Difference between revisions of "Lotr03082"

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{{LegacyCardInfoBox
 
{{LegacyCardInfoBox
|SetNum=03
+
| SetNum=03
|CardNum=082
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| CardNum=082
 
| SetName=Realms of the Elf-lords
 
| SetName=Realms of the Elf-lords
|Side=Shadow
+
| Side=Shadow
 
| Culture=Wraith
 
| Culture=Wraith
|Twilight=1
+
| Twilight=1
 
| FullCardType=Event
 
| FullCardType=Event
| GameText=Skirmish: Spot an[ISENGARD] minion to make a Nazgul damage +1.
+
| GameText=Skirmish: Spot an [ISENGARD] minion to make a Nazgul damage +1.
 
| Lore=''"'Build me an army worthy of Mordor.'"''
 
| Lore=''"'Build me an army worthy of Mordor.'"''
 
| Rarity=U
 
| Rarity=U
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= General Strategy =
 
= General Strategy =
  
While the ability of this card is undoubtedly effective (It's essentially a Lurtz's Battle Cry for Nazgul), the card itself is quite difficult to use. It requires a Nazgul that is set to win its skirmish and an[isengard] minion that can't be easily killed by the Free Peoples player, which greatly hinders its versatility. The primary issue with this card, particularly in Fellowship Block, is the amount of twilight needed to play both a strong Nazgul and a decent[isengard] minion. In the Two Towers, this card becomes slightly easier to use, as there is generally more twilight to go around and Nazgul can win skirmishes more easily. Additionally, Saruman, Black Traitor was introduced, who can be easily splashed into a Nazgul deck to trigger News of Mordor, and is at little risk of being killed by the Free Peoples player (Although he has easy access to Saruman's Staff if you need him to be a fighter). Since this card is an event, it can be easily held until needed and then played during skirmishes against wounded companions to unexpectedly kill them.
+
While the ability of this card is undoubtedly effective (It's essentially a Lurtz's Battle Cry for Nazgul), the card itself is quite difficult to use. It requires a Nazgul that is set to win its skirmish and an [isengard] minion that can't be easily killed by the Free Peoples player, which greatly hinders its versatility. The primary issue with this card, particularly in Fellowship Block, is the amount of twilight needed to play both a strong Nazgul and a decent [isengard] minion. In the Two Towers, this card becomes slightly easier to use, as there is generally more twilight to go around and Nazgul can win skirmishes more easily. Additionally, Saruman, Black Traitor was introduced, who can be easily splashed into a Nazgul deck to trigger News of Mordor, and is at little risk of being killed by the Free Peoples player (Although he has easy access to Saruman's Staff if you need him to be a fighter). Since this card is an event, it can be easily held until needed and then played during skirmishes against wounded companions to unexpectedly kill them.
  
 
= Strengths and Weaknesses =
 
= Strengths and Weaknesses =

Revision as of 03:19, 5 August 2020


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Set: Realms of the Elf-lords
Kind: Shadow
Culture: Wraith
Twilight: 1
Card Type: Event
Game Text: Skirmish: Spot an [ISENGARD] minion to make a Nazgul damage +1.
Lore: "'Build me an army worthy of Mordor.'"
Rarity: U




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General Strategy

While the ability of this card is undoubtedly effective (It's essentially a Lurtz's Battle Cry for Nazgul), the card itself is quite difficult to use. It requires a Nazgul that is set to win its skirmish and an [isengard] minion that can't be easily killed by the Free Peoples player, which greatly hinders its versatility. The primary issue with this card, particularly in Fellowship Block, is the amount of twilight needed to play both a strong Nazgul and a decent [isengard] minion. In the Two Towers, this card becomes slightly easier to use, as there is generally more twilight to go around and Nazgul can win skirmishes more easily. Additionally, Saruman, Black Traitor was introduced, who can be easily splashed into a Nazgul deck to trigger News of Mordor, and is at little risk of being killed by the Free Peoples player (Although he has easy access to Saruman's Staff if you need him to be a fighter). Since this card is an event, it can be easily held until needed and then played during skirmishes against wounded companions to unexpectedly kill them.

Strengths and Weaknesses

Strong Versus...

  • Wounded companions

Weak Versus...

  • Wound reduction effects (Armor, Gimli's Helm and Mithril Coat)
  • Skirmish cancelling effects, such as Gandalf's Staff or Severed His Bonds
  • High strength companions