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Orcs are corrupt humanoid creatures, commonly found in service to Sauron or other warlords. In this game, they are a [[Shadow Alignment|Shadow]] race, found in almost | Orcs are corrupt humanoid creatures that hate sunlight, commonly found in service to Sauron or other warlords. In this game, they are a [[Shadow Alignment|Shadow]] race, found in almost Lord of the Rings TCG set, and almost every Shadow [[culture]]. The majority of the [[minion]]s in {{C|Moria}}, {{C|Sauron}}, and {{C|Orc}} cultures are orcs, and they also appear in {{C|Isengard}} and {{C|Wraith}} cultures. Orcs are versatile and have few particular unifying features across the race as a whole, tending to be more defined by their culture than their race. They range from small swarming minions ({{Card|Goblin Runner}}) to large dangerous skirmishers ({{Card|Host of Udun}}). | ||
The first cultures with orcs were {{C|Moria}} and {{C|Sauron}}, introduced in [[Fellowship of the Ring|the first set]]. | The first cultures with orcs were {{C|Moria}} and {{C|Sauron}}, introduced in [[Fellowship of the Ring|the first set]]. | ||
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{{C|Moria}} goblin minions [[swarm]] the enemy with the help of [[condition]]s and [[hand weapon]]s that draw more cards and play minions from the discard pile, sometimes supplementing these swarms with [[archery]] or a handful of stronger minions for [[beatdown]]. {{C|Moria}} culture is synonymous with orcs: the only other minions in that culture are {{Card|Cave Troll of Moria, Scourge of the Black Pit}}, two versions of {{Card|Watcher in the Water, Keeper of Westgate}} and its various [[Tentacle]]s, and several versions of [[The Balrog]]. | {{C|Moria}} goblin minions [[swarm]] the enemy with the help of [[condition]]s and [[hand weapon]]s that draw more cards and play minions from the discard pile, sometimes supplementing these swarms with [[archery]] or a handful of stronger minions for [[beatdown]]. {{C|Moria}} culture is synonymous with orcs: the only other minions in that culture are {{Card|Cave Troll of Moria, Scourge of the Black Pit}}, two versions of {{Card|Watcher in the Water, Keeper of Westgate}} and its various [[Tentacle]]s, and several versions of [[The Balrog]]. | ||
{{C|Sauron}} orcs are incredibly diverse: over the years their strategies have included [[direct wounding]], [[corruption]], [[discard]]ing cards from the opponent's hand and [[mill]]ing their deck, [[Sauron Grind|grind]] strategies that slowly exhaust the [[Fellowship]], '''[[Tracker]]''' orcs that reduce other orcs' [[site number]] or reduce the [[roaming]] penalty, generating [[threat]]s and consuming them for other bonuses, buffing other roaming orcs, and '''[[Besieger]]'''s, who set up war [[engine]]s, take [[Site Control|control of sites]], and [[Stack|stack]] orc minion cards on those sites after they're done skirmishing for various bonuses. {{C|Sauron}} culture | {{C|Sauron}} orcs are incredibly diverse: over the years their strategies have included [[direct wounding]], [[corruption]], [[discard]]ing cards from the opponent's hand and [[mill]]ing their deck, [[Sauron Grind|grind]] strategies that slowly exhaust the [[Fellowship]], '''[[Tracker]]''' orcs that reduce other orcs' [[site number]] or reduce the [[roaming]] penalty, generating [[threat]]s and consuming them for other bonuses, buffing other roaming orcs, and '''[[Besieger]]'''s, who set up war [[engine]]s, take [[Site Control|control of sites]], and [[Stack|stack]] orc minion cards on those sites after they're done skirmishing for various bonuses. {{C|Sauron}} culture is also almost synonymous with orcs: the only other {{C|Sauron}} minions are a handful of [[troll]]s, and two versions of {{Card|Sauron, The Lord of the Rings}} himself. | ||
While {{C|Isengard}} culture initially focused on [[Saruman]] and [[Uruk-hai]], the [[Realms of the Elf-lords]] introduced orcs to that culture. {{C|Isengard}} orcs are not fearsome [[skirmish]]ers, but if they survive to the [[Regroup Phase]], they can [[exert]] or discard each other to [[exhaust]] or [[wound]] the [[Fellowship]]. The next set, [[Battle of Helm's Deep]], introduced [[Warg-rider]]s, '''[[Fierce]]''' orcs that use [[Warg]] [[Mount|mount]] [[possession]]s, although these lacked the lasting popularity of the previous type of {{C|Isengard}} orcs. In general, when people refer to "Isengard Orcs" or "Isenorcs", they are referring to the swarming orcs with the Regroup Phase abilities. | While {{C|Isengard}} culture initially focused on [[Saruman]] and [[Uruk-hai]], the [[Realms of the Elf-lords]] introduced orcs to that culture. {{C|Isengard}} orcs are not fearsome [[skirmish]]ers, but if they survive to the [[Regroup Phase]], they can [[exert]] or discard each other to [[exhaust]] or [[wound]] the [[Fellowship]]. The next set, [[Battle of Helm's Deep]], introduced [[Warg-rider]]s, '''[[Fierce]]''' orcs that use [[Warg]] [[Mount|mount]] [[possession]]s, although these lacked the lasting popularity of the previous type of {{C|Isengard}} orcs. In general, when people refer to "Isengard Orcs" or "Isenorcs", they are referring to the swarming orcs with the Regroup Phase abilities. | ||
[[The Return of the King]] introduced orcs to {{C|Wraith}} culture, featuring orcs from the army that marched out from Minas Morgul to storm Osgiliath. These orcs, also called "Morgul Orcs" or just "Morcs", | [[The Return of the King]] introduced orcs to {{C|Wraith}} culture, featuring orcs from the army that marched out from Minas Morgul to storm Osgiliath. These orcs, also called "Morgul Orcs" or just "Morcs", supplement [[Nazgul]] strategies rather than serving as an alternative strategy of their own, as with similar subcultures in {{C|Isengard}} and {{C|Raider}}s. Morcs spot wounds on the [[Ring-bearer]], and generate, spot, and consume [[threat]]s and [[burden]]s. Three {{C|Wraith}} orc minions stand out in particular as commonly-played staples: {{Card|Morgul Brute}}, {{Card|Morgul Destroyer}}, and {{Card|Morgul Squealer}}. | ||
The 11th set, [[Shadows]], reorganizes the Shadow cultures. In that set and all subsequent sets, all Orc minions are {{C|Orc}} culture, merging the goblin hordes of Moria, the orc workers of Isengard, and the orc armies of Sauron into a unified whole. Not all {{C|Orc}} minions are orcs, however: that culture also includes the {{Card|Cave Troll of Moria, Savage Menace}}, the [[troll]]s of Sauron's armies, and two [[Half Troll]]s. {{C|Orc}} culture orcs are also incredibly diverse, with strategies including generating [[Twilight]], [[exert]]ing companions just by coming into play or being assigned to a skirmish, [[direct wounding|wounding]] companions skirmishing them, gaining bonuses from '''[[ | The 11th set, [[Shadows]], reorganizes the Shadow cultures. In that set and all subsequent sets, all Orc minions are {{C|Orc}} culture, merging the goblin hordes of Moria, the orc workers of Isengard, and the orc armies of Sauron into a unified whole. Not all {{C|Orc}} minions are orcs, however: that culture also includes the {{Card|Cave Troll of Moria, Savage Menace}}, the [[troll]]s of Sauron's armies, and two [[Half Troll]]s. {{C|Orc}} culture orcs are also incredibly diverse, with strategies including generating [[Twilight]], [[exert]]ing companions just by coming into play or being assigned to a skirmish, [[direct wounding|wounding]] companions skirmishing them, gaining bonuses from '''[[Undeground]]''' sites, enabling [[swarm]]s of trolls or swarming alongside trolls, [[recur]]ring themselves, generating and consuming burdens, riding [[Warg]] [[mount]]s, '''[[Hunter]]'''s who punish companions who aren't also '''hunter'''s, and '''[[Lurker]]'''s who buff other orcs. | ||
{{C|Orc}} culture is not necessarily synonymous with the orc race. Because orcs were split into two cultures from day one, few cards specify orcs in general; those that do, like {{Card|Curse Their Foul Feet!}} and {{Card|Rúmil, Elven Protector}}, affect orcs of any culture, but do not affect {{C|Orc}} culture minions that are not orcs, like {{Card|Mountain-troll}}. Cards that specify {{CultureIcon|Orc}} minions, like {{Card|Bound To Its Fate}}, would affect both {{Card|Pitiless Orc}} and {{Card|Mountain-troll}} but not orcs of other cultures, like {{Card|Goblin Runner}}. A card that specifies {{CultureIcon|Orc}} Orcs, like {{Card|Orc Hammer}}, only affects orcs of that culture: it would affect {{Card|Pitiless Orc}}, but not {{Card|Mountain-troll}} or {{Card|Goblin Runner}}. | {{C|Orc}} culture is not necessarily synonymous with the orc race. Because orcs were split into two cultures from day one, few cards specify orcs in general; those that do, like {{Card|Curse Their Foul Feet!}} and {{Card|Rúmil, Elven Protector}}, affect orcs of any culture, but do not affect {{C|Orc}} culture minions that are not orcs, like {{Card|Mountain-troll}}. Cards that specify {{CultureIcon|Orc}} minions, like {{Card|Bound To Its Fate}}, would affect both {{Card|Pitiless Orc}} and {{Card|Mountain-troll}} but not orcs of other cultures, like {{Card|Goblin Runner}}. A card that specifies {{CultureIcon|Orc}} Orcs, like {{Card|Orc Hammer}}, only affects orcs of that culture: it would affect {{Card|Pitiless Orc}}, but not {{Card|Mountain-troll}} or {{Card|Goblin Runner}}. | ||
While in many other fantasy settings goblins are separate from orcs, in both | While in many other fantasy settings goblins are separate from orcs, in both Lord of the Rings and this game, "goblin" simply refers to a stunted, numerous variety of orc. Cards like {{Card|Goblin Runner}} are orcs. However, while in Lord of the Rings Uruk-hai are a breed of orcs, in this game orcs and [[Uruk-hai]] are separate races, and cards that mention one do not affect the other. | ||
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