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Author Topic: Anduril with ultimate powers!!!  (Read 10362 times)

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March 03, 2009, 04:01:37 AM
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tim1247

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Anduril with ultimate powers!!!
« on: March 03, 2009, 04:01:37 AM »
Here it is...

[3]Anduril, King's Blade [Gondor] {Promotional}
Artifact • Hand Weapon
Strength: +3
Vitality: +1
Bearer must be Aragorn.
Discard other weapons he bears. He is damage +1 and cannot bear other weapons.
Skirmish: Exert bearer three times to discard each minion he is skirmishing.




 The following is just for fun...



[9]Anduril, King's Blade [Gondor] {Promotional}
Artifact • Hand Weapon
Strength: +3
Vitality: +1
Bearer must be Aragorn.
Discard other weapons he bears, he cannot bear other weapons.
Each other  [Gondor] companion is strength +2 ,damage +1 and may
add  [2] at anytime to heal themselves.
Bearer cannot be overwhelmed unless his strength is tripled.
Fellowship: Exert bearer twice to put a  [Gondor] card from either your draw or discard pile into hand.
Maneuver: Exhaust bearer to discard a minion.
Regroup: Discard this weapon and exhaust each other companion to move to the last site, the shadow player may remove [1] to prevent this.

-------------------------------------------------------------------------------------------------------------------------------------------------

I m new...
This is my ultimate dream card.

??

March 03, 2009, 04:45:58 AM
Reply #1

lem0nhead

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Re: Anduril with ultimate powers!!!
« Reply #1 on: March 03, 2009, 04:45:58 AM »
Ok the first one is different but actually probably balanced and fairly useful, three times is harsh though.

The second....  :-k What can i say? Erm thats a lot of text for a card!
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March 03, 2009, 05:57:59 AM
Reply #2

tim1247

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Re: Anduril with ultimate powers!!!
« Reply #2 on: March 03, 2009, 05:57:59 AM »
Ok the first one is different but actually probably balanced and fairly useful, three times is harsh though.

The second....  :-k What can i say? Erm thats a lot of text for a card!

Thx for ur opinion lol!

or maybe like this one

[3]Anduril, King's Blade [Gondor]
Artifact • Hand Weapon
Strength: +3
Vitality: +1
Bearer must be Aragorn.
Discard other weapons he bears. He is damage +1 and cannot bear other weapons.
If you cannot spot a threat ,Aragorn is defender +1.
Skirmish: Exert bearer to discard each minion he is skirmishing.
This artifact cannot be discarded by the Shadow player.


« Last Edit: March 03, 2009, 06:01:50 AM by tim1247 »

March 03, 2009, 02:11:42 PM
Reply #3

Thranduil

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Re: Anduril with ultimate powers!!!
« Reply #3 on: March 03, 2009, 02:11:42 PM »
The first King's Blade seems fine and interesting (except I think it should grant Anduril's usual +2 strength instead of +3). But, I think your second King's Blade (I mean the second of your serious ones! ;) ) is vastly overpowered. Defender bonuses are exceedingly powerful (or rather, are generally very highly costed) and discarding each minion is a huge ability that deserves at least 2 or 3 exertions on Aragorn like the first. Also, there are very few Shadow cards that can discard artifacts (Grond being the only one that comes to mind right now) so that text seems unnecessary.

All in all, some cool ideas here. Keep it up! :up:

Thranduil

March 05, 2009, 07:31:41 AM
Reply #4

tim1247

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Re: Anduril with ultimate powers!!!
« Reply #4 on: March 05, 2009, 07:31:41 AM »
[5] •Anduril, Blade of Legolas [Gondor]
Artifact • Hand Weapon
Strength: +2
Vitality: +1
Bearer must be Aragorn.
Discard other weapons he bears. He is damage +1 and cannot bear other weapons.
Each other [Gondor] companion is strength +X ,where X is Aragorn's vitality.
Skirmish: Exert bearer twice to discard each minion he is skirmishing.

[4] • Gimli's Axe , The Old Rusted Weapon[Dwarven]
Possesion  • Hand Weapon
Strength: +3
Bearer must be Gimli.
He is an archer.
Archery: Exert bearer to add X to the fellowship's archery total ,where X is the current site number.

[6]• Legolas ,Prince of th White City [Elven]
Free People  •  Companion
Strength: 9
Vitality: 4
Resistance: 8
Archer.
Archery: Wound a minion for each companion you can spot.
Skirmish: Wound the minion Legolas is skirmishing twice and discard two conditions from the Shadow player.

March 05, 2009, 07:43:32 AM
Reply #5

sickofpalantirs

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Re: Anduril with ultimate powers!!!
« Reply #5 on: March 05, 2009, 07:43:32 AM »
do I know you?
anyway
blade of legolas???
actually, the first anduril would almost be balanced if you cut the last party.  Maybe each gondor wraith is strength +X? that'd be kewl.

GImli's axe is crazy good. seriously. just because it cost a lot, doesn't mean it is balanced.
strength + 3 is fine, and making him damage + 1 instead of archer, and cut the ability. that would be balanced.  or make the biliaty X= region number, and exert him and an elf, or dwarf or something.

last legolas, his archery ability can current be done infinite times. just plain old broken.  same with the skirmish ability.

you have some creative juices flowing, but you need to think about balance.
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March 05, 2009, 07:57:12 AM
Reply #6

tim1247

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Re: Anduril with ultimate powers!!!
« Reply #6 on: March 05, 2009, 07:57:12 AM »
do I know you?
anyway
blade of legolas???
actually, the first anduril would almost be balanced if you cut the last party.  Maybe each gondor wraith is strength +X? that'd be kewl.

GImli's axe is crazy good. seriously. just because it cost a lot, doesn't mean it is balanced.
strength + 3 is fine, and making him damage + 1 instead of archer, and cut the ability. that would be balanced.  or make the biliaty X= region number, and exert him and an elf, or dwarf or ...
Nice idea. Thanks.
Reply: do you know anyone who makes DCs into graphical cards?
[5] •Anduril, Blade of Frodo
Artifact • Hand Weapon
Strength: +2
Vitality: +1
Bearer must be Aragorn.
Discard other weapons he bears. He is damage +1 and cannot bear other weapons.
Each other  companion is strength +X ,where X is Aragorn's vitality.
Skirmish: Exert bearer twice to discard each minion he is skirmishing.

[5] •Aragorn, Return of The King [Gondor]
Free People • Companon
Strength: 9
Vitality: 4
Resistance:8
Fellowship: Add [1] to choose a [Gondor] card from your draw deck or discard pile and put it into hand.
Regroup: Discard a card from hand to heal Aragorn X times ,where X is the twilight cost of that card.


Aragorn, Return of The King + Anduril, Blade of Frodo wil pwn everything :)


Btw, i see many members creating their whole set of DCs, i wonder how i can play those DCs

March 05, 2009, 08:15:51 AM
Reply #7

Braler

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Re: Anduril with ultimate powers!!!
« Reply #7 on: March 05, 2009, 08:15:51 AM »
Ok, here we go.  The subtitle on this version of Anduril is a bit odd as it seems to imply that Anduril actually belongs to Frodo.  I really like the vitality ability but i would probably cut the last one.  This version of Aragorn is just WAY overpowered.  Both abilities are unlimited as stated there and also very cheap to play.  For balance im going to say you probably need to pick one and lose the other.  On top of that you also need to limit the one you choose in some way.  For instance you could say at the start of the Fellowship phase for that first ability.

March 05, 2009, 08:18:32 AM
Reply #8

sickofpalantirs

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Re: Anduril with ultimate powers!!!
« Reply #8 on: March 05, 2009, 08:18:32 AM »
you'll still having problems with balance and way to many ability.
with the aragorn, just the regroup ability makes him good.  cut the fellowship one entirely, WAY too good.

why blade of frodo? frodo never wielded it.

Anduril's op too.  maybe exert him twice to wound a minion he is skirmishing twice, and cut the other ability and knock twilight cost to 4.
Felipe Musco:
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March 05, 2009, 09:06:37 AM
Reply #9

Thranduil

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Re: Anduril with ultimate powers!!!
« Reply #9 on: March 05, 2009, 09:06:37 AM »
do you know anyone who makes DCs into graphical cards?
Officially, no one - that's because it's a illegal and breaches Decipher's copyright. Unofficially, I've made some templates which are pretty unprofessional, but they do their job... ;)

[5] •Anduril, Blade of Frodo
Artifact • Hand Weapon
Strength: +2
Vitality: +1
Bearer must be Aragorn.
Discard other weapons he bears. He is damage +1 and cannot bear other weapons.
Each other  companion is strength +X ,where X is Aragorn's vitality.
Skirmish: Exert bearer twice to discard each minion he is skirmishing.
I don't quite understand the subtitle - it's Aragorn's blade, not Frodo's. "Blade of Aragorn" would work perfectly well. And the strength bonus is really cool, but hugely powerful. At [5] with that ability I don't think it should have the skirmish ability.

[5] •Aragorn, Return of The King [Gondor]
Free People • Companon
Strength: 9
Vitality: 4
Resistance:8
Fellowship: Add [1] to choose a [Gondor] card from your draw deck or discard pile and put it into hand.
Regroup: Discard a card from hand to heal Aragorn X times ,where X is the twilight cost of that card.
Again this subtitle is weird - Aragorn is not a "Return of the King" because "Return of the King" is not an adjective describing Aragorn. Card subtitles work best if you can say: "[Title] is (a/the) [Sub-title]". So for example, "Boromir is a Defender of Minas Tirith", "Frodo is Weary From the Journey". Aragorn is not a "Return of the King", it just doesn't make sense. A cool subtitle that would work is "King Returned". And as others have pointed out, this guy constitutes basically the best companion ever and is so powerful that no one would ever use any other Aragorns ever again, not even Thorongil who is stupidly powerful. As others are saying, choose one of those abilities and then limit it so that you can only do it once per phase and then it might be alright.

Btw, i see many members creating their whole set of DCs, i wonder how i can play those DCs
Currently, you can't! I am working on putting some of my stuff into Lackey CCG (so if you have that, you could play with them online) but as I said above, using a template based on Decipher's violates their copyright. One way they could be distributed is through Lackey in text only or using a template made from scratch.

Thranduil

March 06, 2009, 04:58:35 AM
Reply #10

tim1247

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Re: Anduril with ultimate powers!!!
« Reply #10 on: March 06, 2009, 04:58:35 AM »
do you know anyone who makes DCs into graphical cards?
Officially, no one - that's because it's a illegal and breaches Decipher's copyright. Unofficially, I've made some templates which are pretty unprofessional, but they do their job... ;)
...

Thranduil

Thanks very much for such a detailed advice =D
Btw how do u make those templates?
and do u know the name of the fonts used in the official cards?

Set: Legend Of Middle-East


[5]•Anduril, King's Sword [Gondor]
Artifact • Hand Weapon
Strength: +2
Vitality: +1
Bearer must be Aragorn.
Discard other weapons he bears. He is damage +1 and cannot bear other weapons.
Each other  companion is strength +X ,where X is Aragorn's vitality.


[4] •Aragorn, Legend Of Gondor  [Gondor]
Free People • Companon
Strength: 9
Vitality: 4
Resistance:8
At the start of each regroup phrase ,you may discard a card from hand to heal a [Gondor] companion X times ,where X is the twilight cost of that card.


[3]•Frodo ,The Little Bearer [Shire]
Companion
Strength: 4
Vitality: 4
Resistance: 10
Ring-bearer.
At the start of each fellowship phrase ,you may exert Frodo to remove a burden or add a burden to heal Frodo.

[3]•Legolas ,Legend Of Mirkwoods [Elven]
Companion
Strength: 7
Vitality: 3
Resistance: 8
Archer.
At the start of each archery phrase ,you may discard a card from hand to add 1 to the fellowship archery .

[5]•Gandalf ,The White Wizard [Wizard]
Companion
Strength: 10
Vitality: 4
Resistance:10
At the start of each regroup phrase ,you may add [1] to put a card from your discard pile or draw deck into hand.

[6]• Istari Light [Wizard]
Condition • Support Area
Spell.
To play ,spot Gandalf.
Skirmish: Exert Gandalf twice to discard a Nazgul.

[4]•Rain Of Arrows [Elven]
Condition
To play ,spot Legolas.
Archery: Exert Legolas twice to add X to the fellowship archery total ,where X is vitality of Legolas.

March 06, 2009, 05:03:15 AM
Reply #11

lem0nhead

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Re: Anduril with ultimate powers!!!
« Reply #11 on: March 06, 2009, 05:03:15 AM »

Set: Legend Of Middle-East


You mean middle earth or is this set in saudia arabia? Legolas and the hunt for the missing oil!  ;)
Ban shampoo, demand real poo.
That's like having "Some Who Ride Ponies" as a Rohan follower. ~ Dain Ironfoot.

March 06, 2009, 06:39:18 AM
Reply #12

tim1247

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Re: Anduril with ultimate powers!!!
« Reply #12 on: March 06, 2009, 06:39:18 AM »

Set: Legend Of Middle-East



lol yea shud be middle-earth

You mean middle earth or is this set in saudia arabia? Legolas and the hunt for the missing oil!  ;)

March 06, 2009, 06:41:24 AM
Reply #13

lem0nhead

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Re: Anduril with ultimate powers!!!
« Reply #13 on: March 06, 2009, 06:41:24 AM »
Sorry couldnt resist! I can edit the post for you as a mod but you know you can use the button marked modify to edit your post?
Ban shampoo, demand real poo.
That's like having "Some Who Ride Ponies" as a Rohan follower. ~ Dain Ironfoot.

March 06, 2009, 07:04:32 AM
Reply #14

tim1247

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Re: Anduril with ultimate powers!!!
« Reply #14 on: March 06, 2009, 07:04:32 AM »
More

[3]•Sam ,The King Of Elves [Shire]
Companion
Strength: 3
Vitality: 3
Resistance: 10
Ring-bearer.
While you can spot Frodo ,Sam is strength +10.
While you can spot Haldir ,Sam is resistance +20.
While you can spot Eomer's cousin ,Sam is defender +15.

March 06, 2009, 07:12:34 AM
Reply #15

lem0nhead

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Re: Anduril with ultimate powers!!!
« Reply #15 on: March 06, 2009, 07:12:34 AM »
Question tim, and i mean no disrespect, do you want serious reviews of things like that or you posting them for fun?
Ban shampoo, demand real poo.
That's like having "Some Who Ride Ponies" as a Rohan follower. ~ Dain Ironfoot.

March 06, 2009, 07:17:13 AM
Reply #16

macheteman

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Re: Anduril with ultimate powers!!!
« Reply #16 on: March 06, 2009, 07:17:13 AM »
More

[3]•Sam ,The King Of Elves [Shire]
Companion
Strength: 3
Vitality: 3
Resistance: 10
Ring-bearer.
While you can spot Frodo ,Sam is strength +10.
While you can spot Haldir ,Sam is resistance +20.
While you can spot Eomer's cousin ,Sam is defender +15.

well... you shouldn't have any more swarm problems :up:

March 06, 2009, 08:06:54 AM
Reply #17

sickofpalantirs

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Re: Anduril with ultimate powers!!!
« Reply #17 on: March 06, 2009, 08:06:54 AM »
I'm guessing he just having fun making ridiculously OP cards.
Felipe Musco:
(after all, it's a CHARITY organization, I still have SOME principles, even having gone through Law School... :P),
Elf Lvr:
Bit of a scrawny Iowan kid with an unhealthy artifact obsession. Oh, and a God of Spam. In a good way.
Ahhh!!! SoP, you're a genius!!! :gp: ~Menace64
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Like Muscle Cars? Check out themusclecarplace.com

March 06, 2009, 09:11:57 AM
Reply #18

tim1247

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Re: Anduril with ultimate powers!!!
« Reply #18 on: March 06, 2009, 09:11:57 AM »
seriously...


Set: Darkness falls

[3]•Dundan Ranger [Gondor]
Companion
Strength:4
Vitality: 2
Resistance: 6
Ranger.Archer.
Maneuver: Exert Dundan Ranger and add a threat to wound a minion.

[4]• Ranger's Camp [Gondor]
Condition • Support Area
To play spot 3 [Gondor] rangers.
Each time a [Gondor] ranger wins a skirmish ,place a [Gondor] token here.
Regroup: You may heal a [Gondor] ranger for each token removed from here (limit: 6).Discard this condition.

[3]•Faramir ,Well-travelled Ranger [Gondor]
companion
strength: 7
vitality: 3
resistance: 8
Ranger.
Skirmish: Exert Faramir to spot a roaming minion ,that minion may not participate in any skirmish until the regroup phrase.

[3] Ithilien Ranger [Gondor]
Companion
Strength: 6
Vitality: 2
Resistance:6
Ranger.
Archery: Exert Ithilien Ranger to wound a roaming minion.
While the fellowship is at a forest site ,Ithilien Ranger gains archer.

[4]• Ithilien Veteran [Gondor]
Strength: 7
Vitality: 2
Resistance: 6
Ranger.
Skirmish: Exert Ithilien Veteran to make another [Gondor] ranger strength +1 (strength +2 if that companion is Faramir).


[2]Well-Trained [Gondor]
Event-Skirmish
Make a [Gondor] ranger strength +2 (+3 if you can spot Faramir).



Set: Defense Of The White City

Note:
Defense is a new mechanic for the game.
Cavalry is a new keyword.- Each unmounted minion assigned to a cavalry must exert before skirmish.


[3]•Boromir ,Captain of the White City[Gondor]
Strength: 7
Vitality: 3
Resistance: 6
Knight.
If you cannot spot a threat ,each other [Gondor] knight is strength +1.
Fellowship: Exert Boromir to play a defense from your draw deck.

[3] Soldier of Gondor [Gondor]
Companion
Strength: 6
Vitality: 3
Resistance: 4
Knight.
Soldier of Gondor is strength +1 for each other [Gondor] knight you can spot.

[4] Wall of Minas Tirith [Gondor]
Defense • Support Area
To play ,add 3 threats.
The minion archery total is -1 for each [Gondor] knight you can spot.
Discard this Defense at the end of your turn if you cannot spot 3 [Gondor] knights.

[5] Archers on the Wall [Gondor]
Defense • Support Area
To play ,spot 2 Defenses.
Archery: The fellowship archery total is +1 for each [Gondor] companion you can spot.
Discard this Defense at the end of your turn if you cannot spot 3 [Gondor] knight.

[6]•Trebuchets of Minas Tirith [Gondor]
Defense • Support Area
To play ,spot 2 [Gondor] knights.
Each time a [Gondor] knight wins a skirmish ,you may place a [Gondor] token here.
Skirmish or Regroup: Discard all minion whose strength is less than X ,where X is the number of [Gondor] tokens you can spot on this card. Remove all [Gondor] tokens on this card.

[3] •The Gate of Minas Tirith [Gondor]
Defense • Support Area
To play ,exert 3 [Gondor] knights.
Fellowship: Add 2 threats to make the twilight cost of each minion to be played +1 until the end of your turn.
At the start of the regroup phrase ,if you can spot more than 3 minions ,discard this defense.

[4] Gondor Knight [Gondor]
Companion
Strength: 6
Vitality: 4
Resistance: 6
Knight.Cavalry.
Each time Gondor Knight wins a skirmish ,you may remove a threat.

[5] •House of Healing [Gondor]
Defense • Support Area
To play ,spot a [Gondor] knight.
Regroup: Discard a card from hand to heal a [Gondor] companion ( limit: 3). Discard this defense if you cannot spot a [Gondor] knight.

[3]• Faramir ,Skillful Captain [Gondor]
Companion
Strength: 7
Vitality: 3
Resistance: 7
Knight.
At the start of the fellowship phrase ,you may exert Faramir to play a defense from your hand with its twilight cost -1.
Each minion skirmishing Faramir loses all strength bonuses from weapons.


To be continued...



March 06, 2009, 10:58:13 AM
Reply #19

sickofpalantirs

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Re: Anduril with ultimate powers!!!
« Reply #19 on: March 06, 2009, 10:58:13 AM »
we will see how far I get into these:


seriously...


Set: Darkness falls

[3]•Dundan Ranger [Gondor]
Companion
Strength:4
Vitality: 2
Resistance: 6
Ranger.Archer.
Maneuver: Exert Dundan Ranger and add a threat to wound a minion.
make him 6 strength , 3 vitality. cut the archer make his ability to wound a man or roaming minion.  that would be kewl.  or keep the archer, up the stats to 6:3, and make it to wound a roaming minion.  you could get by with archer since he is unique. and its dunedain methinks.

[4]• Ranger's Camp [Gondor]
Condition • Support Area
To play spot 3 [Gondor] rangers.
Each time a [Gondor] ranger wins a skirmish ,place a [Gondor] token here.
Regroup: You may heal a [Gondor] ranger for each token removed from here (limit: 6).Discard this condition.
nice idea wording should be more, spot X tokens here to heal X gondor rangers (limit 3 methinks, 6 is way to high)  than the discard text. nice idea!

[3]•Faramir ,Well-travelled Ranger [Gondor]
companion
strength: 7
vitality: 3
resistance: 8
Ranger.
Skirmish: Exert Faramir to spot a roaming minion ,that minion may not participate in any skirmish until the regroup phrase.
first of all, make the ability maneuver, second give the shadow a way to prevent, say healing a companion, removing 2, discard a minion or cards from hand.

[3] Ithilien Ranger [Gondor]
Companion
Strength: 6
Vitality: 2
Resistance:6
Ranger.
Archery: Exert Ithilien Ranger to wound a roaming minion.
While the fellowship is at a forest site ,Ithilien Ranger gains archer.
isn't this title taken? up vitality to 3, and cut the archery ability entirely, he'd be good enough without it.  Perhaps while at a forest site and you can spot another gondor man? to prevent splashing?

[4]• Ithilien Veteran [Gondor]
Strength: 7
Vitality: 2
Resistance: 6
Ranger.
Skirmish: Exert Ithilien Veteran to make another [Gondor] ranger strength +1 (strength +2 if that companion is Faramir).
maybe or strength +2 if at a forest.  again, up vitality to 3, and cut cost to 3.


[2]Well-Trained [Gondor]
Event-Skirmish
Make a [Gondor] ranger strength +2 (+3 if you can spot Faramir).
cut cost to 0-1



Set: Defense Of The White City

Note:
Defense is a new mechanic for the game.
Cavalry is a new keyword.- Each unmounted minion assigned to a cavalry must exert before skirmish.
you know, that would've been a good keyword to simplify mounts...defense, why not just use condition with the fortification keyword?


[3]•Boromir ,Captain of the White City[Gondor]
Strength: 7
Vitality: 3
Resistance: 6
Knight.
If you cannot spot a threat ,each other [Gondor] knight is strength +1.
Fellowship: Exert Boromir to play a defense from your draw deck.
again, sticking with my theme from above, make it fortifications.  this'll stay true for every other card dealing with defense you have.  make it, exert him and perhaps another knight? though really, the first ability would probably be good enough.

[3] Soldier of Gondor [Gondor]
Companion
Strength: 6
Vitality: 3
Resistance: 4
Knight.
Soldier of Gondor is strength +1 for each other [Gondor] knight you can spot.
I don't like that text on a non-unique companion, you get four of these guys you got base 10 companions. alternatively, make it limit +2-3, or lower his base strength to 5.

[4] Wall of Minas Tirith [Gondor]
Defense • Support Area
To play ,add 3 threats.
The minion archery total is -1 for each [Gondor] knight you can spot.
Discard this Defense at the end of your turn if you cannot spot 3 [Gondor] knights.
I'd make it at the end of each regroup phase.  again has to be a condition, as grond is one of the few shadow cards that discard anything.  also consider a limit on the archery total. and make it unique.

[5] Archers on the Wall [Gondor]
Defense • Support Area
To play ,spot 2 Defenses.
Archery: The fellowship archery total is +1 for each [Gondor] companion you can spot.
Discard this Defense at the end of your turn if you cannot spot 3 [Gondor] knight.
you have to make it at the start of the archery phase, otherwise you can just do it infinite times.  Make it only cost 3, and perhaps Archer: spot X gondor knights to make the fellowship archery total + X (limit +3) or something. discard this condition. 

[6]•Trebuchets of Minas Tirith [Gondor]
Defense • Support Area
To play ,spot 2 [Gondor] knights.
Each time a [Gondor] knight wins a skirmish ,you may place a [Gondor] token here.
Skirmish or Regroup: Discard all minion whose strength is less than X ,where X is the number of [Gondor] tokens you can spot on this card. Remove all [Gondor] tokens on this card.
make it a maneuver ability, after you use it discard the condition.

[3] •The Gate of Minas Tirith [Gondor]
Defense • Support Area
To play ,exert 3 [Gondor] knights.
Fellowship: Add 2 threats to make the twilight cost of each minion to be played +1 until the end of your turn.
At the start of the regroup phrase ,if you can spot more than 3 minions ,discard this defense.
limit once per turn, otherwise you can add 8 threats and shut down a shadow (unless they have ghastly host out or something ;))

[4] Gondor Knight [Gondor]
Companion
Strength: 6
Vitality: 4
Resistance: 6
Knight.Cavalry.
Each time Gondor Knight wins a skirmish ,you may remove a threat.
cut cost to 3, cut vitality by 1.

[5] •House of Healing [Gondor]
Defense • Support Area
To play ,spot a [Gondor] knight.
Regroup: Discard a card from hand to heal a [Gondor] companion ( limit: 3). Discard this defense if you cannot spot a [Gondor] knight.
make it at the start of the regroup phase, so you can only do it once.  cut cost to 3-4

[3]• Faramir ,Skillful Captain [Gondor]
Companion
Strength: 7
Vitality: 3
Resistance: 7
Knight.
At the start of the fellowship phrase ,you may exert Faramir to play a defense from your hand with its twilight cost -1.
Each minion skirmishing Faramir loses all strength bonuses from weapons.
first ability is actually underpowered! applause a first! ;)  its not really even needed.  I'd just keep the second part, it'd still be kewl.


To be continued...




whew. finished.
Felipe Musco:
(after all, it's a CHARITY organization, I still have SOME principles, even having gone through Law School... :P),
Elf Lvr:
Bit of a scrawny Iowan kid with an unhealthy artifact obsession. Oh, and a God of Spam. In a good way.
Ahhh!!! SoP, you're a genius!!! :gp: ~Menace64
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March 06, 2009, 08:33:26 PM
Reply #20

tim1247

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Re: Anduril with ultimate powers!!!
« Reply #20 on: March 06, 2009, 08:33:26 PM »
we will see how far I get into these:


seriously...


Set: Darkness falls

[3]•Dunedain Ranger [Gondor]
Companion
Strength:4
Vitality: 2
Resistance: 6
Ranger.Archer.
Maneuver: Exert Dundan Ranger and add a threat to wound a minion.
make him 6 strength , 3 vitality. cut the archer make his ability to wound a man or roaming minion.  that would be kewl.  or keep the archer, up the stats to 6:3, and make it to wound a roaming minion.  you could get by with archer since he is unique. and its dunedain methinks.

[4]• Ranger's Camp [Gondor]
Condition • Support Area
To play spot 3 [Gondor] rangers.
Each time a [Gondor] ranger wins a skirmish ,place a [Gondor] token here.
Regroup: You may heal a [Gondor] ranger for each token removed from here (limit: 6).Discard this condition.
nice idea wording should be more, spot X tokens here to heal X gondor rangers (limit 3 methinks, 6 is way to high)  than the discard text. nice idea!

[3]•Faramir ,Well-travelled Ranger [Gondor]
companion
strength: 7
vitality: 3
resistance: 8
Ranger.
Skirmish: Exert Faramir to spot a roaming minion ,that minion may not participate in any skirmish until the regroup phrase.
first of all, make the ability maneuver, second give the shadow a way to prevent, say healing a companion, removing 2, discard a minion or cards from hand.

[3] Ithilien Ranger [Gondor]
Companion
Strength: 6
Vitality: 2
Resistance:6
Ranger.
Archery: Exert Ithilien Ranger to wound a roaming minion.
While the fellowship is at a forest site ,Ithilien Ranger gains archer.
isn't this title taken? up vitality to 3, and cut the archery ability entirely, he'd be good enough without it.  Perhaps while at a forest site and you can spot another gondor man? to prevent splashing?

[4]• Ithilien Veteran [Gondor]
Strength: 7
Vitality: 2
Resistance: 6
Ranger.
Skirmish: Exert Ithilien Veteran to make another [Gondor] ranger strength +1 (strength +2 if that companion is Faramir).
maybe or strength +2 if at a forest.  again, up vitality to 3, and cut cost to 3.


[2]Well-Trained [Gondor]
Event-Skirmish
Make a [Gondor] ranger strength +2 (+3 if you can spot Faramir).
cut cost to 0-1



Set: Defense Of The White City

Note:
Defense is a new mechanic for the game.
Cavalry is a new keyword.- Each unmounted minion assigned to a cavalry must exert before skirmish.
you know, that would've been a good keyword to simplify mounts...defense, why not just use condition with the fortification keyword?


[3]•Boromir ,Captain of the White City[Gondor]
Strength: 7
Vitality: 3
Resistance: 6
Knight.
If you cannot spot a threat ,each other [Gondor] knight is strength +1.
Fellowship: Exert Boromir to play a defense from your draw deck.
again, sticking with my theme from above, make it fortifications.  this'll stay true for every other card dealing with defense you have.  make it, exert him and perhaps another knight? though really, the first ability would probably be good enough.

[3] Soldier of Gondor [Gondor]
Companion
Strength: 6
Vitality: 3
Resistance: 4
Knight.
Soldier of Gondor is strength +1 for each other [Gondor] knight you can spot.
I don't like that text on a non-unique companion, you get four of these guys you got base 10 companions. alternatively, make it limit +2-3, or lower his base strength to 5.

[4] Wall of Minas Tirith [Gondor]
Defense • Support Area
To play ,add 3 threats.
The minion archery total is -1 for each [Gondor] knight you can spot.
Discard this Defense at the end of your turn if you cannot spot 3 [Gondor] knights.
I'd make it at the end of each regroup phase.  again has to be a condition, as grond is one of the few shadow cards that discard anything.  also consider a limit on the archery total. and make it unique.
......

whew. finished.

thx for your opnions. :mrgreen:

[4] •Wall of Minas Tirith [Gondor]
Defense • Support Area
To play ,add 3 threats.
The minion archery total is -1 for each  [Gondor] knight you can spot.
Discard this Defense at the regroup phrase if you cannot spot 3  knights.


[5] •Archers on the Wall
Defense • Support Area
To play ,spot 2 Defenses.
Archery: Spot X [Gondor] knights to make the fellowship archery total +X (limit +5).
Discard this Defense at the end of your turn if you cannot spot 3 [Gondor]  knight.

[6] •Trebuchets of Minas Tirith [Gondor]
Defense • Support Area
To play ,spot 2  knights.
Each time a [Gondor] knight wins a skirmish ,you may place a  token here.
Skirmish or Regroup: Discard all minion whose strength is less than X ,where X is the number of  tokens you can spot on this card. Remove all  tokens on this card.

[4] •The Gate of Minas Tirith [Gondor]
Defense • Support Area
To play ,exert 3  knights.
Fellowship: Add 2 threats to make the twilight cost of each minion to be played +1 until the end of your turn.(limit once per turn)
At the start of the regroup phrase ,if you can spot more than 3 minions ,discard this defense.


Set: Elven Archer Booster

This Set will give a bunch of archers...

[3] Lorien Archer [Elven]
Companion
Strength: 4
Vitality: 3
Resistance: 7
Archer.
Archery: Exert Lorien Archer to wound a minion.

[3]Mirkwood Archer [Elven]
Companion
Strength: 4
Vitality: 3
Resistance: 7
Archer.
Archery: Exert Mirkwood Archer and another elf to wound all [Sauron] minions.

[3] • Haldir , Of the Golden Woods [Elven]
Companion
Strength: 7
Vitality: 3
Resistance: 7
Archer.
Archery: Spot X [Elven] archer ,and exert Haldir twice to wound a minion X times.

[3] •Legolas ,Prince of Mirkwood [Elven]
Companion
Strength: 7
Vitality: 3
Resistance: 7
Archer.
Archery: Exert Legolas to wound two minions ,Legolas does not add to the fellowship archery total.

[4] •Elrond ,Legendary Warrior [Elven]
Companion
STrength: 9
Vitality: 4
Resistance: 8
Fellowship: Exert Elrond to play a possesion from either your draw deck or discard pile.
Skirmish: Exert Elrond to discard each minion he is skirmishing.

[3] •Glorfindel ,Ride like Winds [Elven]
Companion
Strength: 7
Vitality: 3
Resistance: 7
Fellowship: Exert Glorfindel twice to skip your turn and move to the next site.
Each Nazgul skirmishing Glorfindel is strength -4.


March 06, 2009, 08:40:21 PM
Reply #21

Gerontius

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Re: Anduril with ultimate powers!!!
« Reply #21 on: March 06, 2009, 08:40:21 PM »
All the cards seem awfully overpowered, especially the Glorfindel. Try toning them down a lot.

March 07, 2009, 04:56:55 AM
Reply #22

tim1247

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Re: Anduril with ultimate powers!!!
« Reply #22 on: March 07, 2009, 04:56:55 AM »
Set: Rise Of The White-Hand

[3] •Two-bladed Sword, Fierce Weapon Of Uruk-Hai [Uruk]
Artifact • Weapon

Strength: +3

Bearer must be a [Uruk] uruk.
Bearer is fierce.
Regroup: Discard this artifact to wound an unbound companion.

[7] •Uruk Armoured Champion [Uruk]
Minion
Strength: 14
Vitality: 3

Fierce. Enduring.
Skirmish: Spot X wounds on this minion to assign X wounds on the companion skirmishing this minion. (once per turn).


March 07, 2009, 06:16:05 AM
Reply #23

sickofpalantirs

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Re: Anduril with ultimate powers!!!
« Reply #23 on: March 07, 2009, 06:16:05 AM »
uh, for the record we will be more likely to review if you make changes, and try to make the cards more balanced ( you have played the game right?)
Felipe Musco:
(after all, it's a CHARITY organization, I still have SOME principles, even having gone through Law School... :P),
Elf Lvr:
Bit of a scrawny Iowan kid with an unhealthy artifact obsession. Oh, and a God of Spam. In a good way.
Ahhh!!! SoP, you're a genius!!! :gp: ~Menace64
SoP's Trade List
Like Muscle Cars? Check out themusclecarplace.com

March 08, 2009, 04:31:25 AM
Reply #24

Thranduil

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Re: Anduril with ultimate powers!!!
« Reply #24 on: March 08, 2009, 04:31:25 AM »
You'd also get more reviews if you posted fewer cards with bigger gaps between posting...

Thranduil

March 17, 2009, 10:52:13 AM
Reply #25

Anonymous Prodigy

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Re: Anduril with ultimate powers!!!
« Reply #25 on: March 17, 2009, 10:52:13 AM »
#$&*@!.

That's all I can say.