Drilldown: CardReleases

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CardReleases > Subtypes : Man or Mount or Regroup or Wizard & TwilightCost: 5 & CanBearRing: None

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Bearer must be a warg-rider. If bearer is Sharku, he is damage +1. Response: If a skirmish special ability is used in a skirmish involving bearer, exert bearer to cancel that action. (1) · Corsair. At the start of each skirmish involving this minion, you may remove a [RAIDER] token to wound a companion he is skirmishing. (1) · Corsair. Skirmish: If you have initiative, remove a [RAIDER] token to make a corsair fierce until the regroup phase. (1) · Each time a Free Peoples possession is played, you may spot a [MEN] card and reveal this minion from hand to make the Free Peoples player exert a companion. While each companion is wounded, this minion is fierce. (1) · Each time this minion wins a skirmish, you may make it fierce until the regroup phase. (1) · Each time this minion wins a skirmish, you may play a [DUNLAND] Man from hand; his twilight cost is -2. That Man is fierce and damage +1 until the regroup phase. (1) · Easterling. Fierce. When you play this minion, you may spot another Easterling to add a burden for each companion over 5. (1) · Easterling. Fierce. Each time Easterling Regiment wins a skirmish, you may add (1) for each burden. (1) · Easterling. Fierce. Skirmish: Spot 2 burdens and remove (2) to make an Easterling strength +2. Skirmish: Spot 4 burdens and remove (2) to make an Easterling strength +3. Skirmish: Spot 6 burdens and remove (2) to make an Easterling strength +4. (1) · Easterling. Fierce. When you play this minion, you may spot another Easterling to add a burden for each companion you spot over 5. (1) · Easterling. Skirmish: Remove 2 burdens to heal another Easterling. (1) · Easterling. While you can spot 4 burdens, Heavy Axeman is strength +4 and fierce. (1) · Fierce. Maneuver: Discard this minion and a [MEN] minion with a twilight cost 2 or less from play to play Stampeding Chief from your draw deck. It is twilight cost -8. (1) · Fierce. Skirmish: Spot a site you control and remove (2) to make a [MEN] Man strength +2. Skirmish: Spot 2 sites you control and remove (2) to make a [MEN] Man strength +3. Skirmish: Spot 3 sites you control and remove (2) to make a [MEN] Man strength +4. (1) · If no opponent controls a site, spot 2 [GONDOR] Men to make the move limit +1 for this turn. (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) · Maneuver: Exert this minion to add (1) for each companion who has resistance 5 or less. (1) · Southron. Ambush (1). Assignment: Spot 6 companions to assign this minion to the Ring-bearer. The Free Peoples player may discard an unbound companion to prevent this. (1) · Southron. Ambush (1). Maneuver: Exert this minion and spot 5 companions to make the Free Peoples player exert a companion. (1) · Southron. Ambush (1). Maneuver: Exert this minion and spot 6 companions to make the Free Peoples player exert 2 companions. (1) · Southron. Ambush (1). When you play this minion, you may spot another Southron to play a minion with ambush from your discard pile. (1) · Southron. Ambush (2). Maneuver: Exert this minion and spot 4 free peoples cultures to exert every companion. (1) · Southron. Archer. Fierce. To play, spot a [RAIDER] Man. Archery: Exert this minion and remove a threat to make the minion archery total +1. (1) · Southron. Archer. While you can spot 6 twilight tokens, other [RAIDER] Men are damage +1. While you can spot 9 twilight tokens, other [RAIDER] Men are damage +1. (1) · Southron. Archer. While you can spot another [RAIDER] Man, Ring-bound companions cannot take archery wounds. (1) · Southron. Archery: Spot 4 Free Peoples cultures and either exert this minion or remove a threat to wound a companion (except the Ring-bearer). (1) · Southron. At the start of a skirmish involving this minion, you may spot another [Raider] Man and 6 companions to discard an unbound companion this minion is skirmishing. (1) · Southron. At the start of each skirmish involving this minion, you may spot 6 companions and another [RAIDER] Man to discard an unbound companion this minion is skirmishing. (1) · Southron. To play, spot a [RAIDER] Man. Regroup: Exert Desert Lancers twice to take control of a site. (1) · Southron. When you play this minion, you may play a mount on him from your discard pile. Its twilight cost is -2. (1) · Southron. While you can spot 2 threats, this minion is an archer. While you can spot 3 threats, this minion is fierce. While you can spot 4 threats, this minion is damage +1. (1) · The twilight cost of this minion during a skirmish phase is -2. (1) · This minion is strength +2 and damage +1 for each Free Peoples culture that you can spot over 2. (1) · To play, spot a [MEN] minion. While you can spot 5 or more culture tokens, the minion archery total is +2. (1) · While at a battleground, this minion is strength +2. Each mounted Man is strength +1. Regroup: Shuffle any number of your [MEN] mounts in play into your draw deck. (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 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 more companions than minions, each [MEN] hunter is strength +2 and is an archer. (1)
TaggedGameText:
Corsair.
Skirmish: If you have initiative, remove a raider token to make a corsair fierce until the regroup phase. (1)
· Corsair.
At the start of each skirmish involving this minion, you may remove a raider token to wound a companion he is skirmishing. (1)
· Easterling.
Skirmish: Remove 2 burdens to heal another Easterling. (1)
· Easterling.
While you can spot 4 burdens, Heavy Axeman is strength +4 and fierce. (1)
· Easterling. Fierce.
Each time Easterling Regiment wins a skirmish, you may add twilight1 for each burden. (1)
· Easterling. Fierce.
When you play this minion, you may spot another Easterling to add a burden for each companion over 5. (2)
· Easterling. Fierce.
Skirmish: Spot 2 burdens and remove twilight2 to make an Easterling strength +2.
Skirmish: Spot 4 burdens and remove twilight2 to make an Easterling strength +3.
Skirmish: Spot 6 burdens and remove twilight2 to make an Easterling strength +4. (1)
· Fierce.
Maneuver: Discard this minion and a men minion with a twilight cost 2 or less from play to play Stampeding Chief from your draw deck. It is twilight cost -8. (1)
· Fierce.
Skirmish:
Spot a site you control and remove twilight2 to make a men Man strength +2.
Skirmish: Spot 2 sites you control and remove twilight2 to make a men Man strength +3.
Skirmish: Spot 3 sites you control and remove twilight2 to make a men Man strength +4. (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) · Maneuver: Exert this minion to add twilight1 for each companion who has resistance 5 or less. (1) · Southron.
Archery: Spot 4 Free Peoples cultures and either exert this minion or remove a threat to wound a companion (except the Ring-bearer). (1)
· Southron.
At the start of a skirmish involving this minion, you may spot another raider Man and 6 companions to discard an unbound companion this minion is skirmishing. (1)
· Southron.
At the start of each skirmish involving this minion, you may spot 6 companions and another raider Man to discard an unbound companion this minion is skirmishing. (1)
· Southron.
When you play this minion, you may play a mount on him from your discard pile. Its twilight cost is –2. (1)
· Southron.
While you can spot 2 threats, this minion is an archer.
While you can spot 3 threats, this minion is fierce.
While you can spot 4 threats, this minion is damage +1. (1)
· Southron. Ambush twilight1.
Maneuver: Exert this minion and spot 5 companions to make the Free Peoples player exert a companion. (1)
· Southron. Ambush twilight1.
Assignment: Spot 6 companions to assign this minion to the Ring-bearer. The Free Peoples player may discard an unbound companion to prevent this. (1)
· Southron. Ambush twilight1.
Maneuver: Exert this minion and spot 6 companions to make the Free Peoples player exert 2 companions. (1)
· Southron. Ambush twilight1. When you play this minion, you may spot another Southron to play a minion with ambush from your discard pile. (1) · Southron. Ambush twilight2.
Maneuver: Exert this minion and spot 4 Free Peoples cultures to exert every companion. (1)
· Southron. Archer.
While you can spot 6 twilight tokens, other raider Men are damage +1.
While you can spot 9 twilight tokens, other raider Men are damage +1. (1)
· Southron. Archer.
While you can spot another raider Man, Ring-bound companions cannot take archery wounds. (1)
· Southron. Archer. Fierce. To play, spot a raider Man.
Archery: Exert this minion and remove a threat to make the minion archery total +1. (1)
· Southron. To play, spot a raider Man.
Regroup: Exert Desert Lancers twice to take control of a site. (1)
· Bearer must be a warg-rider.
If bearer is Sharku, he is damage +1.
Response: If a skirmish special ability is used in a skirmish involving bearer, exert bearer to cancel that action. (1)
· Each time a Free Peoples possession is played, you may spot a men card and reveal this minion from hand to make the Free Peoples player exert a companion.
While each companion is wounded, this minion is fierce. (1)
· Each time this minion wins a skirmish, you may make it fierce until the regroup phase. (1) · Each time this minion wins a skirmish, you may play a dunland Man from hand; his twilight cost is -2. That Man is fierce and damage +1 until the regroup phase. (1) · If no opponent controls a site, spot 2 gondor Men to make the move limit +1 for this turn. (1) · The twilight cost of this minion during a skirmish phase is –2. (1) · This minion is strength +2 and damage +1 for each Free Peoples culture that you can spot over 2. (1) · To play, spot a men minion.
While you can spot 5 or more culture tokens, the minion archery total is +2. (1)
· While at a battleground, this minion is strength +2.
Each mounted Man is strength +1.
Regroup: Shuffle any number of your men mounts in play into your draw deck. (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 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 more companions than minions, each men hunter is strength +2 and is an archer. (1)
FormattedGameText:
'''Corsair.''' '''Skirmish:''' If you have initiative, remove a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] token to make a corsair '''fierce''' until the regroup phase. (1) · '''Corsair.''' At the start of each skirmish involving this minion, you may remove a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] token to wound a companion he is skirmishing. (1) · '''Easterling.''' '''Skirmish:''' Remove 2 burdens to heal another '''Easterling.''' (1) · '''Easterling.''' While you can spot 4 burdens, Heavy Axeman is strength +4 and fierce. (1) · '''Easterling.''' '''Fierce.''' '''Skirmish:''' Spot 2 burdens and remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make an Easterling strength +2. '''Skirmish:''' Spot 4 burdens and remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make an Easterling strength +3. '''Skirmish:''' Spot 6 burdens and remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make an Easterling strength +4. (1) · '''Easterling.''' '''Fierce.''' Each time Easterling Regiment wins a skirmish, you may add [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] for each burden. (1) · '''Easterling.''' '''Fierce.''' When you play this minion, you may spot another Easterling to add a burden for each companion over 5. (2) · '''Fierce. Skirmish:''' Spot a site you control and remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Man strength +2. '''Skirmish:''' Spot 2 sites you control and remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Man strength +3. '''Skirmish:''' Spot 3 sites you control and remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Man strength +4. (1) · '''Fierce.''' '''Maneuver:''' Discard this minion and a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion with a twilight cost 2 or less from play to play Stampeding Chief from your draw deck. It is twilight cost -8. (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) · '''Maneuver:''' Exert this minion to add [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] for each companion who has resistance 5 or less. (1) · '''Southron.''' '''Archery:''' Spot 4 Free Peoples cultures and either exert this minion or remove a threat to wound a companion (except the Ring-bearer). (1) · '''Southron.''' At the start of a skirmish involving this minion, you may spot another [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man and 6 companions to discard an unbound companion this minion is skirmishing. (1) · '''Southron.''' At the start of each skirmish involving this minion, you may spot 6 companions and another [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man to discard an unbound companion this minion is skirmishing. (1) · '''Southron.''' When you play this minion, you may play a mount on him from your discard pile. Its twilight cost is –2. (1) · '''Southron.''' While you can spot 2 threats, this minion is an archer. While you can spot 3 threats, this minion is fierce. While you can spot 4 threats, this minion is '''damage +1'''. (1) · '''Southron.''' '''Ambush''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]'''.''' When you play this minion, you may spot another Southron to play a minion with ambush from your discard pile. (1) · '''Southron.''' '''Ambush''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. '''Assignment:''' Spot 6 companions to assign this minion to the Ring-bearer. The Free Peoples player may discard an unbound companion to prevent this. (1) · '''Southron.''' '''Ambush''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. '''Maneuver:''' Exert this minion and spot 6 companions to make the Free Peoples player exert 2 companions. (1) · '''Southron.''' '''Ambush''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. '''Maneuver:''' Exert this minion and spot 5 companions to make the Free Peoples player exert a companion. (1) · '''Southron.''' '''Ambush''' [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. '''Maneuver:''' Exert this minion and spot 4 Free Peoples cultures to exert every companion. (1) · '''Southron.''' '''Archer.''' While you can spot 6 twilight tokens, other [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Men are '''damage +1'''. While you can spot 9 twilight tokens, other [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Men are '''damage +1'''. (1) · '''Southron.''' '''Archer.''' While you can spot another [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man, Ring-bound companions cannot take archery wounds. (1) · '''Southron.''' '''Archer.''' '''Fierce.''' To play, spot a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man. '''Archery:''' Exert this minion and remove a threat to make the minion archery total +1. (1) · '''Southron.''' To play, spot a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man. '''Regroup:''' Exert Desert Lancers twice to take control of a site. (1) · Bearer must be a '''warg-rider.''' If bearer is Sharku, he is '''damage +1.''' '''Response:''' If a skirmish special ability is used in a skirmish involving bearer, exert bearer to cancel that action. (1) · Each time a Free Peoples possession is played, you may spot a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] card and reveal this minion from hand to make the Free Peoples player exert a companion. While each companion is wounded, this minion is '''fierce'''. (1) · Each time this minion wins a skirmish, you may make it '''fierce''' until the regroup phase. (1) · Each time this minion wins a skirmish, you may play a [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man from hand; his twilight cost is -2. That Man is '''fierce''' and '''damage +1''' until the regroup phase. (1) · If no opponent controls a site, spot 2 [[Image:Culture_Gondor.svg|x28px|bottom|link=Gondor_Culture|class=whitebg]] Men to make the move limit +1 for this turn. (1) · The twilight cost of this minion during a skirmish phase is –2. (1) · This minion is strength +2 and '''damage +1''' for each Free Peoples culture that you can spot over 2. (1) · To play, spot a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion. While you can spot 5 or more culture tokens, the minion archery total is +2. (1) · While at a battleground, this minion is strength +2. Each mounted Man is strength +1. '''Regroup:''' Shuffle any number of your [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] mounts in play into your draw deck. (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 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 more companions than minions, each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] hunter is strength +2 and is an '''archer'''. (1)
Lore:
None (7) · "We will die... for Saruman!" (1) · Archers from Harad rode atop the great war-beasts on the Fields of Pelennor. (1) · Driven by Saruman's ranting, waves of Dunlendings descended upon the holdings of Rohan. (1) · Dunlendings don't mind being outnumbered in battle. (1) · Making money and making mischief was often inspiration enough for these louts. The taking of Bree and the Shire was easy work. (1) · Men of the East mass soldiers into huge groups. (1) · Mount Doom™ Preview
King Draft Pack (2)
· No mere soldiers, all the Men of Harad are skilled assassins and raiders. (1) · Raiders and brigands they may be, but in force the Southron fighters are terrifying. (1) · Rumor of his approach strikes terror. (1) · Silent Haradrim assassins strike as if from nowhere. (1) · The commander of a mûmak never imagines he is in complete control of the beast. (1) · The only thing scarier than a Wild Man is a Wild Man with an axe. (1) · The warg-captain picked the fastest and strongest mount. (1) · They strike only when their prey is haggard and tired. (1) · With a sound of his horn, a line of Mûmakil appeared and the Pelennor field was filled with chaos. (1) · “...enclosed in a ring of foes.” (1) · “...for the sack of the City and the rape of Gondor....” (1) · “...men like half-trolls, with white eyes and red tongues.” (1) · “...the Easterlings were strong and war-hardened and asked for no quarter.” (1) · “...the region of South Gondor became a debatable land between the Corsairs and the Kings.” (1) · “He caught a glimpse of swarthy men... running down the slope some way off....” (1) · “‘...they have come out of the South beyond the Great River's end....'” (1) · “‘Almost as bad as Orcs, and much bigger.'” (1) · “‘How long is it since Saruman bought you?'” (1) · “‘Mordor has allied itself with... the cruel Haradrim....'” (1) · “‘So when you said “Men out of the South, all in red and gold,” I said “were there any oliphaunts?” For if there was, I was going to take a look....'” (1) · “‘That old hatred Saruman has inflamed.'” (1) · “‘The Corsairs are upon us!'” (1) · “‘The Wild Men of Dunland have no love for Théoden of Rohan since he took their land.'” (1) · “‘We must push Sauron... We must march out to meet him at once.'” (1)
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