LOTR04087: Difference between revisions
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__NOTOC__ | |||
{{NavBar|Set|Left|Right}} | |||
{{LegacyCardInfoBox | |||
|SetNum=04 | |||
| | |CardNum=087 | ||
| | | SetName=The Two Towers | ||
| Culture | |Side=Free People | ||
| | | Culture=Elven | ||
| | |Twilight=1 | ||
| | | FullCardType=Event | ||
| Lore | | GameText=Skirmish: Make an Elf strength +2 (or +3 if skirmishing a wounded minion). | ||
| Rarity | | Lore=''An Elf avoids taking up arms, but once committed to the fray, his will is resolute.'' | ||
| Rarity=C | |||
| Notes= | |||
}} | |||
= General Strategy = | |||
A straightforward event, Valor is part of the suite of cards released in The Two Towers to give Elves a chance to compete with other Free Peoples cultures as fighters rather than relying solely on archery. As with earlier[Elven] skirmish events, Valor costs[1] twilight and will always give at least 2 strength, with a bonus if a condition is met. While[[lotr01037|Defiance]] and Border Defenses granted a +4 strength boost only against certain types of minions, a majority of minions can be wounded which makes Valor's +3 easier to attain and more universally useful. | |||
= Strengths and Weaknesses = | |||
=== Strong Versus... === | === Strong Versus... === | ||
* Wounded minions | |||
=== Weak Versus... === | === Weak Versus... === | ||
* Event-heavy Shadow sides which might make better use of the added twilight than the Free Peoples | |||
= Example Decks = | |||
* Decklists or links to decks that use this card. | |||
= Rules and Clarifications = | |||
* As with most events, Valor takes a "snapshot" of the game when it is played. If a wounded minion is fully healed after Valor is played, the Elf will retain a +3 strength bonus. Likewise if an unwounded minion becomes wounded in a skirmish after Valor is played, the Elf will only be strength +2. | |||
= Extra Information = | |||
* Add other information regarding printing, rarity, trivia, etc. | |||
Revision as of 00:31, 4 August 2020
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General Strategy
A straightforward event, Valor is part of the suite of cards released in The Two Towers to give Elves a chance to compete with other Free Peoples cultures as fighters rather than relying solely on archery. As with earlier[Elven] skirmish events, Valor costs[1] twilight and will always give at least 2 strength, with a bonus if a condition is met. WhileDefiance and Border Defenses granted a +4 strength boost only against certain types of minions, a majority of minions can be wounded which makes Valor's +3 easier to attain and more universally useful.
Strengths and Weaknesses
Strong Versus...
- Wounded minions
Weak Versus...
- Event-heavy Shadow sides which might make better use of the added twilight than the Free Peoples
Example Decks
- Decklists or links to decks that use this card.
Rules and Clarifications
- As with most events, Valor takes a "snapshot" of the game when it is played. If a wounded minion is fully healed after Valor is played, the Elf will retain a +3 strength bonus. Likewise if an unwounded minion becomes wounded in a skirmish after Valor is played, the Elf will only be strength +2.
Extra Information
- Add other information regarding printing, rarity, trivia, etc.
