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Author Topic: Anduril with ultimate powers!!!  (Read 10361 times)

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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?
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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.
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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
SoP's Trade List
Like Muscle Cars? Check out themusclecarplace.com

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.