Editing Anger (4C3)

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{{QueryCardCategories|4C3}}</noinclude>
{{QueryCardCategories|4C3}}</noinclude>
= Strategy =
= Strategy =
== Gameplay Strategy ==
A very niche event, Anger has a mild spot requirement to force a Free Peoples player to deal with a minion twice. As you must spot 3 {{C|Dunland}} minions rather than Men, {{Card|Saruman, Rabble-rouser}} will count towards this total and make it more attainable if the Shadow Player hasn't managed to take a site yet. A similar event, {{Card|War Cry of Dunland}}, costs 1 twilight and requires a minion to win a skirmish, but makes that minion fierce and Strength +4. Since Dunland has a strong capacity for winning skirmishes and doing so is often the precursor to controlling a site in the first place, Anger is typically less useful and rarely finds its way into a deck.


That said, Anger isn't without any use at all. While Dunland excels at skirmishing, the Free Peoples are often equipped to win at least a handful of skirmishes, usually doing everything they can against minions such as {{Card|Hillman Tribe}} or {{Card|Dunlending Pillager}}. Coupled with {{Card|Hides}} to keep minions alive, Anger can make a defeated (or soon to be defeated) minion fierce and force a skirmish the Free Peoples aren't prepared for after using everything to beat that minion the first time.  
A very niche event, Anger has a mild spot requirement to force a Free Peoples player to deal with a minion twice. As you must spot 3 [Dunland] minions rather than Men, Saruman, Rabble Rouser will count towards this total and make it more attainable if the Shadow Player hasn't managed to take a site yet. A similar event, War Cry of Dunland, costs 1 twilight and requires a minion to win a skirmish, but makes that minion fierce and Strength +4. Since Dunland has a good set of resources for winning skirmishes, Anger is typically less useful and rarely finds its way into a deck.
 
That said, Anger isn't without any use at all. While Dunland excels at skirmishing, the Free Peoples are often equipped to win at least a handful of skirmishes, usually doing everything they can against minions such as Hillman Tribe or Dunlending Pillager. Coupled with Hides to keep minions alive, Anger can make a defeated (or soon to be defeated) minion fierce and force a skirmish the Free Peoples aren't prepared for after using everything to beat that minion the first time.


Because the effect lasts until the regroup phase, Anger can be used during another minion's skirmish phase and catch the Free Peoples off guard (especially if he or she has just used an event to beat a non-essential minion, believing all skirmishes to be over). This may be necessary if a Shadow player won't be able to meet the spot requirement after a less essential minion dies. Naturally, Anger can also be used on a minion which is going to win its skirmish, though if you often find yourself using the card for this purpose consider using War Cry of Dunland for the job instead. Remember, the event must be used before the last regular skirmish ends to allow a minion to participate in fierce skirmishes.
Because the effect lasts until the regroup phase, Anger can be used during another minion's skirmish phase and catch the Free Peoples off guard (especially if he or she has just used an event to beat a non-essential minion, believing all skirmishes to be over). This may be necessary if a Shadow player won't be able to meet the spot requirement after a less essential minion dies. Naturally, Anger can also be used on a minion which is going to win its skirmish, though if you often find yourself using the card for this purpose consider using War Cry of Dunland for the job instead. Remember, the event must be used before the last regular skirmish ends to allow a minion to participate in fierce skirmishes.
== Deckbuilding Strategy ==
In general, {{Card|War Cry of Dunland}} is a better card for most Dunland decks. Anger may be a worthwhile consideration for decks centered around playing minions in the skirmish phase with {{Card|Dunlending Arsonist}} and his kin after hitting the 4 copy limit of War Cry of Dunland. This is an extremely twilight-efficient strategy (4 minions of 10 strength could be played for 8 twilight and dish out a combined 8 wounds), particularly effective against choke and archery strategies which stress the twilight pool and may otherwise clog your hand with Shadow cards. However, it requires 3 cards in hand for every 2 minions played and therefore may lack against other Free Peoples strategies which give up more twilight and are better equipped to handle each skirmish -- it would often be better to have 3 minions or 2 minions and a pump for those instances. Expensive cards (for example, {{Card|Hill Clan}} or {{Card|Over the Isen}}) may be worth including for this strategy to take advantage of every twilight token on the table when there is plenty, and Anger in turn may help you get the use you need out of those expensive cards in times where you have more need for twilight than there is available.


= Strengths and Weaknesses =
= Strengths and Weaknesses =
== Synergizes With... ==
* Minions with powerful skirmishing effects such as {{Card|Dunlending Arsonist}} or {{Card|Hillman Rabble}}
== Strong Versus... ==
== Strong Versus... ==


* Fellowships which rely on pumps to win skirmishes
* Fellowships which rely on one-time pumps to win skirmishes such as events, some conditions, or Merry, Friend to Sam
* A vigorous choke deck such as {{Card|Legolas, Dauntless Hunter}}, when the extra twilight for {{Card|War Cry of Dunland}} cannot be afforded (and companions are often weaker)
* Minions with powerful skirmishing effects such as Dunlending Arsonist or Hillman Rabble
* A vigorous choke deck or Legolas, Dauntless Hunter, when the extra twilight for War Cry of Dunland cannot be afforded


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


* Comparatively worse than {{Card|War Cry of Dunland}} most of the time
* Fellowships with stronger skirmish capabilities than the Shadow Player
* Fellowships with stronger skirmish capabilities than the Shadow Player, when pumps are required to win skirmishes
* Fellowships with damage bonuses, which may prevent the Shadow Player from keeping a defeated minion alive
* Fellowships with damage bonuses, which may prevent the Shadow Player from keeping a defeated minion alive


= Rulings =
= Rulings =
{{RulesQuote
''In this section'':
|source=Fierce_2
 
|text=A minion must be in play and fierce at the start of the fierce assignment phase to participate in a fierce skirmish.}}
* ''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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