Editing Banner of the Mark (6U90)

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{{CardTabs|Rohan}}
{{CardTabs|Rohan}}


[[{{ROOTPAGENAME}}]] is a {{C|Rohan}} [[Possession]] from the [[Ents of Fangorn]] set. It is part of a [[cycle]] of hand weapons, along with {{Card|Banner of Elbereth}} and {{Card|Banner of Westernesse}} on the Free Peoples side and {{Card|Banner of Isengard}} and {{Card|Banner of the Eye}} on the Shadow side.
[[{{ROOTPAGENAME}}]] is a {{C|Rohan}} [[Possession]] from the [[Ents of Fangorn]] set.
{{CardInfobox|6U90}}
{{CardInfobox|6U90}}
{{QueryCardCategories|6U90}}</noinclude>
{{QueryCardCategories|6U90}}</noinclude>
= Strategy =
= Strategy =
== Gameplay Strategy ==
== Gameplay Strategy ==
Unlike its {{C|Elven}} and {{C|Gondor}} counterparts, this Banner is usually only considered for its site liberation if it is considered at all. Rohan has access to abundant possession [[recursion]] which, combined with {{Card|Simbelmyne}} to [[fetch]] when needed, allow a single copy to cover site liberation at the first sign of need and for the rest of the game. {{Card|Weapon Store}} and {{Card|Ecglaf}} are the most obvious ways to put it back in play for Towers, though {{Card|Armory}} along with any of {{Card|Eowyn, Daughter of Eomund}}, {{Card|Theoden, King of the Golden Hall}}, or {{Card|Gamling, Warrior of Rohan}} can also do the trick in a single turn. {{Card|Merry, Swordthain}} is the premier possession recursion in any later format.
''In this section, describe:''


The banners all provide some benefit from winning skirmishes while making it harder to do so by depriving the bearer of a strength-providing hand weapon. Elves have many event-oriented decks and Gondor has several ways to win skirmishes through exertions, so in a roundabout way those banners do aid skirmishing in recovering the cost to win them. But Rohan's Banner has no interaction with the bearer's skirmish at all. If anything is expended to win the skirmish - which is more often necessary for a banner-bearer than bearers of other hand weapons - the Free Peoples player will not get any of it back. Further, since it is an optional trigger, the exertion happens ''after'' the skirmish wound and will leave minions alive that the damage bonus from {{Card|Rider's Spear}} would have killed.
* ''General usage''
 
* ''Unorthodox or subtle usage''
Still, if the bearer wins a skirmish the exertion can help another companion. Minions can be exhausted for {{Card|We Left None Alive}}, be given an extra wound to buff up {{Card|Eomer, Third Marshal of Riddermark}}, or allow a companion to avoid a skirmish altogether with {{Card|Rohirrim Helm}}. Several strategies do play a mix of weaker supporting minions and stronger frontline minions, and in some cases a companion's base strength may be enough to reliably win skirmishes against the supporting minions. {{Card|Cave Troll of Moria, Scourge of the Black Pit}}, for example, needs a {{C|Moria}} Orc which often have 1 vitality and low strength.
* ''Common pitfalls of using this card''
 
One benefit the exertion effect has over other Towers-era cards is its ability to exert any minion -- including ones skirmishing the Ring-bearer. [[Towers Block]] experimented with a new division of [[ring-bound]] vs [[unbound]] that left Frodo with only The One Ring and a hand weapon to increase his strength, capping at a pitiful 6 or 7 depending on the version of The Ring. An exertion from Banner, combined with a wound from {{Card|Cliffs of Emyn Muil}}, can finish off a troublesome minion or help protect Frodo from a swarm of higher vitality minions like {{C|Isengard}} Orcs. In other formats, however, there are better ways of protecting Frodo specifically and putting wounds on minions in general.


== Deckbuilding Strategy ==
== Deckbuilding Strategy ==
Rohan excels at exerting effects, making mild ones like this difficult to justify. Though it has some uses, by and large companions are better off with a mount and just about any other hand weapon, especially {{Card|Rider's Spear}}. If you determine that, for whatever reason, this sort of effect is necessary, {{Card|Rider of Rohan}} won't make you rely on winning a skirmish first if you have room in the Fellowship for him. And of course, {{Card|Merry's Sword}} has the best exerting effect a possession can offer if you're not playing [[Towers Block]].
''In this section, describe:''


The response action benefits from Rohan's affiliation with possessions -- with {{Card|Simbelmyne}} and a way to replay it, only one copy is ever needed. However, all site liberation effects have to contend with two powerful forces: how often opponents actually take sites, and how much doing so actually matters. Is your deck adversely affected by site control strategies anyway? In Towers the handful of cards that control sites do so by winning skirmishes or relying on conditions, two things that Rohan is very adept at managing already. Should an opponent take a site, only {{Card|Nurn}} from [[Expanded]] does anything on its own. Beyond that, the mechanic merely enables other cards. If your deck can handle them without trouble, liberation is often completely unnecessary and could even make your deck ''more'' vulnerable to site control by crowding out cards that are essentially already doing the job.
* ''Cards and strategies this card works well with''
 
* ''Cards and strategies this card works particularly well or poorly against''
If some site control strategies are indeed a weakness to your deck, can you access any incidental site liberation? Rohan has the greatest number of site liberation effects out of any culture, with many options that have better secondary effects than Banner. {{Card|Helm! Helm!}} and {{Card|Let Us Be Swift}} from earlier sets don't require companions to win any skirmishes, much less do so without any strength gain from a hand weapon. They come with additional requirements though, and can't be played on demand by Simbelmyne. In [[Movie Block]] a few more alternatives appear, alongside some events there is {{Card|Snowmane}} able to be played by Simbelmyne. [[Expanded]] brings about {{Card|Sturdy Shield}}, the only card able to liberate two sites in one action.
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''
 
If you can't handle site control and the alternatives don't cut it, there are plenty of more powerful dedicated options too. {{Card|Ceorl}} is the ultimate stop and can lock opponents out of ever taking them. {{Card|Fell Deeds Awake}} offers intensely reusable liberation which can be triggered on demand by {{Card|Leowyn}} or {{Card|Deor}}. And {{Card|Rohan Worker}} completely upstages the liberation aspect of Banner while being difficult for the Shadow Player to remove. Banner does have some margin where it is the best choice over the alternatives when liberation is needed, especially in Towers. That margin is just very thin with how many alternatives exist and how little the need tends to be.


= Strengths and Weaknesses =
= Strengths and Weaknesses =
== Synergizes With... ==
== Synergizes With... ==


* {{Card|Ecglaf}}, {{Card|Weapon Store}}, and {{Card|Merry, Swordthain}} for [[recursion]]
* ''List friendly cards that work well with this card''
* Rohan effects which only work against minions who are exhausted rather than simply exerted, such as {{Card|Rohirrim Helm}} and {{Card|We Left None Alive}}
* Similarly {{Card|Eomer, Third Marshal of Riddermark}}, who would benefit from another exertion on a minion he is about to skirmish


== Strong Versus... ==
== Strong Versus... ==


* Site control decks
* ''List enemy cards this card does well against''
* {{C|Moria}} beatdown builds, which plays {{Card|Goblin Runner}} alongside much stronger minions such as {{Card|Cave Troll of Moria, Scourge of the Black Pit}} or {{Card|Goblin Patrol Troop}} bearing {{Card|Moria Axe}}
* {{C|Isengard}} Orcs, especially {{Card|Isengard Smith}} when protected from wounds by {{Card|Isengard Shaman}}


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


* {{Card|Over the Isen}}, which can ensure any banner-bearer is always assigned to either a losing skirmish or no skirmish at all
* ''List enemy or friendly cards to avoid playing this card with''
* Beatdown strategies with few or no supporting minions to offer easy wins
* {{C|Moria}} swarm, which mostly plays 1-vitality minions anyway
* Decks where most minions have 3 or more vitality, as the damage bonus from {{Card|Rider's Spear}} tends to mean more than another exertion


= Rulings =
= Rulings =
{{RulesQuote
''In this section'':
|source=action
 
|text=Every action is either optional or required. An optional action is defined as: an action that uses the word "may," an event, or a special ability. All other actions are required actions.
* ''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''


All required actions responding to a particular trigger are performed before any optional actions.
= 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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