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How playable is Woodland Onod?

5 (best)  
45%
  [ 5 ]  45%
 
4  
27%
  [ 3 ]  27%
 
3  
18%
  [ 2 ]  18%
 
2  
9%
  [ 1 ]  9%
 
1 (worst)  
0%
  [ 0 ]  0%
 

Total Votes : 11
Cobra
Posted: Wed Feb 21, 2007 8:04 pm
Joined: 12 Jul 2005 Posts: 1202 Location: Austin, TX, USA
Woodland Onod is definitely great in a Refuge-style deck with tons of companions. I wouldn’t necessarily play him alongside Refuge itself, though -- then you’d have two cards with abilities that require discarding companions from hand, and wouldn’t be using either one of them to its full potential.

On the other hand, having both options available could be very useful for different matchups. Think

Either way, Woodland Onod is a great card with a lot of cool combo possibilities. 5 from me!
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CarpeGuitarrem
Posted: Sat Feb 24, 2007 8:13 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
Very nice card! I love the Refuge compatability...and this is an amazing combo with Pippin, Wearer of Black and Silver. Return him to your hand and dump a roaming minion, then use him as a pump! Fetch him back with Grayhame...nice combos here.

I also like the low cultural enforcement.
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elf lvr
Posted: Sat Feb 24, 2007 8:39 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
Or even better, return Pippin, use Inspiration, THEN discard him, and replay with Greyhame.

This card is just so combo-able!
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NBarden
Posted: Sat Feb 24, 2007 8:49 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
Whoa! I was just thinking, with this guy, throw companions in your deck instead of events! Free Strength +2 pump!

Geez I need to get 4x of these...
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sickofpalantirs
Posted: Sun Feb 25, 2007 12:58 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:

Nice combo there. Mr. Green Lots of twilight, though. You’d need some way to control that to make Greyhame’s text really effective.

thanks, isn’t there a ranger card, an able guide or something that allows you to remove 4? oh wait its regroup.
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BattleWarg
Posted: Sun Feb 25, 2007 3:51 pm
Joined: 11 Feb 2007 Posts: 579 Location:
sickofpalantirs wrote:
DáinIronfoot wrote:

Nice combo there. Mr. Green Lots of twilight, though. You’d need some way to control that to make Greyhame’s text really effective.

thanks, isn’t there a ranger card, an able guide or something that allows you to remove 4? oh wait its regroup.

Well, there is Shadow of the Wood...
DáinIronfoot
Posted: Sun Feb 25, 2007 4:13 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
BattleWarg wrote:
sickofpalantirs wrote:
DáinIronfoot wrote:

Nice combo there. Mr. Green Lots of twilight, though. You’d need some way to control that to make Greyhame’s text really effective.

thanks, isn’t there a ranger card, an able guide or something that allows you to remove 4? oh wait its regroup.

Well, there is Shadow of the Wood...

I’ve never seen what good that companion would be, unless you have a LOT of Ents.
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NBarden
Posted: Sun Feb 25, 2007 4:16 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
Really...no point at all. Just a patch-up job by D to solve the problems of tons of twilight. Now, starting 4 ents is possible with the new Merry/Pip, so its easy to restrict the twilight thrown out and he’s obsolete.
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sickofpalantirs
Posted: Sun Feb 25, 2007 6:39 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.
interesting, with borne far away and sent back you could replay him, most probably for not much with ents, and then use him later when you had to much twilight. On another note whats with the weird titles for ents. Onod? Shadow?
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Gate Troll
Posted: Sun Mar 04, 2007 11:08 pm
Joined: 15 Aug 2006 Posts: 384 Location: Udun Vale, Home of the one and only... Gate Troll!
Wow. With a refuge deck and the Glamdring, this is one
awesome card. Dancing
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