Editing Morgul Banner-bearer (10C62)

From LOTR-TCG Wiki
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 11: Line 11:
If you can manage your [[twilight cost|twilight]] perfectly, you get an 11 [[strength]] [[archer]] minion for a bargain price. Three twilight usually gets you a 6 strength [[archer]] like {{Card|Southron Archer}}, or a 9 strength minion with useful gametext like {{Card|Uruk Warrior}} or {{Card|Mordor Pillager}}. If you can consistently keep Morgul Banner-bearer's gametext active, you're getting quite a discount.
If you can manage your [[twilight cost|twilight]] perfectly, you get an 11 [[strength]] [[archer]] minion for a bargain price. Three twilight usually gets you a 6 strength [[archer]] like {{Card|Southron Archer}}, or a 9 strength minion with useful gametext like {{Card|Uruk Warrior}} or {{Card|Mordor Pillager}}. If you can consistently keep Morgul Banner-bearer's gametext active, you're getting quite a discount.


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 Lieutenant}} 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 ({{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.
Please note that all contributions to the LOTR-TCG Wiki may be edited, altered, or removed by other contributors. Your writing is liable to be edited mercilessly, so be sure to back up any major claims with links if possible.

To edit this page, please answer the question that appears below (more info):

Cancel Editing help (opens in new window)