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| {{SplashImage|LOTR-EN10S067.0_card.jpg|{{Card|Ulaire Cantea, Thrall of the One}} is one of several {{Nazgul}} from set 10 with skirmish special abilities that use healing the minion as a cost.|500px|Ulaire Cantea, Thrall of the One (10R67)}}
| | = Enduring = |
| | [[Category: Comprehensive Rules References That Need Fixed]]'''From the Comprehensive Rules 4.0:''' |
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| '''Enduring''' is a [[loaded keyword]] introduced in set 8, [[Siege of Gondor]]. It is a synonym for the following game text: "'''this character is strength +2 for each wound on this character'''". It frequently appears on characters with above-average vitality, such as {{Card|Sauron, The Lord of the Rings}} or {{Card|Shelob, Her Ladyship}}, which can respectively gain up to +8 or +14 strength from the enduring keyword alone.
| | For each wound on a character with the enduring keyword, that character is strength +2 |
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| One of the more famous set of enduring minions are the "enduring {{Nazgul}}" introduced in the [[Mount Doom]] set. Each included the enduring keyword as well as an ability that would heal the {{Nazgul}} in exchange for an effect. The keyword was not exclusive to minions, however: {{C|Gondor}} [[Wraith]]s in particular utilize it.
| | <div fgbrown>''Some of the most powerful cards with enduring keyword: |
| | 9R+48 Sauron, The lord of the rings |
| | 10R67 Ulaire Cantea, Thrall of the one |
| | 8R38 King of dead, Oathbreaker. |
| | '' |
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| Enduring had a large impact on how decks dealt with minions. In earlier formats, an archery or wounding deck would often have a constant trickle of wounding effects (from [[Archer]]s or automatic exertions such as from {{Card|Rider's Mount}}), and the Free Peoples player would augment the trickle with a surge of targeted wounds to disable individual obstacles as needed. With enduring minions however, a trickle of wounds becomes a liability, and "almost" killing a minion goes from an unfortunate gap to a massive swing in power. As a result, decks needed to pivot away from attrition-based decks to effects capable of one-shotting minions, either through discarding them outright ({{Card|Stand Against Darkness}}), killing them outright ({{Card|Stone Tower}}), erasing their game text ({{Card|Phial of Galadriel, Star-glass}}), or smothering their strength for an overwhelm ({{Card|Cirdan}}). As these effects worked equally well on non-enduring minions, the [[Power Creep]] of the ecosystem thus began to rachet up.
| | {{:loaded_keyword_table}} |
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| Enduring is one of several later mechanics that "flip the script" on whether an effect is desirable or not. Normally, wounds would of course be considered a bad thing, but enduring minions want as many as they can hold. This has an ongoing impact on card design, as any card that uses exertion as a cost must now be evaluated over whether it unduly enables overly-easy enduring pumping, as {{Card|Raider Halberd}} famously does for {{Card|Castamir of Umbar}}.
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| __TOC__
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| ==Rules Entries==
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| {{RulesQuote
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| |source=enduring
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| |text=For each wound on a character with the enduring keyword, that character is strength +2.}}
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| ==List of Cards with Enduring==
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| {{ThumbnailTable
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| |filter= {{HasKeyword|Enduring}} AND {{PromoFilter}}
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| |sort= {{CultureSort}}
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| }}
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| ==Cards that Interact with Enduring==
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| {{ThumbnailTable
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| |filter= {{UsesKeyword|Enduring}} AND {{PromoFilter}}
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| |sort= {{CultureSort}}
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| }}
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| ----
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| {{Loaded Keyword Table}}
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