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TuragaTakanuva
Posted: Wed Jan 10, 2007 8:16 pm
Joined: 28 Jun 2006 Posts: 37 Location:
This is my first time posting a DC block. I had fun making it. Comments and criticism are appreciated. Don’t expect anything great.

Kingdom of the Dwarves

Commons-60
Uncommons-60
Rares-60

Dunland-3
Dwarven-25
Elven-16
Gandalf-18
Gollum-9
Gondor-10
Isengard-8
Men-2
Moria-25
Orc-6
Raider-7
Rohan-9
Sauron-13
Shire-10
The One Ring-1
Uruk-7
Wraith-9
Site-2

(10) Evil Men of Dunland Dunland
Minion • Man
Strength: 12
Vitality: 3
Site#: 5
Damage +1. Toil 2.
Shadow: Exert this minion twice to play a Dunland man from your draw deck.
0R1

(1) Axe of Dunland Dunland
Possession • Hand Weapon
Strength: +2
Bearer must be a Dunland man.
While at a battleground and you can spot three wounded companions, bearer is strength +1.
0C2

(0) A Whiff of Cloud Dunland
Event • Maneuver
Spot three Dunland minions to add 2 twilight.
0C3

That’s all for now. It’s time for food. TTYL!

Wind fly!
TuragaTakanuva
"Could of been, but I'm not."
elf lvr
Posted: Wed Jan 10, 2007 8:36 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
TuragaTakanuva wrote:
(10) Evil Men of Dunland Dunland
Minion • Man
Strength: 12
Vitality: 3
Site#: 5
Damage +1. Toil 2.
Shadow: Exert this minion twice to play a Dunland man from your draw deck.
0R1
Toil is not a dunland mechanic. Most dunland minions have only 1 vitality. On the other hand, this minion has 3 vitality and damage +1... neither of which any other Dunland minion has ever had. This card simply doesn’t fit with the culture... I like the playing minions from your draw deck, but perhaps spot a controlled site to do it? By the way, the twilight symbols are made by including the number in brackets... like 2 is made like [ 2 ]. For 10, though, you have to write it like [ 1 ][ 0 ]. Just so you know...

(1) Axe of Dunland Dunland
Possession • Hand Weapon
Strength: +2
Bearer must be a Dunland man.
While at a battleground and you can spot three wounded companions, bearer is strength +1.
0C2
Compare to Iron Axe. It gives the same strength at the same cost without your heavy requirements. Maybe make it +3 to start and have "While you can spot a site you controll, bearer is damage +1."

(0) A Whiff of Cloud Dunland
Event • Maneuver
Spot three Dunland minions to add 2 twilight.
0C3
Seems okay... but I wouldn’t use it.

That’s all for now. It’s time for food. TTYL!

Wind fly!
TuragaTakanuva
Happy Hunting! Elf Lvr
Winner of Best Personality in the FPCA. Thanks!
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AMV Maker In-Training! Check out my newest production, Katsu!- A Diedara Tribute!
And behold, EL declared it good. And there was morning, and there was evening, the first (new) day. ~ DainIronfoot
sickofpalantirs
Posted: Wed Jan 10, 2007 10:35 pm
Joined: 23 Mar 2006 Posts: 7750 Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
I don’t have time to review, but remember to catch the feel of a culture and nail the right twilight cost. Later I will try to review some fo your cards.
ArrowSop's haves/ top wantsExclamation
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you. Razz
TuragaTakanuva
Posted: Wed Jan 10, 2007 10:59 pm
Joined: 28 Jun 2006 Posts: 37 Location:
Okay, perhaps this:
9 Evil Men of Dunland Dunland
Minion • Man
Strength: 12
Vitality: 2
Site#: 5
Damage +1.
When you play this minion, you may spot a site you control to play a Dunland man from your draw deck.
0R1

1 Axe of Dunland Dunland
Possession • Hand Weapon
Strength: +3
Bearer must be a Dunland man.
While you can spot a site you control, bearer is strength -1 and damage +2.
0C2

Thanks for the input. Please continue. As you can see(and will probably see as I post more), I need it.

I’ll post a couple more.

2 Mountain Dweller Dwarven
Companion • Dwarf
Strength: 5
Vitality: 3
Resistance: 5
While at an underground, this companion is damage +1.
While at a mountain, this companion is strength +2.
0C4

4 •Dain Ironfoot, King of Dwarves Dwarven
Companion • Dwarf
Strength: 7
Vitality: 4
Resistance: 6
Damage +1. Berserker. Toil 2.
Skirmish: Exert Dain Ironfoot to wound an unwounded minion.
0R5

0 •Within the Mountains Dwarven
Condition • Support Area
Maneuver: Exert a dwarf companion to make the current site gain mountain. 0U6

1 Ally of Erebor Dwarven
Ally • Dwarf {Home site 5(of any set)}
Strength: 6
Vitality: 3
Resistance: 6
Skirmish: Exert this ally twice to make a dwarf strength +2.
0C7

Ally of Erebor, I don’t know. LOL! Resistance..... weird. Anyway, time for some Dr. Perky(Food Lion’s brand of Dr Pepper).

Wind fly!
TuragaTakanuva
"Could of been, but I'm not."
elf lvr
Posted: Wed Jan 10, 2007 11:05 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
TuragaTakanuva wrote:
Okay, perhaps this:
9 Evil Men of Dunlan Dunland
Minion • Man
Strength: 12
Vitality: 2
Site#: 5
Damage +1.
When you play this minion, you may spot a site you control to play a Dunland man from your draw deck.
0R1
Seems fine. A bit costly, but easily combo-able with cards like Freca or Wulf.

1 Axe of Dunland Dunland
Possession • Hand Weapon
Strength: +3
Bearer must be a Dunland man.
While you can spot a site you control, bearer is strength -1 and damage +2.
0C2
Interesting... but I like it.

Thanks for the input. Please continue. As you can see(and will probably see as I post more), I need it.

I’ll post a couple more.

2 Mountain Dweller Dwarven
Companion • Dwarf
Strength: 5
Vitality: 3
Resistance: 5
While at an underground, this companion is damage +1.
While at a mountain, this companion is strength +2.
0C4
Cool. Fits the culture well.

4 •Dain Ironfoot, King of Dwarves Dwarven
Companion • Dwarf
Strength: 7
Vitality: 4
Resistance: 6
Damage +1. Berserker. Toil 2.
Skirmish: Exert Dain Ironfoot to wound an unwounded minion.
0R5
Whats the berserker keyword? There have been a few different versions of it, which are you using? The skirmish ability looks good, although I’m not so keen on a toil companion... but it’s possible, and dwarves are probably the one culture to do it with, if not Gandalf.

0 •Within the Mountains Dwarven
Condition • Support Area
Maneuver: Exert a dwarf companion to make the current site gain mountain. 0U6
Not bad. Make it "until the regroup phase", though.

1 Ally of Erebor Dwarven
Ally • Dwarf {Home site 5(of any set)}
Strength: 6
Vitality: 3
Resistance: 6
Skirmish: Exert this ally twice to make a dwarf strength +2.
0C7
Maybe a bit too strong for a 1-costing ally. Drop the strength or lower the skirmish abilty. Or you could just make it cost more...

Ally of Erebor, I don’t know. LOL! Resistance..... weird. Anyway, time for some Dr. Perky.
Ha ha! The title is a bit wierd... and I dont think allies have resistance or anything of that sort. They don’t need it.

Wind fly!
TuragaTakanuva
Happy Hunting! Elf Lvr
Winner of Best Personality in the FPCA. Thanks!
Archduke Elf Lvr - Archidoux of the Chosen Ones
AMV Maker In-Training! Check out my newest production, Katsu!- A Diedara Tribute!
And behold, EL declared it good. And there was morning, and there was evening, the first (new) day. ~ DainIronfoot
NBarden
Posted: Thu Jan 11, 2007 2:09 am
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
TuragaTakanuva wrote:
Okay, perhaps this:
9 Evil Men of Dunland Dunland
Minion • Man
Strength: 12
Vitality: 2
Site#: 5
Damage +1.
When you play this minion, you may spot a site you control to play a Dunland man from your draw deck.
0R1

Ouch! Twilight cost to high. I would ditch this card for Band of Wild Men any day. Especially since Band of Wild Men easily becomes fierce. Maybe you could add that ability to this card

1 Axe of Dunland Dunland
Possession • Hand Weapon
Strength: +3
Bearer must be a Dunland man.
While you can spot a site you control, bearer is strength -1 and damage +2.
0C2

Huh? Ditch the strength -1 ability, cause that’s not a problem with dunlendings. They’re so high strength, they can deck anyone without the extra strength. And damage +2? Geez. I can’t wait to throw this possession on my band of wild men. It easily kills to companions. That card is way overpowered.

Thanks for the input. Please continue. As you can see(and will probably see as I post more), I need it.

I’ll post a couple more.

2 Mountain Dweller Dwarven
Companion • Dwarf
Strength: 5
Vitality: 3
Resistance: 5
While at an underground, this companion is damage +1.
While at a mountain, this companion is strength +2.
0C4

Give him some hunter bonus that makes him a good companion, one that I would use instead of Linnar and Uri. And maybe a damage bonus at a mountain.

4 •Dain Ironfoot, King of Dwarves Dwarven
Companion • Dwarf
Strength: 7
Vitality: 4
Resistance: 6
Damage +1. Berserker. Toil 2.
Skirmish: Exert Dain Ironfoot to wound an unwounded minion.
0R5

Whoa! Berserker? And Toil on a compnaion? And a swarm stopper? Pretty nasty. And overpowered.

0 •Within the Mountains Dwarven
Condition • Support Area
Maneuver: Exert a dwarf companion to make the current site gain mountain. 0U6

Great card. A little to reusable. Maybe cut the unique and have it play on a site.

1 Ally of Erebor Dwarven
Ally • Dwarf {Home site 5(of any set)}
Strength: 6
Vitality: 3
Resistance: 6
Skirmish: Exert this ally twice to make a dwarf strength +2.
0C7

Ally of Erebor, I don’t know. LOL! Resistance..... weird. Anyway, time for some Dr. Perky(Food Lion’s brand of Dr Pepper).

Resistance on an ally? Cut it.

Wind fly!
TuragaTakanuva
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sickofpalantirs
Posted: Thu Jan 11, 2007 8:17 am
Joined: 23 Mar 2006 Posts: 7750 Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
TuragaTakanuva wrote:
Okay, perhaps this:
9 Evil Men of Dunland Dunland
Minion • Man
Strength: 12
Vitality: 2
Site#: 5
Damage +1.
When you play this minion, you may spot a site you control to play a Dunland man from your draw deck.
0R1
make it cost 6 or 7 not 8 or 9

1 Axe of Dunland Dunland
Possession • Hand Weapon
Strength: +3
Bearer must be a Dunland man.
While you can spot a site you control, bearer is strength -1 and damage +2.
0C2
i like it though I would consider bringing it down to damage +1.

Thanks for the input. Please continue. As you can see(and will probably see as I post more), I need it.

I’ll post a couple more.

2 Mountain Dweller Dwarven
Companion • Dwarf
Strength: 5
Vitality: 3
Resistance: 5
While at an underground, this companion is damage +1.
While at a mountain, this companion is strength +2.
0C4
sweet card

4 •Dain Ironfoot, King of Dwarves Dwarven
Companion • Dwarf
Strength: 7
Vitality: 4
Resistance: 6
Damage +1. Berserker. Toil 2.
Skirmish: Exert Dain Ironfoot to wound an unwounded minion.
0R5
whats berserker? otherwise I like it.

0 •Within the Mountains Dwarven
Condition • Support Area
Maneuver: Exert a dwarf companion to make the current site gain mountain. 0U6
sweet. that combos really well with those dweller guys

1 Ally of Erebor Dwarven
Ally • Dwarf {Home site 5(of any set)}
Strength: 6
Vitality: 3
Resistance: 6
Skirmish: Exert this ally twice to make a dwarf strength +2.
0C7
destroy the resistance and bring his strength down to 5 or 4.

Ally of Erebor, I don’t know. LOL! Resistance..... weird. Anyway, time for some Dr. Perky(Food Lion’s brand of Dr Pepper).

Wind fly!
TuragaTakanuva
ArrowSop's haves/ top wantsExclamation
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you. Razz

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