Drilldown: CardReleases
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CardReleases > Subtypes
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Wizard
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LOTR-EN05S056.0 (1) ·
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LOTR-EN08S015.0 (1) ·
LOTR-EN09S026.0 (1) ·
LOTR-EN12S054.0 (1) ·
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LOTR-EN17S115.0 (1) ·
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LOTR-ENV1S036.0 (1)
None (4) ·
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None (4) ·
At the start of each of your turns, you may draw a card. (1) ·
Damage +1. Fierce. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) When you play Saruman, name a culture. Each companion of the named culture is strength -1. (2) ·
Each companion is resistance -1. Skirmish: Exert Saruman to discard a condition borne by a companion skirmishing an [URUK-HAI] minion. (1) ·
Each time an [URUK-HAI] hunter wins a skirmish, heal a different [URUK-HAI] minion. Skirmish: Exert Saruman twice to make a companion lose the hunter keyword until the start of the regroup phase. (1) ·
Each [MEN] minion bearing a possession is strength +2. Skirmish: Exert Saruman to play a [MEN] possession from your discard pile. (1) ·
Fellowship: Exert Gandalf to play a companion who has the Gandalf signet. The twilight cost of that companion is -2. (1) ·
Fellowship: If the twilight pool has fewer than 2 twilight tokens, add (2) to play a character from your discard pile. (1) ·
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Skirmish: Exert Saruman to make an [URUK-HAI] minion strength +2. Each time a companion is killed, you may heal Saruman. (2) ·
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. (2) ·
Saruman may not be assigned to a skirmish. Each time the fellowship moves, the Free Peoples player must exert a companion for each [DUNLAND] Man you can spot. Skirmish: Exert Saruman to make a [DUNLAND] Man strength +2. (1) ·
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. Assignment: Exert Saruman to assign an [ISENGARD] minion to a companion (except the Ring-bearer). That companion may exert to prevent this. (2) ·
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. Each time the fellowship moves, you may heal each [ISENGARD] Orc twice. Shadow: Exert Saruman to play an [ISENGARD] possession from your discard pile. (1) ·
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. Uruk-hai are fierce. Response: If an Uruk-hai is about to take a wound, exert Saruman to prevent that wound. (1) ·
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. When you play Saruman, you may discard a condition. Shadow: Exert Saruman to play Saruman's Staff from your discard pile. (1) ·
Skirmish: Place 3 cards from hand on top of your draw deck to make a minion skirmishing an unbound companion strength -3. Any Shadow player may place 3 cards from his or her hand on top of his or her draw deck to prevent this. (1) ·
Tentacle. Damage +1. When you play this minion, you may play Watcher in the Water from your draw deck. This minion may not bear possessions and is discarded if not at a marsh. (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) ·
Tentacle. This minion may not bear possessions and is strength -4 while not at a marsh. Shadow: Discard a [moria] card from hand to make the fellowship's current site gain marsh until the end of the turn. (1) ·
The move limit is +1. Each time the fellowship moves during the regroup phase, each opponent may discard 2 cards from hand to draw 2 cards. (1) ·
The move limit is +1. Each time the fellowship moves during the regroup phase, each opponent may discard 2 cards to draw 2 cards. (1) ·
When Gandalf is in your starting fellowship, his twilight cost is -2. (1) ·
While you can spot 3 twilight tokens, Gandalf is strength +3. (1) ·
Wise. Each time you play a [Gandalf] event, you may wound a minion (except Smaug). Fellowship: Add 2 doubts to play an artifact or a Dwarf companion from your draw deck or discard pile. (1) ·
Wise. Each time you reconcile, draw 2 cards. Skirmish: Play a [Gandalf] skirmish event and add a doubt to play a Dwarf from your draw deck. Skirmish: Play a [Dwarven] skirmish event to make an Orc skirmishing Bilbo strength -2. (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) ·
Wise. Gandalf cannot be discarded. At the start of each of your turns, you may add a doubt to play a Dwarf companion from your draw deck. (1) ·
Wise. Gandalf is defender +1. Fellowship: Discard a Wise ally to play Gandalf from your discard pile. Skirmish: Exert Saruman to make a Wise character strength +2 (limit +2). (1) ·
Wise. While you can spot 2 [Dwarven] follower, Gandalf cannot be discarded. The twilight cost of Thorin is -2. Fellowship: Discard a [Dwarven] follower and add a doubt to draw 3 cards. (1)
None (4) ·
Damage +1. Fierce. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) When you play Saruman, name a culture. Each companion of the named culture is strength –1. (2) ·
Fellowship: Exert Gandalf to play a companion who has the Gandalf signet. The twilight cost of that companion is -2. (1) ·
Fellowship: If the twilight pool has fewer than 2 twilight tokens, add twilight2 to play a character from your discard pile. (1) ·
Lurker. (Skirmishes involving lurker minions must be resolved after any others.)
Skirmish: Exert Saruman to make an urukhai minion strength +2.
Each time a companion is killed, you may heal Saruman. (2) ·Skirmish: Place 3 cards from hand on top of your draw deck to make a minion skirmishing an unbound companion strength –3. Any Shadow player may place 3 cards from his or her hand on top of his or her draw deck to prevent this. (1) ·
Tentacle. Damage +1.
When you play this minion, you may play Watcher in the Water from your draw deck.
This minion may not bear possessions and is discarded if not at a marsh. (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) ·Tentacle . This minion may not bear possessions and is strength -4 while not at a marsh.
Shadow : Discard a moria card from hand to make the fellowship's current site gain marsh until the end of the turn. (1) ·
At the start of each of your turns, you may draw a card. (1) ·
Each men minion bearing a possession is strength +2.
Skirmish: Exert Saruman to play a men possession from your discard pile. (1) ·
Each companion is resistance -1.
Skirmish: Exert Saruman to discard a condition borne by a companion skirmishing an urukhai minion. (1) ·
Each time an urukhai hunter wins a skirmish, heal a different urukhai minion.
Skirmish: Exert Saruman twice to make a companion lose the hunter keyword until the start of the regroup phase. (1) ·
Saruman cannot be assigned to a skirmish.
While you can spot 6 companions, each minion gainshunter 2 .
Response: If a hunter minion is about to take a wound, exert Saruman to prevent that. (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) ·
Saruman may not be assigned to a skirmish.
Each time the fellowship moves, the Free Peoples player must exert a companion for eachdunland Man you can spot. Skirmish: Exert Saruman to make a dunland Man strength +2. (1) ·
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish.
Uruk-hai arefierce.
Response: If an Uruk-hai is about to take a wound, exert Saruman to prevent that wound. (1) ·
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish.
Assignment: Exert Saruman to assign an isengard minion to a companion (except the Ring-bearer). That companion may exert to prevent this. (2) ·
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish.
Each time the fellowship moves, you may heal eachisengard Orc twice.
Shadow: Exert Saruman to play an isengard possession from your discard pile. (1) ·
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish.
When you play Saruman, you may discard a condition.
Shadow: Exert Saruman to play Saruman’s Staff from your discard pile. (1) ·
The move limit is +1.
Each time the fellowship moves during the regroup phase, each opponent may discard 2 cards from hand to draw 2 cards. (2) · When Gandalf is in your starting fellowship, his twilight cost is -2. (1) · While you can spot 3 twilight tokens, Gandalf is strength +3. (1) · Wise. Each time you play a [Gandalf] event, you may wound a minion (except Smaug). Fellowship: Add 2 doubts to play an artifact or a Dwarf companion from your draw deck or discard pile. (1) · Wise. Each time you reconcile, draw 2 cards. Skirmish: Play a [Gandalf] skirmish event and add a doubt to play a Dwarf from your draw deck. Skirmish: Play a [Dwarven] skirmish event to make an Orc skirmishing Bilbo strength -2. (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) · Wise. Gandalf cannot be discarded. At the start of each of your turns, you may add a doubt to play a Dwarf companion from your draw deck. (1) · Wise. Gandalf is defender +1. Fellowship: Discard a Wise ally to play Gandalf from your discard pile. Skirmish: Exert Saruman to make a Wise character strength +2 (limit +2). (1) · Wise. While you can spot 2 [Dwarven] follower, Gandalf cannot be discarded. The twilight cost of Thorin is -2. Fellowship: Discard a [Dwarven] follower and add a doubt to draw 3 cards. (1)
Each time a companion is killed, you may heal Saruman. (2) ·
When you play this minion, you may play Watcher in the Water from your draw deck.
This minion may not bear possessions and is discarded if not at a marsh. (1) ·
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) ·
While you can spot 6 companions, each minion gains
While you can spot 6 companions, all minions gain hunter 2.
Each time the fellowship moves, the Free Peoples player must exert a companion for each
Uruk-hai are
Each time the fellowship moves, you may heal each
When you play Saruman, you may discard a condition.
Each time the fellowship moves during the regroup phase, each opponent may discard 2 cards from hand to draw 2 cards. (2) · When Gandalf is in your starting fellowship, his twilight cost is -2. (1) · While you can spot 3 twilight tokens, Gandalf is strength +3. (1) · Wise. Each time you play a [Gandalf] event, you may wound a minion (except Smaug). Fellowship: Add 2 doubts to play an artifact or a Dwarf companion from your draw deck or discard pile. (1) · Wise. Each time you reconcile, draw 2 cards. Skirmish: Play a [Gandalf] skirmish event and add a doubt to play a Dwarf from your draw deck. Skirmish: Play a [Dwarven] skirmish event to make an Orc skirmishing Bilbo strength -2. (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) · Wise. Gandalf cannot be discarded. At the start of each of your turns, you may add a doubt to play a Dwarf companion from your draw deck. (1) · Wise. Gandalf is defender +1. Fellowship: Discard a Wise ally to play Gandalf from your discard pile. Skirmish: Exert Saruman to make a Wise character strength +2 (limit +2). (1) · Wise. While you can spot 2 [Dwarven] follower, Gandalf cannot be discarded. The twilight cost of Thorin is -2. Fellowship: Discard a [Dwarven] follower and add a doubt to draw 3 cards. (1)
None (3) ·
'''Damage +1. Fierce. Lurker.''' ''(Skirmishes involving lurker minions must be resolved after any others.)'' When you play Saruman, name a culture. Each companion of the named culture is strength –1. (2) ·
'''Fellowship:''' Exert Gandalf to play a companion who has the Gandalf signet. The twilight cost of that companion is -2. (1) ·
'''Fellowship:''' If the twilight pool has fewer than 2 twilight tokens, add [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to play a character from your discard pile. (1) ·
'''Lurker.''' ''(Skirmishes involving lurker minions must be resolved after any others.)''
'''Skirmish:''' Exert Saruman to make an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion strength +2.
Each time a companion is killed, you may heal Saruman. (2) ·
'''Skirmish:''' Place 3 cards from hand on top of your draw deck to make a minion skirmishing an unbound companion strength –3. Any Shadow player may place 3 cards from his or her hand on top of his or her draw deck to prevent this. (1) ·
'''Tentacle'''. This minion may not bear possessions and is strength -4 while not at a marsh.
'''Shadow''': Discard a [[Image:Culture_Moria.svg|x24px|bottom|link=Moria_Culture|class=whitebg]] card from hand to make the fellowship's current site gain '''marsh''' until the end of the turn. (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) ·
'''Tentacle.''' '''Damage +1.'''
When you play this minion, you may play Watcher in the Water from your draw deck.
This minion may not bear possessions and is discarded if not at a marsh. (1) ·
At the start of each of your turns, you may draw a card. (1) ·
Each companion is resistance -1.
'''Skirmish:''' Exert Saruman to discard a condition borne by a companion skirmishing an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion. (1) ·
Each time an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] hunter wins a skirmish, heal a different [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion.
'''Skirmish:''' Exert Saruman twice to make a companion lose the '''hunter''' keyword until the start of the regroup phase. (1) ·
Each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion bearing a possession is strength +2.
'''Skirmish:''' Exert Saruman to play a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession from your discard pile. (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) ·
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) ·
Saruman may not be assigned to a skirmish.
Each time the fellowship moves, the Free Peoples player must exert a companion for each [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man you can spot. '''Skirmish: '''Exert Saruman to make a [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man strength +2. (1) ·
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish.
When you play Saruman, you may discard a condition.
'''Shadow:''' Exert Saruman to play Saruman’s Staff from your discard pile. (1) ·
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish.
'''Assignment:''' Exert Saruman to assign an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] minion to a companion (except the Ring-bearer). That companion may exert to prevent this. (2) ·
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish.
Each time the fellowship moves, you may heal each [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] Orc twice.
'''Shadow:''' Exert Saruman to play an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] possession from your discard pile. (1) ·
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish.
Uruk-hai are '''fierce.'''
'''Response:''' If an Uruk-hai is about to take a wound, exert Saruman to prevent that wound. (1) ·
The move limit is +1.
Each time the fellowship moves during the regroup phase, each opponent may discard 2 cards from hand to draw 2 cards. (2) ·
The move limit is +1. When Radagast leaves play, this bonus is immediately lost.
Each time the fellowship moves, each opponent may discard 2 cards from hand to draw 2 cards. (1) ·
When Gandalf is in your starting fellowship, his twilight cost is -2. (1) ·
While you can spot 3 twilight tokens, Gandalf is strength +3. (1) ·
Wise. Each time you play a [Gandalf] event, you may wound a minion (except Smaug). Fellowship: Add 2 doubts to play an artifact or a Dwarf companion from your draw deck or discard pile. (1) ·
Wise. Each time you reconcile, draw 2 cards. Skirmish: Play a [Gandalf] skirmish event and add a doubt to play a Dwarf from your draw deck. Skirmish: Play a [Dwarven] skirmish event to make an Orc skirmishing Bilbo strength -2. (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) ·
Wise. Gandalf cannot be discarded. At the start of each of your turns, you may add a doubt to play a Dwarf companion from your draw deck. (1) ·
Wise. Gandalf is defender +1. Fellowship: Discard a Wise ally to play Gandalf from your discard pile. Skirmish: Exert Saruman to make a Wise character strength +2 (limit +2). (1) ·
Wise. While you can spot 2 [Dwarven] follower, Gandalf cannot be discarded. The twilight cost of Thorin is -2. Fellowship: Discard a [Dwarven] follower and add a doubt to draw 3 cards. (1)
None (15) ·
"'He has claimed lordship over all this land...'" (1) ·
"...it was pale-green and luminous and wet." (1) ·
"A new power is rising. Its victory is at hand." (1) ·
"Take back what they stole from you!" (1) ·
Hunters Design-a-Card contest entry
Submitted by "lyonscc" (1) · “...his long white hair, his sweeping silver beard, and his broad shoulders, made him look like some wise king of ancient legend.” (1) · “His real business was far more difficult and dangerous, but the Shire-folk knew nothing about it.” (2) · “One came wriggling over the threshold...” (1) · “Out from the water a long sinuous tentacle had crawled; it was pale-green and luminous and wet.” (1) · “‘...a master of shapes and changes of hue; and he has much lore of herbs and beasts....'” (2) · “‘...the rule of no realm is mine, neither of Gondor nor any other, great or small.'” (1) · “‘...we must have power, power to order all things as we will, for that good which only the Wise can see.'” (1) · “‘Behold, I am not Gandalf the Grey, whom you betrayed. I am Gandalf the White, who has returned from death.'” (1) · “‘Dangerous!... And so am I, very dangerous; more dangerous than anything you will ever meet....'” (1) · “‘There will be no dawn for Men.'” (2) · “‘When evening in the Shire was grey / his footsteps on the Hill were heard; / before the dawn he went away / on journey long without a word.'” (1) · “‘“White!” he sneered. “It serves as a beginning.”'” (2)
Submitted by "lyonscc" (1) · “...his long white hair, his sweeping silver beard, and his broad shoulders, made him look like some wise king of ancient legend.” (1) · “His real business was far more difficult and dangerous, but the Shire-folk knew nothing about it.” (2) · “One came wriggling over the threshold...” (1) · “Out from the water a long sinuous tentacle had crawled; it was pale-green and luminous and wet.” (1) · “‘...a master of shapes and changes of hue; and he has much lore of herbs and beasts....'” (2) · “‘...the rule of no realm is mine, neither of Gondor nor any other, great or small.'” (1) · “‘...we must have power, power to order all things as we will, for that good which only the Wise can see.'” (1) · “‘Behold, I am not Gandalf the Grey, whom you betrayed. I am Gandalf the White, who has returned from death.'” (1) · “‘Dangerous!... And so am I, very dangerous; more dangerous than anything you will ever meet....'” (1) · “‘There will be no dawn for Men.'” (2) · “‘When evening in the Shire was grey / his footsteps on the Hill were heard; / before the dawn he went away / on journey long without a word.'” (1) · “‘“White!” he sneered. “It serves as a beginning.”'” (2)
Showing below up to 36 results in range #1 to #36.