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Author Topic: Light & Shadow - Complete Card List  (Read 146580 times)

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January 28, 2009, 01:05:39 PM
Reply #75

Pepin The Breve

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Re: Light & Shadow - A Detour into Saruman
« Reply #75 on: January 28, 2009, 01:05:39 PM »
  Well, you can play gollum at 0 twilight, make the RB put the ring on and then play our Evil Lord for 8... pretty powerful if you ask me, cause you will have two killer minions for 8 twilight (10 depending on the site). I think that force the Rb to wear the ring could be a killer hability in some decks. I should say that Gollum + Sauron + Throne of the Dark Lord + Mount Doom = BIG trouble. Anyway that´s what i think.

   Cruel Little Hobbitses it's a little OP. +3 (maybe +5) pump to ANY minion for 1 twilight it´s too much of a punch. Just compare with Hobbitses Are Dead and you will see. Gollum would be an even better splash in many decks. You play him with CBTH, add a threat then give a nice pump to your guys (maybe some nasty damage +1 minion, or some big one).

   I think that the condition that states that Smeagol cannot be overwhelmed unless tripled should not affect him when he is the RB, or Solo Smeagol would be pretty imune against all non corrupting/direct wounding/mass condition discard shadows.

   You have to change that one that becomes fierce when "skirishing a companion with resist X" otherwise as soon as his skirmish is over he is no longer fierce. Maybe change to "when assigned to a companion with resistence X he is fierce and ..."

   The other cards look really good.


January 29, 2009, 12:16:33 AM
Reply #76

Thranduil

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Re: Light & Shadow - A Detour into Saruman
« Reply #76 on: January 29, 2009, 12:16:33 AM »
   Cruel Little Hobbitses it's a little OP. +3 (maybe +5) pump to ANY minion for 1 twilight it´s too much of a punch. Just compare with Hobbitses Are Dead and you will see. Gollum would be an even better splash in many decks. You play him with CBTH, add a threat then give a nice pump to your guys (maybe some nasty damage +1 minion, or some big one).
Hmm... Well,  always think that Shadow pumps have to be much better for their cost than Free Peoples pumps and I don't know how many people actually use Hobbitses Are Dead... But I take your point.

   I think that the condition that states that Smeagol cannot be overwhelmed unless tripled should not affect him when he is the RB, or Solo Smeagol would be pretty imune against all non corrupting/direct wounding/mass condition discard shadows.
I was worried about that as well. Okay, I'll fix it.

Thanks! :up:

Thranduil

January 29, 2009, 08:46:28 PM
Reply #77

DáinIronfoot

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Re: Light & Shadow - Gollum
« Reply #77 on: January 29, 2009, 08:46:28 PM »
Quote from: Thranduil
[4]Saruman, Blinded by Greed [Isengard]
Minion • Wizard
Str: 8
Vit: 4
Sit: 4
While you can spot 2 Shadow cultures, Saruman's twilight cost is -2.
When you play Saruman, you may foresee 3. If you foresee a Shadow artifact, you may play it.
L C 79

Nice and simple. Perhaps make his cost -1 for each Shadow culture you can spot?

Quote from: Thranduil
[4]Saruman, Fallen Istar [Isengard]
Minion • Wizard
Str: 8
Vit: 4
SIt: 4
While skirmishing a companion with resistance 6 or more, Saruman is strength +4 and fierce.
Maneuver: Exert Saruman to make a companion (except the Ring-bearer) resistance +2 or -2 until the regroup phase.
L R 80

I think strength +3 damage +1 would be fine. The maneuver ability alone makes him useful in many decks. :up:
Best regards,
Dáin


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January 30, 2009, 01:11:19 AM
Reply #78

Thranduil

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Re: Light & Shadow - A Detour into Saruman
« Reply #78 on: January 30, 2009, 01:11:19 AM »
Great, thanks guys! I've changed the cards accordingly.

I just want another side issue here, so I'm going to try The Balrog. Like I said, I want common versions of most characters, hence this Balrog. You'll also notice he has a new thing going.

[1][2]The Balrog, Demon of the Ancient World [Moria]
Minion • Balrog
Str: 17
Vit: 5
Sit: 4
Damage +1. Fierce.
Discard all other minions.
While skirmishing a companion with resistance 4 or less, The Balrog is strength +3 and damage +1.
L C 102

Now I haven't finished the rare Balrog in a way that I like it yet, so we'll see the other [Moria] cards from the set instead.

[1]The Balrog's Sword, Weapon of Shadow [Moria]
Artifact • Hand Weapon
Str: +3
Bearer must be The Balrog.
Each time The Balrog wins a skirmish, you may exert a companion with resistance 4 or less.
Regroup: Discard The Balrog's Sword to add a burden.
L R 104

[1]Whip of Many Thongs, Weapon of Flame [Moria]
Artifact
Res: -3
Bearer must be The Balrog
Skirmish: Exert The Balrog to transfer this artifact to a companion it is skirmishing.
L R 105

(0) Awoken in the Darkness [Moria]
Event • Shadow
Discard any number of minions to play The Balrog from your draw deck. Its twilight cost is -1 (or -2 if the current site is underground) for each minion discarded in this way.
L U 101
« Last Edit: February 02, 2009, 11:37:36 AM by Thranduil »

January 30, 2009, 05:13:08 AM
Reply #79

Elf_Lvr

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Re: Light & Shadow - A Detour into Moria
« Reply #79 on: January 30, 2009, 05:13:08 AM »
[1][2]The Balrog, Demon of the Ancient World [Moria]
Minion • Balrog
Str: 17
Vit: 5
Sit: 4
Fierce.
Discard all other minions.
While skirmishing a companion with resistance 4 or less, The Balrog is strength +3 and damage +1.
L C 102

Interesting. Balrog corruption sounds fun. Fair common, but I might make him a base damage +1.

Quote
[1]The Balrog's Sword, Weapon of Shadow [Moria]
Artifact • Hand Weapon
Str: +3
Bearer must be The Balrog.
Each time The Balrog wins a skirmish, you may exert a companion with resistance 4 or less.
L R 104

It's okay. I think I like the base damage from the other sword better - it's more of a guaranteed wound. I think this possession needs something else - perhaps adding a burden during regroup by discarding it, or having burden-adding as the wins-a-skirmish text.

Quote
[1]Whip of Many Thongs, Weapon of Flame [Moria]
Artifact • Hand Weapon
Res: -3
Bearer must be The Balrog. May be borne in addition to 1 other hand weapon.
Skirmish: Exert The Balrog to transfer this artifact to a companion it is skirmishing.
L R 105

It's interesting. But note it can't be transferred if the companion bears Flaming Brand, Hand Axe, Arwen's Dagger, or some similar weapon. It's very weird to have companions bear shadow artifacts - especially a giant whip made of fire.

Personally, I'd give it some text that exerts the Balrog to lower resistance in addition to the usual strength bonus. But that's just me.

Quote
(0) Awoken in the Darkness [Moria]
Event • Shadow
Discard any number of minions to play The Balrog from your draw deck. Its twilight cost is -1 (or -2 if the current site is underground) for each minion discarded in this way.
L U 101

Yay, Goblin Runner! Though, besides that minion, it could be hard to get a good benefit from this card, but hey - it plays the Balrog from your deck even if you don't discard anything, so it's good.
Happy Hunting!
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Maybe you guys can find a bard and have your story of heroic Balrog proximity put into verse.

January 30, 2009, 05:23:02 AM
Reply #80

lem0nhead

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Re: Light & Shadow - A Detour into Saruman
« Reply #80 on: January 30, 2009, 05:23:02 AM »

[1][2]The Balrog, Demon of the Ancient World [Moria]
Minion • Balrog
Str: 17
Vit: 5
Sit: 4
Fierce.
Discard all other minions.
While skirmishing a companion with resistance 4 or less, The Balrog is strength +3 and damage +1.
L C 102

Yeah ok for a common.

[1]The Balrog's Sword, Weapon of Shadow [Moria]
Artifact • Hand Weapon
Str: +3
Bearer must be The Balrog.
Each time The Balrog wins a skirmish, you may exert a companion with resistance 4 or less.
L R 104

Ok, pretty sound.

[1]Whip of Many Thongs, Weapon of Flame [Moria]
Artifact • Hand Weapon
Res: -3
Bearer must be The Balrog. May be borne in addition to 1 other hand weapon.
Skirmish: Exert The Balrog to transfer this artifact to a companion it is skirmishing.
L R 105

I see the flavour of the card your going for there, not bad, not bad.

(0) Awoken in the Darkness [Moria]
Event • Shadow
Discard any number of minions to play The Balrog from your draw deck. Its twilight cost is -1 (or -2 if the current site is underground) for each minion discarded in this way.
L U 101

Cool.

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January 30, 2009, 09:47:53 AM
Reply #81

FM

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Re: Light & Shadow - A Detour into Moria
« Reply #81 on: January 30, 2009, 09:47:53 AM »
Does that whip works under that wording? It should need a "first line does not apply" thing, wouldn't it?

January 30, 2009, 10:48:36 AM
Reply #82

sickofpalantirs

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Re: Light & Shadow - A Detour into Moria
« Reply #82 on: January 30, 2009, 10:48:36 AM »
Great, thanks guys! I've changed the cards accordingly.

I just want another side issue here, so I'm going to try The Balrog. Like I said, I want common versions of most characters, hence this Balrog. You'll also notice he has a new thing going.

[1][2]The Balrog, Demon of the Ancient World [Moria]
Minion • Balrog
Str: 17
Vit: 5
Sit: 4
Fierce.
Discard all other minions.
While skirmishing a companion with resistance 4 or less, The Balrog is strength +3 and damage +1.
L C 102
fine
[1]The Balrog's Sword, Weapon of Shadow [Moria]
Artifact • Hand Weapon
Str: +3
Bearer must be The Balrog.
Each time The Balrog wins a skirmish, you may exert a companion with resistance 4 or less.
L R 104
fine

[1]Whip of Many Thongs, Weapon of Flame [Moria]
Artifact • Hand Weapon
Res: -3
Bearer must be The Balrog. May be borne in addition to 1 other hand weapon.
Skirmish: Exert The Balrog to transfer this artifact to a companion it is skirmishing.
L R 105
seems like it should maybe have vitality -1 as well... 

(0) Awoken in the Darkness [Moria]
Event • Shadow
Discard any number of minions to play The Balrog from your draw deck. Its twilight cost is -1 (or -2 if the current site is underground) for each minion discarded in this way.
L U 101
draw deck or discard pile would be better methinks.
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January 30, 2009, 09:35:38 PM
Reply #83

DáinIronfoot

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Re: Light & Shadow - A Detour into Moria
« Reply #83 on: January 30, 2009, 09:35:38 PM »
I'd rather the whip be left more traditional and its resistance reduction come in the form of a condition in the spirit of Dark Fire, but I think the cards are all fine.
Best regards,
Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".

February 02, 2009, 01:42:24 AM
Reply #84

Thranduil

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Re: Light & Shadow - A Detour into Moria
« Reply #84 on: February 02, 2009, 01:42:24 AM »
Does that whip works under that wording? It should need a "first line does not apply" thing, wouldn't it?
I think it does: look at the ruling on the new Warg Riders. "Bearer must be an Orc with strength X or less" only applies when you play it.

Thanks for all the reviews guys! I'll make some changes and post some new cards later! :up:

Thranduil

February 02, 2009, 11:42:06 AM
Reply #85

Thranduil

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Re: Light & Shadow - A Detour into Moria
« Reply #85 on: February 02, 2009, 11:42:06 AM »
I'm kind of jumping all over the place at the moment, but what can I say; that's just what I feel like doing!

So now I'm going to go through a cycle of companions, starting with our favourite Dwarf! And I'm going to spice it up with another cycle as well. Bet you can't wait, huh? :roll:

Oh yeah, one of the things I did was use as many subtitles from those silly preview cards as I could and made more interesting versions.

[2]Gimli, Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1.
While Gimli has resistance 6 or more, he is strength +2.
L C 8

[2]Gimli, Goldentongue [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1. Unyielding (Gimli's resistance is not modified by the number of burdens).
Gimli may use his resistance to resolve skirmishes instead of his strength.
L R 9

[1] Steadfast Companions [Dwarven]
Event • Skirmish
Spot a Dwarf to make an unbound companion strength +2 (and damage +1 if that companion has resistance 4 or more).
"‘Faithless is he that says farewell when the road darkens.'"
L U 11

February 03, 2009, 12:46:56 AM
Reply #86

lem0nhead

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Re: Light & Shadow - A Detour into Moria
« Reply #86 on: February 03, 2009, 12:46:56 AM »

[2]Gimli, Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1.
While Gimli has resistance 6 or more, he is strength +2.
L C 8

Good for a common.

[2]Gimli, Goldentongue [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1. Unyielding (Gimli's resistance is not modified by the number of burdens).
Gimli may use his resistance to resolve skirmishes instead of his strength.
L R 9

Interesting, veeeery interesting. I imagine it will bring to light some really tricky rules questions just like final triumph did.

[1] Steadfast Companions [Dwarven]
Event • Skirmish
Spot a Dwarf to make an unbound companion strength +2 (and damage +1 if that companion has resistance 4 or more).
"‘Faithless is he that says farewell when the road darkens.'"
L U 11

Fine.

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February 03, 2009, 10:27:24 AM
Reply #87

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Re: Light & Shadow - 3 Free Peoples cycles
« Reply #87 on: February 03, 2009, 10:27:24 AM »

[2]Gimli, Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1.
While Gimli has resistance 6 or more, he is strength +2.
L C 8
fine.

[2]Gimli, Goldentongue [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1. Unyielding (Gimli's resistance is not modified by the number of burdens).
Gimli may use his resistance to resolve skirmishes instead of his strength.
L R 9
works.  but needs lore ;)

[1] Steadfast Companions [Dwarven]
Event • Skirmish
Spot a Dwarf to make an unbound companion strength +2 (and damage +1 if that companion has resistance 4 or more).
"‘Faithless is he that says farewell when the road darkens.'"
L U 11
'
fine
Felipe Musco:
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February 03, 2009, 10:59:10 AM
Reply #88

Anvar

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Re: Light & Shadow - 3 Free Peoples cycles
« Reply #88 on: February 03, 2009, 10:59:10 AM »
I think your Dwarven Delegate is a great design for a common Gimli. So great, I almost convinced myself that a functionally identical card existed already but then I realised that it just seemed like a card Decipher would print.

I also love Goldentongue - a very nice use of your keyword.

Not sure about Steadfast companions though. Any skirmish event that plays on any unbound companion is in danger of being a bit too good. And it isn't something that the Dwarf culture has done in the past.

Anvar
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February 03, 2009, 12:45:11 PM
Reply #89

Thranduil

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Re: Light & Shadow - 3 Free Peoples cycles
« Reply #89 on: February 03, 2009, 12:45:11 PM »
Not sure about Steadfast companions though. Any skirmish event that plays on any unbound companion is in danger of being a bit too good. And it isn't something that the Dwarf culture has done in the past.
You're right about all those things. One of the things I want to do (that I think is somewhat implied by the set's title) is promote multiculture, both FP and Shadow. Steadfast Companions (as the current title of the thread suggests! ;) ) is part of a FP cycle of events that you can play to boost non-culture companions. I have a feeling that LotR does not need as much cultural enforcement as later sets had and it started with basically none in Fellowship block. So this is an experiment, if you like. Let's see the rest of the cycles and maybe think about this stuff again.

You may have noticed the themes for these 3 cycles by now: 1) we have a companion that benefits from high resistance; 2) we have a companion that uses unyielding in (I hope!) an interesting way, and 3) a splash event that cares about resistance. I've also made a point of different cultures keying off different resistance values, so the Dwarf's resistance number is 4, Gandalf's is 6 and the Elves is 7 etc.

So, continuing by culture:

[2]Legolas, Elven Delegate [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Archer.
While Legolas has resistance 6 or more, the fellowship archery total is +1.
L C 25

[2]Legolas, Hawkeye [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Archer. Unyielding (Legolas' resistance is not modified by the number of burdens).
Archery: Exert Legolas to wound a minion whose strength is lower than his resistance.
L R 26

[1] Staunch Companions [Elven]
Event • Skirmish
Spot an Elf to make a minion skirmishing an unbound companion strength -2 (or -3 if that companion has resistance 7 or more).
L U 28
« Last Edit: February 04, 2009, 06:17:53 AM by Thranduil »