in twilight to the Ring-bearer. The Free Peoples player may add X burdens to prevent this.
T R 116
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SITES - 4 (0/3/1)
(W) •Pelennor Grassland [1]
Plains.
Each card gains toil 1.
T U 117
(W) •Shelob’s Lair [3]
Battleground. Underground.
Shadow: Discard a minion to play Shelob from your draw deck or discard pile; her twilight cost is -X, where X is the discarded minion’s twilight cost.
T R 118
(W) •Silverlode Banks [2]
River.
When the fellowship moves to and from this site, each player shuffles his or her draw deck.
T U 119
(W) •Stairs of Cirith Ungol (0)
Mountain.
When the fellowship moves to this site, exert the Ring-bearer X times (where X is the current region number).
T U 120
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The 3rd set in Light & Shadow block is nearly complete. Expect a new thread in the next few days.
The complete card list of the 1st set can be found here (http://lotrtcgdb.com/forums/index.php/topic,1516.msg32838.html#msg32838).
Thanks everyone for your help!
Thranduil
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Haha...I appreciate all of the effort you went to reposting the whole set...but I wasn't done going through all of them! If it is not a problem for you (or if you find it fulfilling in any way), could you start a new topic with what you have as the final products and then keep this one open for reviewing the cards? No big deal either way, but I did want to do right by you and finish reviewing your remaining cards.
-wtk
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A note, you created this unloaded keyword "Traitor" but were there any free peoples cards that focused on combating them? Just a thought, or maybe I overlooked them.
-wtk
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It's no problem - I still want any comments you might want to give!
And no I haven't made any cards to combat them. In fact, I haven't made any cards to combat any of these unloaded keywords. That might form part of a tribal follow up set. This block is just introducing the idea of tribal strategies (by which I mean multicultural decks built around one of these keyword).
Thranduil