Saruman, Black Traitor (4R173)
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Saruman's Staff, Wizard's Device (4R174) ![]() |
Saruman, Black Traitor (4R173) is a Isengard Minion from the The Two Towers set.
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Strategy[edit]
Gameplay Strategy[edit]
In this section, describe:
- General usage
- Unorthodox or subtle usage
- Common pitfalls of using this card
Deckbuilding Strategy[edit]
In this section, describe:
- Cards and strategies this card works well with
- 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
Strengths and Weaknesses[edit]
Synergizes With...[edit]
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Strong Versus...[edit]
- List enemy cards this card does well against
Weak Versus...[edit]
- List enemy or friendly cards to avoid playing this card with
Rulings[edit]
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- 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 Saved From the Fire (8R20)
)
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Alternate Personas[edit]
Portrait | Name | Game Text |
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Saruman, Keeper of Isengard (3R68)
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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)
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Saruman may not take wounds during the archery phase and may not be assigned to a skirmish.
Assignment: Exert Saruman to assign an | |
Saruman, Rabble-rouser (4R33)
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Saruman may not be assigned to a skirmish.
Each time the fellowship moves, the Free Peoples player must exert a companion for each | |
Saruman, Master of Foul Folk (5R56)
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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 Shadow: Exert Saruman to play an | |
Saruman, Of Many Colours (12R54)
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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)
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Lurker. (Skirmishes involving lurker minions must be resolved after any others.)
Skirmish: Exert Saruman to make an Each time a companion is killed, you may heal Saruman. | |
Saruman, Instigator of Insurrection (17R37)
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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)
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Aid - Each time bearer wins a skirmish, you may exert a companion. | |
Saruman, Coldly Still (17S48)
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Each Skirmish: Exert Saruman to play a | |
Saruman, Curunir (17S115)
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Each time an 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)
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Each companion is resistance -1.
Skirmish: Exert Saruman to discard a condition borne by a companion skirmishing an | |
Saruman, Fell Voice (V1_30)
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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 Response: If the fellowship moves from a site bearing a weather, discard this minion to exert each companion. |
See Also[edit]
- Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card
- Link to decks that use this card