LOTR04006

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Constantly Threatening (4R6)

{{description>Full card information and wiki for Constantly Threatening (4R6) from LotR TCG}} <WRAP dbshell><WRAP 990px center>

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<WRAP 500px db rightalign>[[lotr04006|Template:cards:lotr04006.jpg]]</WRAP> <WRAP 480px db2 leftalign> | Set:| The Two Towers| | Kind:| Shadow| | Culture:| Dunland| | Twilight:| 1| | Card Type:| Condition| | Game Text:| Plays to your support area. Shadow: If the fellowship has moved more than once this turn, remove (2) to play a ![DUNLAND] Man from your discard pile.| | Lore:| //The men of Dunland have hated the Rohirrim for many years.//| | Rarity:| R| </WRAP>

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Constantly Threatening (4R6) Wiki
General Strategy

!Constantly Threatening is straightforward and appropriately named. While your opponent is behind on the site path, the mere presence of this condition makes catching up far less appealing and can almost single-handedly dash your opponent's hopes of taking Frodo to site 9. Cards which simply lower the move limit always have a cost associated with them (often a large one) and can be avoided, but !Constantly Threatening can always be played and tends to have the same impact if the Shadow player is able to wisely manage the twilight pool. The Free Peoples player may also be more hesitant to play events if they plan on double-moving, knowing every twilight token will be used against them.

Alongside a Free Peoples with strong cycling, this card can also be used to shut down an opponent's Free Peoples by playing no minions in the Shadow phase and daring your opponent to move again. This will also keep !Constantly Threatening safe from discarding effects such as Secret Sentinels and Deep In Thought. When facing Fellowship or Regroup phase condition discarding you can keep a copy in hand for safekeeping if you think you'll need it to win, but you'll be left with a 7-card hand and may fail to draw other important cards because of it.

This card has a natural synergy with No Retreat to force a double move, though the setup may prove too difficult to rely on.

Strengths and Weaknesses

Strong Versus...

 * Fellowships behind on the site path
 * Big fellowships, which hope to add more twilight than a Shadow player could use
 * Fellowships relying on events or Shoulder to Shoulder

Weak Versus...

 * Regroup phase condition discarding such as Fortress Never Fallen
 * Fellowships ahead on the site path or built for shadow kills, as there's rarely a reason to run the risk of double moving
Example Decks
 * Decklists or links to decks that use this card.
Rules and Clarifications
 * Clarify existing rules if needed.
 * Link to rules discussions on TLHH.
Extra Information
 * Add other information regarding printing, rarity, trivia, etc.