Drilldown: CardReleases
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- CardReleases (24728)
- CardSets (32)
- CardTypes (10)
- Cards (3721)
- Cultures (23)
- Formats (15)
- Languages (13)
- Rarities (34)
- SubSets (0)
- SubTypes (1)
Use the filters below to narrow your results.
None (3) ·
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) ·
At site 9, each Orc is an archer. Regroup: Discard an Orc to make the Free Peoples player wound a companion. (1) ·
Each time this minion wins a skirmish, you may exert him twice to add a doubt. Regroup: If this minion is not mounted, exert him to make the Free Peoples player wound a companion. (1) ·
Fierce. Skirmish: Discard an Orc to make a Spider strength +3 (or +5 if you spot 6 companions) until the regroup phase. (1) ·
Fierce. The twilight cost of this minion is -1 for each doubt. Regroup: Discard this minion to add a doubt. (1) ·
Fierce. When you play this minion, you may remove (1) to play a Spider or an Orc from your discard pile. (1) ·
Response: If another Orc is about to take a wound at a battleground, exert this minion to prevent that wound (1) ·
Saruman cannot be assigned to a skirmish. While you can spot 6 companions, each minion gains hunter 2. Response: If a hunter minion is about to take a wound, exert Saruman to prevent that. (1) ·
Wise. Fellowship: Play Gandalf from your discard pile to make the move limit for this turn +1. Choose an opponent who may draw 2 cards. (1)
None (3) ·
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) ·
At site 9, each Orc is an archer. Regroup: Discard an Orc to make the Free Peoples player wound a companion. (1) ·
Each time this minion wins a skirmish, you may exert him twice to add a doubt. Regroup: If this minion is not mounted, exert him to make the Free Peoples player wound a companion. (1) ·
Fierce. Skirmish: Discard an Orc to make a Spider strength +3 (or +5 if you spot 6 companions) until the regroup phase. (1) ·
Fierce. The twilight cost of this minion is -1 for each doubt. Regroup: Discard this minion to add a doubt. (1) ·
Fierce. When you play this minion, you may remove (1) to play a Spider or an Orc from your discard pile. (1) ·
Response: If another Orc is about to take a wound at a battleground, exert this minion to prevent that wound (1) ·
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. (1) ·
Wise. Fellowship: Play Gandalf from your discard pile to make the move limit for this turn +1. Choose an opponent who may draw 2 cards. (1)
While you can spot 6 companions, all minions gain hunter 2.
None (3) ·
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) ·
At site 9, each Orc is an archer. Regroup: Discard an Orc to make the Free Peoples player wound a companion. (1) ·
Each time this minion wins a skirmish, you may exert him twice to add a doubt. Regroup: If this minion is not mounted, exert him to make the Free Peoples player wound a companion. (1) ·
Fierce. Skirmish: Discard an Orc to make a Spider strength +3 (or +5 if you spot 6 companions) until the regroup phase. (1) ·
Fierce. The twilight cost of this minion is -1 for each doubt. Regroup: Discard this minion to add a doubt. (1) ·
Fierce. When you play this minion, you may remove (1) to play a Spider or an Orc from your discard pile. (1) ·
Response: If another Orc is about to take a wound at a battleground, exert this minion to prevent that wound (1) ·
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. (1) ·
Wise. Fellowship: Play Gandalf from your discard pile to make the move limit for this turn +1. Choose an opponent who may draw 2 cards. (1)
None (8) ·
Hunters Design-a-Card contest entry
Submitted by "lyonscc" (1) · “...a harsh laugh and the tread of many feet on the ground below.” (1) · “...armies that had encamped before his Gate by night and now marched in to swell his mounting power.” (1) · “‘...we must have power, power to order all things as we will, for that good which only the Wise can see.'” (1)
Submitted by "lyonscc" (1) · “...a harsh laugh and the tread of many feet on the ground below.” (1) · “...armies that had encamped before his Gate by night and now marched in to swell his mounting power.” (1) · “‘...we must have power, power to order all things as we will, for that good which only the Wise can see.'” (1)
Showing below up to 12 results in range #1 to #12.