The One Ring, The Ruling Ring (1C2): Difference between revisions
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[[{{ROOTPAGENAME}}]] is a [[The One Ring|One Ring]] card from the [[Fellowship of the Ring]] set. | [[{{ROOTPAGENAME}}]] is a [[The One Ring|One Ring]] card from the [[Fellowship of the Ring]] set. | ||
{{CardInfobox|1C2}} | {{CardInfobox|1C2}} | ||
{{QueryCardCategories|1C2}}</noinclude> | {{QueryCardCategories|1C2}}</noinclude> | ||
= Strategy = | = Strategy = |
Latest revision as of 01:58, 1 December 2022
The One Ring, Isildur's Bane (1R1) | Back to Fellowship of the Ring Index |
Axe Strike (1C3) |
The One Ring, The Ruling Ring (1C2) is a One Ring card from the Fellowship of the Ring set.
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Strategy[edit]
The Ruling Ring is the most basic form of The One Ring and has been re-released in every block since the game's inception. Unlike its counterpart in Fellowship block, Isildur's Bane, The Ruling Ring can only be used to absorb wounds during the skirmish phase, which leaves the Ring-bearer very vulnerable to Archery and Regroup wounding, as well as Maneuver and site wounding later on. Its advantage is that it does so at a lower cost of only one burden per wound; this beats all other versions of the One Ring save The Great Ring and The Ring of Rings. It also confers a mere +1 strength bonus to the Ring-Bearer, which is the lowest of all bonuses except for the Great Ring, and that ring makes up for it with a secondary ability. The problem with this One Ring is its severe lack of versatility and poor statistical bonus. Isildur's Bane might be more dangerous in terms of its conversion ratio, but the player can at least always use it. ATAR can also only be equipped in a skirmish phase, but that One Ring yields +2 vitality and +2 strength when equipped. This One Ring is also controversial because in order for its good wound-to-burden to be useful, your Ring-Bearer has to be losing a lot of skirmishes, which shouldn't be happening anyway (And Mithril Coat means no extra wounds from damage). While this One Ring is not useless, and is particularly effective against The Witch King, Lord of the Nazgul, there should almost always be a rare one ring that would suit your deck better, particularly after set 11, as you then have access to The Ring of Rings if you're worried about burdens.
Strengths and Weaknesses[edit]
Strong Versus...[edit]
- Heavy burden adding
- Swarm decks with frequent Ring-bearer skirmishes.
- Weak Uruks
- Twilight Nazgul
Weak Versus...[edit]
- Wounding decks
- Archery decks
- Doorway to Doom and Little Snuffler
- [Isengard] Orcs
Rulings[edit]
From the Template:crd 2004 0302.pdf: You may use the special ability of this card in response to a wound placed by The Witch-king, Lord of the Nazgul or Ulaire Enquea, Ringwraith in Twilight.
Alternate Versions[edit]
Portrait | Name | Game Text |
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The One Ring, Isildur's Bane (1R1) | Response: If bearer is about to take a wound, he wears The One Ring until the regroup phase.
While wearing The One Ring, each time the Ring-bearer is about to take a wound, add two burdens instead. | |
The One Ring, Answer To All Riddles (4R1) | While wearing The One Ring, the Ring-bearer is strength +2, and each time he is about to take a wound in a skirmish, add a burden instead.
Skirmish: Add a burden to wear The One Ring until the regroup phase. | |
The One Ring, The Ruling Ring (4C2) | Response: If bearer is about to take a wound in a skirmish, he wears The One Ring until the regroup phase.
While wearing The One Ring, each time the Ring-bearer is about to take a wound during a skirmish, add a burden instead. | |
The One Ring, The Ruling Ring (7C1) | Response: If bearer is about to take a wound in a skirmish, he wears The One Ring until the regroup phase.
While wearing The One Ring, each time the Ring-bearer is about to take a wound during a skirmish, add a burden instead. | |
The One Ring, Such a Weight to Carry (7R2) | Maneuver: Add a burden to wear The One Ring until the regroup phase.
While wearing The One Ring, each time the Ring-bearer is about to take a wound, add a burden instead. | |
The One Ring, The Binding Ring (9R+1) | Fellowship: Add 2 burdens to play a ring from your draw deck.
Maneuver: Exert bearer to wear The One Ring until the regroup phase. While wearing The One Ring, each time the Ring-bearer is about to take a wound, add a burden instead. | |
The One Ring, The Ring of Rings (11R1) | Response: If the Ring-bearer is about to take a wound, he or she wears The One Ring until the regroup phase. While the Ring-bearer is wearing The One Ring, each time he or she is about to take a wound, add a burden instead. | |
The One Ring, The Ruling Ring (11S2) | Response: If the Ring-bearer is about to take a wound in a skirmish, he or she wears The One Ring until the regroup phase. While the Ring-bearer is wearing The One Ring, each time he or she is about to take a wound in a skirmish, add a burden instead. | |
The One Ring, The Ring of Doom (15R1) | While wearing The One Ring, the Ring–bearer gains hunter 3, and each time he or she is about to take a wound in a skirmish, add a burden instead.
Skirmish: Add a burden to wear The One Ring until the regroup phase. | |
The One Ring, The Ruling Ring (15S2) | Response: If the Ring-bearer is about to take a wound in a skirmish, he or she wears The One Ring until the regroup phase.
While the Ring-bearer is wearing The One Ring, each time he or she is about to take a wound in a skirmish, add a burden instead. | |
The One Ring, The Great Ring (19P1) | While wearing The One Ring, each time bearer is about to take a wound, add a burden instead.
Maneuver: Wear The One Ring until the regroup phase. Skirmish: Add a burden to make the Ring-bearer strength +3. |