Saruman, Curunir (17S115)

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Land Had Changed (17R114)
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Saruman, Master of the White Hand (17R116)


Set: Rise of Saruman
Kind: Shadow
Culture: Uruk-hai
Twilight: 4
Card Type: Minion • Wizard
Strength: 8
Vitality: 4
Site Number: 4
Game Text: Each time an [URUK-HAI] hunter wins a skirmish, heal a different [URUK-HAI] minion. Skirmish: Exert Saruman twice to make a companion lose the hunter keyword until the start of the regroup phase.
Lore: "'He has claimed lordship over all this land...'"
Rarity: S

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General Strategy

!Curunir fits snugly into the [Uruk-hai] Hunter deck archetype, although he struggles to out-perform Agent of the Dark Lord in formats where the latter is legal. Removing the hunter keyword from companions is very useful for minions that depend a lot on their hunter bonuses, such as Ugly Fellow, White Hand Warrior and White Hand Butcher. If removing the hunter keyword from a companion allows an [Uruk-hai] Hunter to win a skirmish, Saruman can then heal himself and repeat the process. These abilities also synergise very well with Fierce minions (which is almost every [Uruk-hai] Hunter), as the removal of hunter can last for two skirmishes instead of one. Curunir is weak vs decks without Hunters but he can still heal other minions such as White Hand Guard.

Unlike Agent of the Dark Lord, Curunir lacks the Lurker keyword and cannot easily buff himself. This can make him a bit fragile in the absence of Throne of Isengard or Throne of the Golden Hall.

He is the easiest version of Saruman to heal, and subsequently trigger Radagast Deceived.

Strengths and Weaknesses

Strong Versus...

  • Hunter companions (Thorongil, Captain of Ithilien etc.)
  • Wounding

Weak Versus...

  • Non-!Hunters

Rules and Clarifications

Extra Information

Other Versions of Saruman