Drilldown: CardReleases

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CardReleases > IsUnique: No & TwilightCost: 4-7 & Strength: 7-8

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Archer. Damage +1. While you control a site, the minion archery total is +1. (1) · Archer. When you play this minion to a battleground or plains site, you may spot another [MEN] minion to discard a possession from play. (1) · Archer. When you play this minion, you may place an [ISENGARD] token on a machine. (1) · Archer. While you can spot another [MORIA] archer, add 1 to the minion archery total. (1) · Damage +1. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Each time your [URUK-HAI] minion is about to be killed in a skirmish, you may place that minion on the bottom of your draw deck instead. (1) · Damage +1. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Response: If an [URUK-HAI] minion is about to take a wound in a skirmish, exert or discard this minion to prevent that. (1) · Damage +1. Response: If an [URUK-HAI] minion is about to take a wound, exert this minion to prevent that wound. (1) · Damage +1. Skirmish: Exert this minion to make a companion skirmishing an [URUK-HAI] lurker minion strength -2. (1) · Damage +1. This minion is strength +1 for each possession you spot. (2) · Damage +1. This minion is strength +1 for each wound on a character in its skirmish. (1) · Fierce. This minion is strength +1 for each companion you can spot. (2) · Fierce. When you play this minion, you may remove (1) to play a Spider or an Orc from your discard pile. (1) · For each card in your hand, this minion is strength +1. (1) · Regroup: Discard an [ISENGARD] Orc to make the Free Peoples player wound a companion. (1) · Regroup: Exert this minion to discard a weapon (or all Free Peoples possessions if you can spot 5 companions). (1) · Regroup: Exert this minion to make the Free Peoples player wound a companion. (1) · Skirmish: Discard a companion from hand to make an Ent 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) · This companion is twilight cost -1 for each [GANDALF] companion you can spot. Fellowship: Place this companion in the dead pile to remove (5). (1) · To play, spot Gandalf.Each time the fellowship moves to an opponent's site, you may heal a companion with the Gandalf signet.Regroup: Discard Gwaihir to make the move limit for this turn +1; the Shadow player may take up to 2 Shadow cards into hand from their discard pile. (1) · When you play Aragorn, you may take an [elven] ally with a twilight cost of 2 or less into hand from your draw deck.Skirmish: Discard an [elven] skirmish event from hand to make Aragorn strength +2. (1) · When you play this minion, you may play the fellowship's next site (replacing opponent's site if necessary). Shadow: Exert this minion twice to make each site on the adventure path gain battleground, mountain, forest or underground until the end of the turn. (1) · When you play this minion, you may spot another [ORC] minion to replace the fellowship's current site with an underground site from your adventure deck. (1) · While this minion is at an underground site, each character skirmishing it is strength -2. While you can spot 6 companions, each character skirmishing an [ORC] minion is strength -2. (1) · While you can spot 4 Ents, this companion is strength +3. Maneuver: Exert this companion to reveal the bottom card of your draw deck. If it is a [GANDALF] character, you may play it. (1)
TaggedGameText:
Archer.
When you play this minion, you may place an isengard token on a machine. (1)
· Archer.
While you can spot another moria archer, add 1 to the minion archery total. (1)
· Archer.
When you play this minion to a battleground or plains site, you may spot another men minion to discard a possession from play. (1)
· Archer. Damage +1.
While you control a site, the minion archery total is +1. (1)
· Damage +1. Lurker. (Skirmishes involving lurker minions must be resolved after any others.)
Each time your urukhai minion is about to be killed in a skirmish, you may place that minion on the bottom of your draw deck instead. (1)
· Damage +1. Lurker. (Skirmishes involving lurker minions must be resolved after any others.)
Response: If a urukhai minion is about to take a wound in a skirmish, exert or discard this minion to prevent that. (1)
· Damage +1.
Response: If an urukhai minion is about to take a wound, exert this minion to prevent that wound. (1)
· Damage +1.
This minion is strength +1 for each wound on a character in its skirmish. (1)
· Damage +1.
Skirmish:
Exert this minion to make a companion skirmishing an urukhai lurker minion strength –2. (1)
· Damage +1.
This minion is strength +1 for each possession you spot. (2)
· Fierce.
This minion is strength +1 for each companion you can spot. (1)
· Fierce.
This minion is strength +1 for each companion you can spot. (1)
· Regroup: Discard an isengard Orc to make the Free Peoples player wound a companion. (1) · Regroup: Exert this minion to discard a weapon (or all Free Peoples possessions if you can spot 5 companions). (1) · Regroup: Exert this minion to make the Free Peoples player wound a companion. (1) · Skirmish: Discard a companion from hand to make an Ent 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)
· Fierce. When you play this minion, you may remove (1) to play a Spider or an Orc from your discard pile. (1) · For each card in your hand, this minion is strength +1. (1) · This companion is twilight cost -1 for each gandalf companion you can spot.
Fellowship: Place this companion in the dead pile to remove twilight5. (1)
· To play, spot Gandalf.
Each time the fellowship moves to an opponent's site, you may heal a companion with the Gandalf signet.
Regroup: Discard Gwaihir to make the move limit for this turn +1; the Shadow player may take up to 2 Shadow cards into hand from their discard pile. (1)
· When you play Aragorn, you may take an elven ally with a twilight cost of 2 or less into hand from your draw deck.
Skirmish: Discard an elven skirmish event from hand to make Aragorn strength +2. (1)
· When you play this minion, you may play the fellowship's next site (replacing opponent's site if necessary). Shadow: Exert this minion twice to make each site on the adventure path gain battleground, mountain, forest or underground until the end of the turn. (1) · When you play this minion, you may spot another orc minion to replace the fellowship's current site with an underground site from your adventure deck. (1) · While this minion is at an underground site, each character skirmishing it is strength –2. While you can spot 6 companions, each character skirmishing an orc minion is strength –2. (1) · While you can spot 4 Ents, this companion is strength +3.
Maneuver: Exert this companion to reveal the bottom card of your draw deck. If it is a gandalf character, you may play it. (1)
FormattedGameText:
'''Archer.''' When you play this minion to a battleground or plains site, you may spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion to discard a possession from play. (1) · '''Archer.''' When you play this minion, you may place an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] token on a machine. (1) · '''Archer.''' While you can spot another [[Image:Culture_Moria.svg|x24px|bottom|link=Moria_Culture|class=whitebg]] archer, add 1 to the minion archery total. (1) · '''Archer.''' '''Damage +1.''' While you control a site, the minion archery total is +1. (1) · '''Damage +1'''. This minion is strength +1 for each possession you spot. (2) · '''Damage +1. Skirmish:''' Exert this minion to make a companion skirmishing an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] lurker minion strength –2. (1) · '''Damage +1. Lurker.''' ''(Skirmishes involving lurker minions must be resolved after any others.)'' Each time your [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion is about to be killed in a skirmish, you may place that minion on the bottom of your draw deck instead. (1) · '''Damage +1.''' '''Response:''' If an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion is about to take a wound, exert this minion to prevent that wound. (1) · '''Damage +1.''' This minion is strength +1 for each wound on a character in its skirmish. (1) · '''Damage +1.''' '''Lurker.''' (Skirmishes involving lurker minions must be resolved after any others.) '''Response:''' If a [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion is about to take a wound in a skirmish, exert or discard this minion to prevent that. (1) · '''Fierce.''' This minion is strength +1 for each companion you can spot. (1) · '''Fierce.''' This minion is strength +1 for each companion you can spot. (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 discard a weapon (or all Free Peoples possessions if you can spot 5 companions). (1) · '''Regroup:''' Exert this minion to make the Free Peoples player wound a companion. (1) · '''Skirmish:''' Discard a companion from hand to make an Ent 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) · Fierce. When you play this minion, you may remove (1) to play a Spider or an Orc from your discard pile. (1) · For each card in your hand, this minion is strength +1. (1) · This companion is twilight cost -1 for each [[Image:Culture_Gandalf.svg|x22px|text-bottom|link=Gandalf_Culture|class=whitebg]] companion you can spot. '''Fellowship:''' Place this companion in the dead pile to remove [[Image:Twilight_5.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. (1) · To play, spot Gandalf. Each time the fellowship moves to an opponent's site, you may heal a companion with the Gandalf signet. '''Regroup''': Discard Gwaihir to make the move limit for this turn +1; the Shadow player may take up to 2 Shadow cards into hand from their discard pile. (1) · When you play Aragorn, you may take an [[Image:Culture_Elven.svg|x24px|bottom|link=Elven_Culture|class=whitebg]] ally with a twilight cost of 2 or less into hand from your draw deck. '''Skirmish''': Discard an [[Image:Culture_Elven.svg|x24px|bottom|link=Elven_Culture|class=whitebg]] skirmish event from hand to make Aragorn strength +2. (1) · When you play this minion, you may play the fellowship's next site (replacing opponent's site if necessary). Shadow: Exert this minion twice to make each site on the adventure path gain battleground, mountain, forest or underground until the end of the turn. (1) · When you play this minion, you may spot another [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion to replace the fellowship's current site with an underground site from your adventure deck. (1) · While this minion is at an underground site, each character skirmishing it is strength –2. While you can spot 6 companions, each character skirmishing an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion is strength –2. (1) · While you can spot 4 Ents, this companion is strength +3. '''Maneuver:''' Exert this companion to reveal the bottom card of your draw deck. If it is a [[Image:Culture_Gandalf.svg|x22px|text-bottom|link=Gandalf_Culture|class=whitebg]] character, you may play it. (1)
Lore:
None (4) · "'Ents are earthborn, old as mountains...'" (1) · "'I gave Hope to the Dúnedain, I have kept no hope for myself.'" (1) · "'The Nine are abroad again. They have crossed the River secretly and are moving westward. They have taken the guise of riders in black.'" (1) · Bolts from the Uruk crossbows shattered the shields of the defenders. (1) · Ents rarely interacted with Men, but Saruman's devilry demanded action. (1) · Goatskins full of blood poured upon berserkers before battle instill their bloodlust. (1) · Minions of Orthanc shared their master's fascination with machines. (1) · More enemies seem only to further fuel their rage. (1) · Most of the Goblin arrows flew harmlessly into the chasm, but there were so many! (1) · Only the best marksmen can keep their aim true as they are carried along by the great beasts of the Haradrim. (1) · Select warriors had been tasked with advancing the assault beyond the Deeping Wall. (1) · Some Orcs have learned basic tracking skills. (1) · Taking the high ground provides a better field of fire. (1) · The Dark Lord's power grows in unseen ways. (1) · The Uruk-hai pillage the remains of the fallen merely to satisfy their bloodlust. (2) · The Uruk-hai... resilient... imposing... (1) · Treebeard's call to the Ent Moot could not be refused. (1) · Uruks are trained to safeguard their commanders. (1) · Veteran bowmen are highly valued in the kingdoms of the South. (1) · “‘...the Eagles of the mountain went far and wide, and they saw many things: the gathering of wolves and the mustering of Orcs....'” (1) · “‘No other folk make such a trampling....'” (1) · “‘The Nine are abroad again. They have crossed the River secretly and are moving westward. They have taken the guise of riders in black.'” (1)
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