Drilldown: CardReleases

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CardReleases > Subtitle: None & Subtypes: Orc & Strength: 9-11 & SiteNum: 4

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Morgul Tormentor (2) · Chamber Patrol (2) · Isengard Mechanics (2) · Foul Horde (2) · Orkish Invader (2) · Orc Crusher (2)
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GameText:
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) · 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) · 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) · 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) · Warg-rider. While Foul Horde is not exhausted, it is fierce. While Foul Horde has at least 3 vitality, it is ambush (1). While Foul Horde has at least 4 vitality, it is damage + 1. (2) · Each time the Free Peoples player assigns this minion to skirmish an unwounded companion, he or she must add a burden or discard a card from hand. (2) · While this minion is at an underground site, it is strength +2. (2)
TaggedGameText:
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)
· While this minion is at an underground site, it is strength +2. (2) · Each time the Free Peoples player assigns this minion to skirmish an unwounded companion, he or she must add a burden or discard a card from hand. (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) · 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 twilight3. (2) · Warg-rider.
While Foul Horde is not exhausted, it is fierce.
While Foul Horde has at least 3 vitality, it is Ambush twilight1.
While Foul Horde has at least 4 vitality, it is damage +1. (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)
FormattedGameText:
To play, spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Orc. This minion is twilight cost –1 for each burden. Each time a Ring-bound companion loses a skirmish involving an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion, you may reveal this card from hand to add a burden. (2) · While this minion is at an underground site, it is strength +2. (2) · Each time the Free Peoples player assigns this minion to skirmish an unwounded companion, he or she must add a burden or discard a card from hand. (2) · At the start of each skirmish involving this minion, you may reveal an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] condition from hand to wound the companion this minion is skirmishing twice and then discard this minion. (2) · '''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 (or 2 companions if you spot 6 companions). '''Regroup:''' If this minion is stacked on an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] card, spot an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] Orc and discard this minion to add [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. (2) · '''Warg-rider.''' While Foul Horde is not exhausted, it is '''fierce.''' While Foul Horde has at least 3 vitality, it is '''Ambush''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. While Foul Horde has at least 4 vitality, it is '''damage +1.''' (2) · To play, spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion. While the fellowship is in region 1, [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Orcs cannot take wounds. While the fellowship is in region 2, the current site gains '''underground'''. While the fellowship is in region 3, each [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Orc is strength +2. (2)
Lore:
None (9) · "...the enemy is moving. Sauron's forces are massing in the east..." (1) · As the free people of Middle-earth fell, Mordor's strength grew. (1) · Deep in the Isengard pits, Orcs tended the mud from which the Uruk-hai were pulled from. (1) · Frontline minions drew the fire of parapet archers. (1) · It takes a strong will indeed to command an unruly band of Orcs. (1) · Larger Orcs are strong enough to run for many miles, and can tire out their prey before attacking. (1) · Orcs are seldom intimidated, and often goaded, by superior forces. (1) · Orcs can spring from the shadows in surprising numbers. (1) · Orcs relish the kill more than the fight itself, and will often rush to engage a weakened foe. (1) · Orcs that would only seek out violence at random on their own were brought together to serve Sauron's purpose. (1) · Pain. Pain was part of each Orc's life. (1) · Quick to contain their fleeing victims, the Orkish riders were always feared. (1) · Saruman's Orcs labor day and night to provide him with the resources he needs to wage war. (1) · Some Orcs go beyond savagery, taking pleasure in the suffering of their enemies. (2) · Spawned from terrible acts, the Orcs emerged as ruined and terrible forms of life. (2) · The great Dwarf mansion of Khazad-dûm is now more commonly known by other, darker names. (1) · The Orcs infesting Khazad-dûm despoiled and defiled the ancient Dwarven mansion. (1) · The smell of human flesh is often enough to frenzy an Orc warrior. (1) · The spiny helms forged by the Orcs of Moria can inflict as much damage as their scimitars. (1) · Though he had seen it many times before, Grond's destructive power never ceased to amaze. (1) · Though most Orcs are small in stature, seldom can one be found without another nearby. (1) · Under the cover of darkness the Orcs came. (1) · When commanded to, Orcs could travel great distances with great speed. (1) · “...a huge orc-chieftain, almost man-high, clad in black mail from head to foot, leaped into the chamber; behind him his followers clustered in the doorway.” (1) · “...deafening, roaring in his ears, the crash of the feet and the rending clamour of the Orcs before him.” (1) · “...their Captain cared not greatly what they did or how many might be slain....” (1) · “...their purpose was only to test the strength of the defence and to keep the men of Gondor busy in many places.” (1) · “Grond! Grond! Grond!” (1) · “Move on! To the Gate!” (1) · “Sam looked up towards the orc-tower, and suddenly from its narrow windows lights stared out like small red eyes.” (1) · “‘...driving his slaves in madness on before.'” (1) · “‘...I'll stick you, if you don't shut it down, see?'” (1) · “‘...the fear of him has passed before him over the River.'” (1) · “‘Hit me now, Sam. Hit me!'” (2) · “‘It seems their delight to slash and beat down growing things that are not even in their way.'” (1) · “‘There are Orcs, very many of them.... And some are large and evil....'” (1) · “‘What orders from Mordor, my Lord? What does the Eye command?'” (1)
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