Editing Hill Clan (6R6)

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= Strategy =
= Strategy =
== Gameplay Strategy ==
== Gameplay Strategy ==
With strength to match The Balrog, Hill Clan is the strongest {{C|Dunland}} minion aside from the unstable {{Card|Wild Men of the Hills}}, and is almost guaranteed to win its skirmishes. This makes the effects of cards such as {{Card|War Club}} or {{Card|War Cry of Dunland}} much more reliable, as they are easily triggered by this minion. Its ability, while powerful, is not very versatile -- it doesn't decrease the cost of the minion played. Considering the high cost of Hill Clan, this deficiency may leave the Shadow player without enough twilight to play a strong minion that can take advantage of the damage bonus. Even without using his ability, Hill Clan can be a good choice for a Dunland deck by providing easy skirmish victories and overwhelming lesser companions.
With strength to match The Balrog, Hill Clan is the strongest {{C|Dunland}} minion aside from the unstable {{Card|Wild Men of the Hills}}, and is almost guaranteed to win its skirmishes. This makes the effects of cards such as {{Card|War Club}} or {{Card|War Cry of Dunland}} much more reliable, as they are easily triggered by this minion. The ability of this minion, while powerful, is not very versatile -- it doesn't decrease the cost of the minion played, which considering the high cost of Hill Clan may leave the Shadow player without enough twilight to play a strong minion that can take advantage of the damage bonus. Even without using his ability, Hill Clan can be a good choice for a {{C|Dunland}} deck by providing easy skirmish victories and overwhelming lesser companions.


Hill Clan will almost always bring a weaker minion into fierce skirmishes, but damage+2 is enough to kill most companions outright.  When this minion hits the table, the Free Peoples will often have to decide whether to risk having a key companion overwhelmed or send a secondary companion to certain death; then make a similar decision immediately afterwards if a second minion is played with its text.
Hill Clan will almost always bring a weaker minion into fierce skirmishes, but damage+2 is enough to kill most companions outright.  When this minion hits the table, the Free Peoples will often have to decide whether to risk having a key companion overwhelmed or send a secondary companion to certain death; then make a similar decision if a second minion is played with its text.


When {{Card|Wulf}} is played by the text of this minion, the Shadow player will immediately be able to exert him to control a site as optional responses to a skirmish being resolved continue until both players pass (even if one of those options wasn't present at the resolution of the skirmish). Though winning the skirmish is all but certain, the lack of a discount and up front expense makes this minion ill equipped for that job. If this minion wins a fierce skirmish you can use its text to play a minion then as well, though doing so means missing the chief benefit of playing a minion with its text at all (participating in fierce skirmishes with damage +2).
When {{Card|Wulf}} is played by the text of this minion, the Shadow player will immediately be able to exert him to control a site as optional responses to a skirmish being resolved continue until both players pass (even if one of those options wasn't present at the resolution of the skirmish). Though winning the skirmish is all but certain, the lack of a discount and up front expense makes this minion ill equipped for that job. If this minion wins a fierce skirmish you can use its text to play a minion then as well, though doing so means missing the chief benefit of playing a minion with its text at all (participating in fierce skirmishes with damage +2).
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