Saruman, Agent of the Dark Lord (0P95)

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Saruman, Agent of the Dark Lord (0P95) is a Uruk-hai Minion from the Promotional set. Copies were distributed as tournament prize support in summer/fall 2005.


"They began to call him well-preserved, but unchanged would have been nearer the mark."
This card is a reprint of Saruman, Agent of the Dark Lord (12S144) . Gameplay is identical to that card, whose strategy article is shown below.
Collection Info
Title Saruman
Subtitle Agent of the Dark Lord
Unique Yes
Collectible No
Set 0 - Promotional
Rarity P - Premium
Card Number 95
Language EN - English
Revision 0
Collection Info
Title Saruman
Subtitle Agent of the Dark Lord
Unique Yes
Collectible No
Set 0 - Promotional
Rarity P - Premium
Card Number 95
Language EN - English
Revision 0
Collection Info
Title Saruman
Subtitle Agent of the Dark Lord
Unique Yes
Collectible No
Set 0 - Promotional
Rarity P - Promotional
Card Number 95
Language EN - English
Revision 0
Collection Info
Title Saruman
Subtitle Agent of the Dark Lord
Unique Yes
Collectible No
Set 0 - Promotional
Rarity P - Promotional
Card Number 95
Language EN - English
Revision 0
Gameplay Info
Playable Yes
Culture Uruk-hai
Side Shadow
Card Type Minion
Race Wizard
Twilight Cost 4
Strength 8
Vitality 4
Site Number 4
Game Text Lurker. (Skirmishes involving lurker minions must be resolved after any others.)

Skirmish: Exert Saruman to make an  minion strength +2.

Each time a companion is killed, you may heal Saruman.

Lore “‘There will be no dawn for Men.'”
Technical Info
Wiki Base Card ID LOTR-EN00S095.0
TLHH ID LOTR00095
GEMP ID 0_95
LOTRO Hex ID 2F 05
LOTRO Image ID 12_144
Technical Info
Wiki Base Card ID LOTR-EN00S095.0
TLHH ID LOTR00095
GEMP ID 0_95
LOTRO Hex ID 2F 05
LOTRO Image ID 12_144
Technical Info
Wiki Base Card ID LOTR-EN00S095.0
TLHH ID LOTR00095
GEMP ID 0_95
LOTRO Hex ID 2F 05
LOTRO Image ID 12_144
Technical Info
Wiki Base Card ID LOTR-EN00S095.0
TLHH ID LOTR00095
GEMP ID 0_95
LOTRO Hex ID 2F 05
LOTRO Image ID 12_144


Strategy[edit]

Like Rabble-Rouser, Agent of the Dark Lord has the ability to boost the strength of his underlings, but he has several advantages over Rabble-Rouser, chief among them being the ability to boost his own strength. Since most of the post-shadows versions of Saruman can be assigned to a skirmish naturally, the fact that he can pump himself makes him much more dangerous, essentially featuring as one of the tank minions, rather than as a support minion. AotDL can also use several [uruk-hai] weapons (Isengard Siege Bow, Weapon of Opportunity, Isengard Sword) that will increase his vitality or strength, getting more uses out of his ability and making him a better fighter. Saruman also benefits from many [uruk-hai] events and conditions, such as Defensive Rush, Fury of the Evil Army, Shingle in a Storm, Ghastly Wound, Broken in Defeat and You Do Not Know Fear. Since he no longer has text that limits his skirmishing potential, Saruman's Staff is less useful than it once was (Though it can still provide Fierce and Damage + 1) and the new Staff of Saruman, Fallen Istar's Stave was released as an alternative (Gives Saruman extra strength, even more vitality for his ability, and allows the player to return him to hand under certain conditions). Like all of the versions of Saruman that can skirmish, this Saruman gets a lot of bonuses from Throne of Isengard. He also works very well with the Deceived Wizards, as he is good at winning skirmishes and has built in healing.

AotDL’s second ability is useful because it allows him to exert multiple times to pump a fellow minion, and then heal himself when that minion kills the companion they’re skirmishing, giving him more exertions for future skirmishes. Because he is a lurker, his skirmish will normally resolve last, giving him the opportunity to assist each other [uruk-hai] minion, even if he himself will lose his skirmish.

Strengths and Weaknesses[edit]

Strong Versus...[edit]

  • Strong companions (Durin III; Treebeard, Enraged Shepherd; Aragorn, Thorongil) as his ability helps to defeat them
  • Weak companions, as his ability can easily allow overwhelms
  • Low vitality companions, as he and other [uruk-hai] minions have easy access to damage bonuses

Weak Versus...[edit]

  • Throne of the Golden Hall
  • A New Light
  • Ithilien Blade
  • Wounding Decks

Alternate Personas[edit]

Portrait Name Game Text
Saruman, Keeper of Isengard (3R68) Saruman may not take wounds during the archery phase and may not be assigned to a skirmish.

Uruk-hai are fierce.

Response: If an Uruk-hai is about to take a wound, exert Saruman to prevent that wound.

Saruman, Servant of the Eye (3C69) Saruman may not take wounds during the archery phase and may not be assigned to a skirmish.

Assignment: Exert Saruman to assign an minion to a companion (except the Ring-bearer). That companion may exert to prevent this.

Saruman, Rabble-rouser (4R33) Saruman may not be assigned to a skirmish.

Each time the fellowship moves, the Free Peoples player must exert a companion for each Man you can spot. Skirmish: Exert Saruman to make a Man strength +2.

Saruman, Black Traitor (4R173) Saruman may not take wounds during the archery phase and may not be assigned to a skirmish.

When you play Saruman, you may discard a condition.

Shadow: Exert Saruman to play Saruman’s Staff from your discard pile.

Saruman, Master of Foul Folk (5R56) Saruman may not take wounds during the archery phase and may not be assigned to a skirmish.

Each time the fellowship moves, you may heal each Orc twice.

Shadow: Exert Saruman to play an possession from your discard pile.

Saruman, Of Many Colours (12R54) Damage +1. Fierce. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) When you play Saruman, name a culture. Each companion of the named culture is strength –1.
Saruman, Instigator of Insurrection (17R37) Saruman cannot be assigned to a skirmish.

While you can spot 6 companions, each minion gains hunter 2.

Response: If a hunter minion is about to take a wound, exert Saruman to prevent that.

Saruman, Servant of Sauron (17R38) Aid - . (At the start of the maneuver phase, you may remove to transfer this to a minion.)

Each time bearer wins a skirmish, you may exert a companion.

Saruman, Coldly Still (17S48) Each minion bearing a possession is strength +2.

Skirmish: Exert Saruman to play a possession from your discard pile.

Saruman, Curunir (17S115) Each time an hunter wins a skirmish, heal a different minion.

Skirmish: Exert Saruman twice to make a companion lose the hunter keyword until the start of the regroup phase.

Saruman, Master of the White Hand (17R116) Each companion is resistance -1.

Skirmish: Exert Saruman to discard a condition borne by a companion skirmishing an minion.

Saruman, Mind of Metal and Wheels (V2_29) Saruman may not be assigned to a skirmish.

Companions skirmishing <symbol>Isengard</symbol> Orcs lose all damage bonuses.

Response: If an Orc is about to take a wound, exert Saruman to prevent that wound.

Saruman, Fell Voice (V1_30) While you cannot spot a weather, Saruman may not take wounds in the archery phase and may not be assigned to a skirmish.

While at a site bearing a weather, each minion is strength +2.

Response: If the fellowship moves from a site bearing a weather, discard this minion to exert each companion. ​