Editing Morgul Banner-bearer (10C62)

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Where the card falls down is consistency. You need to use up all of your excess twilight before the end of the [[archery phase]] to get an archery wound out of the Banner-bearer, which can be randomly impossible based on what you draw. And that's assuming your opponent cooperates: cards like {{Card|Shoulder to Shoulder}} can guarantee you'll never have the right amount of twilight at the right time, as can almost any Free Peoples [[event]] with a twilight cost greater than zero. Cards that can soak up twilight later in the turn, like {{Card|Ulaire Attea, Keeper of Dol Guldur}} or {{Card|Easterling Captain}} can turn on the Banner-bearer's gametext again later, but with most of these cards you miss out on the archery wound due to the timing. The only card of note that soaks up arbitrary amounts of twilight with the right timing is {{Card|Rapid Reload}}, but {{C|Men}} decks don't need mediocre, unreliable archer minions with no synergy with other {{C|Men}} cards like this one.
Where the card falls down is consistency. You need to use up all of your excess twilight before the end of the [[archery phase]] to get an archery wound out of the Banner-bearer, which can be randomly impossible based on what you draw. And that's assuming your opponent cooperates: cards like {{Card|Shoulder to Shoulder}} can guarantee you'll never have the right amount of twilight at the right time, as can almost any Free Peoples [[event]] with a twilight cost greater than zero. Cards that can soak up twilight later in the turn, like {{Card|Ulaire Attea, Keeper of Dol Guldur}} or {{Card|Easterling Captain}} can turn on the Banner-bearer's gametext again later, but with most of these cards you miss out on the archery wound due to the timing. The only card of note that soaks up arbitrary amounts of twilight with the right timing is {{Card|Rapid Reload}}, but {{C|Men}} decks don't need mediocre, unreliable archer minions with no synergy with other {{C|Men}} cards like this one.


Another problem is that archery is generally better when you have lots of archer minions to simply overwhelm your opponent's ability to soak and heal wounds, and Morgul Banner-bearer doesn't work well with other archers. {{C|Ringwraith}}-culture archery decks want to play more than four minions at a time on key turns, and other cultures with archery minions either want to play similarly wide ({{C|Moria}}) or have fairly harsh cultural enforcement ({{C|Men}}). It could arguably fit in with [[Southron]]s, but an inconsistent minion that only does one archery wound at best isn't worth splashing into a different culture.
Another problem is that archery is generally better when you have lots of archer minions to simply overwhelm your opponent's ability to soak and heal wounds, and Morgul Banner-bearer doesn't work well with other archers. {{C|Ringwraith}}-culture archery decks want to play more than four minions at a time on key turns, and other cultures with archery minions either want to play similarly wide ({{C|Moria}}) or have fairly harsh cultural enforcement ({{Card|Men}}). It could arguably fit in with [[Southron]]s, but an inconsistent minion that only does one archery wound at best isn't worth splashing into a different culture.


Morgul Banner-bearer does force your opponent to be careful about how they assign and resolve skirmishes, since killing minions can bring the total back below three, but this minion isn't so intimidating that it's posing any real challenge to your opponent. This is a middling-strength minion that relies on efficiency, not raw power, so the upside from a misplay that turns on its gametext mid-[[skirmish phase]] is relatively small. In the end, Morgul Banner-bearer's lack of consistency scuttles its on-paper efficiency, and as a result it rarely sees any play.
Morgul Banner-bearer does force your opponent to be careful about how they assign and resolve skirmishes, since killing minions can bring the total back below three, but this minion isn't so intimidating that it's posing any real challenge to your opponent. This is a middling-strength minion that relies on efficiency, not raw power, so the upside from a misplay that turns on its gametext mid-[[skirmish phase]] is relatively small. In the end, Morgul Banner-bearer's lack of consistency scuttles its on-paper efficiency, and as a result it rarely sees any play.
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