Editing Pippin, Wearer of Black and Silver (7R324)

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The ability to wound a minion twice during the skirmish phase--and particularly, a minion involved in another companion's skirmish--is really good. It's {{Card|Legolas, Greenleaf}} levels of good. Against minions with less than 3 vitality, this is an instant skirmish victory. And paired with free peoples archery, manuever and skirmish phase wounding, or vitality-reducing fortifications, bigger minions can be put within reach of Pippin's killing blow.
The ability to wound a minion twice during the skirmish phase--and particularly, a minion involved in another companion's skirmish--is really good. It's {{Card|Legolas, Greenleaf}} levels of good. Against minions with less than 3 vitality, this is an instant skirmish victory. And paired with free peoples archery, manuever and skirmish phase wounding, or vitality-reducing fortifications, bigger minions can be put within reach of Pippin's killing blow.


Naturally, this power has to be balanced by the right restrictions, so there are 3 strategic considerations to consider before signing Pippin up to be guard of the citadel. 1.) He must be returned to hand. This is a simple, accessible cost, and it has the hidden benefit of recycling Pippin's vitality if he has any wounds. All the same, if you choose to hold on to Pippin in your hand so you can play him again next turn, you will reduce your hand-cycling ability by at least two total cards--one as you reconcile at the end of your turn, and at least one more as you reconcile during your opponent's turn. This can be costly. 2.) The minion you choose to wound must be roaming. Without the proper free peoples support, this creates a time limit for the effectiveness of Pippin's ability, contingent on which minions your opponent chooses to use. 3.) Pippin needs to be done with any skirmishes of his own. Or, much more likely, Pippin needs to avoid skirmishes altogether, because his return-to-hand cost will tend to throw away support cards such as {{Card|Hobbit Sword}} or {{Card|Pippin's Armor}}. Since Pippin needs to avoid skirmishes, he is rather vulnerable to minion swarms, and he will also raise the number of companions you want to include in your fellowship, which will in turn place your fellowship in danger of speed-limit cards like {{Card|Southron Commander}}, {{Card|Greed}} and the ubiquitous {{Card|Ulaire Enquea, Lieutenant of Morgul}}.
Naturally, this power has to be balanced by the right restrictions, so there are 3 strategic considerations to consider before signing Pippin up to be guard of the citadel. 1.) He must be returned to hand. This is a simple, accessible cost, and it has the hidden benefit of recycling Pippin's vitality if he has any wounds. All the same, if you choose to hold on to Pippin in your hand so you can play him again next turn, you will reduce your hand-cycling ability by at least two total cards--one as you reconcile at the end of your turn, and at least one more as you reconcile during your opponent's turn. This can be costly. 2.) The minion you choose to wound must be roaming. Without the proper free peoples support, this creates a time limit for the effectiveness of Pippin's ability, contingent on which minions your opponent chooses to use. 3.) Pippin needs to be done with any skirmishes of his own. Or, much more likely, Pippin needs to avoid skirmishes altogether, because his return-to-hand cost will tend to throw away support cards such as {{Card|Hobbit Sword}} or {{Card|Pippin's Armor}}. Since Pippin needs to avoid skirmishes, he is rather vulnerable to minions swarms, and he will also raise the number of companions you want to include in your fellowship, which will in turn place your fellowship in danger of speed-limit cards like {{Card|Southron Commander}}, {{Card|Greed}} and the ubiquitous {{Card|Ulaire Enquea, Lieutenant of Morgul}}.


Where Pippin shines as a companion is in the role of honorary Ring-bound ranger. Paired with the minion-site-manipulation of {{Card|Gondorian Ranger}}, or {{Card|Ancient Roads}}, Pippin's ability can stay usable throughout the entirety of the game--and the potential to wound minions fits right in with the Ring-boung ranger's skirmish-wounding mechanics.
Where Pippin shines as a companion is in the role of honorary Ring-bound ranger. Paired with the minion-site-manipulation of {{Card|Gondorian Ranger}}, or {{Card|Ancient Roads}}, Pippin's ability can stay usable throughout the entirety of the game--and the potential to wound minions fits right in with the Ring-boung ranger's skirmish-wounding mechanics.
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