Editing Morgul Banner-bearer (10C62)

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<noinclude>__NOTOC__
__NOTOC__
{{NavBar|10C62|[[Mount Doom Index]]|[[Houses of Lamentation (10C61)|Houses of Lamentation (10C61)]]|[[Morgul Vanguard (10R63)|Morgul Vanguard (10R63)]]}}
{{NavBar|10C62|[[Mount Doom Index]]|[[Houses of Lamentation (10C61)|Houses of Lamentation (10C61)]]|[[Morgul Vanguard (10R63)|Morgul Vanguard (10R63)]]}}
{{CardTabs|Ringwraith}}
{{CardTabs|Ringwraith}}


[[{{ROOTPAGENAME}}]] is a {{C|Ringwraith}} [[Minion]] from the [[Mount Doom]] set.
[[{{ROOTPAGENAME}}]] is a {{C|Ringwraith}} [[Minion]] from the [[Mount Doom]] set.
{{CardInfobox|10C62}}
{{CardInfobox|10C62}}
{{QueryCardCategories|10C62}}</noinclude>
 
{{QueryCardCategories|10C62}}
= Strategy =
= Strategy =
'''Morgul Banner-bearer''' is a mediocre card that rewards very carefully calculating what you can play in a given turn. Unlike most other [[Morgul Orcs]] it doesn't care about spotting [[Nazgul]] or [[possession]]s and doesn't work especially well as part of a [[swarm]]. It's meant to be a sidekick for high-priced minions (like [[Nazgul]]!), but it can serve just as well as a [[splash]] into a deck focused on any culture. Unfortunately, it's just not consistent enough to justify inclusion in almost any deck, however.
== Gameplay Strategy ==
 
''In this section, describe:''
If you can manage your [[twilight cost|twilight]] perfectly, you get an 11 [[strength]] [[archer]] minion for a bargain price. Three twilight usually gets you a 6 strength [[archer]] like {{Card|Southron Archer}}, or a 9 strength minion with useful gametext like {{Card|Uruk Warrior}} or {{Card|Mordor Pillager}}. If you can consistently keep Morgul Banner-bearer's gametext active, you're getting quite a discount.


Where the card falls down is consistency. You need to use up all of your excess twilight before the end of the [[archery phase]] to get an archery wound out of the Banner-bearer, which can be randomly impossible based on what you draw. And that's assuming your opponent cooperates: cards like {{Card|Shoulder to Shoulder}} can guarantee you'll never have the right amount of twilight at the right time, as can almost any Free Peoples [[event]] with a twilight cost greater than zero. Cards that can soak up twilight later in the turn, like {{Card|Ulaire Attea, Keeper of Dol Guldur}} or {{Card|Easterling Captain}} can turn on the Banner-bearer's gametext again later, but with most of these cards you miss out on the archery wound due to the timing. The only card of note that soaks up arbitrary amounts of twilight with the right timing is {{Card|Rapid Reload}}, but {{C|Men}} decks don't need mediocre, unreliable archer minions with no synergy with other {{C|Men}} cards like this one.
* ''General usage''
* ''Unorthodox or subtle usage''
* ''Common pitfalls of using this card''


Another problem is that archery is generally better when you have lots of archer minions to simply overwhelm your opponent's ability to soak and heal wounds, and Morgul Banner-bearer doesn't work well with other archers. {{C|Ringwraith}}-culture archery decks want to play more than four minions at a time on key turns, and other cultures with archery minions either want to play similarly wide ({{C|Moria}}) or have fairly harsh cultural enforcement ({{C|Men}}). It could arguably fit in with [[Southron]]s, but an inconsistent minion that only does one archery wound at best isn't worth splashing into a different culture.
== Deckbuilding Strategy ==
''In this section, describe:''


Morgul Banner-bearer does force your opponent to be careful about how they assign and resolve skirmishes, since killing minions can bring the total back below three, but this minion isn't so intimidating that it's posing any real challenge to your opponent. This is a middling-strength minion that relies on efficiency, not raw power, so the upside from a misplay that turns on its gametext mid-[[skirmish phase]] is relatively small. In the end, Morgul Banner-bearer's lack of consistency scuttles its on-paper efficiency, and as a result it rarely sees any play.
* ''Cards and strategies this card works well with''
 
* ''Cards and strategies this card works particularly well or poorly against''
Morgul Banner-bearer is very similar to the even-more-rarely-played {{Card|Southron Savage}}. It's not clear if this was an aborted [[cycle]], or simply a concept Decipher felt fit into two different cultures.
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''


= Strengths and Weaknesses =
= Strengths and Weaknesses =
== Synergizes With... ==
== Synergizes With... ==


* Expensive minions with a variety of different twilight costs, to soak up all of the twilight in the pool
* ''List friendly cards that work well with this card''
* Shadow effects with variable costs can turn on its gametext, although the most common type of these (e.g. {{Card|Ulaire Attea, Keeper of Dol Guldur}}, {{Card|Easterling Captain}}) of these won't make it an archer in time to matter.


== Strong Versus... ==
== Strong Versus... ==


* There isn't a particular strategy this minion excels against.
* ''List enemy cards this card does well against''


== Weak Versus... ==
== Weak Versus... ==


* Free Peoples decks that [[flood]], like [[Ent Swarm]]
* ''List enemy or friendly cards to avoid playing this card with''
* Free Peoples cards that generate twilight later in the turn, especially {{Card|Shoulder to Shoulder}}
 
= Rulings =
''In this section'':
 
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''
* ''Link to rules discussions on TLHH''
 
= See Also =
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''
* ''Link to decks that use this card''
[[Category:Cards That Need Work]]
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