Editing Rallying Orc (12R100)

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<noinclude>__NOTOC__
__NOTOC__
{{NavBar|12R100|[[Black Rider Index]]|[[Pitiless Orc (12U99)|Pitiless Orc (12U99)]]|[[Retribution (12R101)|Retribution (12R101)]]}}
{{NavBar|12R100|[[Black Rider Index]]|[[Pitiless Orc (12U99)|Pitiless Orc (12U99)]]|[[Retribution (12R101)|Retribution (12R101)]]}}
{{CardTabs|Orc}}
{{CardTabs|Orc}}


[[{{ROOTPAGENAME}}]] is a {{C|Orc}} [[Minion]] from the [[Black Rider]] set.
[[{{ROOTPAGENAME}}]] is a {{C|Orc}} [[Minion]] from the [[Black Rider]] set.
{{CardInfobox|12R100}}
{{CardInfobox|12R100}}
{{QueryCardCategories|12R100}}</noinclude>
 
{{QueryCardCategories|12R100}}
= Strategy =
= Strategy =
'''Rallying Orc''' is one of the most powerful {{C|Orc}} [[minion]]s released, with an outstanding [[undirected wounding]] ability. In addition to the damage he does on his own, exerting companions fuels a {{Card|Demoralized}} engine, adding [[Twilight]] to swarm with {{Card|Mountain-Troll}} and {{Card|Goblin Hordes}}.
'''Rallying Orc''' is one of the most powerful {{C|Orc}} minions released, with his powerful ability to exert fueling a {{Card|Demoralized}} engine and adding twilight to swarm with {{Card|Mountain-Troll}} and {{Card|Goblin Hordes}}. He also could work well with {{Card|Gothmog, Morgul Leader}} to soften up a fellowship for the three archery that he gives. To keep him at [[Underground]] and [[Battleground]] sites, you can either run [[Site Manipulation]] with your Fellowship or run the site manipulation the {{C|Orc}} culture has access to, such as {{Card|Unforgiving Depths}}, {{Card|Watchful Orc}}, along with {{Card|Skulking Goblin}} to make sites underground.
 
{{C|Orc}} [[culture]] has {{Card|Unforgiving Depths}}, {{Card|Watchful Orc}}, and {{Card|Skulking Goblin}} to set up [[Underground]] sites to activate his ability. You can also run [[Site Manipulation]] in your [[Free Peoples]] deck to fill the site path with Underground or [[Battleground]] sites.
 
Oftentimes, the [[Free Peoples]] player will try to keep their characters [[exhausted]] when faced with such a deck, so he also works well with cards like {{Card|Black Gate Sentry}}, {{Card|Orkish Lackey}}, and {{Card|Gothmog, Morgul Leader}} that land the last wound. He's also often played in conjunction with {{Card|Pitiless Orc}}, another minion that [[exert]]s [[companion]]s in the [[Shadow Phase]]. However, only {{CultureIcon|Orc}} [[Lurker]]s power his exertion ability, so it's important to strike a balance.


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


* {{Card|Orc}} [[Lurker]] minions. He needs lots of other [[Lurker]]s to trigger his ability. Other {{C|Orc}} lurkers also appreciate being at Underground sites, and some of them can [[Buff|buff]] him. This seems obvious, but if your deck isn't focusing on Lurker minions, you might be better off with cards like {{Card|Pitiless Orc}} or even {{Card|Ulaire Enquea, Sixth of the Nine Riders}}.
* ''List friendly cards that work well with this card''
* [[Site Manipulation]] or {{Card|Skulking Goblin}}. His ability only works at an [[Underground]] or [[Battleground]] site. In-culture manipulation options include {{Card|Unforgiving Depths}} and {{Card|Watchful Orc}}.
* {{Card|Demoralized}}. With multiple copies of Demoralized in play, exerting companions with Rallying Orc can generate a pile of [[Twilight]].
* {{Card|Goblin Hordes}} and {{Card|Mountain-troll}} can [[recur]] him repeatedly, and love the extra twilight he generates with Demoralized. In particular, when using Mountain-troll, make sure you're playing Rallying Orc from your discard before replaying any other Lurkers.
* [[Direct wounding]] or powerful [[undirected wounding]], to help wear down or finish off [[exhausted]] [[companion]]s. {{Card|Pitiless Orc}} works alongside him, and {{Card|Black Gate Sentry}}, {{Card|Orkish Lackey}}, and {{Card|Gothmog, Morgul Leader}} can land kills.
* Any effect that wants to spot an [[exhausted]] [[companion]], such as {{Card|Dark Fell About Him}}.


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


* Free Peoples exertion abilities. The [[Shadow Phase]] is generally the earliest possible part of the turn that the Shadow player can put wounds on [[companion]]s, so he can preempt [[companion]]s from exerting to use [[Maneuver Phase|Maneuver]], [[Archery Phase|Archery]], [[Skirmish Phase|Skirmish]], ''and'' [[Regroup Phase]] abilities unless they are healed.
* ''List enemy cards this card does well against''
* Any [[Free Peoples]] strategy that relies on preventing minions from doing anything, since no card prevents [[minion]] abilities that trigger from cards coming into play unless they are explicitly '''Response:''' abilities. {{Card|Perspective}} can't do anything about him. {{Card|Ithilien Blade}} can't prevent him from exerting companions, and those exertions might even prevent the Blade from being used at all.
* He broadly counters {{Card|Stewards' Legacy}} and silencing him with it has no effect, but he has some odd [[interaction]]s with it. If Rallying Orc exerts Denethor, Faramir, or Boromir, then they can trigger Stewards' Legacy and target some other minion with an ability you might've been hoping to use. However, [[Free Peoples]] players using Stewards' Legacy are often counting on it to protect them from obnoxious minions. So be careful about the order you play your minions, bearing in mind that exerting Boromir or Faramir will allow your opponent to interrupt and possibly exert or silence one of your own minions. Once Boromir and Faramir are exhausted, though, you're in the clear.


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


* [[Site Manipulation]], as long as the opponent isn't also setting up an [[Underground]] site path. [[Forestguls]], [[Smeagol]] decks, and {{C|Gandalf}} decks are the main culprits.
* ''List enemy or friendly cards to avoid playing this card with''
* Fellowships that are just fine not healing and staying exhausted. Rallying Orc can't do anything to exhausted characters, and once the whole Fellowship is exhausted, {{Card|Demoralized}} doesn't do anything as long as they don't heal.
 
* Inherently strong [[Skirmish|skirmisher]]s. Exhausting a companion doesn't prevent them from being effective in the skirmish phase as long as they win, especially if their last wound is protected with [[Wound Prevention|wound prevention]] like {{Card|Dwarven Bracers}} or {{Card|Sapling of the White Tree}}.
= Rulings =
* '''Response'''-speed [[direct wounding]]. If your opponent can pick him off in your [[Shadow Phase]], then you don't get a chance to make use of his ability. Such effects are rare but popular: the main ones include {{Card|Shadowplay}}, {{Card|Unheeded}}, {{Card|Gandalf, Powerful Guide}}, and {{Card|Radagast's Herb Bag}}.
''In this section'':
* [[Enduring]] companions. These are rare, and most of them are very weak and unpopular in [[Expanded Format|Expanded]], like {{C|Gondor}} [[wraith]]s.
 
* ''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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