|
Author |
Message |
sickofpalantirs |
Posted: Tue Feb 13, 2007 2:54 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.
|
DáinIronfoot wrote: Dáin’s DC Duos #31
Laketown Banner-bearer
Companion • Man
Strength: 5
Vitality: 3
Resistance: 7
To play, spot a Man.
While bearing Banner of the Lake, this companion is strength +1.
Response: If an opponent plays a minion, discard a hand weapon borne by this companion and add a threat to return that minion to its owner’s hand.
“‘...we bid him consider well the claims that have been urged, or be declared our foe.’”
the lore doesn’t make a lot of sense, but thats nothing new with cards from anyone. Personally I think he is kinda underpowered, either make him base 6 strength, or be +2 while bearing the banner.
Banner of the Lake
Possession • Hand Weapon
Bearer must be a Man companion.
Each time bearer wins a skirmish, spot another Man and a minion to remove a threat.
Response: If bearer wins a skirmish, discard this possession to liberate a site.
“They bore with them...the blue banner of the Lake, and they advanced until they stood right before the wall at the Gate.”
Its does the job, though it would be kinda interesting if you put to add or remove a threat.
Also, keep an eye out for a poll later to see what type of cards you want to see next after Men are done.
I want you to finish your other sets |
Sop's haves/ top wants
(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. |
|
Back to top |
|
DáinIronfoot |
Posted: Tue Feb 13, 2007 3:31 pm |
|
|
Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
|
Thanks, guys. Changes have been made to the cards.
As this is your first review in this thread, BW, you got yourself a free GP. |
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
|
Back to top |
|
DáinIronfoot |
Posted: Tue Feb 13, 2007 6:12 pm |
|
|
Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
|
Dáin’s DC Duos #32
It’t not even 5:00 and the last Duo already has a couple reviews, so on we go with another!
•Master of Laketown, Cautious Councilor
Companion • Man
Strength: 5
Vitality: 3
If you can spot 4 threats, Master of Laketown is unhasty.
When you play Master of Laketown, you may draw a card for each ally you can spot.
Each time you play a tale or artifact, you may heal a ally.
“...nor did he think much of old songs, giving his mind to trade and tolls, to cargoes and gold, to which habit he owed his position.”
As powerful as the original Master is (creating a sanctuary at site 8, playing allies from your draw deck), this one makes picking one version over the other an agonizing decision. Lots of healing for companions and easy ally drawing, or lots of healing for your allies and nice card drawing? Hmmmm....
Oh, and note that I tweaked the vitality and added unhasty for both versions. The Master would rather cower and run than fight, after all.
•Necklace of Girion
Artifact • Support Area
To play, spot a Dwarf or a artifact.
Each time a Man wins a skirmish, you may exert that Man to place a token here.
At the start of each archery phase, you may remove a token from here to make the fellowship archery total +1.
“...made of five hundred emeralds green as grass....”
I know, I know: it’s not a card at all. But it may as well be. I actually have several artifacts planned or already made for Lasting Alliances (mostly from Smaug’s horde), but none that are so useful to another culture. After the spotting requirements, this is ALL Lakemen. Just in case they’re somehow hurting for archery, this gives them a little extra to play with, especially if you get it out early.
One other thing I considered instead of the current archery phase text was this:
Archery: Remove 2 tokens from here to make the fellowship archery total +1.
I was afraid that would be overpowered, though. What do you think? |
Last edited by DáinIronfoot on Thu Feb 15, 2007 12:38 pm; edited 2 times in totalBest regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
|
Back to top |
|
NBarden |
Posted: Tue Feb 13, 2007 6:28 pm |
|
|
Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
|
DáinIronfoot wrote: Dáin’s DC Duos #32
It’t not even 5:00 and the last Duo already has a couple reviews, so on we go with another!
• Master of Laketown, Cautious Councilor
Companion • Man
Strength: 5
Vitality: 3
Unhasty.
When you play Master of Laketown, you may draw a card for each ally you can spot.
Each time you play a tale or artifact, you may heal a ally.
“...nor did he think much of old songs, giving his mind to trade and tolls, to cargoes and gold, to which habit he owed his position.”
Hm...unhasty..that’s a big drawback. Maybe have some way for him to skirmish
As powerful as the original Master is (creating a sanctuary at site 8, playing allies from your draw deck), this one makes picking one version over the other an agonizing decision. Lots of healing for companions and easy ally drawing, or lots of healing for your allies and nice card drawing? Hmmmm....
Oh, and note that I tweaked the vitality and added unhasty for both versions. The Master would rather cower and run than fight, after all.
• Necklace of Girion
Artifact • Support Area
To play, spot a Dwarf or a artifact.
Each time a Man wins a skirmish, you may exert that Man to place a token here.
At the start of each archery phase, you may remove a token from here to make the fellowship archery total +1.
“...made of five hundred emeralds green as grass....”
Nice. Maybe "spot two men" instead of an exertion. There are many instances I can think of where it may not be advisable to exert (Grimbeorn on a run, for example...)
I know, I know: it’s not a card at all. But it may as well be. I actually have several artifacts planned or already made for Lasting Alliances (mostly from Smaug’s horde), but none that are so useful to another culture. After the spotting requirements, this is ALL Lakemen. Just in case they’re somehow hurting for archery, this gives them a little extra to play with, especially if you get it out early.
One other thing I considered instead of the current archery phase text was this:
Skirmish: Remove 2 tokens from here to make the fellowship archery total +1.
I was afraid that would be overpowered, though. What do you think?
Wrong Phase. But I think that would be good. Definitely not overpowered.
|
-Trade With Me
Add the popcorn smiley to your sig, help it achieve world domination.
What if the hokey pokey really IS what its all about?
As I lay in bed staring at the stars last night, I thought to myself, "where the heck is the ceiling?"
Spotlight on....Sense of Obligation. |
|
Back to top |
|
Anonymous Prodigy |
Posted: Tue Feb 13, 2007 7:38 pm |
|
|
Joined: 10 Jan 2006
Posts: 4197
Location: United States
|
DáinIronfoot wrote: • Master of Laketown, Cautious Councilor
Companion • Man
Strength: 5
Vitality: 3
Unhasty.
When you play Master of Laketown, you may draw a card for each ally you can spot.
Each time you play a tale or artifact, you may heal a ally.
“...nor did he think much of old songs, giving his mind to trade and tolls, to cargoes and gold, to which habit he owed his position.”
Creative, yet useful. Although he is unhasty, his healing ability is very nice. Good job!
DáinIronfoot wrote: • Necklace of Girion
Artifact • Support Area
To play, spot a Dwarf or a artifact.
Each time a Man wins a skirmish, you may exert that Man to place a token here.
At the start of each archery phase, you may remove a token from here to make the fellowship archery total +1.
“...made of five hundred emeralds green as grass....”
Nice card; however, I would consider dropping the twilight cost to . Good cards; I’m looking forward to the next set of Duos! |
I had to put something here. |
|
Back to top |
|
AnxiousChieftain |
Posted: Tue Feb 13, 2007 10:49 pm |
|
|
Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
|
DáinIronfoot wrote: • Master of Laketown, Cautious Councilor
Companion • Man
Strength: 5
Vitality: 3
Unhasty.
When you play Master of Laketown, you may draw a card for each ally you can spot.
Each time you play a tale or artifact, you may heal a ally.
“...nor did he think much of old songs, giving his mind to trade and tolls, to cargoes and gold, to which habit he owed his position.”
Nice... but since he’s unhasty and you don’t have a way for him to fight, I think you should keep this version as an ally. Either way works, but an ally just seems better.
DáinIronfoot wrote: • Necklace of Girion
Artifact • Support Area
To play, spot a Dwarf or a artifact.
Each time a Man wins a skirmish, you may exert that Man to place a token here.
At the start of each archery phase, you may remove a token from here to make the fellowship archery total +1.
“...made of five hundred emeralds green as grass....”
Awesome! That is worthy of a GP.
One slight wording change would be to change ’each’ to ’the’ (following the pattern of cards like Legolas, Woodland Emissary).
- AC |
MODS RULE. - lem0nhead |
|
Back to top |
|
DáinIronfoot |
Posted: Wed Feb 14, 2007 12:56 pm |
|
|
Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
|
Okay, I hear you all. I’ll come up with some way for the Master to fight, or just change him to an ally. The people have spoken!
One question that is still unanswered. I’m glad that you all like the Necklace of Girion, but what I didn’t hear was which text you preferred for the archery ability. Take your pick...the most votes wins!
Option 1:
At the start of each archery phase, you may remove a Gandalf token from here to make the fellowship archery total +1.
Option 2:
Archery: Remove 2 Gandalf tokens from here to make the fellowship archery total +1.
Thanks. Look for more cards in a short bit. |
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
|
Back to top |
|
AnxiousChieftain |
Posted: Wed Feb 14, 2007 1:32 pm |
|
|
Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
|
I’d say Option 1; that way, if the culture gets an easy way to reinforce tokens, the Freeps would still only be able to get 1 max archery instead of maybe 5. Alatar, Final Envoy, Shadowfax, Roaring Wind, and Quickbeam, Hastiest of All Ents are the 3 current cards that can reinforce tokens, and you might be able to abuse the Necklace even with just those 3.
- AC |
MODS RULE. - lem0nhead |
|
Back to top |
|
NBarden |
Posted: Wed Feb 14, 2007 1:45 pm |
|
|
Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
|
|
Back to top |
|
AnxiousChieftain |
Posted: Wed Feb 14, 2007 1:59 pm |
|
|
Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
|
Option 1 doesn’t seem underpowered. The ability to easily churn out an extra bit of archery every turn seems like a good thing to me, especially since you can just exert once and transfer Alatar every other time to keep the tokens flowing.
DáinIronfoot wrote: Laketown Banner-bearer
Companion • Man
Strength: 6
Vitality: 3
Resistance: 7
To play, spot a Man.
While bearing Banner of the Lake, this companion is strength +1.
Response: If an opponent plays a minion, discard a hand weapon borne by this companion and add a threat to return that minion to its owner’s hand.
“‘...we bid him consider well the claims that have been urged, or be declared our foe.’”
*Gulp*
I can’t believe that NBarden and SoP thought this guy needed to be better. His response ability is sooooo powerful, this guy would be X-ed right away. He completely kills any deck that runs big minions; even Uruks and Nazgul get a smack in the face! For just a discard and a threat you can in effect remove up to 20 twilight.
He’d be bad enough if he was unique, but as a non-unique companion... ouch! If all 4 have weapons, you can pretty much deny the Shadow player any chance of hurting you.
I can’t really think of a way to make him more balanced, but as he is he would just completely kill nearly every deck.
DáinIronfoot wrote: Banner of the Lake
Possession • Hand Weapon
Bearer must be a Man companion.
Each time bearer wins a skirmish, spot another Man and a minion to add or remove a threat.
Response: If bearer wins a skirmish, discard this possession to liberate a site.
“They bore with them...the blue banner of the Lake, and they advanced until they stood right before the wall at the Gate.”
Needs a ’you may’ for the threat ability, since there are times when you might not want to change how many threats are in play. |
MODS RULE. - lem0nhead |
|
Back to top |
|
|
All times are UTC - 4
|
|