Drilldown: CardReleases

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CardReleases > Subtypes : Fellowship or Wizard & Resistance: None

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Gandalf (19) · Saruman (19) · Radagast (3)
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None (3) · Damage +1. Each time the fellowship moves, wound Gandalf. (2) · 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 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) · 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) · While you cannot spot 3 companions of the same culture, Gandalf is strength -2. (2)
TaggedGameText:
None (5) · While you cannot spot 3 companions of the same culture, Gandalf is strength –2. (2) · 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) · 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)
· 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)
· 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)
· Damage +1. Each time the fellowship moves, wound Gandalf. (2)
FormattedGameText:
None (5) · While you cannot spot 3 companions of the same culture, Gandalf is strength –2. (2) · '''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) · 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) · 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) · '''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) · '''Damage +1.''' Each time the fellowship moves, wound Gandalf. (2)
Lore:
None (25) · “His real business was far more difficult and dangerous, but the Shire-folk knew nothing about it.” (2) · “‘There will be no dawn for Men.'” (2) · “‘...a master of shapes and changes of hue; and he has much lore of herbs and beasts....'” (2) · “‘“White!” he sneered. “It serves as a beginning.”'” (2)

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