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Difference between revisions of "Lotr04087"
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− | + | __NOTOC__ | |
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− | + | {{NavBar|Set|Left|Right}} | |
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− | + | {{LegacyCardInfoBox | |
− | + | |SetNum=04 | |
− | | | + | |CardNum=087 |
− | | | + | | SetName=The Two Towers |
− | | Culture | + | |Side=Free People |
− | | | + | | Culture=Elven |
− | | | + | |Twilight=1 |
− | | | + | | FullCardType=Event |
− | | Lore | + | | GameText=Skirmish: Make an Elf strength +2 (or +3 if skirmishing a wounded minion). |
− | | Rarity | + | | Lore=''An Elf avoids taking up arms, but once committed to the fray, his will is resolute.'' |
− | + | | Rarity=C | |
+ | | Notes= | ||
+ | }} | ||
− | + | = 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. | ||
− | + | = Strengths and Weaknesses = | |
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=== Strong Versus... === | === Strong Versus... === | ||
− | + | * Wounded minions | |
=== Weak Versus... === | === Weak Versus... === | ||
− | + | * Event-heavy Shadow sides which might make better use of the added twilight than the Free Peoples | |
− | + | = Example Decks = | |
− | + | * Decklists or links to decks that use this card. | |
− | + | = Rules and Clarifications = | |
− | + | * 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. | |
− | + | = Extra Information = | |
− | + | * Add other information regarding printing, rarity, trivia, etc. |
Revision as of 20:31, 3 August 2020
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Set: | The Two Towers | ||
Kind: | Free People | ||
Culture: | Elven | ||
Twilight: | 1 | ||
Card Type: | Event | ||
Game Text: | Skirmish: Make an Elf strength +2 (or +3 if skirmishing a wounded minion). | ||
Lore: | An Elf avoids taking up arms, but once committed to the fray, his will is resolute. | ||
Rarity: | C | ||
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General Strategy
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. WhileDefiance 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.
Strengths and Weaknesses
Strong Versus...
- Wounded minions
Weak Versus...
- Event-heavy Shadow sides which might make better use of the added twilight than the Free Peoples
Example Decks
- Decklists or links to decks that use this card.
Rules and Clarifications
- 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.
Extra Information
- Add other information regarding printing, rarity, trivia, etc.