Editing Stay This Madness (7R48)

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<noinclude>__NOTOC__
__NOTOC__
{{NavBar|7R48|[[Return of the King Index]]|[[Sharpen Your Swords (7U47)|Sharpen Your Swords (7U47)]]|[[Steadfast Champion (7U49)|Steadfast Champion (7U49)]]}}
{{NavBar|7R48|[[Return of the King Index]]|[[Sharpen Your Swords (7U47)|Sharpen Your Swords (7U47)]]|[[Steadfast Champion (7U49)|Steadfast Champion (7U49)]]}}
{{CardTabs|Gandalf}}
{{CardTabs|Gandalf}}


[[{{ROOTPAGENAME}}]] is a {{C|Gandalf}} [[Condition]] from the [[Return of the King]] set.
[[{{ROOTPAGENAME}}]] is a {{C|Gandalf}} [[Condition]] from the [[Return of the King]] set.
{{CardInfobox|7R48}}
{{CardInfobox|7R48}}
{{QueryCardCategories|7R48}}</noinclude>
 
{{QueryCardCategories|7R48}}
= Strategy =
= Strategy =
'''Stay This Madness''' is part of a [[cycle]] of [[Free Peoples]] [[conditions]] in [[Return of the King]] that add a [[threat]] every time the [[Fellowship]] moves, and can be discarded in the [[Regroup Phase]] for some effect. In this case, it [[wound]]s two [[minion]]s, which is usually only useful if you're hoping to make a [[double move]] that turn. Like most of those cards, you ideally want to discard Stay This Madness the turn you play it, because otherwise it's stacking up extra threats for no benefit. And, like most of those cards, Stay This Madness is garbage.
'''Stay This Madness''' is part of a [[cycle]] of [[Free Peoples]] [[conditions]] in [[Return of the King]] that add a [[threat]] every time the [[Fellowship]] moves, and can be discarded in the [[Regroup Phase]] for some effect. In this case, it [[wound]]s two [[minion]]s, which is usually only useful if you're hoping to make a [[double move]] that turn. Like most of those cards, you ideally want to discard Stay This Madness the turn you play it, because otherwise it's stacking up extra threats for no benefit. And, like most of those cards, Stay This Madness is garbage.
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The first problem is that Stay This Madness is a very unreliable gamble, as you try to guess at the beginning of the turn whether this card will help you at the end of the turn. If you kill all the minions on your own? Stay This Madness is useless. If one wound on two minions isn't enough to enable a double move? Useless. If your Fellowship is too beat up to attempt a double? Still useless. Even if it's a do-or-die turn and any contribution in regroup is a help, {{C|Gandalf}} culture already has {{Card|Out of the High Airs}}, which is much stronger and doesn't have to be played speculatively.
The first problem is that Stay This Madness is a very unreliable gamble, as you try to guess at the beginning of the turn whether this card will help you at the end of the turn. If you kill all the minions on your own? Stay This Madness is useless. If one wound on two minions isn't enough to enable a double move? Useless. If your Fellowship is too beat up to attempt a double? Still useless. Even if it's a do-or-die turn and any contribution in regroup is a help, {{C|Gandalf}} culture already has {{Card|Out of the High Airs}}, which is much stronger and doesn't have to be played speculatively.


You can make this card (arguably) cheaper and a bit more reliable by playing it from the [[discard pile]] in the regroup phase with {{Card|Treebeard, Keeper of the Watchwood}}. (In this way, it's a diluted version of the [[Fruity Loops]] [[combo]] with the now-[[X-list|banned]] {{Card|Steadfast Champion}}.) But that's still much, much weaker than Out of the High Airs, at a comparable or arguably more-expensive price.
You can make this card (arguably) cheaper and a bit more reliable by playing it from the [[discard pile]] in the regroup phase with {{Card|Treebeard, Keeper of the Watchwood}}. (In this way, it's a diluted version of the [[Fruity Loops]] [[combo]] with the now-[[X-list|banned]] {{Card|Steadfast Champion}}.) But that's still more expensive and much, much weaker than Out of the High Airs.


The other cards in this cycle are {{Card|Dark Ways}}, {{Card|Leaving Forever}}, {{Card|Scouting}}, {{Card|Guarded}}, {{Card|With Strength to Fight}}, and {{Card|Pressing On}}.
The other cards in this cycle are {{Card|Dark Ways}}, {{Card|Leaving Forever}}, {{Card|Scouting}}, {{Card|Guarded}}, {{Card|With Strength to Fight}}, and {{Card|Pressing On}}.
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== Synergizes With... ==
== Synergizes With... ==


* {{Card|Treebeard, Keeper of the Watchwood}} can play this card in the regroup phase, bypassing the threat cost. It's still weaker and (combined with the cost to exert Treebeard) arguably more expensive than {{Card|Out of the High Airs}}, though.
* {{Card|Treebeard, Keeper of the Watchwood}} can play this card in the regroup phase, bypassing the threat cost. It's still weaker than {{Card|Out of the High Airs}}, though.


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