Difference between revisions of "Lotr04006"

From LotR TCG Wiki
(Created page with "====== Constantly Threatening (4R6) ====== {{description>Full card information and wiki for Constantly Threatening (4R6) from LotR TCG}} <WRAP dbshell><WRAP 990px center> <WR...")
 
(IstariBot mass importing articles from the old DokuWiki instance.)
Line 1: Line 1:
====== Constantly Threatening (4R6) ======
+
__NOTOC__
{{description>Full card information and wiki for Constantly Threatening (4R6) from LotR TCG}}
 
<WRAP dbshell><WRAP 990px center>
 
  
<WRAP 240px center><WRAP 80px db centeralign>[[lotr04005|{{:previous.gif|Previous Card}}]]</WRAP>
+
{{NavBar|Set|Left|Right}}
<WRAP 80px db centeralign>[[set4|{{:home.gif|Go to The Two Towers Index}}]]</WRAP>
 
<WRAP 80px db centeralign>[[lotr04007|{{:next.gif|Next Card}}]]</WRAP></WRAP>
 
  
<WRAP 500px db rightalign>[[lotr04006|{{cards:lotr04006.jpg|Constantly Threatening (4R6) Card Image}}]]</WRAP>
+
{{LegacyCardInfoBox
<WRAP 480px db2 leftalign>
+
|SetNum=04
| Set:| The Two Towers|
+
|CardNum=006
| [[Kinds_of_Cards|Kind]]:| Shadow|
+
| SetName=The Two Towers
| Culture:| [[Dunland Culture|Dunland]]|
+
|Side=Shadow
| [[Twilight Cost|Twilight]]:| 1|
+
| Culture=Dunland
| Card Type:| Condition|
+
|Twilight=1
| Game Text:| Plays to your support area. Shadow: If the fellowship has moved more than once this turn, remove (2) to play a ![DUNLAND] Man from your discard pile.|
+
| FullCardType=Condition
| Lore:| //The men of Dunland have hated the Rohirrim for many years.//|
+
| GameText=Plays to your support area. Shadow: If the fellowship has moved more than once this turn, remove (2) to play a[DUNLAND] Man from your discard pile.
| Rarity:| R|
+
| Lore=''The men of Dunland have hated the Rohirrim for many years.''
</WRAP>
+
| Rarity=R
 +
| Notes=
 +
}}
  
</WRAP></WRAP>
+
= General Strategy =
<WRAP clear></WRAP>
 
<WRAP dnote>The information presented above about LoTR TCG, both literal and graphical, is copyrighted by Decipher Inc. This website is not produced, endorsed, supported, or affiliated with Decipher.</WRAP>
 
  
 +
!Constantly Threatening is straightforward and appropriately named. While your opponent is behind on the site path, the mere presence of this condition makes catching up far less appealing and can almost single-handedly dash your opponent's hopes of taking Frodo to site 9. Cards which simply lower the move limit always have a cost associated with them (often a large one) and can be avoided, but Constantly Threatening can always be played and tends to have the same impact if the Shadow player is able to wisely manage the twilight pool. The Free Peoples player may also be more hesitant to play events if they plan on double-moving, knowing every twilight token will be used against them.
  
====== Constantly Threatening (4R6) Wiki ======
+
Alongside a Free Peoples with strong cycling, this card can also be used to shut down an opponent's Free Peoples by playing no minions in the Shadow phase and daring your opponent to move again. This will also keep Constantly Threatening safe from discarding effects such as Secret Sentinels and Deep In Thought. When facing[[fellowship_phase|Fellowship]] or Regroup phase condition discarding you can keep a copy in hand for safekeeping if you think you'll need it to win, but you'll be left with a 7-card hand and may fail to draw other important cards because of it.
 
 
===== General Strategy =====
 
 
 
!Constantly Threatening is straightforward and appropriately named. While your opponent is behind on the site path, the mere presence of this condition makes catching up far less appealing and can almost single-handedly dash your opponent's hopes of taking Frodo to site 9. Cards which simply lower the move limit always have a cost associated with them (often a large one) and can be avoided, but !Constantly Threatening can always be played and tends to have the same impact if the Shadow player is able to wisely manage the twilight pool. The Free Peoples player may also be more hesitant to play events if they plan on double-moving, knowing every twilight token will be used against them.
 
 
 
Alongside a Free Peoples with strong cycling, this card can also be used to shut down an opponent's Free Peoples by playing no minions in the Shadow phase and daring your opponent to move again. This will also keep !Constantly Threatening safe from discarding effects such as Secret Sentinels and Deep In Thought. When facing [[fellowship_phase|Fellowship]] or Regroup phase condition discarding you can keep a copy in hand for safekeeping if you think you'll need it to win, but you'll be left with a 7-card hand and may fail to draw other important cards because of it.
 
  
 
This card has a natural synergy with No Retreat to force a double move, though the setup may prove too difficult to rely on.
 
This card has a natural synergy with No Retreat to force a double move, though the setup may prove too difficult to rely on.
  
===== Strengths and Weaknesses =====
+
= Strengths and Weaknesses =
  
 
=== Strong Versus... ===
 
=== Strong Versus... ===
  
  * Fellowships behind on the site path
+
* Fellowships behind on the site path
  * Big fellowships, which hope to add more twilight than a Shadow player could use
+
* Big fellowships, which hope to add more twilight than a Shadow player could use
  * Fellowships relying on events or Shoulder to Shoulder
+
* Fellowships relying on events or Shoulder to Shoulder
  
 
=== Weak Versus... ===
 
=== Weak Versus... ===
  
  * Regroup phase condition discarding such as Fortress Never Fallen
+
* Regroup phase condition discarding such as Fortress Never Fallen
  * Fellowships ahead on the site path or built for shadow kills, as there's rarely a reason to run the risk of double moving
+
* Fellowships ahead on the site path or built for shadow kills, as there's rarely a reason to run the risk of double moving
  
===== Example Decks =====
+
= Example Decks =
  
  * Decklists or links to decks that use this card.
+
* Decklists or links to decks that use this card.
  
===== Rules and Clarifications =====
+
= Rules and Clarifications =
  
  * Clarify existing rules if needed.
+
* Clarify existing rules if needed.
  * Link to rules discussions on TLHH.
+
* Link to rules discussions on TLHH.
  
===== Extra Information =====
+
= Extra Information =
  
  * Add other information regarding printing, rarity, trivia, etc.
+
* Add other information regarding printing, rarity, trivia, etc.

Revision as of 20:24, 3 August 2020


previous.gif Right home.gif Back to Left home.gif [{{fullurl:{{{4}}}}} next.gif]


https://lotrtcgwiki.com/images/{{{TLHHImage}}}.jpg

Set: The Two Towers
Kind: Shadow
Culture: Dunland
Twilight: 1
Card Type: Condition
Game Text: Plays to your support area. Shadow: If the fellowship has moved more than once this turn, remove (2) to play a[DUNLAND] Man from your discard pile.
Lore: The men of Dunland have hated the Rohirrim for many years.
Rarity: R




The information presented above about LoTR TCG, both literal and graphical, is copyrighted by Decipher Inc. This website is not produced, endorsed, supported, or affiliated with Decipher.

General Strategy

!Constantly Threatening is straightforward and appropriately named. While your opponent is behind on the site path, the mere presence of this condition makes catching up far less appealing and can almost single-handedly dash your opponent's hopes of taking Frodo to site 9. Cards which simply lower the move limit always have a cost associated with them (often a large one) and can be avoided, but Constantly Threatening can always be played and tends to have the same impact if the Shadow player is able to wisely manage the twilight pool. The Free Peoples player may also be more hesitant to play events if they plan on double-moving, knowing every twilight token will be used against them.

Alongside a Free Peoples with strong cycling, this card can also be used to shut down an opponent's Free Peoples by playing no minions in the Shadow phase and daring your opponent to move again. This will also keep Constantly Threatening safe from discarding effects such as Secret Sentinels and Deep In Thought. When facingFellowship or Regroup phase condition discarding you can keep a copy in hand for safekeeping if you think you'll need it to win, but you'll be left with a 7-card hand and may fail to draw other important cards because of it.

This card has a natural synergy with No Retreat to force a double move, though the setup may prove too difficult to rely on.

Strengths and Weaknesses

Strong Versus...

  • Fellowships behind on the site path
  • Big fellowships, which hope to add more twilight than a Shadow player could use
  • Fellowships relying on events or Shoulder to Shoulder

Weak Versus...

  • Regroup phase condition discarding such as Fortress Never Fallen
  • Fellowships ahead on the site path or built for shadow kills, as there's rarely a reason to run the risk of double moving

Example Decks

  • Decklists or links to decks that use this card.

Rules and Clarifications

  • Clarify existing rules if needed.
  • Link to rules discussions on TLHH.

Extra Information

  • Add other information regarding printing, rarity, trivia, etc.