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.
== Gameplay Strategy ==
''In this section, describe:''


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.
* ''General usage''
* ''Unorthodox or subtle usage''
* ''Common pitfalls of using this card''


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.
== Deckbuilding Strategy ==
''In this section, describe:''


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}}.
* ''Cards and strategies this card works well with''
* ''Cards and strategies this card works particularly well or poorly against''
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''


= Strengths and Weaknesses =
= Strengths and Weaknesses =
== 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.
* ''List friendly cards that work well with this card''


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


* This can occasionally kill or [[exhaust]] a minion with an annoying [[Regroup Phase]] ability, like [[Isengard Orcs]] or {{Card|Gollum, Dark as Darkness}}.
* ''List enemy cards this card does well against''


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


* Effects that prevent minions from being wounded, such as {{Card|Broad-Bladed Sword}} or {{Card|Easterling Polearm}}.
* ''List enemy or friendly cards to avoid playing this card with''
* [[Condition Removal]] on the turn it's played means it adds a threat and contributes nothing.
 
* Minions that aren't exhausted in the regroup phase will often not care about just one wound.
= Rulings =
* This just is not a strong card in general, and will often [[Whiff|whiff]] on many Shadow sides.
''In this section'':
 
* ''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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