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AnxiousChieftain |
Posted: Fri Jan 26, 2007 3:09 pm |
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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thonnas7 wrote: AnxiousChieftain wrote: •True-silver Treasury
Condition • Support Area
To play, exert 2 Dwarves.
At the start of each maneuver phase, you may add to add a token here.
Fellowship: Remove 2 tokens from here to play a possession or artifact from your draw deck.
I like it. You know, if you wanted to, you could probably make it un-unique.
Done.
DáinIronfoot wrote: AnxiousChieftain wrote: Great Works
Event • Fellowship
Exert a Dwarf twice that is damage +X to reinforce X tokens. That Dwarf loses all damage bonuses until the regroup phase.
Perhaps a little bit harsh. I think that with the twilight cost and the loss of bonuses for a while, you could make it just one exertion.
I lowered the twilight cost to 1. I wanted to keep it at 2 exertions, since some Dwarves can get very high damage bonuses, which could really reinforce a ton of tokens.
DáinIronfoot wrote: AnxiousChieftain wrote: •True-silver Treasury
Condition • Support Area
To play, exert 2 Dwarves.
At the start of each maneuver phase, you may add to add a token here.
Fellowship: Remove 2 tokens from here to play a possession or artifact from your draw deck.
I think this would be a perfect candidate for some toil. I’d up the cost to , make it spot 2 Dwarves, and add in a toil 1. It just has that flavor to it, at least to me.
Sounds good.
Thanks for the reviews! I think I’m done posting DCs for today - 12 is a lot, and I need to work more on finishing the card titles of a couple cultures.
- AC |
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AnxiousChieftain |
Posted: Sat Jan 27, 2007 10:57 pm |
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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Next up: Orcs! The culture is very large in this set: 26 cards. It’ll have 2 main strategies. Strategy #1 is site control. Strategy #2 is Ring-bearer hate, and will be included in a starter deck.
Let’s start off with strategy #2.
•Morgul Commander
Minion • Orc
Strength: 10
Vitality: 3
Site Number: 4
While the Ring-bearer is exhausted, minions cannot take wounds.
While you cannot spot any other minions, this minion cannot take wounds.
(this guy likes to live. )
•Dark Host
Condition • Support Area
Each time you play an minion, you may remove and exert an minion to exert the Ring-bearer.
Skirmish: Discard this condition to make an minion strength +1 for each wound on the Ring-bearer (and damage +1 if the Ring-bearer is exhausted).
(pretty much a staple card in the new decktype.)
Morgul Footman
Minion • Orc
Strength: 6
Vitality: 1
Site Number: 4
Regroup: Exert another minion, discard this minion, and remove to wound the Ring-bearer.
(weak stats, but he can pack a punch if he somehow survives till regroup! he also makes a nice combo with Morgul Comander.)
Morgul Banner
Possession • Hand Weapon
Strength +1
Bearer must be an minion.
Each time bearer wins a skirmish, you may spot 2 wounds on the Ring-bearer to make each minion strength +1 until the regroup phase.
(made in the manner of Banner of Isengard and Banner of the Eye.) |
Last edited by AnxiousChieftain on Sun Jan 28, 2007 10:59 am; edited 1 time in totalMODS RULE. - lem0nhead |
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DáinIronfoot |
Posted: Sun Jan 28, 2007 10:09 am |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Lucky for you, we’re home sick from church this morning (and my wife is sleeping), so you get a review.
AnxiousChieftain wrote: Next up: Orcs! The culture is very large in this set: 26 cards. It’ll have 2 main strategies. Strategy #1 is site control. Strategy #2 is Ring-bearer hate, and will be included in a starter deck.
Sounds good. Let’s get this show on the road!
AnxiousChieftain wrote: •Morgul Commander
Minion • Orc
Strength: 10
Vitality: 3
Site Number: 4
While the Ring-bearer is exhausted, minions cannot take wounds.
While you cannot spot any other minions, this minion cannot take wounds.
(this guy likes to live. )
Yes, he does indeed. Seems balanced, though.
AnxiousChieftain wrote: •Dark Host
Condition • Support Area
Each time you play an minion, you may remove to exert the Ring-bearer.
Skirmish: Discard this condition to make an minion strength +1 for each wound on the Ring-bearer (and damage +1 if the Ring-bearer is exhausted).
(pretty much a staple card in the new decktype.)
I can see why it’s a staple. This card and the Morgul Commander make a very powerful new strategy all by themselves! Maybe, just maybe, it would be better to remove and a threat for the RB exertions, just so it doesn’t get TOO out of hand.
AnxiousChieftain wrote: Morgul Footman
Minion • Orc
Strength: 6
Vitality: 1
Site Number: 4
Regroup: Exert another minion, discard this minion, and remove to wound the Ring-bearer.
(weak stats, but he can pack a punch if he somehow survives till regroup! he also makes a nice combo with Morgul Ravager.)
I can’t find the Ravager, but I like the punch he can pack, yeah.
AnxiousChieftain wrote: Morgul Banner
Possession • Hand Weapon
Strength +1
Bearer must be an minion.
Each time bearer wins a skirmish, you may spot 2 wounds on the Ring-bearer to make each minion strength +1 until the regroup phase.
(made in the manner of Banner of Isengard and Banner of the Eye.)
Nice. Just like the old-school banners from the Two Towers days. Good stuff. |
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AnxiousChieftain |
Posted: Sun Jan 28, 2007 11:03 am |
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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DáinIronfoot wrote: AnxiousChieftain wrote: •Dark Host
Condition • Support Area
Each time you play an minion, you may remove to exert the Ring-bearer.
Skirmish: Discard this condition to make an minion strength +1 for each wound on the Ring-bearer (and damage +1 if the Ring-bearer is exhausted).
(pretty much a staple card in the new decktype.)
I can see why it’s a staple. This card and the Morgul Commander make a very powerful new strategy all by themselves! Maybe, just maybe, it would be better to remove and a threat for the RB exertions, just so it doesn’t get TOO out of hand.
That’d normally be a good cost... but these minions won’t have any way to add threats, so the ability would really be able to be used. Instead, I’ll make it also exert an minion.
DáinIronfoot wrote: AnxiousChieftain wrote: Morgul Footman
Minion • Orc
Strength: 6
Vitality: 1
Site Number: 4
Regroup: Exert another minion, discard this minion, and remove to wound the Ring-bearer.
(weak stats, but he can pack a punch if he somehow survives till regroup! he also makes a nice combo with Morgul Ravager.)
I can’t find the Ravager, but I like the punch he can pack, yeah.
Whoops, meant the Morgul Commander. Right before I posted these cards I changed the title from Ravager to Commander, and I just forgot to edit that part.
Thanks for the reviews!
- AC |
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DáinIronfoot |
Posted: Sun Jan 28, 2007 11:09 am |
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Location: Beltsville, MD, USA
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AnxiousChieftain wrote: DáinIronfoot wrote: AnxiousChieftain wrote: •Dark Host
Condition • Support Area
Each time you play an minion, you may remove to exert the Ring-bearer.
Skirmish: Discard this condition to make an minion strength +1 for each wound on the Ring-bearer (and damage +1 if the Ring-bearer is exhausted).
(pretty much a staple card in the new decktype.)
I can see why it’s a staple. This card and the Morgul Commander make a very powerful new strategy all by themselves! Maybe, just maybe, it would be better to remove and a threat for the RB exertions, just so it doesn’t get TOO out of hand.
That’d normally be a good cost... but these minions won’t have any way to add threats, so the ability would really be able to be used. Instead, I’ll make it also exert an minion.
That works.
AnxiousChieftain wrote: DáinIronfoot wrote: AnxiousChieftain wrote: Morgul Footman
Minion • Orc
Strength: 6
Vitality: 1
Site Number: 4
Regroup: Exert another minion, discard this minion, and remove to wound the Ring-bearer.
(weak stats, but he can pack a punch if he somehow survives till regroup! he also makes a nice combo with Morgul Ravager.)
I can’t find the Ravager, but I like the punch he can pack, yeah.
Whoops, meant the Morgul Commander. Right before I posted these cards I changed the title from Ravager to Commander, and I just forgot to edit that part.
In that case, yes, it’s a good combo. Easy way to keep the Footman alive until he really comes in useful. |
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AnxiousChieftain |
Posted: Sun Jan 28, 2007 9:23 pm |
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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More Ring-bearer hatin’.
Morgul Marcher
Minion • Orc
Strength: 4
Vitality: 1
Site Number: 4
While you can spot 2 wounds on the Ring-bearer, each minion that has the title Morgul Marcher is strength +3.
Overmatched
Condition
Strength -1
To play, exert an minion. Plays on a companion. Limit 1 per bearer.
Maneuver: Heal the Ring-bearer three times to return bearer to its owner’s hand.
Morgul Plunderer
Minion • Orc
Strength: 10
Vitality: 3
Site Number: 4
Skirmish: Exert this minion to make the Free Peoples player exert the Ring-bearer or wound an unbound companion.
Rank Upon Rank
Event • Skirmish
If you can spot 6 companions, you may play this event from your discard pile. Then remove this event from the game.
Make an minion strength +1 for each wound on the Ring-bearer. |
Last edited by AnxiousChieftain on Mon Jan 29, 2007 9:07 am; edited 1 time in totalMODS RULE. - lem0nhead |
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thonnas7 |
Posted: Sun Jan 28, 2007 10:55 pm |
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Joined: 07 May 2006
Posts: 397
Location: Springfield, OR
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AnxiousChieftain wrote: Morgul Marcher
Minion • Orc
Strength: 4
Vitality: 1
Site Number: 4
While you can spot 2 wounds on the Ring-bearer, each minion that has the title Morgul Marcher is strength +3.
You could probably say ’Morgul Marcher is strength +3’. It would work the same way.
Overmatched
Condition
Strength -1
To play, exert an minion. Plays on a companion.
Maneuver: Heal the Ring-bearer three times to return bearer to its owner’s hand.
I think there should be a limit of one per bearer. Otherwise, good.
Morgul Plunderer
Minion • Orc
Strength: 10
Vitality: 3
Site Number: 4
Skirmish: Exert this minion to make the Free Peoples player exert the Ring-bearer or wound an unbound companion.
Perfect, although it should be if he is skirmishing an unbound companion, in my opinion.
Rank Upon Rank
Event • Skirmish
If you can spot 6 companions, you may play this event from your discard pile. Then remove this event from the game.
Make an minion strength +1 for each wound on the Ring-bearer.
Honestly, I think you could drop the cost to 0. Either way though. Nice card. |
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AnxiousChieftain |
Posted: Mon Jan 29, 2007 9:07 am |
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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thonnas7 wrote: AnxiousChieftain wrote: Morgul Marcher
Minion • Orc
Strength: 4
Vitality: 1
Site Number: 4
While you can spot 2 wounds on the Ring-bearer, each minion that has the title Morgul Marcher is strength +3.
You could probably say ’Morgul Marcher is strength +3’. It would work the same way.
I just worded it like Orc Reaper.
Overmatched
Condition
Strength -1
To play, exert an minion. Plays on a companion.
Maneuver: Heal the Ring-bearer three times to return bearer to its owner’s hand.
I think there should be a limit of one per bearer. Otherwise, good.
I suppose so...
Morgul Plunderer
Minion • Orc
Strength: 10
Vitality: 3
Site Number: 4
Skirmish: Exert this minion to make the Free Peoples player exert the Ring-bearer or wound an unbound companion.
Perfect, although it should be if he is skirmishing an unbound companion, in my opinion.
Well, if it’s perfect, I’ll leave it as it is.
Rank Upon Rank
Event • Skirmish
If you can spot 6 companions, you may play this event from your discard pile. Then remove this event from the game.
Make an minion strength +1 for each wound on the Ring-bearer.
Honestly, I think you could drop the cost to 0. Either way though. Nice card.
I wanted to keep it at , so that you couldn’t play 4 copies of this from your discard pile for free. |
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thonnas7 |
Posted: Mon Jan 29, 2007 1:38 pm |
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Joined: 07 May 2006
Posts: 397
Location: Springfield, OR
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Good points AC. Also, I didn’t even know Orc Reaper existed. |
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AnxiousChieftain |
Posted: Mon Jan 29, 2007 4:25 pm |
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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Here’s the rest of the cards that focus on Ring-bearer wounding:
•Battalion of Orcs
Minion • Orc
Strength: 18
Vitality: 3
Site Number: 5
Fierce.
This minion is twilight cost -2 for each wound on the Ring-bearer.
Skirmish: Heal the Ring-bearer to make an minion strength +2.
Skirmish: Heal the Ring-bearer to make an minion fierce until the regroup phase.
Fury
Event • Response
If an minion takes a wound (except during the skirmish phase) or is discarded by a Free Peoples card, exert the Ring-bearer.
Morgul Trooper
Minion • Orc
Strength: 7
Vitality: 3
Site Number: 4
While you can spot 2 wounds on the Ring-bearer, this minion is strength +3 and damage +1. |
Last edited by AnxiousChieftain on Mon Jan 29, 2007 10:04 pm; edited 1 time in totalMODS RULE. - lem0nhead |
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