Anger (4C3)

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The One Ring, The Ruling Ring (4C2)
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Band of Wild Men (4C4)


Set: The Two Towers
Kind: Shadow
Culture: Dunland
Twilight: 0
Card Type: Event
Game Text: Skirmish: Spot 3 [DUNLAND] minions or a site you control to make a [DUNLAND] Man fierce until the regroup phase.
Lore: Rage filled the hearts of the Dunlending attackers.
Rarity: C




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General 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 [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.

Strengths and Weaknesses

Strong Versus...

  • Fellowships which rely on one-time pumps to win skirmishes such as events, some conditions, or Merry, Friend to Sam
  • 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...

  • Fellowships with stronger skirmish capabilities than the Shadow Player
  • Fellowships with damage bonuses, which may prevent the Shadow Player from keeping a defeated minion alive

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.