The Last Homely House

Middle-Earth => Chamber of Mazarbul => Topic started by: DáinIronfoot on September 08, 2008, 08:37:29 AM

Title: The Way Into Mordor - Wraiths (10/9: "Always creeping, creeping.")
Post by: DáinIronfoot on September 08, 2008, 08:37:29 AM
I know we're not done with the current Shadow culture, the [Isengard] culture (http://lotrtcgdb.com/forums/index.php?topic=215.0) in this set, but I've kind of bogged down there right now and have major ADD lately. :P So let's take a short break from Uruks and Orcs and Men and get to my favorite Shadow race: the Nazgûl. :twisted:

As with the original Tower block, the [Wraith] culture is not very big in this set. There are a handful of Nazzies and some support cards for them, and unlike the original Tower block [Wraith] culture, there will also be a few non-Nazgûl minions and stuff for them as well. Let's just say it's not a good idea to follow the lights.... :roll:

Anyway, we'll get to that later. For now, let's dive into the Ringwraiths. Enjoy!

[8]•The Witch-king, Wraith-lord [Wraith]
Minion • Nazgûl
Strength: 14
Vitality: 4
Site: 3
Fierce.
While you can spot 2 other [Wraith] hunters, The Witck-king gains hunter 1.
Each time a twilight minion with strength 8 or less wins a skirmish, you may exert The Witch-king to add a burden.
Each time a Nazgûl wins a fierce skirmish, you may exert The Witch-king twice to add a burden.
“‘He sees. He knows....The Wraiths are searching.’”

Works well with other Nazgûl...and obviously with some others minions we have yet to get to. :whistle:

[6]•Úlairë Attëa, Winged Hunter [Wraith]
Minion • Nazgûl
Strength: 11
Vitality: 3
Site: 3
Fierce. Hunter 1.
While you can spot 3 Free Peoples cultures (or 5 burdens), each companion skirmishing Úlairë Attëa loses all strength bonuses from possessions.
Each time Úlairë Attëa wins a skirmish, you may spot 3 Free Peoples cultures to make the Free Peoples player return an unbound companion to hand.
“It wheeled and went north, flying at a speed greater than any wind of Middle-earth. The stars fainted before it.”

You may or may not remember that this particular version of Attea was a winner in my DC Contest a while back. Here it is in all its glory, with just a minor tweak or two to get it in line with the other Nazgûl.

And another card you've seen before that fits the overall theme:

[6]•Úlairë Toldëa, Winged Sentry [Wraith] (reprint)
Minion • Nazgûl
Strength: 12
Vitality: 3
Site: 3
Fierce.
Each time Úlairë Toldëa wins a skirmish, the Free Peoples player must exert a companion or add a burden.
“‘They are calling for it. Calling for The Precious.’”
Title: Re: The Way Into Mordor - Wraiths (9/8: "The Wraiths are searching....")
Post by: sickofpalantirs on September 08, 2008, 10:51:41 AM
I know we're not done with the current Shadow culture, the [Isengard] culture (http://lotrtcgdb.com/forums/index.php?topic=215.0) in this set, but I've kind of bogged down there right now and have major ADD lately. :P So let's take a short break from Uruks and Orcs and Men and get to my favorite Shadow race: the Nazgûl. :twisted:

As with the original Tower block, the [Wraith] culture is not very big in this set. There are a handful of Nazzies and some support cards for them, and unlike the original Tower block [Wraith] culture, there will also be a few non-Nazgûl minions and stuff for them as well. Let's just say it's not a good idea to follow the lights.... :roll:

Anyway, we'll get to that later. For now, let's dive into the Ringwraiths. Enjoy!

[8]•The Witch-king, Wraith-lord [Wraith]
Minion • Nazgûl
Strength: 14
Vitality: 4
Site: 3
Fierce. Hunter 1.
Each time a twilight minion with strength 8 or less wins a skirmish, you may exert The Witch-king to add a burden.
Each time a Nazgûl wins a fierce skirmish, you may exert The Witch-king twice to add a burden.
“‘He sees. He knows....The Wraiths are searching.’”
fine. I don't like the hunter though...

[6]•Úlairë Attëa, Winged Hunter [Wraith]
Minion • Nazgûl
Strength: 11
Vitality: 3
Site: 3
Fierce. Hunter 1.
While you can spot 3 Free Peoples cultures (or 5 burdens), each companion skirmishing Úlairë Attëa loses all strength bonuses from possessions.
Each time Úlairë Attëa wins a skirmish, you may spot 3 Free Peoples cultures to make the Free Peoples player return an unbound companion to hand.
“It wheeled and went north, flying at a speed greater than any wind of Middle-earth. The stars fainted before it. It was gone.”
fine
Title: Re: The Way Into Mordor - Wraiths (9/8: "The Wraiths are searching....")
Post by: Thranduil on September 08, 2008, 11:40:00 AM
[8]•The Witch-king, Wraith-lord [Wraith]
Minion • Nazgûl
Strength: 14
Vitality: 4
Site: 3
Fierce. Hunter 1.
Each time a twilight minion with strength 8 or less wins a skirmish, you may exert The Witch-king to add a burden.
Each time a Nazgûl wins a fierce skirmish, you may exert The Witch-king twice to add a burden.
“‘He sees. He knows....The Wraiths are searching.’”
I think I'd add another line, something like "Each time the Witch-King wins a skirmish, you may heal him." Twilight minions with strength 8 or less? Do you mean like the [Sauron] Wraiths from Ents of Fangorn? I also don't think he should have hunter as his incarnation in a Two Towers setting - he's not really hunting for anything.

[6]•Úlairë Attëa, Winged Hunter [Wraith]
Minion • Nazgûl
Strength: 11
Vitality: 3
Site: 3
Fierce. Hunter 1.
While you can spot 3 Free Peoples cultures (or 5 burdens), each companion skirmishing Úlairë Attëa loses all strength bonuses from possessions.
Each time Úlairë Attëa wins a skirmish, you may spot 3 Free Peoples cultures to make the Free Peoples player return an unbound companion to hand.
“It wheeled and went north, flying at a speed greater than any wind of Middle-earth. The stars fainted before it.”
I'd rather he had his usual strength of 12 and no hunter bonus.

Thranduil
Title: Re: The Way Into Mordor - Wraiths (9/8: "The Wraiths are searching....")
Post by: DáinIronfoot on September 08, 2008, 11:52:49 AM
A note on hunters on Nazgûl:

In my last set, The Road Ahead, about half of the Nazgûl were hunters...the other half were twilight minions, mostly. I used the keyword (with a little controversy then, as I recall) for the "Black Rider" half, those Nazgûl that were mounted and hunting (quite literally) for The Ring throughout much of the storyline of The Fellowship of the Ring.

(a link to Nazzies from that set over at the CC archive (http://lotrtcgdb.com/community/viewtopic.php?t=4265&start=50))

For THIS set, I figured hunter made perfect sense again, since the Nazgûl in The Two Towers (especially the film version) were drawn to (and once again hunting for) The Ring. On that point, I respectfully disagree with Thran...I think the Nazgûl in TTT are shown almost exclusively to be actively hunting!

I plan on dropping the keyword for the Nazgûl in the next set, since in Return of the King they are much less Ring hunters and much more battlefield commanders, so in THAT context hunter doesn't make much sense at all. In the context of their actions in The Two Towers, however, I think the exact opposite is true.

Long story short: unless every reviewer hates the idea, I respectfully disagree with SoP and Thran and intend to keep hunter on most of the Nazgûl in this set. I'll consider changing it for Attea, though.

:gp: to you both for your reviews and opinions, even if I happen to disagree. :P
Title: Re: The Way Into Mordor - Wraiths (9/8: "The Wraiths are searching....")
Post by: Elf_Lvr on September 08, 2008, 12:15:59 PM
I think hunter suits them fine. I actually like the idea quite a lot.
Title: Re: The Way Into Mordor - Wraiths (9/8: "The Wraiths are searching....")
Post by: sickofpalantirs on September 08, 2008, 01:28:39 PM
2 or 3 nazgul are hunting in TTT, but the WK wasn't one of them ;) he was more gathering armies I think...

bad el, you were supposed to agree with us ;)

(and BTW, where did you find that calvin avatar?
Title: Re: The Way Into Mordor - Wraiths (9/8: "The Wraiths are searching....")
Post by: lem0nhead on September 09, 2008, 01:27:02 AM
Ive always wondered where he foudn that avatar, its definately the best one ive ever seen on any forum ever. I love the fact he has put the funniest line from DmOTR in his sig as well.  :up: Kudos.


[8]•The Witch-king, Wraith-lord [Wraith]
Minion • Nazgûl
Strength: 14
Vitality: 4
Site: 3
Fierce. Hunter 1.
Each time a twilight minion with strength 8 or less wins a skirmish, you may exert The Witch-king to add a burden.
Each time a Nazgûl wins a fierce skirmish, you may exert The Witch-king twice to add a burden.
“‘He sees. He knows....The Wraiths are searching.’”

I like hunter on a nazgul as it fits perfectly..... on the ones who hunted, but i agree with the others. Wikkie was a musterer not a hunter, hmmm mind you he did stab frodo on weathertop so maybe EL is right.... Ack! This wikkie definately seems powerful, which he would need to be to overwrite some of the older ones... Probably cool overall.

[6]•Úlairë Attëa, Winged Hunter [Wraith]
Minion • Nazgûl
Strength: 11
Vitality: 3
Site: 3
Fierce. Hunter 1.
While you can spot 3 Free Peoples cultures (or 5 burdens), each companion skirmishing Úlairë Attëa loses all strength bonuses from possessions.
Each time Úlairë Attëa wins a skirmish, you may spot 3 Free Peoples cultures to make the Free Peoples player return an unbound companion to hand.
“It wheeled and went north, flying at a speed greater than any wind of Middle-earth. The stars fainted before it.”

I hate mass freeps culture hate cos its so meta specific and rare, but as far as he goes he is alright. I do however dislike when the base strength of a nazgul with a well established strength gets changed EVEN with the hunter. It sits ill with me.

Title: Re: The Way Into Mordor - Wraiths (9/9: Shadows of Horror)
Post by: DáinIronfoot on September 09, 2008, 07:51:41 AM
Alright, I made Wikkie's hunter conditional, though it should still be pretty easily triggered in this set since nearly all other Nazzies are hunters. See below for more examples. ;)

[4]•Úlairë Lemenya, Winged Predator [Wraith]
Minion • Nazgûl
Strength: 9
Vitality: 2
Site: 3
Hunter 1.
Each companion skirmishing a Nazgûl is strength -1 for each resistance that companion has less than 3.
“‘For he was a Nazgûl, one of the Nine, who ride now upon winged steeds.’”

Took me forever to come up with a way of wording his ability. Does it work? Does it make any sense?

[4]•Úlairë Nertëa, Winged Terror [Wraith]
Minion • Nazgûl
Strength: 9
Vitality: 2
Site: 3
Hunter 1. Lurker.
Response:
If a Nazgûl wins a skirmish, discard Úlairë Nertëa to add a burden for each wound on a companion in that skirmish.
“But the shadow of horror wheeled and returned, passing lower now, right above them, sweeping the fen-reek with its ghastly wings.”

Notice neither are fierce. Hopefully that makes up a little for their rather powerful texts.
Title: Re: The Way Into Mordor - Wraiths (9/9: Shadows of Horror)
Post by: lem0nhead on September 09, 2008, 07:59:37 AM

[4]•Úlairë Lemenya, Winged Predator [Wraith]
Minion • Nazgûl
Strength: 8
Vitality: 2
Site: 3
Hunter 1.
Each companion skirmishing a Nazgûl is strength -1 for each resistance that companion has less than 3.
“‘For he was a Nazgûl, one of the Nine, who ride now upon winged steeds.’”

I know what youre trying to say so it probably does work, but its one hellishly nasty ability. Thats deqth to #$&*@! of a lot of comps in 1 turn potentially. Problem with you offsetting this with no fierce is his text still works if he isnt assigned during the fierce phase. If this guy doesnt die.... OUCH.

[4]•Úlairë Nertëa, Winged Terror [Wraith]
Minion • Nazgûl
Strength: 9
Vitality: 2
Site: 3
Lurker. Hunter 1.
Response:
If a Nazgûl wins a skirmish, you may discard Úlairë Nertëa to add a burden for each wound on a companion in that skirmish.
“But the shadow of horror wheeled and returned, passing lower now, right above them, sweeping the fen-reek with its ghastly wings.”

Tis ok.

Title: Re: The Way Into Mordor - Wraiths (9/9: Shadows of Horror)
Post by: DáinIronfoot on September 09, 2008, 08:17:36 AM
What if I further limited Lemenya by limiting his ability to non-fierce skirmishes? Or changed it to "each resistance that companion has less than 2"?

I THINK he's okay as is since he's a little weaker than the standard Lemenya and has such low vitality, but I'm certainly willing to change it if you faithful reviewers deem it necessary.
Title: Re: The Way Into Mordor - Wraiths (9/9: Shadows of Horror)
Post by: sickofpalantirs on September 09, 2008, 10:31:32 AM
I like them both...I think he's ok, all you need is a little damage, so direct wounding or one really big beefstick...
Title: Re: The Way Into Mordor - Wraiths (9/9: Shadows of Horror)
Post by: Elf_Lvr on September 09, 2008, 12:29:42 PM
(and BTW, where did you find that calvin avatar?)

I don't remember.

I think it was from someone on a facebook/myspace type website. I don't really know.

Oh, yeah, Dain's cards!

I think Lemenya would be fine with his usual strength - unless you have the opponent pretty well along in burdens this ability won't see much use. Plus, 8 strength is pretty low for a [4] cost  unique minion, even if he does have a good ability.

I think it'd be fine to keep all the Nazzies original strength even with the addition of a hunter bonus. If you think they're overpowered that way, just look at Enduring Nazgul. No one complains about them being OP, and that ability is often better than a measly 1 hunter.
Title: Re: The Way Into Mordor - Wraiths (9/9: Shadows of Horror)
Post by: Thranduil on September 09, 2008, 03:27:43 PM
I think it'd be fine to keep all the Nazzies original strength even with the addition of a hunter bonus. If you think they're overpowered that way, just look at Enduring Nazgul. No one complains about them being OP, and that ability is often better than a measly 1 hunter.
Enduring Nazgûl also tend not to have very powerful abilities (like Black Captain, for example). Obviously Enquëa is the exception.

So Lemenya, if he's fighting a guy with resistance 0 they're strength -3? He doesn't seem that bad. Strength 10, however, is crucial in this case because it becomes the difference between overwhelming and not - I would play it safe and remove his hunter bonus or (though I suggest this reluctantly) take his strength back down to 8 so that his strength overall is an odd number.

Thranduil
Title: Re: The Way Into Mordor - Wraiths (9/9: Shadows of Horror)
Post by: menace64 on September 10, 2008, 06:25:25 AM
[4]•Úlairë Nertëa, Winged Terror [Wraith]
Minion • Nazgûl
Strength: 9
Vitality: 2
Site: 3
Lurker. Hunter 1.
Response:
If a Nazgûl wins a skirmish, you may discard Úlairë Nertëa to add a burden for each wound on a companion in that skirmish.
“But the shadow of horror wheeled and returned, passing lower now, right above them, sweeping the fen-reek with its ghastly wings.”

Nitpicks:
Lurker comes after Hunter.
Take out the 'may' in the response text (technically speaking, if there's a 'may' in an optional ability, you don't have to pay any costs and still get the reward).
Title: Re: The Way Into Mordor - Wraiths (9/10: "They are like great carrion birds.")
Post by: DáinIronfoot on September 10, 2008, 11:43:14 AM
Just one new card today, and another I desperately tried to recreate but eventually just reprinted. Enjoy!

[2]•Blade of Dol Guldur [Wraith]
Possession • Hand Weapon
Strength: +2
Bearer must be a Nazgûl.
While bearer is Úlairë Attëa, each time he wins a skirmish, the Free Peoples player must exert X companions or add X burdens, where X is the number of cultures in the fellowship.
“Few now have the skill in healing to match such evil weapons....”

This card won along with Úlairë Attëa, Winged Hunter in my DC Contest a while back. I pretty much left it alone (except for making it a little clearer), though I'm sorely tempted to change the lore, seeing as the current lore is from Fellowship of the Ring rather than The Two Towers.

(0) Fell Beast [Wraith] (reprint)
Possession • Mount
Strength: +2
To play, discard 2 cards from hand.
Bearer must be a Nazgûl.
Bearer is fierce.
“‘And these winged creatures that they ride on now, they can probably see more than any other creature. They are like great carrion birds.’”

*sigh*

I tried to rewrite it, I really did. But everything I did kept looking too similiar to the original, so in the end, I simply brought back an old favorite. No better way to make your non-fierce Nazzies into double skirmishers then this.

Okay, changed my mind. Since neither of these are COMPLETELY new, here's an all-new one to make up for it:

(0)•Ring of Coercion [Wraith]
Artifact • Ring
Vitality +1
Bearer must be a Nazgûl.
Assignment: Spot 6 burdens and 2 [Wraith] minions to assign a companion to skirmish bearer. The Free Peoples player may add a burden to prevent this and assign bearer.
Response: If a player reconciles, return bearer to his owner's hand.
Title: Re: The Way Into Mordor - Wraiths (9/10: "They are like great carrion birds.")
Post by: Thranduil on September 10, 2008, 12:10:29 PM
[2]•Blade of Dol Guldur [Wraith]
Possession • Hand Weapon
Strength: +2
Bearer must be a Nazgûl.
While bearer is Úlairë Attëa, each time he wins a skirmish, the Free Peoples player must exert a companion or add a burden for each culture in the fellowship.
“Few now have the skill in healing to match such evil weapons....”
I think you should make it clearer whether you have to exert a companion for each culture or just exert 1 companion.

[2] Fell Beast [Wraith] (reprint)
Possession • Mount
Strength: +2
To play, discard 2 cards from hand.
Bearer must be a Nazgûl.
Bearer is fierce.
“‘And these winged creatures that they ride on now, they can probably see more than any other creature. They are like great carrion birds.’”
I love that card! It does cost (0), though.

(0)•Ring of Coercion [Wraith]
Artifact • Ring
Strength +1
Bearer must be a Nazgûl (except the Witch-king).
Assignment: Spot 6 burdens and 3 [Wraith] minions to assign a companion to skirmish bearer. The Free Peoples player may add a burden (or 2 burdens if that companion is Ring-bound) to prevent this.
Response: If a player reconciles, return bearer to his owner's hand.
I would just completely remove the parentheses - it just seems unnecessarily good and complicated. I also don't think this ring should add strength as it already says "Assign a Nazgûl to the Ring-bearer" so extra strength is just evil. Vitality instead wouldn't bother me.

Thranduil
Title: Re: The Way Into Mordor - Wraiths (9/10: "They are like great carrion birds.")
Post by: DáinIronfoot on September 10, 2008, 12:24:20 PM
Quote from: Thranduil
Quote from: DáinIronfoot
[2]•Blade of Dol Guldur [Wraith]
Possession • Hand Weapon
Strength: +2
Bearer must be a Nazgûl.
While bearer is Úlairë Attëa, each time he wins a skirmish, the Free Peoples player must exert a companion or add a burden for each culture in the fellowship.
“Few now have the skill in healing to match such evil weapons....”
I think you should make it clearer whether you have to exert a companion for each culture or just exert 1 companion.

Done!

Quote from: Thranduil
Quote from: DáinIronfoot
[2] Fell Beast [Wraith] (reprint)
Possession • Mount
Strength: +2
To play, discard 2 cards from hand.
Bearer must be a Nazgûl.
Bearer is fierce.
“‘And these winged creatures that they ride on now, they can probably see more than any other creature. They are like great carrion birds.’”
I love that card! It does cost (0), though.

Whoops. #-o Probably a leftover from my attempts at redoing it.

Quote from: Thranduil
Quote from: DáinIronfoot
(0)•Ring of Coercion [Wraith]
Artifact • Ring
Strength +1
Bearer must be a Nazgûl (except the Witch-king).
Assignment: Spot 6 burdens and 3 [Wraith] minions to assign a companion to skirmish bearer. The Free Peoples player may add a burden (or 2 burdens if that companion is Ring-bound) to prevent this.
Response: If a player reconciles, return bearer to his owner's hand.
I would just completely remove the parentheses - it just seems unnecessarily good and complicated. I also don't think this ring should add strength as it already says "Assign a Nazgûl to the Ring-bearer" so extra strength is just evil. Vitality instead wouldn't bother me.

Changed to a vitality bonus instead of strength. :up: I'll leave the parenthesis for now, but I'm not at all opposed to changing it if others agree.
Title: Re: The Way Into Mordor - Wraiths (9/10: "They are like great carrion birds.")
Post by: Elf_Lvr on September 10, 2008, 12:36:03 PM
Cut the 2 burden part out, and you can let it be borne by the Witch-King.

One MAJOR problem - you need to say "and assign this minion." after the prevention text, otherwise, the ability is usable infinitely.

I also think you could drop it to only spotting 4 or 5 burdens to trigger (like Toldea, MoM), instead of 6. Heck, even the Shotgun himself only requires 5.
Title: Re: The Way Into Mordor - Wraiths (9/10: "They are like great carrion birds.")
Post by: DáinIronfoot on September 10, 2008, 12:41:23 PM
Quote from: Elf_Lvr
I also think you could drop it to only spotting 4 or 5 burdens to trigger (like Toldea, MoM), instead of 6. Heck, even the Shotgun himself only requires 5.

Respectfully disagreed, since this has one key difference: it can be used to assign the Ring-bearer. Against weak RBs like Frodo, Galadriel, and Sam that means overwhelming risk. Against skirmish-penalizing RBs like Faramir, Isuldur, and Gimli that means extra burdens, threats, and/or wounds. I think it's evil enough to warrant the high burden number.

Changed the rest, though. Good catch on the "and assign bearer" thing. :gp:
Title: Re: The Way Into Mordor - Wraiths (9/10: "They are like great carrion birds.")
Post by: lem0nhead on September 11, 2008, 01:26:26 AM

[2]•Blade of Dol Guldur [Wraith]
Possession • Hand Weapon
Strength: +2
Bearer must be a Nazgûl.
While bearer is Úlairë Attëa, each time he wins a skirmish, the Free Peoples player must exert X companions or add X burdens, where X is the number of cultures in the fellowship.
“Few now have the skill in healing to match such evil weapons....”

Why not phrase it is the number of free peoples cultures you can spot?

(0)•Ring of Coercion [Wraith]
Artifact • Ring
Vitality +1
Bearer must be a Nazgûl.
Assignment: Spot 6 burdens and 3 [Wraith] minions to assign a companion to skirmish bearer. The Free Peoples player may add a burden to prevent this and assign bearer.
Response: If a player reconciles, return bearer to his owner's hand.

Lower to two minions but fine. Lovely and nasty.

Title: Re: The Way Into Mordor - Wraiths (9/11: "What new terror is this?")
Post by: DáinIronfoot on September 11, 2008, 07:37:09 AM
Some support stuff for our "wraiths on wings" today. Enjoy!

[2]•You Cannot Kill Them [Wraith]
Condition • Support Area
Response: If a Nazgûl is about to take a wound, discard a [Wraith] card from play to prevent all wounds to that Nazgûl until the end of the current phase.
“‘What new terror is this?’”

This one's inspried by a conversation between Gandalf and the Three Hunters about the "winged messenger" Legolas shot from the sky near the end of their journey down the Anduin. Gandalf explains that while the fell beast may have been slain, the Nazgûl riding it surely was not....

Quote
     'The Winged Messenger!' cried Legolas. 'I shot at him with the bow of Galadriel above Sarn Gebir, and I felled him from the sky. He filled us all with fear. What new terror is this?'
     'One that you cannot slay with arrows,' said Gandalf. 'You only slew his steed. It was a good deed; but the Rider was soon horsed again. For he was a Nazgûl, one of the Nine, who ride now upon winged steeds. Soon their terror will overshadow the last armies of our friends, cutting off the sun.'

I'll likely be drawing another card or two from that discussion, but I figured a card that let you discard other [Wraith] cards (like Fell Beasts) to save your Nazzies certainly made sense. It's both a little weaker and a little more powerful, depending on the circumstances, than similar cards like His Terrible Servants and They Feel The Precious.

[2] Calling for The Precious [Wraith]
Event • Skirmish
Make a companion skirmishing a Nazgûl strength -2 (or -4 if that companion has resistance 2 or less).
“‘Wraiths on wings! The Precious is their master.’”

I had toyed with a maximum of strength -3 on a [1]-cost card, but I couldn't resist going for the jugular with a potential -4. :twisted:
Title: Re: The Way Into Mordor - Wraiths (9/11: "What new terror is this?")
Post by: sickofpalantirs on September 11, 2008, 11:31:57 AM
Some support stuff for our "wraiths on wings" today. Enjoy!

[2]•You Cannot Kill Them [Wraith]
Condition • Support Area
Response: If a Nazgûl is about to take a wound, discard a [Wraith] card to prevent all wounds to that Nazgûl until the end of the current phase.
“‘What new terror is this?’”
so would that be a wraith card in play?

[2] Calling for The Precious [Wraith]
Event • Skirmish
Make a companion skirmishing a Nazgûl strength -2 (or -4 if that companion has resistance 2 or less).
“‘Wraiths on wings! The Precious is their master.’”

balanced with the 2 cost...
Title: Re: The Way Into Mordor - Wraiths (9/11: "What new terror is this?")
Post by: Thranduil on September 11, 2008, 11:59:50 AM
[2]•You Cannot Kill Them [Wraith]
Condition • Support Area
Response: If a Nazgûl is about to take a wound, discard a [Wraith] card to prevent all wounds to that Nazgûl until the end of the current phase.
“‘What new terror is this?’”
I would specify from play to be precise, and you don't need to specify "until the end of the current phase" because that is also the default meaning for any ability.

[2] Calling for The Precious [Wraith]
Event • Skirmish
Make a companion skirmishing a Nazgûl strength -2 (or -4 if that companion has resistance 2 or less).
“‘Wraiths on wings! The Precious is their master.’”
Yeah, it's solid.

Thranduil
Title: Re: The Way Into Mordor - Wraiths (9/11: "What new terror is this?")
Post by: Elf_Lvr on September 11, 2008, 12:10:29 PM
Both look fine to me.
Title: Re: The Way Into Mordor - Wraiths (9/11: "What new terror is this?")
Post by: lem0nhead on September 12, 2008, 01:12:45 AM

[2]•You Cannot Kill Them [Wraith]
Condition • Support Area
Response: If a Nazgûl is about to take a wound, discard a [Wraith] card to prevent all wounds to that Nazgûl until the end of the current phase.
“‘What new terror is this?’”

Wow powerful, its definately worth 1 wraith card going, as it makes your most important wraiths invincible. Would really have to keep a close eye on this.

[2] Calling for The Precious [Wraith]
Event • Skirmish
Make a companion skirmishing a Nazgûl strength -2 (or -4 if that companion has resistance 2 or less).
“‘Wraiths on wings! The Precious is their master.’”

Wow thats nasty not really sure what i think of that, parenthesis is ok its the general power im scared of..

Title: Re: The Way Into Mordor - Wraiths (9/12: All In Darkness)
Post by: DáinIronfoot on September 12, 2008, 07:15:33 AM
A couple more mostly random Nazzie cards today. Enjoy!

[3] All In Darkness [Wraith]
Event • Regroup
Discard a [Wraith] minion to discard an ally or follower. If you can spot no such card, the Free Peoples player must discard a companion.
“‘Soon their terror will overshadow the last armies of our friends, cutting off the sun.’”

[5]•Messengers of Mordor [Wraith]
Condition • Support Area
Toil 2.
Each time the fellowship moves to the next region, discard this condition.
Regroup: Exert a Nazgûl to add a [Wraith] token here.
Skirmish: Remove a [Wraith] token from here to make a Nazgûl strength +X, where X is the current region number.
“‘The storm is coming. The Nazgûl have crossed the River!’”
Title: Re: The Way Into Mordor - Wraiths (9/12: All In Darkness)
Post by: lem0nhead on September 12, 2008, 07:57:26 AM

[2] All In Darkness [Wraith]
Event • Regroup
Discard a [Wraith] minion to discard an ally or follower. If you can spot no such card, the Free Peoples player must discard a companion.
“‘Soon their terror will overshadow the last armies of our friends, cutting off the sun.’”

Wow its really cool but i feel the companion bit is a teeny bit unbalanced. Change it to something else or up the cost to 3.

[6]•Messengers of Mordor [Wraith]
Condition • Support Area
Toil 2.
Regroup:
Exert a Nazgûl to add a [Wraith] token here.
Skirmish: Remove a [Wraith] token from here to make a Nazgûl strength +X, where X is the current region number.
Each time the fellowship moves to the next region, discard this condition.
“‘The storm is coming. The Nazgûl have crossed the River!’”

Put the "each time" bit first. In fact id order them chronologically. Sound otherwise.

Title: Re: The Way Into Mordor - Wraiths (9/12: All In Darkness)
Post by: Thranduil on September 12, 2008, 09:05:16 AM
[3] All In Darkness [Wraith]
Event • Regroup
Discard a [Wraith] minion to discard an ally or follower. If you can spot no such card, the Free Peoples player must discard a companion.
“‘Soon their terror will overshadow the last armies of our friends, cutting off the sun.’”
This is fun. Do you have [Wraith] spells? The title feels like it could be a spell.

[6]•Messengers of Mordor [Wraith]
Condition • Support Area
Toil 2.
Regroup:
Exert a Nazgûl to add a [Wraith] token here.
Skirmish: Remove a [Wraith] token from here to make a Nazgûl strength +X, where X is the current region number.
Each time the fellowship moves to the next region, discard this condition.
“‘The storm is coming. The Nazgûl have crossed the River!’”
I agree with lem0n about the order of the abilities. Very interesting card, but I wonder if it needs to cost [6]. Thinking about it practically, you can only ever use this card's skirmish ability for a maximum of 2 sites in a row, a maximum of 6 sites in the game, and that's very unlikely. And in region 3 the FP player is most set-up so the chances of Nazgûl surviving to the regroup phase should be slightly less. Perhaps [4] is enough?

Thranduil
Title: Re: The Way Into Mordor - Wraiths (9/12: All In Darkness)
Post by: sickofpalantirs on September 12, 2008, 10:42:36 AM
A couple more mostly random Nazzie cards today. Enjoy!

[3] All In Darkness [Wraith]
Event • Regroup
Discard a [Wraith] minion to discard an ally or follower. If you can spot no such card, the Free Peoples player must discard a companion.
“‘Soon their terror will overshadow the last armies of our friends, cutting off the sun.’”
OUCH...works

[6]•Messengers of Mordor [Wraith]
Condition • Support Area
Toil 2.
Regroup:
Exert a Nazgûl to add a [Wraith] token here.
Skirmish: Remove a [Wraith] token from here to make a Nazgûl strength +X, where X is the current region number.
Each time the fellowship moves to the next region, discard this condition.
“‘The storm is coming. The Nazgûl have crossed the River!’”
wickedly awesome with enduring nazgul...cut cost to 5 IMSO
Title: Re: The Way Into Mordor - Wraiths (9/12: All In Darkness)
Post by: DáinIronfoot on September 12, 2008, 10:57:02 AM
Reduced the cost of Messengers of Mordor to [5], which I was thinking about anyway before SoP's review. Great minds, I guess. :P I moved the "each time" text to the top, but I'd rather leave the others as they are when keeping in mind similiar conditions like Winged and Ominous and Rank and File. I think the order on those makes the most sense even though they're technically OUT of order, and I think the same is true here.
Title: Re: The Way Into Mordor - Wraiths (9/12: All In Darkness)
Post by: sickofpalantirs on September 12, 2008, 04:44:44 PM
More like great spammers think alike dain ;)

as for the abilities, whatever floats your boat.
Title: Re: The Way Into Mordor - Wraiths (9/16: "The enemy is on the watch....")
Post by: DáinIronfoot on September 16, 2008, 06:42:34 AM
Sorry for the lack of new cards yesterday. As you can probably tell by my general lack of activity, I was a bit busy.

Today, though, we have some [Wraith] tokens....

[3]•Not Too Soon [Wraith]
Condition • Support Area
Maneuver: Discard a Nazgûl from hand to add a [Wraith] token here.
Shadow: Spot a [Wraith] minion and remove a [Wraith] token from here to add [X], where X is the current region number.
“‘They're for the War - and other purposes.’”

Technically reversed abilities on this card as well, but again, I think it makes the most sense in this order.

[1]•On the Watch [Wraith]
Condition • Support Area
Search.
Each time you play a Nazgûl at a mountain, marsh, or plains site, you may add a [Wraith] token here.
Shadow: Remove 3 [Wraith] tokens from here to prevent a companion from being assigned to skirmish [Wraith] minions until the regroup phase. The Free Peoples player may return a companion to his or her hand to prevent this. Discard this condition.
“The same warning fear was on him as he had felt in the presence of the Black Riders, the helpless horror that had come with the cry in the wind and the shadow on the moon....”

I figured that if Shelob was able to strike enough fear into companions to keep them from skirmishing, why not the Nazgûl? :twisted:
Title: Re: The Way Into Mordor - Wraiths (9/16: "The enemy is on the watch....")
Post by: Thranduil on September 16, 2008, 07:07:19 AM
[3]•Not Too Soon [Wraith]
Condition • Support Area
Maneuver: Discard a Nazgûl from hand to add a [Wraith] token here.
Shadow: Spot a [Wraith] minion and remove a [Wraith] token to add [X], where X is the current region number.
“‘They're for the War - and other purposes.’”
I'd prefer if the tokens could only be removed from Not Too Soon, but I'm not sure I'd ever use this card given how expensive it is to play in the first place. I'd prefer a lower initial cost for lower overall benefit. And are you planning on token reinforcement for the [Wraith] culture?

[2]•On the Watch [Wraith]
Condition • Support Area
Each time you play a Nazgûl at a battleground, marsh, or plains site, you may add a [Wraith] token here.
Shadow: Remove 3 [Wraith] tokens from here to prevent a companion from being assigned to skirmish [Wraith] minions until the regroup phase. The Free Peoples player may take a companion into hand to prevent this. Discard this condition.
“The same warning fear was on him as he had felt in the presence of the Black Riders, the helpless horror that had come with the cry in the wind and the shadow on the moon....”
This could be a search card. If the Nazgûl are only watching, then I don't think battleground should be included but rather forest/mountain instead. Clearer wording is also "return a companion to its owner's hand". It's interesting, but given you have to discard it to use it it could cost [1].

Thranduil
Title: Re: The Way Into Mordor - Wraiths (9/16: "The enemy is on the watch....")
Post by: DáinIronfoot on September 16, 2008, 07:20:42 AM
Quote from: Thranduil
Quote from: DáinIronfoot
[3]•Not Too Soon [Wraith]
Condition • Support Area
Maneuver: Discard a Nazgûl from hand to add a [Wraith] token here.
Shadow: Spot a [Wraith] minion and remove a [Wraith] token to add [X], where X is the current region number.
“‘They're for the War - and other purposes.’”
I'd prefer if the tokens could only be removed from Not Too Soon, but I'm not sure I'd ever use this card given how expensive it is to play in the first place. I'd prefer a lower initial cost for lower overall benefit. And are you planning on token reinforcement for the [Wraith] culture?

It is precisely because it CAN remove tokens from anywhere that it costs so much.

No plans for reinforcement, mostly because Nazzies have Shapes Slowly Advancing, but I MAY end up creating one before I'm done. You never know.

Quote from: Thranduil
Quote from: DáinIronfoot
[2]•On the Watch [Wraith]
Condition • Support Area
Each time you play a Nazgûl at a battleground, marsh, or plains site, you may add a [Wraith] token here.
Shadow: Remove 3 [Wraith] tokens from here to prevent a companion from being assigned to skirmish [Wraith] minions until the regroup phase. The Free Peoples player may take a companion into hand to prevent this. Discard this condition.
“The same warning fear was on him as he had felt in the presence of the Black Riders, the helpless horror that had come with the cry in the wind and the shadow on the moon....”
This could be a search card. If the Nazgûl are only watching, then I don't think battleground should be included but rather forest/mountain instead. Clearer wording is also "return a companion to its owner's hand". It's interesting, but given you have to discard it to use it it could cost [1].

Done, done, and done!
Title: Re: The Way Into Mordor - Wraiths (9/16: "The enemy is on the watch....")
Post by: sickofpalantirs on September 16, 2008, 11:03:03 AM
Sorry for the lack of new cards yesterday. As you can probably tell by my general lack of activity, I was a bit busy.

Today, though, we have some [Wraith] tokens....

[3]•Not Too Soon [Wraith]
Condition • Support Area
Maneuver: Discard a Nazgûl from hand to add a [Wraith] token here.
Shadow: Spot a [Wraith] minion and remove a [Wraith] token to add [X], where X is the current region number.
“‘They're for the War - and other purposes.’”
is that lore actually in the book? thats hilarious...or maybe its just me  :suspect: noice.

[1]•On the Watch [Wraith]
Condition • Support Area
Search.
Each time you play a Nazgûl at a mountain, marsh, or plains site, you may add a [Wraith] token here.
Shadow: Remove 3 [Wraith] tokens from here to prevent a companion from being assigned to skirmish [Wraith] minions until the regroup phase. The Free Peoples player may return a companion to his or her hand to prevent this. Discard this condition.
“The same warning fear was on him as he had felt in the presence of the Black Riders, the helpless horror that had come with the cry in the wind and the shadow on the moon....”
coolio...
Title: Re: The Way Into Mordor - Wraiths (9/16: "The enemy is on the watch....")
Post by: lem0nhead on September 17, 2008, 04:20:12 AM

[3]•Not Too Soon [Wraith]
Condition • Support Area
Maneuver: Discard a Nazgûl from hand to add a [Wraith] token here.
Shadow: Spot a [Wraith] minion and remove a [Wraith] token to add [X], where X is the current region number.
“‘They're for the War - and other purposes.’”

Soooo abuseable, its a fantastic alternative to moving this way, instead of using recursion turn each 1 you dont need into bonus pool! I like it and think its balanced cos you gotta keep it on the table for use in region 3. As long as there are no more token cards. Im with Thran would rather see it say tokens from this card as its still amazing.

[1]•On the Watch [Wraith]
Condition • Support Area
Search.
Each time you play a Nazgûl at a mountain, marsh, or plains site, you may add a [Wraith] token here.
Shadow: Remove 3 [Wraith] tokens from here to prevent a companion from being assigned to skirmish [Wraith] minions until the regroup phase. The Free Peoples player may return a companion to his or her hand to prevent this. Discard this condition.
“The same warning fear was on him as he had felt in the presence of the Black Riders, the helpless horror that had come with the cry in the wind and the shadow on the moon....”

Nice  :gp:

Title: Re: The Way Into Mordor - Wraiths (9/17: A Far Greater Terror)
Post by: DáinIronfoot on September 17, 2008, 06:42:17 AM
Alright, this MIGHT be the last of the Nazgûl stuff...I've already created more for them than I thought I would be able to squeeze out of the storyline. Even if it is, though, we're far from done with the [Wraith] culture. :twisted:

But that's for another day. For now, enjoy these! :mrgreen:

[1] All That They Make Out [Wraith]
Event • Skirmish
Spot a [Sauron] or [Isengard] minion to make a Nazgûl strength +3, or spot a Nazgûl to make a [Sauron] or [Isengard] minion strength +3.
“‘You speak of what is deep beyond the reach of your muddy dreams, Uglúk. Nazgûl! Ah!...You ought to know that they're the apple of the Great Eye.’”

As the Nazzies are not QUITE a full culture in this set, I figured a card that helped integrate them with other Shadow cultures was almost a must. Hopefully this helps do just that.

And now some [Wraith] mount lovin'.

[3] Terror Far Greater [Wraith]
Event • Maneuver
Spot a mounted Nazgûl to add a burden. Then you may discard a [Wraith] mount to take this event back into hand.
“Then came a blast of savage wind, and with it, mingling with its roar, there came a high shrill shriek. The hobbits had heard just such a cry far away in the Marish as they fled from Hobbiton....”

[2]•Black Shadows [Wraith]
Condition • Support Area
Response: If a mounted Nazgûl wins a skirmish, remove [2] to capture a companion or ally in that skirmish. That Nazgûl cannot be assigned to a skirmish until the regroup phase. Discard this condition.
Skirmish: Discard this condition to make a mounted Nazgûl strength +3.
“‘It was a Black Rider on wings, a Nazgûl. It could have taken you away to the Dark Tower.’”
Title: Re: The Way Into Mordor - Wraiths (9/17: A Far Greater Terror)
Post by: lem0nhead on September 17, 2008, 07:09:49 AM

[1] All That They Make Out [Wraith]
Event • Skirmish
Spot a [Sauron] minion to make a Nazgûl strength +3, or spot a Nazgûl to make a [Sauron] or [Isengard] minion strength +3.
“‘You speak of what is deep beyond the reach of your muddy dreams, Uglúk. Nazgûl! Ah!...You ought to know that they're the apple of the Great Eye.’”

Not the best but ok.

[3] Terror Far Greater [Wraith]
Event • Maneuver
Spot a mounted Nazgûl to add a burden. Then you may discard a [Wraith] mount to take this event back into hand.
“Then came a blast of savage wind, and with it, mingling with its roar, there came a high shrill shriek. The hobbits had heard just such a cry far away in the Marish as they fled from Hobbiton....”

Niiiiice balanced recursion and costing.

[2]•Black Shadows [Wraith]
Condition • Support Area
Response: If a mounted Nazgûl wins a skirmish, remove [2] to capture a companion or ally in that skirmish. That Nazgûl cannot be assigned to a skirmish until the regroup phase. Discard this condition.
Skirmish: Discard this condition to make a mounted Nazgûl strength +3.
“‘It was a Black Rider on wings, a Nazgûl. It could have taken you away to the Dark Tower.’”

Nice.

Title: Re: The Way Into Mordor - Wraiths (9/17: A Far Greater Terror)
Post by: sickofpalantirs on September 17, 2008, 11:10:26 AM
Alright, this MIGHT be the last of the Nazgûl stuff...I've already created more for them than I thought I would be able to squeeze out of the storyline. Even if it is, though, we're far from done with the [Wraith] culture. :twisted:

But that's for another day. For now, enjoy these! :mrgreen:

[1] All That They Make Out [Wraith]
Event • Skirmish
Spot a [Sauron] minion to make a Nazgûl strength +3, or spot a Nazgûl to make a [Sauron] or [Isengard] minion strength +3.
“‘You speak of what is deep beyond the reach of your muddy dreams, Uglúk. Nazgûl! Ah!...You ought to know that they're the apple of the Great Eye.’”
cool

[3] Terror Far Greater [Wraith]
Event • Maneuver
Spot a mounted Nazgûl to add a burden. Then you may discard a [Wraith] mount to take this event back into hand.
“Then came a blast of savage wind, and with it, mingling with its roar, there came a high shrill shriek. The hobbits had heard just such a cry far away in the Marish as they fled from Hobbiton....”
fine

[2]•Black Shadows [Wraith]
Condition • Support Area
Response: If a mounted Nazgûl wins a skirmish, remove [2] to capture a companion or ally in that skirmish. That Nazgûl cannot be assigned to a skirmish until the regroup phase. Discard this condition.
Skirmish: Discard this condition to make a mounted Nazgûl strength +3.
“‘It was a Black Rider on wings, a Nazgûl. It could have taken you away to the Dark Tower.’”
cool
Title: Re: The Way Into Mordor - Wraiths (9/17: A Far Greater Terror)
Post by: Thranduil on September 17, 2008, 12:08:57 PM
[1] All That They Make Out [Wraith]
Event • Skirmish
Spot a [Sauron] minion to make a Nazgûl strength +3, or spot a Nazgûl to make a [Sauron] or [Isengard] minion strength +3.
“‘You speak of what is deep beyond the reach of your muddy dreams, Uglúk. Nazgûl! Ah!...You ought to know that they're the apple of the Great Eye.’”
I would have both abilities include [Sauron] and [Isengard] or just [Sauron].

[2]•Black Shadows [Wraith]
Condition • Support Area
Response: If a mounted Nazgûl wins a skirmish, remove [2] to capture a companion or ally in that skirmish. That Nazgûl cannot be assigned to a skirmish until the regroup phase. Discard this condition.
Skirmish: Discard this condition to make a mounted Nazgûl strength +3.
“‘It was a Black Rider on wings, a Nazgûl. It could have taken you away to the Dark Tower.’”
This seems to me that it could cost [1].

Thranduil
Title: Re: The Way Into Mordor - Wraiths (9/17: A Far Greater Terror)
Post by: Elf_Lvr on September 17, 2008, 12:32:04 PM
[1] All That They Make Out [Wraith]
Event • Skirmish
Spot a [Sauron] minion to make a Nazgûl strength +3, or spot a Nazgûl to make a [Sauron] or [Isengard] minion strength +3.
“‘You speak of what is deep beyond the reach of your muddy dreams, Uglúk. Nazgûl! Ah!...You ought to know that they're the apple of the Great Eye.’”

Funny. "Apple of the Great Eye?" Gotta love Tolkien.

Quote
[3] Terror Far Greater [Wraith]
Event • Maneuver
Spot a mounted Nazgûl to add a burden. Then you may discard a [Wraith] mount to take this event back into hand.
“Then came a blast of savage wind, and with it, mingling with its roar, there came a high shrill shriek. The hobbits had heard just such a cry far away in the Marish as they fled from Hobbiton....”

Pretty good, but too good, I suppose.

Quote
[2]•Black Shadows [Wraith]
Condition • Support Area
Response: If a mounted Nazgûl wins a skirmish, remove [2] to capture a companion or ally in that skirmish. That Nazgûl cannot be assigned to a skirmish until the regroup phase. Discard this condition.
Skirmish: Discard this condition to make a mounted Nazgûl strength +3.
“‘It was a Black Rider on wings, a Nazgûl. It could have taken you away to the Dark Tower.’”

Pretty nice way to capture (and a decent strength bonus, too!) but I'd still like to see some cards that get bonuses for captured stuff.
Title: Re: The Way Into Mordor - Wraiths (9/18: "Cold be travelers far from home....")
Post by: DáinIronfoot on September 18, 2008, 07:31:40 AM
Alright, we may return to Nazgûl again later, but for now let's get to the other half of the [Wraith] culture. :twisted: If you haven't figured out what it is yet, read on...and as always, enjoy!

[3] Ghostly Wisp [Wraith]
Minion • Wraith
Strength: 8
Vitality: 2
Site: 4
Twilight.
Regroup:
Spot another twilight minion or Nazgûl and discard this minion to add a burden.
“‘Cold be heart and hand and bone / Cold be travelers far from home.’”

Basically a [Wraith] version of Wisp of Pale Sheen, I admit. The lore even comes from the same little tale as the WoPS. But I think it works much better in the [Wraith] culture, so this is a semi-reprint.

[3] Misty Flame [Wraith]
Minion • Wraith
Strength: 6
Vitality: 2
Site: 4
Twilight. Enduring.
Skirmish:
Spot another twilight or [Wraith] minion and exert this minion to make a twilight minion or Nazgûl strength +1 for each burden you can spot.
“When lights appeared Sam rubbed his eyes: he thought his head was going queer. He first saw one with the corner of his left eye, a NOLINKwisp of pale sheen....”

Again, very close to an existing [Sauron] Wraith: Corpse Lights. The key difference here is that it boosts based on burdens rather than spotting other minions, which can make it less effective early on but potentially even more abusive later.

[2] Pale Lights [Wraith]
Minion • Wraith
Strength: 5
Vitality: 1
Site: 4
Twilight. To play, spot a twilight minion or a Nazgûl.
When you play this minion, you may choose one: spot 2 Nazgûl or 2 other twilight minions to add a burden; or remove a burden to make this minion fierce and damage +1 until the end of the turn.
“...others appeared soon after: some like dimly shining smoke, some like misty flames flickering slowly above unseen candles....”

Dead Ones on steroids. :twisted: Need I say more?
Title: Re: The Way Into Mordor - Wraiths (9/18: "Cold be travelers far from home....")
Post by: sickofpalantirs on September 18, 2008, 10:48:54 AM
Alright, we may return to Nazgûl again later, but for now let's get to the other half of the [Wraith] culture. :twisted: If you haven't figured out what it is yet, read on...and as always, enjoy!

[3] Ghostly Wisp [Wraith]
Minion • Wraith
Strength: 8
Vitality: 2
Site: 4
Twilight.
Regroup:
Spot a Nazgûl or another twilight minion and discard this minion to add a burden.
“‘Cold be heart and hand and bone / Cold be travelers far from home.’”
fine

[3] Misty Flame [Wraith]
Minion • Wraith
Strength: 7
Vitality: 2
Site: 4
Twilight.
Skirmish:
Exert this minion to make a Nazgûl or twilight minion strength +1 for each burden you can spot.
“When lights appeared Sam rubbed his eyes: he thought his head was going queer. He first saw one with the corner of his left eye, a NOLINKwisp of pale sheen....”
maybe limit +5?

[2] Pale Lights [Wraith]
Minion • Wraith
Strength: 5
Vitality: 1
Site: 4
Twilight. To play, spot a Nazgûl or a twilight minion.
When you play this minion, you may choose one: spot 2 Nazgûl or 2 other twilight minions to add a burden; or remove a burden to make this minion fierce and damage +1 until the end of the turn.
“...others appeared soon after: some like dimly shining smoke, some like misty flames flickering slowly above unseen candles....”
well I don't see why anyone would ever use the second ability...works...though I don't know if you really need the to play...its essentially worthless unless you can spot 2 anyway
Title: Re: The Way Into Mordor - Wraiths (9/18: "Cold be travelers far from home....")
Post by: Elf_Lvr on September 18, 2008, 01:34:47 PM
You could probably drop Pale Lights to [1] cost, or give it a little bit more strength.

Overall, looks good, though.
Title: Re: The Way Into Mordor - Wraiths (9/18: "Cold be travelers far from home....")
Post by: lem0nhead on September 19, 2008, 02:18:06 AM

[3] Ghostly Wisp [Wraith]
Minion • Wraith
Strength: 8
Vitality: 2
Site: 4
Twilight.
Regroup:
Spot a Nazgûl or another twilight minion and discard this minion to add a burden.
“‘Cold be heart and hand and bone / Cold be travelers far from home.’”

That lore will always be gollum to me not wraith. he sings it to himself when frodo is trying to talk to him about smeagol. Fine.

[3] Misty Flame [Wraith]
Minion • Wraith
Strength: 7
Vitality: 2
Site: 4
Twilight.
Skirmish:
Exert this minion to make a Nazgûl or twilight minion strength +1 for each burden you can spot.
“When lights appeared Sam rubbed his eyes: he thought his head was going queer. He first saw one with the corner of his left eye, a NOLINKwisp of pale sheen....”

Niiiice.

[2] Pale Lights [Wraith]
Minion • Wraith
Strength: 5
Vitality: 1
Site: 4
Twilight. To play, spot a Nazgûl or a twilight minion.
When you play this minion, you may choose one: spot 2 Nazgûl or 2 other twilight minions to add a burden; or remove a burden to make this minion fierce and damage +1 until the end of the turn.
“...others appeared soon after: some like dimly shining smoke, some like misty flames flickering slowly above unseen candles....”

Fair enough.

Title: Re: The Way Into Mordor - Wraiths (9/19: "Presently it grew altogether dark...")
Post by: DáinIronfoot on September 19, 2008, 07:37:03 AM
A couple random but powerful support cards for our new Wraiths, including the return of [Wraith] weather cards for the first time since...well, the last set. :P Enjoy!

[1]•Black Mere [Wraith]
Condition • Support Area
Weather.
Each time you play a twilight Wraith, you may add a [Wraith] token here.
Shadow: Play a twilight minion or [Wraith] search card and remove X [Wraith] tokens from here to add [X].
Each time the fellowship moves to a non-marsh site, remove 2 burdens or discard this condition.
“Presently it grew altogether dark: the air itself seemed black and heavy to breathe.”

[2]•Shapes In the Dark [Wraith]
Condition • Support Area
To play, spot a twilight Wraith.
Regroup: If the fellowship is at a marsh, discard this condition to make the fellowship move again this turn (if the move limit allows). The Free Peoples player may add a burden for each Wraith minion you can spot to prevent this.
“‘Very very weary, of course; so we are, my precious, all of us. But we must take master away from the wicked lights, yes, yes, we must.’”
Title: Re: The Way Into Mordor - Wraiths (9/18: "Cold be travelers far from home....")
Post by: Thranduil on September 19, 2008, 09:58:34 AM
[3] Ghostly Wisp [Wraith]
Minion • Wraith
Strength: 8
Vitality: 2
Site: 4
Twilight.
Regroup:
Spot a Nazgûl or another twilight minion and discard this minion to add a burden.
“‘Cold be heart and hand and bone / Cold be travelers far from home.’”
I think "another twilight minion or Nazgûl" scans better, but that's very pedantic.

[3] Misty Flame [Wraith]
Minion • Wraith
Strength: 7
Vitality: 2
Site: 4
Twilight.
Skirmish:
Exert this minion to make a Nazgûl or twilight minion strength +1 for each burden you can spot.
“When lights appeared Sam rubbed his eyes: he thought his head was going queer. He first saw one with the corner of his left eye, a NOLINKwisp of pale sheen....”
Great! I would lower his strength a little and make him enduring. :twisted:

[2] Pale Lights [Wraith]
Minion • Wraith
Strength: 5
Vitality: 1
Site: 4
Twilight. To play, spot a Nazgûl or a twilight minion.
When you play this minion, you may choose one: spot 2 Nazgûl or 2 other twilight minions to add a burden; or remove a burden to make this minion fierce and damage +1 until the end of the turn.
“...others appeared soon after: some like dimly shining smoke, some like misty flames flickering slowly above unseen candles....”
[/quote]
Seems fine. Could cost [1] with its spotting requirement.

[1]•Black Mere [Wraith]
Condition • Support Area
Weather.
Each time you play a [Wraith] Wraith at a marsh, you may add a [Wraith] token here.
Shadow: Play a twilight minion or [Wraith] search card and remove X [Wraith] tokens from here to add [X].
Each time the fellowship moves to a non-marsh site, remove 2 burdens or discard this condition.
“Presently it grew altogether dark: the air itself seemed black and heavy to breathe.”
I think that you should add tokens when you play any Wraith so that this card supports the [Sauron] ones (however terrible they are!). And I think I'd prefer if the first line didn't specify marsh and it just had the drawback.

[2]•Shapes In the Dark [Wraith]
Condition • Support Area
To play, spot a twilight [Wraith] minion.
Regroup: If the fellowship is at a marsh and the move limit allows the fellowship to move again this turn, discard this condition to make the Free Peoples player choose one: move to the next site; or add a burden for each [Wraith] Wraith you can spot.
“‘Very very weary, of course; so we are, my precious, all of us. But we must take master away from the wicked lights, yes, yes, we must.’”
I would again just say "twilight minion" but otherwise it's a fun evil card. I would also phrase the adding burdens as a prevention not a choice, so like: "If the fellowship is at a marsh, discard this condition to make the fellowship move again this turn (if the move limit allows). The Free Peoples player may add a burden for each [Wraith] Wraith to prevent this".

Thranduil
Title: Re: The Way Into Mordor - Wraiths (9/19: "Presently it grew altogether dark....")
Post by: DáinIronfoot on September 19, 2008, 10:09:28 AM
Made your recommended changes, Thran. Thanks! :gp:
Title: Re: The Way Into Mordor - Wraiths (9/19: "Presently it grew altogether dark...")
Post by: lem0nhead on September 22, 2008, 05:22:29 AM

[1]•Black Mere [Wraith]
Condition • Support Area
Weather.
Each time you play a twilight Wraith, you may add a [Wraith] token here.
Shadow: Play a twilight minion or [Wraith] search card and remove X [Wraith] tokens from here to add [X].
Each time the fellowship moves to a non-marsh site, remove 2 burdens or discard this condition.
“Presently it grew altogether dark: the air itself seemed black and heavy to breathe.”

Id cut it back to 1 burden and up its cost to 2 or 3.   :up:

[2]•Shapes In the Dark [Wraith]
Condition • Support Area
To play, spot a twilight Wraith.
Regroup: If the fellowship is at a marsh, discard this condition to make the fellowship move again this turn (if the move limit allows). The Free Peoples player may add a burden for each Wraith minion you can spot to prevent this.
“‘Very very weary, of course; so we are, my precious, all of us. But we must take master away from the wicked lights, yes, yes, we must.’”

Niiiiice.

Title: Re: The Way Into Mordor - Wraiths (9/22: A faint hiss and a noisome smell....)
Post by: DáinIronfoot on September 22, 2008, 07:35:54 AM
Hmmmm. :-k I'd rather leave Black Mere as it is, but there is certainly some merit to lem0n's argument. I'll repost it (unmodified except for a change in the Shadow ability...now another "each time" ability) so it doesn't get lost in the shuffle and let others weigh in. I'd prefer more than 2 reviews anyway. [-o<

[1]•Black Mere [Wraith]
Condition • Support Area
Weather.
Each time you play a twilight Wraith, you may add a [Wraith] token here.
Each time you play a twilight minion or [Wraith] search card, you may remove X [Wraith] tokens from here to add [X].
Each time the fellowship moves to a non-marsh site, remove 2 burdens or discard this condition.
“Presently it grew altogether dark: the air itself seemed black and heavy to breathe.”

And now, two new cards that pair rather nicely together...unless you happen to be the Free Peoples player. :twisted:

[2] Where's the Master? [Wraith]
Event • Assignment
Search.
Assign a twilight Wraith minion to a Ring-bound companion. The Free Peoples player may add a burden to prevent this.
“Suddenly he stumbled against Frodo, who was standing lost in thought, looking at the pale lights. His hands hung stiff at his sides; water and slime were dripping from them.”

[2] Cursed Place [Wraith]
Event • Skirmish
Remove a burden to wound a companion skirmishing a twilight Wraith minion. Then, if the fellowship is at a marsh, the Free Peoples player must exert a Ring-bound companion.
“There was a faint hiss, a noisome smell went up, the lights flickered and danced and swirled.”
Title: Re: The Way Into Mordor - Wraiths (9/22: A faint hiss and a noisome smell....)
Post by: FM on September 22, 2008, 07:50:17 AM
And here I am, back to reviewing stuff after the craziest pair of weeks of my whole life so far! :D


[1]•Black Mere [Wraith]
Condition • Support Area
Weather.
Each time you play a twilight Wraith, you may add a [Wraith] token here.
Each time you play a twilight minion or [Wraith] search card, you may remove X [Wraith] tokens from here to add [X].
Each time the fellowship moves to a non-marsh site, remove 2 burdens or discard this condition.
“Presently it grew altogether dark: the air itself seemed black and heavy to breathe.”

Does it have to be unique? It's not that spectacular from where I see it. Of course, for flavor reasons, weather conditions SHOULD be unique, but I think another way of adding tokens would be in good taste for the owner, like adding a token whenever the fellowship moves, as well?

[2] Where's the Master? [Wraith]
Event • Assignment
Search.
Assign a twilight Wraith minion to a Ring-bound companion. The Free Peoples player may add a burden to prevent this.
“Suddenly he stumbled against Frodo, who was standing lost in thought, looking at the pale lights. His hands hung stiff at his sides; water and slime were dripping from them.”

Neat.

[2] Cursed Place [Wraith]
Event • Skirmish
Remove a burden to wound a companion skirmishing a twilight Wraith minion. Then, if the fellowship is at a marsh, the Free Peoples player must exert a Ring-bound companion.
“There was a faint hiss, a noisome smell went up, the lights flickered and danced and swirled.”

I don't think you'd need the "minion" there. Also, not that great, I believe it could cost less twilight, or remove no burden and then you'd lose the last part, or even up the cost to 3, make it remove no burden, and then ADD a burden if at a marsh.
Title: Re: The Way Into Mordor - Wraiths (9/22: A faint hiss and a noisome smell....)
Post by: Thranduil on September 22, 2008, 12:19:08 PM
[2] Where's the Master? [Wraith]
Event • Assignment
Search.
Assign a twilight Wraith minion to a Ring-bound companion. The Free Peoples player may add a burden to prevent this.
“Suddenly he stumbled against Frodo, who was standing lost in thought, looking at the pale lights. His hands hung stiff at his sides; water and slime were dripping from them.”
Looks good. I'd perhaps want it do something like: "Exert a Wraith (or spot a twilight Wraith) to assign that Wraith to a Ring-bound companion", though I suppose given that this is Ring-bound it could be that more specialisation is better.

[2] Cursed Place [Wraith]
Event • Skirmish
Remove a burden to wound a companion skirmishing a twilight Wraith minion. Then, if the fellowship is at a marsh, the Free Peoples player must exert a Ring-bound companion.
“There was a faint hiss, a noisome smell went up, the lights flickered and danced and swirled.”
I'd rather go for "Remove a burden to wound a companion skirmishing a twilight Wraith, or wound that companion twice if the fellowship is at a marsh". Or else I'd go for perhaps an inversion to heal the companion and add lots of burdens, which seems to fit more tightly in the [Wraith] culture.

Thranduil
Title: Re: The Way Into Mordor - Wraiths (9/22: A faint hiss and a noisome smell....)
Post by: Elf_Lvr on September 22, 2008, 05:32:58 PM
[1]•Black Mere [Wraith]
Condition • Support Area
Weather.
Each time you play a twilight Wraith, you may add a [Wraith] token here.
Each time you play a twilight minion or [Wraith] search card, you may remove X [Wraith] tokens from here to add [X].
Each time the fellowship moves to a non-marsh site, remove 2 burdens or discard this condition.
“Presently it grew altogether dark: the air itself seemed black and heavy to breathe.”

Pretty cool. Upkeep balances it.

Quote
[2] Where's the Master? [Wraith]
Event • Assignment
Search.
Assign a twilight Wraith minion to a Ring-bound companion. The Free Peoples player may add a burden to prevent this.
“Suddenly he stumbled against Frodo, who was standing lost in thought, looking at the pale lights. His hands hung stiff at his sides; water and slime were dripping from them.”

Fair enough, but seriously, [wraith] culture doesn't need another super-easy burden-adder. They've already got Keening Wail and It Wants to Be Found. Now a deck would just have to run 4-ofs of those and this, and corruption would be a piece of cake.

Quote
[2] Cursed Place [Wraith]
Event • Skirmish
Remove a burden to wound a companion skirmishing a twilight Wraith minion. Then, if the fellowship is at a marsh, the Free Peoples player must exert a Ring-bound companion.
“There was a faint hiss, a noisome smell went up, the lights flickered and danced and swirled.”

Okay, if you mean twilight [wraith culture], you need brackets. If not, just say "Twilight Wraith."
Title: Re: The Way Into Mordor - Wraiths (9/22: A faint hiss and a noisome smell....)
Post by: lem0nhead on September 23, 2008, 02:12:36 AM

[1]•Black Mere [Wraith]
Condition • Support Area
Weather.
Each time you play a twilight Wraith, you may add a [Wraith] token here.
Each time you play a twilight minion or [Wraith] search card, you may remove X [Wraith] tokens from here to add [X].
Each time the fellowship moves to a non-marsh site, remove 2 burdens or discard this condition.
“Presently it grew altogether dark: the air itself seemed black and heavy to breathe.”

Fine now.

[2] Where's the Master? [Wraith]
Event • Assignment
Search.
Assign a twilight Wraith minion to a Ring-bound companion. The Free Peoples player may add a burden to prevent this.
“Suddenly he stumbled against Frodo, who was standing lost in thought, looking at the pale lights. His hands hung stiff at his sides; water and slime were dripping from them.”

Sound.

[2] Cursed Place [Wraith]
Event • Skirmish
Remove a burden to wound a companion skirmishing a twilight Wraith minion. Then, if the fellowship is at a marsh, the Free Peoples player must exert a Ring-bound companion.
“There was a faint hiss, a noisome smell went up, the lights flickered and danced and swirled.”

Coolio.

Title: Re: The Way Into Mordor - Wraiths (9/23: "The air's moving...change is coming.")
Post by: DáinIronfoot on September 23, 2008, 07:29:44 AM
Alrighty, how about some spooky weather stuff?

[2]•Slimed and Fouled [Wraith]
Condition • Support Area
Weather.
Each time the fellowship moves from a marsh, each companion with resistance 3 or less must exert. The Free Peoples player may exert each Ring-bound companion to prevent this.
“Often they floundered, stepping or falling hands-first into waters as noisome as a cesspool, till they were slimed and fouled almost up to their necks and stank in one another's nostrils.”

Your very own portable Neekerbreeker's Bog. Just add water...and slime! :P

[2] Change Is Coming [Wraith]
Condition • Support Area
Search. Weather.
Assignment
or Regroup: Discard a twilight minion with twilight cost X to play a Nazgûl; its twilight cost is -X.
Skirmish: Discard this condition to make a Nazgûl strength +1 for each twilight Wraith you can spot.
“...the stirring of the air became perceptible to them; and it grew very cold. As they stood straining their ears, they heard a noise like a wind coming in the distance. The misty lights wavered, dimmed, and went out.”

Been trying to find a way to really ties Nazzies and Wraiths together. Hopefully this one strikes gold in that department.
Title: Re: The Way Into Mordor - Wraiths (9/23: "The air's moving...change is coming.")
Post by: Elf_Lvr on September 23, 2008, 02:18:44 PM
[2]•Slimed and Fouled [Wraith]
Condition • Support Area
Weather.
Each time the fellowship moves from a marsh, each companion with resistance 3 or less must exert. The Free Peoples player may exert each Ring-bound companion to prevent this.
“Often they floundered, stepping or falling hands-first into waters as noisome as a cesspool, till they were slimed and fouled almost up to their necks and stank in one another's nostrils.”

Awesome.

Quote
[2] Change Is Coming [Wraith]
Condition • Support Area
Search. Weather.
Shadow:
Discard a twilight minion with twilight cost X to play a Nazgûl; its twilight cost is -X.
Skirmish: Discard this condition to make a Nazgûl strength +1 for each twilight Wraith you can spot.
“...the stirring of the air became perceptible to them; and it grew very cold. As they stood straining their ears, they heard a noise like a wind coming in the distance. The misty lights wavered, dimmed, and went out.”

Sorry, but first ability is useless, unless your Wraiths like being discarded. Since discard defaults to "from play" and play defaults to "from hand" there is no reason not to just play the Nazgul without the help of the Wraith, since it is invariably going to cost the same or less. If it pulled minions from deck or discard, then it'd be nice.

Second ability's fair.
Title: Re: The Way Into Mordor - Wraiths (9/23: "The air's moving...change is coming.")
Post by: FM on September 23, 2008, 03:05:04 PM
Well, the name IS "change is coming". See, he plays a bunch of wimpy Wraiths, you double-move, he drops the condition and dumps 3-4 Nazgul at once. Things could get ugly. I like it, but I think the second ability is actually close-to-useless, since you'll usually clear the board of Wraiths to dump Nazguls anyway. You could probably discard the condition to return to your hand all Wraiths that were discarded this turn to your hand? And give it another grossly overcost (although hand-clog alone would punish, since it wouldn't give the option to return "some" of them, but instead return them all).
Title: Re: The Way Into Mordor - Wraiths (9/23: "The air's moving...change is coming.")
Post by: Thranduil on September 23, 2008, 04:28:30 PM
[2]•Slimed and Fouled [Wraith]
Condition • Support Area
Weather.
Each time the fellowship moves from a marsh, each companion with resistance 3 or less must exert. The Free Peoples player may exert each Ring-bound companion to prevent this.
“Often they floundered, stepping or falling hands-first into waters as noisome as a cesspool, till they were slimed and fouled almost up to their necks and stank in one another's nostrils.”
Seems fair enough.

[2] Change Is Coming [Wraith]
Condition • Support Area
Search. Weather.
Shadow:
Discard a twilight minion with twilight cost X to play a Nazgûl; its twilight cost is -X.
Skirmish: Discard this condition to make a Nazgûl strength +1 for each twilight Wraith you can spot.
“...the stirring of the air became perceptible to them; and it grew very cold. As they stood straining their ears, they heard a noise like a wind coming in the distance. The misty lights wavered, dimmed, and went out.”
Contrary to both previous reviews, I think both abilities are useful but entirely separate for different circumstances, which makes the card over all very flexible and therefore I think good. The first ability you would use when you are inundated with Wraiths but need some more Nazgûl. Say, for example, that you drew a Nazgûl in your Shadow phase after playing a load of Wraiths and wanted to play him, or more likely on the double move. The second ability you would use if you just had 1 or 2 Nazgûl and everyone else was a Wraith just for a bit of fun. I would, however, change the cost to [1] ([2] is too hefty for the second ability) with a spotting requirement.

Thranduil
Title: Re: The Way Into Mordor - Wraiths (9/23: "The air's moving...change is coming.")
Post by: sickofpalantirs on September 23, 2008, 04:56:49 PM
Alrighty, how about some spooky weather stuff?

[2]•Slimed and Fouled [Wraith]
Condition • Support Area
Weather.
Each time the fellowship moves from a marsh, each companion with resistance 3 or less must exert. The Free Peoples player may exert each Ring-bound companion to prevent this.
“Often they floundered, stepping or falling hands-first into waters as noisome as a cesspool, till they were slimed and fouled almost up to their necks and stank in one another's nostrils.”
fine

[2] Change Is Coming [Wraith]
Condition • Support Area
Search. Weather.
Shadow:
Discard a twilight minion with twilight cost X to play a Nazgûl; its twilight cost is -X.
Skirmish: Discard this condition to make a Nazgûl strength +1 for each twilight Wraith you can spot.
“...the stirring of the air became perceptible to them; and it grew very cold. As they stood straining their ears, they heard a noise like a wind coming in the distance. The misty lights wavered, dimmed, and went out.”
maybe cut cost to 1
Title: Re: The Way Into Mordor - Wraiths (9/23: "The air's moving...change is coming.")
Post by: lem0nhead on September 24, 2008, 05:17:59 AM

[2]•Slimed and Fouled [Wraith]
Condition • Support Area
Weather.
Each time the fellowship moves from a marsh, each companion with resistance 3 or less must exert. The Free Peoples player may exert each Ring-bound companion to prevent this.
“Often they floundered, stepping or falling hands-first into waters as noisome as a cesspool, till they were slimed and fouled almost up to their necks and stank in one another's nostrils.”

Nice.

[2] Change Is Coming [Wraith]
Condition • Support Area
Search. Weather.
Shadow:
Discard a twilight minion with twilight cost X to play a Nazgûl; its twilight cost is -X.
Skirmish: Discard this condition to make a Nazgûl strength +1 for each twilight Wraith you can spot.
“...the stirring of the air became perceptible to them; and it grew very cold. As they stood straining their ears, they heard a noise like a wind coming in the distance. The misty lights wavered, dimmed, and went out.”

Dont understand why you would want to do the first bit. Do twilight minions do something when theyre played so you get their benefit but then play a nazgul to fight?

Title: Re: The Way Into Mordor - Wraiths (9/24: "All dead, all rotten.")
Post by: DáinIronfoot on September 24, 2008, 06:47:36 AM
Alright, I made a rather significant change to Change Is Coming. The text is unchanged, but the time you use it is. Let me know if that's any better.

There's also this to help get those discarded Wraiths back....

[2] All Dead, All Rotten [Wraith]
Condition • Support Area
Response: If fellowship moves to a marsh, discard this condition to play a twilight Wraith from your discard pile; that minion's twilight cost is -1 for each Ring-bound companion you can spot.
“‘They lie in all the pools, pale faces, deep deep under the dark water. I saw them: grim faces and evil....A fell light is in them.’”
Title: Re: The Way Into Mordor - Wraiths (9/24: "All dead, all rotten.")
Post by: Thranduil on September 24, 2008, 07:51:49 AM
Alright, I made a rather significant change to Change Is Coming. The text is unchanged, but the time you use it is. Let me know if that's any better.
I still think it should cost [1], maybe with a spotting requirement.

[2]•All Dead, All Rotten [Wraith]
Condition • Support Area
Each time the fellowship moves to a marsh, you may play a twilight Wraith from your discard pile. That minion's twilight cost is -1 for each Ring-bound companion you can spot (limit -3).
“‘They lie in all the pools, pale faces, deep deep under the dark water. I saw them: grim faces and evil....A fell light is in them.’”
I don't much like this card in the [Wraith] culture - it's like an uber-Goblin Hordes! :o And for a culture that doesn't do recursion of minions very well except shuffling them into the deck. I would prefer something entirely different, though I love all the marsh stuff.

Also, have you noticed that almost every condition you make is unique? :-k I'd like to see more non-unique conditions. :whistle:

Thranduil
Title: Re: The Way Into Mordor - Wraiths (9/24: "All dead, all rotten.")
Post by: FM on September 24, 2008, 08:31:54 AM
THIS condition could be non-unique and get discarded to play the minion. It'd balance it, AND allow some culture bleeding as to let [Ringwraith] minions have recursion at a reasonable cost.
Title: Re: The Way Into Mordor - Wraiths (9/24: "All dead, all rotten.")
Post by: sickofpalantirs on September 24, 2008, 11:00:05 AM
listen to felipe, and I would like to see some non unique condition as well.
Title: Re: The Way Into Mordor - Wraiths (9/24: "All dead, all rotten.")
Post by: Elf_Lvr on September 24, 2008, 04:30:53 PM
Felipe's idea is neat, but I think it's fine as-is, if you fancy it more.
Title: Re: The Way Into Mordor - Wraiths (9/24: "All dead, all rotten.")
Post by: lem0nhead on September 25, 2008, 02:36:02 AM
[2]•All Dead, All Rotten [Wraith]
Condition • Support Area
Each time the fellowship moves to a marsh, you may play a twilight Wraith from your discard pile. That minion's twilight cost is -1 for each Ring-bound companion you can spot (limit -3).
“‘They lie in all the pools, pale faces, deep deep under the dark water. I saw them: grim faces and evil....A fell light is in them.’”

Wow awesome, and quite unique not seen anything like it or this good before. Would remove the limit as its only really gonna punish ring bound rangers.
Title: Re: The Way Into Mordor - Wraiths (9/24: "All dead, all rotten.")
Post by: DáinIronfoot on October 02, 2008, 09:49:13 AM
Changed All Dead, All Rotten as suggested. Good now?

This may be the end of the culture already. I didn't intend for it to be very large to begin with anyway. Perhaps another Wraith or two wouldn't hurt...I'll see what I can come up with.
Title: Re: The Way Into Mordor - Wraiths (9/24: "All dead, all rotten.")
Post by: lem0nhead on October 03, 2008, 02:10:18 AM
Still dont think you need a limit.  :pirate:
Title: Re: The Way Into Mordor - Wraiths (9/24: "All dead, all rotten.")
Post by: sickofpalantirs on October 03, 2008, 10:43:24 AM
ditto my lemony colleague.
Title: Re: The Way Into Mordor - Wraiths (9/24: "All dead, all rotten.")
Post by: Gate Troll on October 05, 2008, 05:59:00 AM
Alright, I made a rather significant change to Change Is Coming. The text is unchanged, but the time you use it is. Let me know if that's any better.

There's also this to help get those discarded Wraiths back....

[2] All Dead, All Rotten [Wraith]
Condition • Support Area
Response: If fellowship moves to a marsh, discard this condition to play a twilight Wraith from your discard pile; that minion's twilight cost is -1 for each Ring-bound companion you can spot (limit -3).
“‘They lie in all the pools, pale faces, deep deep under the dark water. I saw them: grim faces and evil....A fell light is in them.’”

I'd remove the limit or make it cost (0) and be unique. Neat idea. <:)

Title: Re: The Way Into Mordor - Wraiths (10/9: "Always creeping, creeping.")
Post by: DáinIronfoot on October 09, 2008, 12:13:26 PM
Removed the limit. Ring-bound companions are all the rage again in this set with the return of Ring-bound rangers, so it's awfully powerful without that limit, but I suppose there has to be SOMETHING to help keep all those R-B companions in check, eh?

FINALLY, a bevy of new cards. It's been hard getting back into DCs after my extended break, but I'm getting there. Enjoy! :)

[1] Flickering Candles [Wraith]
Minion • Wraith
Strength: 4
Vitality: 1
Site: 4
Twilight. To play, spot a twilight minion.
“‘They're all round us now. Are we trapped?’”

No-frills swarmer, period. Figured such a minion could be useful, and if nothing else, gives you an easy way to spot plenty of twilight/Wraith minions for all the things that trigger off of them.

Now, we transition from [Wraith] to [Sauron]. I didn't want to leave [Sauron] completely out of the fun, since the original Dead Marshes Wraiths were from that culture and all. I chose to focus on the corpse-like Wraiths with [Sauron] and leave the more whispy, ghostly Wraiths to the [Wraith] culture.

Anyway, onward and upward....

[2] Dead Things [Sauron]
Minion • Wraith
Strength: 6
Vitality: 2
Site: 4
Twilight.
This minion is strength +2 for each character in the dead pile.
“‘They lie in all the pools, pale faces, deep deep under the dark water.’”

You'll notice a theme here, with these [Sauron] Wraiths liking things in the dead pile. :twisted:

[2] Pale Shapes [Sauron]
Minion • Wraith
Strength: 7
Vitality: 1
Site: 4
Twilight. Fierce. To play, spot a twilight Wraith.
Each time a Free Peoples character is killed, add a burden.
“‘The Dead can't be really there! Is it some devilry hatched in the Dark Land?’”

See what I meant?

[6]•The Fallen [Sauron]
Minion • Wraith
Strength: 14
Vitality: 2
Site: 4
Twilight.
While the fellowship is at a marsh, twilight minions cannot take wounds (except during skirmishes).
Regroup: Exert a twilight Wraith and remove a burden to make the Free Peoples player wound a Ring-bound companion (or wound an unbound companion twice).
“‘I know not who they are; but I thought I saw there Men and Elves, and Orcs beside them.’”

Shotgun Enquea on steroids! :twisted: Use this beast to kill off companions, then load up on burdens with your Pale Shapes and make your Dead Things big! Oh, and there's also this....

[2] Always Creeping [Sauron]
Event • Shadow or Regroup
Exert a twilight Wraith and remove a character in the dead pile from the game to add a burden (or 3 burdens if played during the regroup phase).
“‘Tall Men with long swords, and terrible Elves, and Orcses shrieking. They fought on the plain for days and months at the Black Gates. But the Marshes have grown since then, swallowed up the graves....’”

Too much? Or appropriately evil? :twisted:
Title: Re: The Way Into Mordor - Wraiths (10/9: "Always creeping, creeping.")
Post by: MR. Lurtzy on October 09, 2008, 12:22:07 PM
For the last one, you should probably exert a minion instead of spotting one.
Title: Re: The Way Into Mordor - Wraiths (10/9: "Always creeping, creeping.")
Post by: Thranduil on October 09, 2008, 03:15:08 PM
[1] Flickering Candles [Wraith]
Minion • Wraith
Strength: 4
Vitality: 1
Site: 4
Twilight.
To play, spot a twilight minion.
“‘They're all round us now. Are we trapped?’”
Seems fine. Could have site 3 though.

[2] Dead Things [Sauron]
Minion • Wraith
Strength: 6
Vitality: 2
Site: 4
Twilight.
This minion is strength +2 for each character in the dead pile.
“‘They lie in all the pools, pale faces, deep deep under the dark water.’”
Seems alright. I'm missing enduring though...

[3] Pale Shapes [Sauron]
Minion • Wraith
Strength: 7
Vitality: 1
Site: 4
Twilight. Fierce. To play, spot a twilight Wraith.
Each time a Free Peoples character is killed, add a burden.
“‘The Dead can't be really there! Is it some devilry hatched in the Dark Land?’”
Doesn't seem all that great. I would perhaps swap fierce for enduring and give him a few more vitality (I would give him more vitality anyway).

[6]•The Fallen [Sauron]
Minion • Wraith
Strength: 14
Vitality: 2
Site: 4
Twilight. To play, spot a Wraith.
While the fellowship is at a marsh, twilight minions cannot take wounds (except during skirmishes).
Regroup: Exert a twilight Wraith and remove a burden to make the Free Peoples player wound a Ring-bound companion (or wound an unbound companion twice).
“‘I know not who they are; but I thought I saw there Men and Elves, and Orcs beside them.’”
This one I think should definitely be fierce. Also, I don't feel the need for the spotting requirement.

[2] Always Creeping [Sauron]
Event • Shadow
Exert a twilight Wraith and remove a character in the dead pile from the game to add 3 burdens.
“‘Tall Men with long swords, and terrible Elves, and Orcses shrieking. They fought on the plain for days and months at the Black Gates. But the Marshes have grown since then, swallowed up the graves....’”
Very nice - nicely balanced evil thanks to enduring Wraiths! :twisted: In fact I would have more enduring Wraiths (as I was getting at before) so that this card was better.

Thranduil
Title: Re: The Way Into Mordor - Wraiths (10/9: "Always creeping, creeping.")
Post by: menace64 on October 09, 2008, 03:38:46 PM
[1] Flickering Candles [Wraith]
Minion • Wraith
Strength: 4
Vitality: 1
Site: 4
Twilight.
To play, spot a twilight minion.
“‘They're all round us now. Are we trapped?’”

[Nitpick!]The 'to play' clause should be on the same line as your keyword.[/Nitpick!]

[2] Dead Things [Sauron]
Minion • Wraith
Strength: 6
Vitality: 2
Site: 4
Twilight.
This minion is strength +2 for each character in the dead pile.
“‘They lie in all the pools, pale faces, deep deep under the dark water.’”

Honestly, I think this guy could safely get +3 strength instead of +2.

[3] Pale Shapes [Sauron]
Minion • Wraith
Strength: 7
Vitality: 1
Site: 4
Twilight. Fierce. To play, spot a twilight Wraith.
Each time a Free Peoples character is killed, add a burden.
“‘The Dead can't be really there! Is it some devilry hatched in the Dark Land?’”

The problem is that he wouldn't last long enough. I haven't been following your set as closely as I should be... is there some kind of archery prevention I don't know about?

[6]•The Fallen [Sauron]
Minion • Wraith
Strength: 14
Vitality: 2
Site: 4
Twilight. To play, spot a Wraith.
While the fellowship is at a marsh, twilight minions cannot take wounds (except during skirmishes).
Regroup: Exert a twilight Wraith and remove a burden to make the Free Peoples player wound a Ring-bound companion (or wound an unbound companion twice).
“‘I know not who they are; but I thought I saw there Men and Elves, and Orcs beside them.’”

I sure do like the name and lore tied together. But I don't think it needs the spotting requirement, unless you have a specific purpose for writing it in. It won't get splashed due to the low vitality, and is only ever good with lots of Wraiths.

[2] Always Creeping [Sauron]
Event • Shadow
Exert a twilight Wraith and remove a character in the dead pile from the game to add 3 burdens.
“‘Tall Men with long swords, and terrible Elves, and Orcses shrieking. They fought on the plain for days and months at the Black Gates. But the Marshes have grown since then, swallowed up the graves....’”

Hmm. I thought this was all right at first, but on second thought I think it would make a better/more balanced regroup event. It's got too much "haha you can't do anything about this" to it as is.
Title: Re: The Way Into Mordor - Wraiths (10/9: "Always creeping, creeping.")
Post by: sickofpalantirs on October 09, 2008, 06:52:06 PM
Removed the limit. Ring-bound companions are all the rage again in this set with the return of Ring-bound rangers, so it's awfully powerful without that limit, but I suppose there has to be SOMETHING to help keep all those R-B companions in check, eh?

FINALLY, a bevy of new cards. It's been hard getting back into DCs after my extended break, but I'm getting there. Enjoy! :)

[1] Flickering Candles [Wraith]
Minion • Wraith
Strength: 4
Vitality: 1
Site: 4
Twilight.
To play, spot a twilight minion.
“‘They're all round us now. Are we trapped?’”
fine.

[2] Dead Things [Sauron]
Minion • Wraith
Strength: 6
Vitality: 2
Site: 4
Twilight.
This minion is strength +2 for each character in the dead pile.
“‘They lie in all the pools, pale faces, deep deep under the dark water.’”

perhaps a limit?

[3] Pale Shapes [Sauron]
Minion • Wraith
Strength: 7
Vitality: 1
Site: 4
Twilight. Fierce. To play, spot a twilight Wraith.
Each time a Free Peoples character is killed, add a burden.
“‘The Dead can't be really there! Is it some devilry hatched in the Dark Land?’”
fine.

[6]•The Fallen [Sauron]
Minion • Wraith
Strength: 14
Vitality: 2
Site: 4
Twilight. To play, spot a Wraith.
While the fellowship is at a marsh, twilight minions cannot take wounds (except during skirmishes).
Regroup: Exert a twilight Wraith and remove a burden to make the Free Peoples player wound a Ring-bound companion (or wound an unbound companion twice).
“‘I know not who they are; but I thought I saw there Men and Elves, and Orcs beside them.’”
fine

[2] Always Creeping [Sauron]
Event • Shadow
Exert a twilight Wraith and remove a character in the dead pile from the game to add 3 burdens.
“‘Tall Men with long swords, and terrible Elves, and Orcses shrieking. They fought on the plain for days and months at the Black Gates. But the Marshes have grown since then, swallowed up the graves....’”
give the freeps a way to rpevent IMSO
Title: Re: The Way Into Mordor - Wraiths (10/9: "Always creeping, creeping.")
Post by: lem0nhead on October 10, 2008, 07:12:23 AM

[1] Flickering Candles [Wraith]
Minion • Wraith
Strength: 4
Vitality: 1
Site: 4
Twilight.
To play, spot a twilight minion.
“‘They're all round us now. Are we trapped?’”

Ok....

[2] Dead Things [Sauron]
Minion • Wraith
Strength: 6
Vitality: 2
Site: 4
Twilight.
This minion is strength +2 for each character in the dead pile.
“‘They lie in all the pools, pale faces, deep deep under the dark water.’”

Ooof maybe 3 cost? Hmm maybe not  :-|

[3] Pale Shapes [Sauron]
Minion • Wraith
Strength: 7
Vitality: 1
Site: 4
Twilight. Fierce. To play, spot a twilight Wraith.
Each time a Free Peoples character is killed, add a burden.
“‘The Dead can't be really there! Is it some devilry hatched in the Dark Land?’”

Cool. Could cost 2 easily.

[6]•The Fallen [Sauron]
Minion • Wraith
Strength: 14
Vitality: 2
Site: 4
Twilight. To play, spot a Wraith.
While the fellowship is at a marsh, twilight minions cannot take wounds (except during skirmishes).
Regroup: Exert a twilight Wraith and remove a burden to make the Free Peoples player wound a Ring-bound companion (or wound an unbound companion twice).
“‘I know not who they are; but I thought I saw there Men and Elves, and Orcs beside them.’”

Awesome  :up:

[2] Always Creeping [Sauron]
Event • Shadow
Exert a twilight Wraith and remove a character in the dead pile from the game to add 3 burdens.
“‘Tall Men with long swords, and terrible Elves, and Orcses shrieking. They fought on the plain for days and months at the Black Gates. But the Marshes have grown since then, swallowed up the graves....’”

Could cost 1 i reckon. Nice and evil.

Title: Re: The Way Into Mordor - Wraiths (10/9: "Always creeping, creeping.")
Post by: DáinIronfoot on October 10, 2008, 07:48:26 AM
Made several tweaks, the most significant ones being to Always Creeping. How is it now?
Title: Re: The Way Into Mordor - Wraiths (10/9: "Always creeping, creeping.")
Post by: Gate Troll on October 10, 2008, 08:35:43 AM

[1] Flickering Candles [Wraith]
Minion • Wraith
Strength: 4
Vitality: 1
Site: 4
Twilight. To play, spot a twilight minion.
“‘They're all round us now. Are we trapped?’”

Definitely UP. Maybe make it:
(0) Flickering Candles [Wraith]
Minion • Wraith
Strength: 4
Vitality: 1
Site: 4
Twilight. To play, spot two twilight minions.
“‘They're all round us now. Are we trapped?’”

 
[2] Dead Things [Sauron]
Minion • Wraith
Strength: 6
Vitality: 2
Site: 4
Twilight.
This minion is strength +2 for each character in the dead pile.
“‘They lie in all the pools, pale faces, deep deep under the dark water.’”

Good. Fits the dead pile strategy well.

[2] Pale Shapes [Sauron]
Minion • Wraith
Strength: 7
Vitality: 1
Site: 4
Twilight. Fierce. To play, spot a twilight Wraith.
Each time a Free Peoples character is killed, add a burden.
“‘The Dead can't be really there! Is it some devilry hatched in the Dark Land?’”

Okay, I guess.

[6]•The Fallen [Sauron]
Minion • Wraith
Strength: 14
Vitality: 2
Site: 4
Twilight.
While the fellowship is at a marsh, twilight minions cannot take wounds (except during skirmishes).
Regroup: Exert a twilight Wraith and remove a burden to make the Free Peoples player wound a Ring-bound companion (or wound an unbound companion twice).
“‘I know not who they are; but I thought I saw there Men and Elves, and Orcs beside them.’”

Merh. Seems under-priced.

[2] Always Creeping [Sauron]
Event • Shadow or Regroup
Exert a twilight Wraith and remove a character in the dead pile from the game to add a burden (or 3 burdens if played during the regroup phase).
“‘Tall Men with long swords, and terrible Elves, and Orcses shrieking. They fought on the plain for days and months at the Black Gates. But the Marshes have grown since then, swallowed up the graves....’”

This strategy seems to rely on killing characters for bonuses. Yet, many of the minions are woefully underpowered. Is a swarm strategy, a burden strategy, a wounding strategy or all three at once?  ???


I'd like to see some events and I'd prefer it if it were all one culture instead of a pointless mix of [Wraith] and [Sauron].
Title: Re: The Way Into Mordor - Wraiths (10/9: "Always creeping, creeping.")
Post by: Thranduil on October 11, 2008, 01:57:20 PM
I'm complaining about complexity again with Always Creeping - make it add 3 burdens in both the shadow and regroup phases or just make it a regroup event. I also agree with GT about underpoweredness - the Fallen could easily be fierce and/or enduring.

Thranduil