Drilldown: CardReleases

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CardReleases > IsPlayable: Yes & Strength: 10-30 & SiteNum: 4

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The Balrog (9) · Gorbag (4) · Gothmog (4) · Castamir of Umbar (3) · Cave Troll of Moria (3) · Watcher in the Water (2) · Stampeding Chief (2) · Orkish Invader (2) · Orc Crusher (2) · Isengard Marauder (2) · Isengard Mechanics (2) · Voice of the Desert (2) · Champion Orc (2) · Army of Haradrim (2) · Orc Artisan (2) · Mûmak Commander (2) · Black Land Chieftain (2) · Chamber Patrol (2)
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Damage +1. While The Balrog is at an underground site, it is fierce and cannot take wounds or be exerted. (3) · To play, spot an [ORC] minion. When you play Black Land Chieftain, you may add a threat for each Free Peoples possession and each Free Peoples artifact you can spot. (2) · Damage +1. Fierce. Toil 2. (For each [ORC] character you exert when playing this, its twilight cost is -2) Each time an [ORC] lurker wins a skirmish, you may make the Free Peoples player discard the top 2 cards of his or her draw deck. (2) · To play, spot an [ORC] minion. While the fellowship is in region 1, [ORC] Orcs cannot take wounds. While the fellowship is in region 2, the current site gains underground. While the fellowship is in region 3, each [ORC] Orc is strength +2. (2) · To play, spot an [ORC] Orc. This minion is twilight cost -1 for each burden. Each time a Ring-bound companion loses a skirmish involving an [ORC] minion, you may reveal this card from hand to add a burden. (2) · To play, spot a [MEN] minion. While the fellowship is in region 1, each [MEN] minion cannot take wounds. While the fellowship is in region 2, each [MEN] minion is an archer. While the fellowship is in region 3, each [MEN] minion is fierce. (2) · Toil 2. (For each [ORC] character you exert when playing this, its twilight cost is -2.) (2) · Each time you play an [ORC] possession on an [ORC] Orc, you may add (1) (or (2) if that Orc is at a battleground or underground site). (2) · Hunter 3. (While skirmishing a non-hunter character, this character is strength +3.) When you play Gorbag, you may discard a card from the top of the Free Peoples player?s deck for each hunter character you can spot. (2) · To play, discard 3 cards from your hand. While you can spot 2 other [ORC] minions, this minion is fierce. (2) · While this minion is at a battleground site, it is fierce. (2) · Fierce. Toil 1. (For each [MEN] character you exert when playing this, its twilight cost is -1) Each wounded [MEN] minion is strength +2. (2) · Damage +2. The twilight cost of The Balrog is -3 if you can spot a [MORIA] minion. The Balrog cannot be assigned to skirmish companions or allies of strength less than 6. (2) · Damage +1. Fierce. While you can spot The Balrog, discard all other minions. Skip the archery phase. Discard The Balrog if not underground. (2) · Regroup: Discard an [ISENGARD] Orc to make the Free Peoples player wound a companion (or 2 companions if you spot 6 companions). Regroup: If this minion is stacked on an [ISENGARD] card, spot an [ISENGARD] Orc and discard this minion to add (3). (2) · Damage +1. Fierce. If you play Stampeding Chief from your hand, remove (3) and spot another [MEN] minion or discard Stampeding Chief. (2) · Skirmish: Remove (2) to make a lurker strength +1. Skirmish: Remove (2) to make a lurker fierce until the regroup phase. Skirmish: Remove (2) to make a lurker damage +1. (2) · Southron. Skirmish: Remove (3) to play a [RAIDER] mount from your discard pile. (2) · At the start of each skirmish involving this minion, you may reveal an [ORC] condition from hand to wound the companion this minion is skirmishing twice and then discard this minion. (2) · Skirmish: Exert this minion to wound a companion it is skirmishing. (2)
TaggedGameText:
Damage +1.
While The Balrog is at an underground site, it is fierce and cannot take wounds or be exerted. (3)
FormattedGameText:
'''Damage +1.''' While The Balrog is at an underground site, it is '''fierce''' and cannot take wounds or be exerted. (3)
Lore:
None (24) · “The fire in it seemed to die, but the darkness grew.” (3) · “‘Indeed I saw upon the bridge that which haunts our darkest dreams....'” (2) · Orcs frequently used the weapons of their fallen enemies as their own. (2) · “‘There is no hope of escape that way.'” (2) · Wargs and riders sent by Saruman disrupted the villagers' retreat to Helm's Deep. (2) · “I'm gonna bleed you...like a stuck pig!” (2) · "Fear. The city is rank with it." (2) · “‘Hit me now, Sam. Hit me!'” (2) · Much Orc weaponry is scavenged from fallen foes, but they still have ample need for smiths to outfit their troops. (2) · But no more would Rohan stand against his kind. (2) · Spawned from terrible acts, the Orcs emerged as ruined and terrible forms of life. (2) · A few Orcs are veterans of single combats to settle disputes in the mountain tribes. (2) · The Men of the East were well-equipped. (2) · “‘...they have allied them with the Enemy, and now make a heavy stroke in his cause.'” (2)
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