Editing No Retreat (4R30)

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<noinclude>__NOTOC__
__NOTOC__
{{NavBar|4R30|[[The Two Towers Index]]|[[No Refuge (4R29)|No Refuge (4R29)]]|[[Over the Isen (4U31)|Over the Isen (4U31)]]}}
{{CardTabs|Dunland}}


[[{{ROOTPAGENAME}}]] is a {{C|Dunland}} [[Condition]] from the [[The Two Towers]] set.
{{NavBar|Lotr04030|The Two Towers Index|No Refuge (4R29)|Over the Isen (4U31)}}
{{CardInfobox|4R30}}
{{QueryCardCategories|4R30}}</noinclude>
= Strategy =


No Retreat is capable of killing a Free Peoples player outright by forcing them to take a move they simply aren't prepared to make -- and therein lies the trouble with this card. As powerful as it seems (and rightly so), it's often either redundant or useless. If you have a site under your control and can get 2 {{C|Dunland}} Men to the regroup phase, you're already making big gains with your Shadow side and probably won't need to push your opponent to win. On the other hand, if you're having trouble keeping sites or keeping your Dunlendings alive then this card will do nothing but clog your hand. Unless your deck is built to use Dunland's characteristic low site number to win quickly, leaving this card out in favor of extra Dunlendings, pumps, or situational minions such as {{Card|Grima, Wormtongue}} or {{Card|Ulaire Enquea, Lieutenant of Morgul}} will give your deck more consistency.
 
{{LegacyCardInfoBox
| TLHHImage=LOTR04030
| WikiImage=LOTR04030
| SetNum=04
| CardNum=030
| SetName=The Two Towers
| Side=Shadow
| Culture=Dunland
| Twilight=0
| FullCardType=Condition
| Stat1Name=
| Stat1=
| Stat2Name=
| Stat2=
| Stat3Name=
| Stat3=
| Stat4Name=
| Stat4=
| GameText=Plays on a site you control. Regroup: Spot 2 [DUNLAND] Men and discard this condition to make the Free Peoples player choose to move again this turn (if the move limit allows).
| Lore=Hordes from Dunland laid waste to villages as their numbers grew.
| Rarity=R
| Notes=
}}
 
 
= General Strategy =
 
!No Retreat is capable of killing a Free Peoples player outright by forcing them to take a move they simply aren't prepared to make -- and therein lies the trouble with this card. As powerful as it seems (and rightly so), it's often either redundant or useless. If you have a site under your control and can get 2 [Dunland] Men to the regroup phase, you're already making big gains with your Shadow side and probably won't need to push your opponent to win. On the other hand, if you're having trouble keeping sites or keeping your [Dunland] Men alive then this card will do nothing but clog your hand. Unless your deck is built to use Dunland's characteristic low site number to win quickly, leaving this card out in favor of extra pumps or situational minions such as Wormtongue or Shotgun Enquea will give your deck more consistency.


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


* {{Card|Constantly Threatening}}
=== Strong Versus... ===
 
* Decks which rely on their Shadow sides for victories and build their Free Peoples to simply survive
* Decks which rely on their Shadow sides for victories and build their Free Peoples to simply survive
== Strong Versus... ==
* Free Peoples strategies such as choke and pipes, which rely on slow movements and tricks to manage dangers rather than defeating them
* Free Peoples strategies such as choke and pipes, which rely on slow movements and tricks to manage dangers rather than defeating them


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


* Strong Free Peoples, which will make meeting the conditions for using this card difficult
* Strong Free Peoples, which will make meeting the conditions for using this card difficult
* Condition discarding after the Fellowship Phase
* Condition discarding after the Fellowship Phase
= Example Decks =
* Decklists or links to decks that use this card.
= Rules and Clarifications =
* Clarify existing rules if needed.
* Link to rules discussions on TLHH.
= Extra Information =
* Add other information regarding printing, rarity, trivia, etc.
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