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− | __NOTOC__
| + | #REDIRECT [[Valor (4C87)]] |
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− | {{NavBar|Set|Left|Right}}
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− | {{LegacyCardInfoBox
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− | | SetNum=04
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− | | CardNum=087
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− | | SetName=The Two Towers
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− | | Side=Free People
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− | | Culture=Elven
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− | | Twilight=1
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− | | FullCardType=Event
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− | | GameText=Skirmish: Make an Elf strength +2 (or +3 if skirmishing a wounded minion).
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− | | Lore=''An Elf avoids taking up arms, but once committed to the fray, his will is resolute.''
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− | | Rarity=C
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− | | Notes=
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− | }}
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− | = General Strategy =
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− | A straightforward event, Valor is part of the suite of cards released in The Two Towers to give Elves a chance to compete with other Free Peoples cultures as fighters rather than relying solely on archery. As with earlier [Elven] skirmish events, Valor costs [1] twilight and will always give at least 2 strength, with a bonus if a condition is met. While [[lotr01037|Defiance]] and Border Defenses granted a +4 strength boost only against certain types of minions, a majority of minions can be wounded which makes Valor's +3 easier to attain and more universally useful.
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− | = Strengths and Weaknesses =
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− | === Strong Versus... ===
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− | * Wounded minions
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− | === Weak Versus... ===
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− | * Event-heavy Shadow sides which might make better use of the added twilight than the Free Peoples
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− | = Example Decks =
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− | * Decklists or links to decks that use this card.
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− | = Rules and Clarifications =
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− | * As with most events, Valor takes a "snapshot" of the game when it is played. If a wounded minion is fully healed after Valor is played, the Elf will retain a +3 strength bonus. Likewise if an unwounded minion becomes wounded in a skirmish after Valor is played, the Elf will only be strength +2.
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− | = Extra Information =
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− | * Add other information regarding printing, rarity, trivia, etc.
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