I think a change of tact: let's take a step back and not look for cards we want to make into (V) cards, but about the goals for the V-set.
These are my goals (other thoughts greatly appreciated):
• Open new deckbuilding options
• Complement unfinished and/or unsupported strategies
• Take old rares out of the trade folders and into decks where they belong
• Include a spread of cultures and card types
• Include cards for a spread of different sorts of players
Any other important goals I might have missed out?
I'm going to make a design skeleton. What it's going to do is have the 9 slots (this number can change at any time, of course!) along with, for the moment, their card-types. They are each going to have a code. The code will run:
SSCC#
where SS is the set code (for the first V-set, this will be V1), CC is the card's culture (for the moment blank until we work this out more fully, so I will write **), and # is the card's number (1-9, or however many we end up with).
V1*R1 — A Ring
FP
V1**2 — Major companion (set flagship)
V1**3 — Companion/ally (ally --> follower?)
V1**4 — Condition or possession
V1**5 — Event
SH
V1**6 — Major minion (set flagship)
V1**7 — Minion
V1**8 — Condition or possession
V1**9 — Event
The set flagships are exciting, flashy cards to get people into the V-set.
When we are going through each card, we will need to have in mind what we want out of it. For example, I think that each FP and SH should have at least 1 card that is designed to work with a strategy that never got going (
Warg-riders, or
![Rohan [Rohan]](https://lotrtcgdb.com/forums/Smileys/classic/rohan.png)
discard for example).
Any comments for anything that I've said in my last few posts?
Thranduil