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

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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 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}}.


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 fit quite well, for the potential to wound minions works in tandem with the Ring-boung ranger's skirmish-wounding mechanics.


Alternatively, it is quite possible to use Pippin as either an unsupported splash companion for early-game minion removal--or to stock your deck with support cards anyways. Once time runs out on Pippin's ability, so do his costs and vulnerabilities. From that point on, you can place whichever cards you want to on him, at least without worrying about Pippin throwing them away, himself. On that note, this version of Pippin can actually trade himself out mid-game for another version of himself (or simply make space for another companion). Simply return Pippin to your hand during the skirmish phase, and then toss him into the Discard Pile as you reconcile. This could be an interesting way bring out {{Card|Pippin, Guard of Minas Tirith}} in a {{C|Gondor}} focused deckbuild.
Alternatively, it is quite possible to use Pippin as either an unsupported splash companion for early-game minion removal--or to stock your deck with support cards anyways. For once time runs out on Pippin's ability, so do his costs and vulnerabilities. From that point on, you can place whichever cards you want to on him, at least without worrying about Pippin throwing them away, himself. On that note, this version of Pippin can actually trade himself out mid-game for another version of himself (or simply make space for another companion). Simply return Pippin to your hand during the skirmish phase, and then toss him into the Discard Pile as you reconcile. This could be an interesting way bring out {{Card|Pippin, Guard of Minas Tirith}} in a {{C|Gondor}} focused deckbuild.


==Decklist==
==Decklist==
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