Saruman, Keeper of Isengard (3R68)

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Saruman, Servant of the Eye (3C69)

Saruman, Keeper of Isengard (3R68) is a Isengard Minion from the Realms of the Elf-Lords set.

Collection Info
Title Saruman
Subtitle Keeper of Isengard
Unique Yes
Collectible Yes
Notes Lists: EXL, MXL
Set 3 - Realms of the Elf-lords
Rarity R - Rare
Card Number 68
Language EN - English
Revision 0
Gameplay Info
Playable Yes
Culture Isengard
Side Shadow
Card Type Minion
Race Wizard
Twilight Cost 4
Strength 8
Vitality 4
Site Number 4
Game Text 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.

Translations
DE - German


Game Text Saruman darf in der Fernkampfphase keine Wunde erleiden und darf keinem Kampf zugewiesen werden.

Alle Uruk-hai sind erbittert.

Reaktion: Wenn ein Uruk-hai verwundet wird, strenge Saruman an, um diese Wunde zu verhindern.

ES - Spanish


Game Text Saruman no puede recibir heridas durante la fase de arquería y no puede ser asignado a una escaramuza. Los Uruk-hai son fieros. Respuesta: Si un Uruk-hai va a recibir una herida, esfuerza a Saruman para prevenir esa herida.
FR - French
Card Name Saroumane, Gardien de l'Isengard
Game Text Saroumane ne peut pas prendre de blessure pendant la phase d’archerie et ne peut pas être affecté à un combat.

Les Ourouk-Haï sont acharnés.

Réponse : Si un Ourouk-Haï est sur le point d’être blessé, affaiblissez Saroumane pour prévenir la blessure.

IT - Italian


Game Text Saruman non può subire ferite durante la fase degli arcieri e non può essere assegnato a una schermaglia. Gli Uruk-hai sono Feroci.

Risposta: Se un Uruk-hai sta per subire una ferita, sforza Saruman per prevenire quella ferita.

PL - Polish


Technical Info
Wiki Base Card ID LOTR-EN03S068.0
TLHH ID LOTR03068
GEMP ID 3_68
LOTRO Hex ID 64 70 DC 02
LOTRO Image ID 03_068


Strategy[edit]

Saruman, KoI is the keystone minion of most uruk decks in Fellowship Block, and, due to his immense power, is x-listed in all other formats, save open. KoI’s ability to make any and all uruks fierce is extremely powerful, as uruks will go from inflicting 2 wounds to 4 wounds a turn (Assuming they win their skirmishes). He can also absorb any 3 wounds that would otherwise be dealt to uruks, thus protecting against directed archery and allowing them to safely get through the archery phase. Furthermore, he helps uruks survive skirmish wounding and makes it very difficult to double move.

KoI has a natural synergy with Uruk Ravager, who is effectively cheaper with Saruman in play, allowing you to drop several uruks with Saruman at a site. Cheap uruks in general go well with this Saruman, as the stronger ones are too expensive and have more vitality anyway. You will then need many pumps and support cards to ensure these uruks can win skirmishes. Some examples are Savagery to Match their Numbers and Saruman's Ambition. Be sure to only use KoI’s wound prevention to prevent uruks from dying (Unless they need vitality to exert) as many Fellowships have surprise wounding with PATHS and Bow of the Galadhrim, and it’s important you keep Saruman’s vitality available to deal with these surprise wounds when they arrive. The best counters to KoI are Foul Creation and Betrayal of Isengard.

Strengths and Weaknesses[edit]

Strong Versus...[edit]

  • Archery
  • Hobbit decks

Weak Versus...[edit]

  • Maneuver wounding

Alternate Personas[edit]

Portrait Name Game Text
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, Agent of the Dark Lord (12S144) 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.

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, Many-coloured Wizard (0D20) Damage +3. Fierce. Assignment: Exert Saruman to assign him to an unbound companion. Skirmish: Exert Saruman to make him strength +1.
Saruman, Many-coloured Wizard (0W20)
Saruman, Instigator of Insurrection (0W36) Saruman cannot be assigned to skirmish an unwounded character.

While you can spot 6 companions, all minions gain hunter 2.

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

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. ​