Morgul Banner-bearer (10C62): Difference between revisions

From LOTR-TCG Wiki
(Fixing the generated stinger using the culture icon rather than the full culture name + icon)
(more bad cards from the randomizer)
Line 9: Line 9:
{{QueryCardCategories|10C62}}
{{QueryCardCategories|10C62}}
= Strategy =
= Strategy =
== Gameplay Strategy ==
'''Morgul Banner-bearer''' rewards very carefully calculating what you can play in a given turn. Unlike most other [[Morgul Orcs]] it doesn't care about spotting [[Nazgul]] or [[possession]]s and doesn't work especially well as part of a [[swarm]]. Instead, it serves as a good sidekick for high-priced [[minion]]s of any culture, and works just fine as a [[splash]] into any deck.
''In this section, describe:''


* ''General usage''
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.
* ''Unorthodox or subtle usage''
* ''Common pitfalls of using this card''


== Deckbuilding Strategy ==
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.
''In this section, describe:''


* ''Cards and strategies this card works well with''
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 three 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.
* ''Cards and strategies this card works particularly well or poorly against''
 
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''
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 is very similar to the even-more-rarely-played {{Card|Southron Savage}}. It's not clear if this was an aborted [[cycle]], or simply a concept Decipher felt fit into two different cultures.


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


* ''List friendly cards that work well with this card''
* Expensive minions with a variety of different twilight costs, to soak up all of the twilight in the pool
* Shadow effects with variable costs can turn on its gametext, although the most common type of these (e.g. {{Card|Ulaire Attea, Keeper of Dol Guldur}}, {{Card|Easterling Lieutenant}}) of these won't make it an archer in time to matter.


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


* ''List enemy cards this card does well against''
* There isn't a particular strategy this minion excels against.


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


* ''List enemy or friendly cards to avoid playing this card with''
* Free Peoples decks that [[flood]], like [[Ent Swarm]]
 
* Free Peoples cards that generate twilight later in the turn, especially {{Card|Shoulder to Shoulder}}
= Rulings =
''In this section'':
 
* ''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''
 
= 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]]

Revision as of 13:48, 14 April 2022

Houses of Lamentation (10C61)
Back to Mount Doom Index
Morgul Vanguard (10R63)

Morgul Banner-bearer (10C62) is a Ringwraith Minion from the Mount Doom set.


Collection Info
Title Morgul Banner-bearer
Unique No
Collectible Yes
Set 10 - Mount Doom
Rarity C - Common
Card Number 62
Language EN - English
Revision 0
Collection Info
Title Morgul Banner-bearer
Unique No
Collectible Yes
Set 10 - Mount Doom
Rarity C - Common
Card Number 62
Language EN - English
Revision 0
Gameplay Info
Playable Yes
Culture Ringwraith
Side Shadow
Card Type Minion
Race Orc
Twilight Cost 3
Strength 8
Vitality 2
Site Number 4
Game Text While the total number of other minions and twilight tokens is 3 or fewer, this minion is strength +3 and an archer.
Lore “So great an army had never issued from that vale since the days of Isildur's might....”
Translations
DE - German
Card Name Morgul Standartenträger
Game Text Solange die Gesamtzahl an anderen Dienern und dem Einfluss 3 oder oder weniger beträgt, erhält dieser Diener Stärke +3 und ist Bogenschütze.
Lore Seit den Tagen von Isildurs Macht war niemals ein so großes Heer aus diesem Tal gekommen....
FR - French
IT - Italian


Technical Info
Wiki Base Card ID LOTR-EN10S062.0
TLHH ID LOTR10062
GEMP ID 10_62
LOTRO Hex ID 6E 6B 89 09
LOTRO Image ID 10_062
Technical Info
Wiki Base Card ID LOTR-EN10S062.0
TLHH ID LOTR10062
GEMP ID 10_62
LOTRO Hex ID 6E 6B 89 09
LOTRO Image ID 10_062


Strategy

Morgul Banner-bearer rewards very carefully calculating what you can play in a given turn. Unlike most other Morgul Orcs it doesn't care about spotting Nazgul or possessions and doesn't work especially well as part of a swarm. Instead, it serves as a good sidekick for high-priced minions of any culture, and works just fine as a splash into any deck.

If you can manage your twilight perfectly, you get an 11 strength archer minion for a bargain price. Three twilight usually gets you a 6 strength archer like Southron Archer (4R245) , or a 9 strength minion with useful gametext like Uruk Warrior (1C156) or Mordor Pillager (10U92) . 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 Shoulder to Shoulder (1C59) 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 Úlairë Attëa, Keeper of Dol Guldur (1R229) or Easterling Lieutenant (4C228) 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 Rapid Reload (15U89) , but Men decks don't need mediocre, unreliable archer minions with no synergy with other 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. Ringwraith-culture archery decks want to play more than three minions at a time on key turns, and other cultures with archery minions either want to play similarly wide ( Moria) or have fairly harsh cultural enforcement (Men ). It could arguably fit in with Southrons, 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 is very similar to the even-more-rarely-played Southron Savage (10C50) . It's not clear if this was an aborted cycle, or simply a concept Decipher felt fit into two different cultures.

Strengths and Weaknesses

Synergizes With...

Strong Versus...

  • There isn't a particular strategy this minion excels against.

Weak Versus...