Saruman, Instigator of Insurrection (0W36)

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The Witch-King, Conqueror of Arthedain (0W37)

Saruman, Instigator of Insurrection (0W36) is a Isengard Minion from the Promotional set. Copies were distributed digitally on the Lord of the Rings Online TCG platform, and was one of the winners of the Hunters Design-a-Card Contest, submitted by user lyonscc. This version of the card was never produced physically.


"They began to call him well-preserved, but unchanged would have been nearer the mark."
This card is a digital-only equivalent of Saruman, Instigator of Insurrection (17R37) . Gameplay is identical to that card, whose strategy article is shown below.
Collection Info
Title Saruman
Subtitle Instigator of Insurrection
Unique Yes
Collectible No
Notes Hunters Design-a-Card Contest entry. Submitted by "lyonscc".
Set 0 - Promotional
Rarity W - World's Apart Digital
Card Number 36
Language EN - English
Revision 0
Collection Info
Title Saruman
Subtitle Instigator of Insurrection
Unique Yes
Collectible No
Notes Hunters Design-a-Card Contest entry. Submitted by "lyonscc".
Set 0 - Promotional
Rarity W - World's Apart Digital
Card Number 36
Language EN - English
Revision 0
Gameplay Info
Playable No
Culture Isengard
Side Shadow
Card Type Minion
Race Wizard
Twilight Cost 3
Strength 8
Vitality 4
Site Number 4
Game Text 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.

Lore Hunters Design-a-Card contest entry<br> Submitted by "lyonscc"
Technical Info
Wiki Base Card ID LOTR-EN00W036.0
TLHH ID LOTR00W36
GEMP ID 0_36
LOTRO Hex ID 44 6C 18
LOTRO Image ID 00_100036
Technical Info
Wiki Base Card ID LOTR-EN00W036.0
TLHH ID LOTR00W36
GEMP ID 0_36
LOTRO Hex ID 44 6C 18
LOTRO Image ID 00_100036


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]

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Weak Versus...[edit]

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Rulings[edit]

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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, 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, 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. ​


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