Pippin, Wearer of Black and Silver (7R324)

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Pippin, Wearer of Black and Silver (7R324) is a Shire Companion from the Return of the King set.

Collection Info
Title Pippin
Subtitle Wearer of Black and Silver
Unique Yes
Collectible Yes
Set 7 - Return of the King
Rarity R - Rare
Card Number 324
Language EN - English
Revision 0
Gameplay Info
Playable Yes
Culture Shire
Side Free Peoples
Card Type Companion
Race Hobbit
Twilight Cost 1
Strength 3
Vitality 4
Signet Aragorn
Game Text Skirmish: If Pippin is not assigned to a skirmish, return him to your hand to wound a roaming minion twice.
Lore “‘And as for orders, I think you have a madman to deal with, not a lord.'”
Translations
DE - German


Game Text Kampf: Nimm Pippin zurück auf deine Hand, um einen wandernden Diener zweimal zu verwunden, wenn Pippin keinem Kampf zugewiesen ist.
Lore "Und was den Befehl betrifft, so habt Ihr es, glaube ich, mit einem Verrückten zu tun, und nicht mit einem Herrn."
FR - French
IT - Italian


Technical Info
Wiki Base Card ID LOTR-EN07S324.0
TLHH ID LOTR07324
GEMP ID 7_324
LOTRO Hex ID 64 10 AD 06
LOTRO Image ID 07_324


Strategy[edit]

In first block, Pippin largely plays the role of speed bump, so he takes a backseat to Merry's more skirmish-capable abilities. In second block, he and Merry turn "speed bump" into an art form with their built-in disappearing acts. But then in third block, Wearer of Black and Silver shows up and starts hunting down orcs like he's got a bounty to collect.

The ability to wound a minion twice during the skirmish phase--and particularly, a minion involved in another companion's skirmish--is really good. It's Legolas, Greenleaf (1R50) levels of good. Against minions with less than 3 vitality, this is an instant skirmish victory. And paired with free peoples archery, manuever and skirmish phase wounding, or vitality-reducing fortifications, bigger minions can be put within reach of Pippin's killing blow.

Naturally, this power has to be balanced by the right restrictions, so there are 3 strategic considerations to consider before signing Pippin up to be guard of the citadel. 1.) He must be returned to hand. This is a simple, accessible cost, and it has the hidden benefit of recycling Pippin's vitality if he has any wounds. All the same, if you choose to hold on to Pippin in your hand so you can play him again next turn, you will reduce your hand-cycling ability by at least two total cards--one as you reconcile at the end of your turn, and at least one more as you reconcile during your opponent's turn. This can be costly. 2.) The minion you choose to wound must be roaming. Without the proper free peoples support, this creates a time limit for the effectiveness of Pippin's ability, contingent on which minions your opponent chooses to use. 3.) Pippin needs to be done with any skirmishes of his own. Or, much more likely, Pippin needs to avoid skirmishes altogether, because his return-to-hand cost will tend to throw away support cards such as Hobbit Sword (1C299) or Pippin's Armor (7R113) . Since Pippin needs to avoid skirmishes, he is rather vulnerable to minion swarms, and he will also raise the number of companions you want to include in your fellowship, which will in turn place your fellowship in danger of speed-limit cards like Southron Commander (4U249) , Greed (1R125) and the ubiquitous Úlairë Enquëa, Lieutenant of Morgul (1U231) .

Where Pippin shines as a companion is in the role of honorary Ring-bound ranger. Paired with the minion-site-manipulation of Gondorian Ranger (4C122) , or Ancient Roads (6R49) , Pippin's ability can stay usable throughout the entirety of the game--and the potential to wound minions fits right in with the Ring-boung ranger's skirmish-wounding mechanics.

Alternatively, it is quite possible to use Pippin as either an unsupported splash companion for early-game minion removal--or to stock your deck with support cards anyways. Once time runs out on Pippin's ability, so do his costs and vulnerabilities. From that point on, you can place whichever cards you want to on him, at least without worrying about Pippin throwing them away, himself. On that note, this version of Pippin can actually trade himself out mid-game for another version of himself (or simply make space for another companion). Simply return Pippin to your hand during the skirmish phase, and then toss him into the Discard Pile as you reconcile. This could be an interesting way bring out Pippin, Guard of Minas Tirith (8P122) in a Gondor focused deckbuild.

Decklist[edit]

Marriage of Ithilien (3rd block)


Gameplay Strategy[edit]

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  • General usage
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Deckbuilding Strategy[edit]

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Strengths and Weaknesses[edit]

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Strong Versus...[edit]

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Weak Versus...[edit]

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Rulings[edit]

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Alternate Personas[edit]

Portrait Name Game Text
Pippin, Friend to Frodo (1C306) Your opponent may not discard your tales from play.
Pippin, Hobbit of Some Intelligence (1R307) When you play Pippin, remove a burden or wound from a companion.
Pippin, Mr. Took (2C110) Fellowship: Play Gandalf or Aragorn; his twilight cost is -2.
Pippin, Just a Nuisance (4R313) Skirmish: If Pippin is not assigned to a skirmish, discard him to remove an Uruk-hai from a skirmish involving an unbound companion.
Pippin, Woolly-footed Rascal (4C314) Skirmish: Add a burden to discard Pippin. Any Shadow player may remove to prevent this.
Pippin, Hastiest of All (6R114) Regroup: Discard Pippin to choose a Shadow player who must wound one of his or her minions.
Pippin, Sworn to Service (7C323) While you cannot spot 4 threats, Pippin is strength +1 for each threat you can spot.
Pippin, Guard of Minas Tirith (8P122) To play, spot a Man.

Skirmish: Discard 4 cards from hand to wound a minion Pippin is skirmishing twice if that minion bears a fortification.

Pippin, Brave Decoy (11R170) Skirmish: If Pippin is not assigned to a skirmish, spot an unbound companion who has less resistance than Pippin to have Pippin replace him or her in a skirmish.
Pippin, Hobbit of Some Intelligence (12R127) When you play Pippin, remove a burden or heal a companion.
Pippin, The Short One (15C151) Each follower is twilight cost –1.

Skirmish: If Pippin is skirmishing a hunter minion, exert the Ring-bearer to make Pippin strength +2.

Pippin, In the Bloom of Health (17U109) Add 1 to the number of Ents you can spot.

Maneuver: Discard 2 pipeweed cards from play to remove a burden.

Pippin, Steadfast Friend (19P30) Fellowship.

Pippin is strength +1 for each tale you can spot.

Pippin, Of Tuckborough (V1_53) Skirmish: Exert Pippin to prevent a skirmishing companion from being overwhelmed unless their strength is tripled (and make them strength +1 if you can spot 3 companions with the Frodo signet).


See Also[edit]

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