Drilldown: CardReleases

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CardReleases > Subtitle : Nimble Elf or Ranger of the North or None & Strength: 6 & CanBearRing: No

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Archer. Triumph - At the start of the archery phase, make the fellowship archery total +1. (1) · At the start of each fellowship phase, you may add (2) to reinforce a [GONDOR] token. (1) · At the start of the regroup phase, if you have only 4 cards in hand, you may spot another [GONDOR] Man to discard a minion. (1) · Damage +1. This companion is strength +1 for each Ent you spot. Response: If this companion is about to take a wound, exert an Ent to prevent that. (1) · Each time the fellowship moves, you may add (1) and remove a Free Peoples culture token to reinforce a [ROHAN] token. (1) · Enduring. To play, add a threat. Skirmish: Discard 3 cards from hand to discard a possession borne by a minion skirmishing this companion. (1) · Enduring. To play, add a threat. When you play this companion, exert him twice. (1) · Hunter 1 (While skirmishing a non-hunter character, this character is strength +1.) While this companion is skirmishing a wounded minion, he is strength +2. Maneuver: Exert this companion to heal another hunter. (1) · Knight. (1) · Knight. Each time this companion wins a skirmish, you may wound a minion he is skirmishing. (1) · Knight. Fellowship: Discard a fortification to heal Ingold twice. (1) · Knight. Fellowship: Discard a fortification to remove a threat. (1) · Ranger. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) Each time this companion wins a skirmish, you may make a [GONDOR] ranger strength +2 until the regroup phase. (1) · Ranger. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) This companion is strength +1 for each roaming minion you can spot. (1) · Ranger. Hunter 1. When this is in your starting fellowship and you can spot an unbound [GONDOR] companion with cost 3 or more, his twilight cost is -2. Maneuver: Exert this companion and spot a roaming minion to make him defender +1 until the start of the regroup phase. (1) · Ranger. Regroup: Discard 2 cards from hand to exhaust a minion. (1) · Ranger. Skirmish: If you have initiative, discard 2 cards from hand to wound a Man Targon is skirmishing. (1) · Ranger. When you play this companion, you may play the fellowship's next site. (1) · Regroup: While you have exactly 5 cards in hand, you may exert Derufin to discard an engine, machine, or possession. (1) · Response: If a possession or engine is played by your opponent, remove a [GONDOR] token from your condition to make that opponent remove (1). If he or she cannot, discard that possession or engine. (1) · Response: If you play an event during a skirmish involving this companion, exert this companion to place that event on top of your draw deck. (1) · Ring-bound. Ranger. When this companion is in your starting fellowship, his twilight cost is -1. While skirmishing a roaming minion, this companion is strength +2. (1) · Skirmish: Discard a card from hand to exert a minion skirmishing this companion. (1) · Skirmish: Exert this companion to make him strength +1 for each mounted companion you spot. (1) · Valiant. (1) · Valiant. At the start of the maneuver phase, you may spot a hunter minion (or exert 2 valiant Men) to make this companion defender +1 until the regroup phase. (1) · Valiant. While you can spot a [ROHAN] Man, this companion?s twilight cost is -1. This companion is strength +1 for each hunter minion you can spot. (1) · Valiant. While you can spot a [ROHAN] token, this companion is strength +2. (1) · When this companion is in your starting fellowship, his twilight cost is -1. While skirmishing a wounded minion, this companion is strength +2. (2) · When you play this companion during the fellowship phase, choose a Shadow player who must discard the top 2 cards of his or her draw deck. (1) · When you play this, you may reinforce a [ROHAN] token. Each time a Shadow player replaces the fellowship?s current site, you may spot another [ROHAN] Man to make, until the regroup phase, the fellowship archery total +2 and the minion archery total -2. (1) · While another companion is assigned to a skirmish, during each skirmish, prevent all wounds to this companion after the first wound. (1) · While you can spot 3 Ents, this companion is strength +2. (2) · While you can spot another Elf, this companion has muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) (1)
TaggedGameText:
Archer. Triumph - At the start of the archery phase, you may make the fellowship archery total +1. (1) · Damage +1.
This companion is strength +1 for each Ent you spot.
Response: If this companion is about to take a wound, exert an Ent to prevent that. (1)
· Enduring. To play, add a threat.
Skirmish: Discard 3 cards from hand to discard a possession borne by a minion skirmishing this companion. (1)
· Enduring. To play, add a threat.
When you play this companion, exert him twice. (1)
· Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.)
While this companion is skirmishing a wounded minion, he is strength +2.
Maneuver: Exert this companion to heal another hunter. (1)
· Knight. (1) · Knight.
Fellowship: Discard a fortification to heal Ingold twice. (1)
· Knight.
Fellowship: Discard a fortification to remove a threat. (1)
· Knight.
Each time this companion wins a skirmish, you may wound a minion he is skirmishing. (1)
· Ranger. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.)
Each time this companion wins a skirmish, you may make a gondor ranger strength +2 until the regroup phase. (1)
· Ranger. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.)
This companion is strength +1 for each roaming minion you can spot. (1)
· Ranger. Hunter 1.
When this is in your starting fellowship and you can spot an unbound gondor companion with cost 3 or more, his twilight cost is -2.
Maneuver: Exert this companion and spot a roaming minion to make him defender +1 until the start of the regroup phase. (1)
· Ranger.
Regroup: Discard 2 cards from hand to exhaust a minion. (1)
· Ranger.
Skirmish: If you have initiative, discard 2 cards from hand to wound a Man Targon is skirmishing. (1)
· Ranger. When you play this companion, you may play the fellowship's next site. (1) · Regroup: While you have exactly 5 cards in hand, you may exert Derufin to discard an engine, machine, or possession. (1) · Response: If a possession or engine is played by your opponent, remove a gondor token from your condition to make that opponent remove twilight1. If he or she cannot, discard that possession or engine. (1) · Response: If you play an event during a skirmish involving this companion, exert this companion to place that event on top of your draw deck. (1) · Ring-bound. Ranger.
When this companion is in your starting fellowship, his twilight cost is -1.
While skirmishing a roaming minion, this companion is strength +2. (1)
· Skirmish: Discard a card from hand to exert a minion skirmishing this companion. (1) · Skirmish: Exert this companion to make him strength +1 for each mounted companion you spot. (1) · Valiant. (1) · Valiant. While you can spot a rohan Man, this companion’s twilight cost is -1.
This companion is strength +1 for each hunter minion you can spot. (1)
· Valiant.
At the start of the maneuver phase, you may spot a hunter minion (or exert 2 valiant Men) to make this companion defender +1 until the regroup phase. (1)
· Valiant.
While you can spot a rohan token, this companion is strength +2. (1)
· At the start of each fellowship phase, you may add twilight2 to reinforce a gondor token. (1) · At the start of the regroup phase, if you have only 4 cards in hand, you may spot another gondor Man to discard a minion. (1) · Each time the fellowship moves, you may add twilight1 and remove a Free Peoples culture token to reinforce a rohan token. (1) · When this companion is in your starting fellowship, his twilight cost is -1.
While skirmishing a wounded minion, this companion is strength +2. (1)
· When this companion is in your starting fellowship, his twilight cost is -1.
While skirmishing a wounded minion, this companion is strength +2. (1)
· When you play this companion during the fellowship phase, choose a Shadow player who must discard the top 2 cards of his or her draw deck. (1) · When you play this, you may reinforce a rohan token.
Each time a Shadow player replaces the fellowship’s current site, you may spot another rohan Man to make, until the regroup phase, the fellowship archery total +2 and the minion archery total –2. (1)
· While another companion is assigned to a skirmish, during each skirmish, prevent all wounds to this companion after the first wound. (1) · While you can spot 3 Ents, this companion is strength +2. (2) · While you can spot another Elf, this companion has muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) (1)
FormattedGameText:
'''Archer.''' '''Triumph -''' At the start of the archery phase, you may make the fellowship archery total +1. (1) · '''Damage +1.''' This companion is strength +1 for each Ent you spot. '''Response:''' If this companion is about to take a wound, exert an Ent to prevent that. (1) · '''Enduring.''' To play, add a threat. '''Skirmish:''' Discard 3 cards from hand to discard a possession borne by a minion skirmishing this companion. (1) · '''Enduring.''' To play, add a threat. When you play this companion, exert him twice. (1) · '''Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)'' While this companion is skirmishing a wounded minion, he is strength +2. '''Maneuver:''' Exert this companion to heal another hunter. (1) · '''Knight.''' '''Fellowship:''' Discard a fortification to heal Ingold twice. (1) · '''Knight.''' '''Fellowship:''' Discard a fortification to remove a threat. (1) · '''Knight.''' Each time this companion wins a skirmish, you may wound a minion he is skirmishing. (1) · '''Knight.''' (1) · '''Ranger. Hunter 1.''' When this is in your starting fellowship and you can spot an unbound [[Image:Culture_Gondor.svg|x28px|bottom|link=Gondor_Culture|class=whitebg]] companion with cost 3 or more, his twilight cost is -2. '''Maneuver:''' Exert this companion and spot a roaming minion to make him '''defender +1''' until the start of the regroup phase. (1) · '''Ranger. Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)'' Each time this companion wins a skirmish, you may make a [[Image:Culture_Gondor.svg|x28px|bottom|link=Gondor_Culture|class=whitebg]] ranger strength +2 until the regroup phase. (1) · '''Ranger. Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)'' This companion is strength +1 for each roaming minion you can spot. (1) · '''Ranger.''' '''Regroup:''' Discard 2 cards from hand to exhaust a minion. (1) · '''Ranger.''' '''Skirmish:''' If you have initiative, discard 2 cards from hand to wound a Man Targon is skirmishing. (1) · '''Ranger.''' When you play this companion, you may play the fellowship's next site. (1) · '''Regroup:''' While you have exactly 5 cards in hand, you may exert Derufin to discard an engine, machine, or possession. (1) · '''Response:''' If a possession or engine is played by your opponent, remove a [[Image:Culture_Gondor.svg|x28px|bottom|link=Gondor_Culture|class=whitebg]] token from your condition to make that opponent remove [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. If he or she cannot, discard that possession or engine. (1) · '''Response:''' If you play an event during a skirmish involving this companion, exert this companion to place that event on top of your draw deck. (1) · '''Ring-bound.''' '''Ranger.''' When this companion is in your starting fellowship, his twilight cost is -1. While skirmishing a roaming minion, this companion is strength +2. (1) · '''Skirmish:''' Discard a card from hand to exert a minion skirmishing this companion. (1) · '''Skirmish:''' Exert this companion to make him strength +1 for each mounted companion you spot. (1) · '''Valiant.''' At the start of the maneuver phase, you may spot a hunter minion (or exert 2 valiant Men) to make this companion '''defender +1''' until the regroup phase. (1) · '''Valiant.''' While you can spot a [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] token, this companion is strength +2. (1) · '''Valiant.''' (1) · '''Valiant.''' While you can spot a [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] Man, this companion’s twilight cost is -1. This companion is strength +1 for each hunter minion you can spot. (1) · At the start of each fellowship phase, you may add [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to reinforce a [[Image:Culture_Gondor.svg|x28px|bottom|link=Gondor_Culture|class=whitebg]] token. (1) · At the start of the regroup phase, if you have only 4 cards in hand, you may spot another [[Image:Culture_Gondor.svg|x28px|bottom|link=Gondor_Culture|class=whitebg]] Man to discard a minion. (1) · Each time the fellowship moves, you may add [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] and remove a Free Peoples culture token to reinforce a [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] token. (1) · When this companion is in your starting fellowship, his twilight cost is -1. While skirmishing a wounded minion, this companion is strength +2. (1) · When this companion is in your starting fellowship, his twilight cost is -1. While skirmishing a wounded minion, this companion is strength +2. (1) · When you play this companion during the fellowship phase, choose a Shadow player who must discard the top 2 cards of his or her draw deck. (1) · When you play this, you may reinforce a [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] token. Each time a Shadow player replaces the fellowship’s current site, you may spot another [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] Man to make, until the regroup phase, the fellowship archery total +2 and the minion archery total –2. (1) · While another companion is assigned to a skirmish, during each skirmish, prevent all wounds to this companion after the first wound. (1) · While you can spot 3 Ents, this companion is strength +2. (2) · While you can spot another Elf, this companion has '''muster.''' (At the start of the regroup phase, you may discard a card from hand to draw a card.) (1)
Lore:
None (8) · "'Amroth for Gondor!' they cried." (1) · "We are proud to fight alongside Men, once more" (1) · Cloaked by Elven garments and by darkness, warriors led by Haldir reinforced Helm's Deep. (1) · Even the older men of Rohan had talents in the arts of war. (1) · Fearful of the spreading Shadow, many from southern Gondor sought refuge behind the walls of Minas Tirith. (1) · Soldiers of Gondor share a long heritage of defending their borders against Sauron's attackers. (1) · Though Dáin rules Erebor as King Under the Mountain, many of his kindred continue to dwell in the Iron Hills. (1) · Villagers from the surrounding farmlands fled to Helm's Deep seeking safety. (1) · who draw within a league of the Celebrant escape unnoticed the patrols from Caras Galadhon. (1) · “...and strengthened his host by some three score of Riders that came late to the weapontake.” (1) · “...the Elf had no boots, but wore only light shoes, as he always did....” (1) · “...the Shadow Host pressed behind and fear went on before them....” (1) · “...they were goodly men, pale-skinned, dark of hair, with grey eyes and faces sad and proud.” (1) · “...through Folde and Fenmarch and the Firienwood, six thousand speards to Sunlending....” (1) · “After him they rode: a long line of mail-clad men, swift, shining, fell and fair to look upon.” (1) · “As they drew near the flash and flicker of their eyes could be seen.” (2) · “at the Stone of Erech they shall stand again / and hear there a horn in the hills ringing.” (1) · “From the uplands of Morthond....” (1) · “The king and the men of his household were in the Hornburg....” (1) · “The men of Ringló Vale behind the son of their lord....” (1) · “The road may pass, but they shall not!” (1) · “Their faces were hooded and masked with green, except for their eyes...” (1) · “There was a sound of soft laughter over their heads, and then another clear voice spoke in an elven-tongue.” (1) · “‘...a warrior should have more skills and knowledge than only the craft of weapons and slaying...'” (1) · “‘...the Forest itself was moving behind us.'” (1) · “‘Let us ride on!'” (1) · “‘We come to ambush the Men of Harad.'” (1)
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