Drilldown: CardReleases
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- CardReleases (24728)
- CardSets (30)
- CardTypes (10)
- Cards (3721)
- Cultures (23)
- Formats (15)
- Languages (13)
- Rarities (34)
- SubSets (0)
- SubTypes (1)
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Damage +1. Each Free Peoples archer who has resistance 5 or less does not add to the Free Peoples archery total. (1) ·
Damage +1. Each time Shagrat loses a skirmish, you may exert a character. (1) ·
Damage +1. Each time this minion is about to take a wound at a battleground site, you may spot another [URUK-HAI] card to make the Free Peoples player draw a card instead. (1) ·
Damage +1. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) While you can spot 7 possessions, Shagrat is fierce and cannot take wounds (except during skirmish phases). (2) ·
Damage +1. While you control a site, this minion cannot take wounds, except during the skirmish phase. (1) ·
Each [Gundabad] Orc is strength +1 and fierce. Assignment: Exert Sauron to assign a [Gundabad] or [Wraith] minion to a companion (except Bilbo). The Free Peoples player may add 2 doubts or exert that companion to prevent this. (1) ·
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Skirmish: Exert Easterling Host and make it strength -2 until the regroup phase to make each other [MEN] minion strength +1 until the regroup phase. (1) ·
Toil 2. (For each [ORC] character you exert when playing this, its twilight cost is -2.) (2) ·
While this minion is at a battleground site, it is fierce. (1) ·
While you can spot a companion of strength 12 or more, this minion is strength +5. Each time this minion wins a skirmish, if he bears a hand weapon, you may take control of a site. (1)
While you can spot 7 possessions, Shagrat is
Each time Shagrat loses a skirmish, you may exert a character. (1) ·
While you control a site, this minion cannot take wounds, except during the skirmish phase. (1) ·
Each time this minion wins a skirmish, if he bears a hand weapon, you may take control of a site. (1)
'''Damage +1. Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)''
While you can spot 7 possessions, Shagrat is '''fierce''' and cannot take wounds (except during skirmish phases). (2) ·
'''Damage +1.'''
While you control a site, this minion cannot take wounds, except during the skirmish phase. (1) ·
'''Damage +1.'''
Each time Shagrat loses a skirmish, you may exert a character. (1) ·
'''Damage +1.''' Each Free Peoples archer who has resistance 5 or less does not add to the Free Peoples archery total. (1) ·
'''Damage +1.''' Each time this minion is about to take a wound at a battleground site, you may spot another [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] card to make the Free Peoples player draw a card instead. (1) ·
'''Lurker.''' (Skirmishes involving lurker minions must be resolved after any others.) '''Skirmish:''' Exert Easterling Host and make it strength –2 until the regroup phase to make each other [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion strength +1 until the regroup phase. (1) ·
'''Toil 2.''' (For each [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] character you exert when playing this, its twilight cost is –2.) (2) ·
Each [Gundabad] Orc is strength +1 and fierce. Assignment: Exert Sauron to assign a [Gundabad] or [Wraith] minion to a companion (except Bilbo). The Free Peoples player may add 2 doubts or exert that companion to prevent this. (1) ·
While this minion is at a battleground site, it is '''Fierce.''' (1) ·
While you can spot a companion of strength 12 or more, this minion is strength +5.
Each time this minion wins a skirmish, if he bears a hand weapon, you may take control of a site. (1)
None (1) ·
"I don't take orders from stinking Morgul rats!" (2) ·
"It's Saruman's army! The war has started." (1) ·
A few Orcs are veterans of single combats to settle disputes in the mountain tribes. (2) ·
Despite their bloodthirsty nature, Saruman's creations form armies and fight united for him. (1) ·
Men of the East mass soldiers into huge groups. (1) ·
Raiders and brigands they may be, but in force the Southron fighters are terrifying. (1) ·
The only thing scarier than a Wild Man is a Wild Man with an axe. (1) ·
Volleys of arrows are no defense against the onslaught of Saruman's servants. (1) ·
“‘If you think I'm so damaged that it's safe to flout me, you're mistaken.'” (1)
Showing below up to 12 results in range #1 to #12.