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CarpeGuitarrem
Posted: Mon Sep 25, 2006 9:38 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
It doesn’t matter if you have a limit. The limit only applies when the card’s in play. If you have a limit on an event, it only regulates that specific event’s action. It can’t affect other events.
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)
elf lvr
Posted: Mon Sep 25, 2006 9:40 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
But see if it said "If you can spot 5 companions..." then they could only discard until you had 4 companions. That’s a ’limit’ of sorts.
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
CarpeGuitarrem
Posted: Mon Sep 25, 2006 9:44 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
Oh, that’s what you meant. I thought you were talking about "limit" as in "(limit 2)". My bad.

I think the event is good as it is. Let’s weigh the two...
Caradhras has not forgiven us
Cost: 3 + exertion + spot 5 companions (one exhausted). Effect: discard the exhausted companion.

Leave None Alive!
Cost: 0 + discard minion + spot exhausted companion. Effect: discard exhausted companion.

Here’s the reason why they balance: the first one doesn’t take down the number of minions, but the second one dumps a minion that’s still alive. So you need to play a moderately strong minion, costing possibly 3 or 4. That alone makes it cost as much as CHNFU. It’s also in the Regroup Phase, not the Maneuver, so it doesn’t take a companion out of skirmishes.
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)
AnxiousChieftain
Posted: Tue Sep 26, 2006 7:10 am
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Nice analysis, CG.

Last 3 cards!

4 Raiding Uruk Uruk-hai
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
When you play this minion, you may exert another Uruk-hai minion and spot an exhausted companion to take control of a site.

3 Scouting Uruk Uruk-hai
Minion • Uruk-hai
Strength: 7
Vitality: 3
Site Number: 5
Hunter 1. Fierce.
The site number of each Uruk-hai hunter is -3.

4 Uruk Destroyer Uruk-hai
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
At the start of the regroup phase, you may spot another Uruk-hai minion and X sites you control to exert X companions (limit 3).

After a couple of reviews, I’ll compile the complete list of cards for review.
MODS RULE. - lem0nhead
elf lvr
Posted: Tue Sep 26, 2006 3:10 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
AnxiousChieftain wrote:
Nice analysis, CG.

Last 3 cards!

4 Raiding Uruk Uruk-hai
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
When you play this minion, you may exert another Uruk-hai minion and spot an exhausted companion to take control of a site.
Pretty good. A fairly reliable site control minion.

3 Scouting Uruk Uruk-hai
Minion • Uruk-hai
Strength: 7
Vitality: 3
Site Number: 5
Hunter 1. Fierce.
The site number of each Uruk-hai hunter is -3.
Sweet! Who can say [Uruk-Hai] swarm?

4 Uruk Destroyer Uruk-hai
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
At the start of the regroup phase, you may spot another Uruk-hai minion and X sites you control to exert X companions (limit 3).
Very nice, well-balanced.

After a couple of reviews, I’ll compile the complete list of cards for review.
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
AnxiousChieftain
Posted: Tue Sep 26, 2006 4:42 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Cool, thanks for the review! Anyone else?
MODS RULE. - lem0nhead
Anonymous Prodigy
Posted: Tue Sep 26, 2006 4:52 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
AnxiousChieftain wrote:
Nice analysis, CG.

Last 3 cards!

4 Raiding Uruk Uruk-hai
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
When you play this minion, you may exert another Uruk-hai minion and spot an exhausted companion to take control of a site.

Very nice text! I love site control!

3 Scouting Uruk Uruk-hai
Minion • Uruk-hai
Strength: 7
Vitality: 3
Site Number: 5
Hunter 1. Fierce.
The site number of each Uruk-hai hunter is -3.

This minion is a little too powerful. I would change it to "-2", or increase his cost by 1.

4 Uruk Destroyer Uruk-hai
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
At the start of the regroup phase, you may spot another Uruk-hai minion and X sites you control to exert X companions (limit 3).

Awesome card! Great job!

After a couple of reviews, I’ll compile the complete list of cards for review.
I had to put something here.
CarpeGuitarrem
Posted: Tue Sep 26, 2006 9:01 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
AnxiousChieftain wrote:
Nice analysis, CG.
Why, thank you. Mr. Green (Score one for the CCC! Razz )
Last 3 cards!

4 Raiding Uruk Uruk-hai
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
When you play this minion, you may exert another Uruk-hai minion and spot an exhausted companion to take control of a site.
I like this, although I don’t know how reliable it would end up being. Could you have an easy way to get a companion exhausted?
3 Scouting Uruk Uruk-hai
Minion • Uruk-hai
Strength: 7
Vitality: 3
Site Number: 5
Hunter 1. Fierce.
The site number of each Uruk-hai hunter is -3.
Ooh, ouch! That’s a really good one, especially now that Madril, Defender of Osgiliath is out there!
4 Uruk Destroyer Uruk-hai
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
At the start of the regroup phase, you may spot another Uruk-hai minion and X sites you control to exert X companions (limit 3).
Hmm...it looks kind of like you’ve got a loop going here with Raiding Uruk. You can’t exert companions until you’ve got sites controlled, and you can’t control sites without exhausted companions. But once it kicks in (like after a wound-filled Site 4) it really kicks in!
After a couple of reviews, I’ll compile the complete list of cards for review.
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)
AnxiousChieftain
Posted: Tue Sep 26, 2006 9:06 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Complete List of Uruk-hai Cards (11)
by AC

2 Ambushing Uruk Uruk-hai
Minion • Uruk-hai
Strength: 6
Vitality: 2
Site Number: 5
Fierce. Hunter 1.
While you cannot spot a Free Peoples captain, the Free Peoples player may not play skirmish events or use skirmish special abilities during skirmishes involving this minion.
U

6 •Captain of Isengard Uruk-hai
Minion • Uruk-hai
Strength: 13
Vitality: 3
Site Number: 5
Captain. Damage +1.
While you control 2 sites (or you can spot a companion who has resistance 3 or less), this minion is fierce.
R

1 •Dark Wave Uruk-hai
Condition • Support Area
While you control a site, the twilight cost of the first Uruk-hai minion played at each site is -1 (or -2 if you control 3 sites).
Shadow: Discard an Uruk-hai minion from hand to add 1.
U

1 Hunter Blade Uruk-hai
Possession • Hand Weapon
Strength +1
Bearer must be an Uruk-hai minion.
If bearer is a hunter, bearer is strength +1 for each wounded companion you can spot (limit +3).
C

0 Leave None Alive! Uruk-hai
Event • Regroup
Discard an Uruk-hai minion to discard an exhausted companion.
R

3 Marauding Uruk Uruk-hai
Minion • Uruk-hai
Strength: 9
Vitality: 2
Site Number: 5
Damage +1.
This minion is strength +2 for each site you control.
C

5 Patrol of Uruks Uruk-hai
Minion • Uruk-hai
Strength: 11
Vitality: 3
Site Number: 5
Damage +1.
While you control 2 sites, each companion loses steeled.
R

1 Pillage and Burn Uruk-hai
Event • Skirmish
Make your Uruk-hai minion strength +2. If he wins this skirmish, you may discard a card borne by the character he was skirmishing (or 2 cards if you control 2 sites).
C

4 Raiding Uruk Uruk-hai
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
When you play this minion, you may exert another Uruk-hai minion and spot an exhausted companion to take control of a site.
U

3 Scouting Uruk Uruk-hai
Minion • Uruk-hai
Strength: 7
Vitality: 3
Site Number: 5
Hunter 1. Fierce.
The site number of each Uruk-hai hunter is -3.
C

4 Uruk Destroyer Uruk-hai
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
At the start of the regroup phase, you may spot another Uruk-hai minion and X sites you control to exert X companions (limit 3).
U

So, what do you guys think? Feel free to continue reviewing - the cards can still be changed.

As you guys can probably see, the main focus is site control (7 cards reference it!), with Hunters a sub-theme (3 cards). To tie them both together, there is a theme of exerting companions and spotting exhausted/wounded companions (4 cards).
Last edited by AnxiousChieftain on Wed Sep 27, 2006 3:49 pm; edited 1 time in totalMODS RULE. - lem0nhead
CarpeGuitarrem
Posted: Tue Sep 26, 2006 9:12 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
All right! We should probably straighten the rare count out in the main thread, and then we can assign rarities to these and tweak them if we need to, to fit the rarity.
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)

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