Drilldown: CardReleases

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CardReleases > TwilightCost: 3 & Strength: 6-7 & CanBearRing: None

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Archer. (1) · Archer. Archery: Exert this minion to make the Free Peoples player wound an unbound companion; this minion does not add to the minion archery total. (1) · Archer. Maneuver: If you can spot more minions than companions, exert Elf Army to allow it to participate in archery fire and skirmishes until the regroup phase. (1) · Archer. Maneuver: Spot Bard and exert Esgaroth Volunteers to allow Esgaroth Volunteers to participate in archery fire and skirmishes until the regroup phase. (1) · Archer. While you can spot a companion who has resistance 4 or less, the minion archery total is +1. (1) · Damage +1. Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) While this minion is skirmishing a character who has resistance 3 or less, this minion is strength +3. (1) · Damage +1. When you play this minion, if you control a site, you may take an [URUK-HAI] event into hand from your discard pile. (1) · Damage +1. While the fellowship is at a forest site, the fellowship archery total is -1. Each [ELVEN] companion skirmishing this minion is strength -2. (1) · Each [ORC] mount is twilight cost -1. Skirmish: Remove (3) to make a mounted [ORC] Orc strength +2. (1) · Fierce. During a fierce skirmish involving this minion, it is strength +3 and gains hunter 1 (While skirmishing a non-hunter character, this character is strength +1.) (1) · Fierce. Each time a player plays an event in a skirmish involving this minion, that player may exert a non-hunter character. (1) · Fierce. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) During a fierce skirmish involving this minion, it is strength +1 for each hunter you can spot. (1) · Fierce. Hunter 4 (While skirmishing a non-hunter character, this character is strength +4.). Each time this minion is assigned to a non-hunter companion, you may heal a hunter. (1) · Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Skirmish: Remove (2) to make an [ORC] minion strength +1. (1) · Lurker. (Skirmishes involving lurker minions must be resolved before any others.) To play, spot a [MEN] minion. Assignment: Discard a [MEN] card from your hand to assign this minion to an unbound companion. (1) · Regroup: Discard an [ISENGARD] Orc to make the Free Peoples player wound a companion. (1) · Regroup: Exert this minion to make the Free Peoples player wound a companion. (1) · Regroup: If stacked on an [ISENGARD] card, discard this card to add (2). (1) · Skirmish: Exert another [ORC] minion to make this minion strength +2 (or +4 if this minion is skirmishing a companion who has resistance 4 or less). (1) · Skirmish: Exert this minion to make the Free Peoples player shuffle his or her draw deck and reveal the top card of that draw deck. Make this minion strength +X, where X is the twilight cost of the revealed card. (1) · Skirmish: Remove (3) to make a [MORIA] Orc strength +2. (1) · Southron. Archer. Archery: Exert this minion to exert a companion (except the Ring-bearer); this minion does not add to the minion archery total. (1) · Southron. Archer. While you can spot another Southron, the minion archery total is +1 for each site you control. (1) · Tentacle. This minion cannot bear possessions. Discard this minion from play if not at a marsh. This minion is strength +1 for each tentacle you spot. (1) · The fellowship's current site gains plains. (1) · This minion is strength +1 for each hunter companion you can spot. (1) · This minion is strength +1 for each twilight token you can spot. (1) · Thorin is strength +1. At the start of the regroup phase, you may discard a [Dwarven] follower to discard a minion (except Smaug). (1) · To play, spot an [ORC] minion. Regroup: Exert this minion to add a burden. (1) · Tracker. Damage +1. The roaming penalty for each [ISENGARD] minion you play is -1. Response: If an event is played that spots or exerts a ranger, exert this minion to cancel that event. (1) · Twilight. Skirmish: Exert this minion to make a [SAURON] or twilight minion strength +1 for each twilight minion you can spot. (1) · When you play this minion, you may make the Free Peoples player exert a companion for each companion over 4. (1) · When you play this minion, you may take an [ORC] event from your discard pile into hand. (1) · While the fellowship is in region 1, this minion is strength +4. While the fellowship is in region 2, this minion is strength +2. (1) · While you can spot 3 wounds on the Ring-bearer, this minion is fierce and damage +1. (1) · While you can spot another [ISENGARD] Orc, no player may use archery special abilities. Regroup:Exert this minion and spot 3 wounds on the Ring-bearer to exert every companion. (1)
TaggedGameText:
Archer. (Add 1 to the minion archery total.) (1) · Archer.
Archery: Exert this minion to make the Free Peoples player wound an unbound companion; this minion does not add to the minion archery total. (1)
· Archer. While you can spot a companion who has resistance 4 or less, the minion archery total is +1. (1) · Damage +1. Hunter 4. (While skirmishing a non-hunter character, this character is strength +4.)
Each time this minion is assigned to a non-hunter companion, you may heal a hunter. (1)
· Damage +1. Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) While this minion is skirmishing a character who has resistance 3 or less, this minion is strength +3. (1) · Damage +1.
When you play this minion, if you control a site, you may take an urukhai event into hand from your discard pile. (1)
· Damage +1.
While the fellowship is at a forest site, the fellowship archery total is –1.
Each elven companion skirmishing this minion is strength –2. (1)
· Fierce. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.)
During a fierce skirmish involving this minion, it is strength +1 for each hunter you can spot. (1)
· Fierce.
Each time a player plays an event in a skirmish involving this minion, that player may exert a non-hunter character. (1)
· Fierce.
During a fierce skirmish involving this minion, it is strength +3 and gains hunter 1 (While skirmishing a non-hunter character, this character is strength +1.). (1)
· Lurker. (Skirmishes involving lurker minions must be resolved after any others.)
Skirmish: Remove twilight2 to make an orc minion strength +1. (1)
· Lurker. (Skirmishes involving lurker minions must be resolved before any others.)
To play, spot a men minion.
Assignment: Discard a men card from your hand to assign this minion to an unbound companion. (1)
· Regroup: Discard an isengard Orc to make the Free Peoples player wound a companion. (1) · Regroup: Exert this minion to make the Free Peoples player wound a companion. (1) · Regroup: If stacked on an isengard card, discard this card to add twilight2. (1) · Skirmish: Exert another orc minion to make this minion strength +2 (or +4 if this minion is skirmishing a companion who has resistance 4 or less). (1) · Skirmish: Exert this minion to make the Free Peoples player shuffle his or her draw deck and reveal the top card of that draw deck. Make this minion strength +X, where X is the twilight cost of the revealed card. (1) · Skirmish: Remove twilight3 to make a moria Orc strength +2. (1) · Southron. Archer.
Archery: Exert this minion to exert a companion (except the Ring-bearer); this minion does not add to the minion archery total. (1)
· Southron. Archer.
While you can spot another Southron, the minion archery total is +1 for each site you control. (1)
· Tentacle.
This minion cannot bear possessions.
Discard this minion from play if not at a marsh.
This minion is strength +1 for each tentacle you spot. (1)
· Tracker. Damage +1.
The roaming penalty for each isengard minion you play is -1.
Response: If an event is played that spots or exerts a ranger, exert this minion to cancel that event. (1)
· Twilight. Skirmish: Exert this minion to make a sauronor twilight minion strength +1 for each twilight minion you can spot. (1) · Archer. Maneuver: If you can spot more minions than companions, exert Elf Army to allow it to participate in archery fire and skirmishes until the regroup phase. (1) · Archer. Maneuver: Spot Bard and exert Esgaroth Volunteers to allow Esgaroth Volunteers to participate in archery fire and skirmishes until the regroup phase. (1) · Each orc mount is twilight cost -1.
Skirmish: Remove twilight3 to make a mounted orc Orc strength +2. (1)
· The fellowship's current site gains plains. (1) · This minion is strength +1 for each hunter companion you can spot. (1) · This minion is strength +1 for each twilight token you can spot. (1) · Thorin is strength +1. At the start of the regroup phase, you may discard a [Dwarven] follower to discard a minion (except Smaug). (1) · To play, spot an orc minion.
Regroup: Exert this minion to add a burden. (1)
· When you play this minion, you may make the Free Peoples player exert a companion for each companion over 4. (1) · When you play this minion, you may take an orc event from your discard pile into hand. (1) · While the fellowship is in region 1, this minion is strength +4.
While the fellowship is in region 2, this minion is strength +2. (1)
· While you can spot 3 wounds on the Ring–bearer, this minion is fierce and damage +1. (1) · While you can spot another isengard Orc, no player may use archery special abilities.
Regroup: Exert this minion and spot 3 wounds on the Ring-bearer to exert every companion. (1)
FormattedGameText:
'''Archer.''' '''Archery:''' Exert this minion to make the Free Peoples player wound an unbound companion; this minion does not add to the minion archery total. (1) · '''Archer.''' (Add 1 to the minion archery total.) (1) · '''Archer.''' While you can spot a companion who has resistance 4 or less, the minion archery total is +1. (1) · '''Damage +1. Hunter 4.''' ''(While skirmishing a non-hunter character, this character is strength +4.)'' Each time this minion is assigned to a non-hunter companion, you may heal a hunter. (1) · '''Damage +1.''' When you play this minion, if you control a site, you may take an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] event into hand from your discard pile. (1) · '''Damage +1.''' While the fellowship is at a forest site, the fellowship archery total is –1. Each [[Image:Culture_Elven.svg|x24px|bottom|link=Elven_Culture|class=whitebg]] companion skirmishing this minion is strength –2. (1) · '''Damage +1.''' '''Muster.''' (At the start of the regroup phase, you may discard a card from hand to draw a card.) While this minion is skirmishing a character who has resistance 3 or less, this minion is strength +3. (1) · '''Fierce'''. During a fierce skirmish involving this minion, it is strength +3 and gains '''hunter 1''' ''(While skirmishing a non-hunter character, this character is strength +1.)''. (1) · '''Fierce. Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)'' During a fierce skirmish involving this minion, it is strength +1 for each hunter you can spot. (1) · '''Fierce.''' Each time a player plays an event in a skirmish involving this minion, that player may exert a non-hunter character. (1) · '''Lurker.''' ''(Skirmishes involving lurker minions must be resolved before any others.)'' To play, spot a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion. '''Assignment''': Discard a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] card from your hand to assign this minion to an unbound companion. (1) · '''Lurker.''' (Skirmishes involving lurker minions must be resolved after any others.) '''Skirmish:''' Remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion strength +1. (1) · '''Regroup:''' Discard an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] Orc to make the Free Peoples player wound a companion. (1) · '''Regroup:''' Exert this minion to make the Free Peoples player wound a companion. (1) · '''Regroup:''' If stacked on an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] card, discard this card to add [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. (1) · '''Skirmish:''' Exert another [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion to make this minion strength +2 (or +4 if this minion is skirmishing a companion who has resistance 4 or less). (1) · '''Skirmish:''' Exert this minion to make the Free Peoples player shuffle his or her draw deck and reveal the top card of that draw deck. Make this minion strength +X, where X is the twilight cost of the revealed card. (1) · '''Skirmish:''' Remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make a [[Image:Culture_Moria.svg|x24px|bottom|link=Moria_Culture|class=whitebg]] Orc strength +2. (1) · '''Southron.''' '''Archer.''' '''Archery:''' Exert this minion to exert a companion (except the Ring-bearer); this minion does not add to the minion archery total. (1) · '''Southron.''' '''Archer.''' While you can spot another Southron, the minion archery total is +1 for each site you control. (1) · '''Tentacle.''' This minion cannot bear possessions. Discard this minion from play if not at a marsh. This minion is strength +1 for each tentacle you spot. (1) · '''Tracker.''' '''Damage +1.''' The roaming penalty for each [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] minion you play is -1. '''Response:''' If an event is played that spots or exerts a ranger, exert this minion to cancel that event. (1) · '''Twilight.''' '''Skirmish:''' Exert this minion to make a [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]]or twilight minion strength +1 for each twilight minion you can spot. (1) · Archer. Maneuver: If you can spot more minions than companions, exert Elf Army to allow it to participate in archery fire and skirmishes until the regroup phase. (1) · Archer. Maneuver: Spot Bard and exert Esgaroth Volunteers to allow Esgaroth Volunteers to participate in archery fire and skirmishes until the regroup phase. (1) · Each [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] mount is twilight cost -1. '''Skirmish:''' Remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make a mounted [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Orc strength +2. (1) · The fellowship's current site gains plains. (1) · This minion is strength +1 for each hunter companion you can spot. (1) · This minion is strength +1 for each twilight token you can spot. (1) · Thorin is strength +1. At the start of the regroup phase, you may discard a [Dwarven] follower to discard a minion (except Smaug). (1) · To play, spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion. '''Regroup:''' Exert this minion to add a burden. (1) · When you play this minion, you may make the Free Peoples player exert a companion for each companion over 4. (1) · When you play this minion, you may take an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] event from your discard pile into hand. (1) · While the fellowship is in region 1, this minion is strength +4. While the fellowship is in region 2, this minion is strength +2. (1) · While you can spot 3 wounds on the Ring–bearer, this minion is fierce and '''damage +1'''. (1) · While you can spot another [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] Orc, no player may use archery special abilities. '''Regroup:''' Exert this minion and spot 3 wounds on the Ring-bearer to exert every companion. (1)
Lore:
None (3) · "'...and there has been war between us for many months.'" (1) · "Leave none alive!" (1) · "To War!" (1) · "War is brewing. The mountains are fair teeming with goblins." (1) · "What do you want?" (1) · Both the weapon and its wielder were foul creations of Saruman. (1) · Fiercely tribal, rival Orc bands unite only against a more hated enemy. (1) · Forward Uruk troops caught the fellowship unaware. (1) · Haradrim bowmen pick off stragglers who rout after losing a battle. (1) · His traps catch men as well as beasts. (1) · Orcs attacked in sunlight only when absolutely necessary. (1) · Orcs use numbers to fell a powerful foe, though it would be generous to think of it as working together. (1) · Saruman dispatched his trusted Orcs to aid in the sack of Rohan. (1) · Saruman's workers would exploit any resource to prepare for the coming battle. (1) · The servants of Isengard worked tirelessly to spread the influence of their master. (1) · The Southron armies deploy archers to harass enemy troop formations. (1) · The Uruk-hai trained to engage the enemy in its own territory. (1) · Their savage war bands move swiftly across flat terrain. (1) · There is not much that is fouler than Orcs. (1) · They feared their master more than any enemy. (1) · They make short work of the weak. (1) · “Arrows fell among them. One struck Frodo and sprang back. Another pierced Gandalf's hat and stuck there like a black feather.” (1) · “Curses they heeded not, nor understood the tongues of western men...” (1) · “His broad flat face was swart, his eyes were like coals, and his tongue was red....” (1) · “One came wriggling over the threshold...” (1) · “The old wound throbbed with pain and a great chill spread towards Frodo's heart.” (1) · “They kept no order... yet their speed was very great.” (1) · “‘I tried once; but you cannot reach them. Only shapes to see, perhaps, not to touch.'” (1) · “‘Rest while you can! We'll find a use for your legs before long.'” (1) · “‘Some of the trees they just cut down and leave to rot – orc-mischief that....'” (1) · “‘There is evil afoot in Isengard, and the West is no longer safe.'” (1) · “‘They have passed on to the Black Gate; but more may follow.'” (1) · “‘They were all singing with harsh voices, and laughing, making a hideous din.'” (1)
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