Drilldown: CardReleases

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CardReleases > Subtypes: Man & Strength: 1-6 & SiteNum: 4-5

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At the start of the maneuver phase, spot another [MEN] Man and exert this minion to add a threat. Then add an additional threat for each companion you spot over 4. (1) · Corsair. To play, spot a [RAIDER] Man. Shadow: Exert this minion to play a [RAIDER] support area possession from your draw deck. (1) · Corsair. When you play this minion, if you have initiative, you may discard an ally to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it. (1) · Corsair. When you play this minion, you may discard 2 cards from hand to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it. (1) · Easterling. Skirmish: Exert this minion to make him damage +1. (1) · Easterling. When you play this minion, you may spot another Easterling to add (1) for each burden (limit (4)). (1) · Easterling. While you can spot 2 burdens, this minion is strength +3 and fierce. (1) · If Bill Ferny is unwounded, the Free Peoples player cannot assign him to skirmish a companion. Shadow: Exert Bill Ferny twice and spot a site you control to add (2). (1) · Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Each time another [MEN] minion wins a skirmish, make this minion strength +3 until the regroup phase. (1) · Regroup: Exert Grima to add (2). Regroup: Remove a [MEN] token to add (2). Regroup: Remove (4) to exert an unbound companion. (1) · Skirmish: If this minion is skirmishing, discard this minion to play a [MEN] minion from your discard pile. That minion is fierce until the regroup phase. (1) · Southron. Ambush (1). When the Free Peoples player assigns this minion to a character and you have initiative, wound that character. (2) · Southron. Ambush (2). (2) · Southron. Ambush (2). While you can spot a Southron, this minion's twilight cost is - 2. (2) · 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) · Southron. Archer. While you can spot another Southron, the minion archery total is +1 for each site you control. (1) · Southron. At the start of each skirmish involving this minion, you may remove (3) to wound a companion or ally he is skirmishing. (1) · Southron. Regroup: Exert this minion and remove (5) to take control of a site. (1) · This minion is strength +1 for each card in the Free Peoples player's hand. (1) · This minion is strength +1 for each other character you can spot. (1) · This minion is strength +1 for each other character you can spot. While you can spot a companion who has resistance 3 or less, this minion is damage +1. While you can spot a companion who has resistance 0, this minion is fierce. (1) · This minion is strength +1 for each [MEN] minion stacked on each [MEN] possession. At the start of the maneuver phase, you may play a minion stacked on a [MEN] possession as if from hand. (1) · Villager. Discard Guma if an opponent controls his home site. Fellowship: Exert Guma to heal a [ROHAN] Man. (1) · Villager. Discard Hlafwine if an opponent controls his home site. Skirmish: Exert Hlafwine to make a [ROHAN] Man strength +2. (1) · Villager. Discard Leod if an opponent controls his home site. Skirmish: Exert Leod to make a mounted companion strength +2. (1) · Villager. Discard Weland if an opponent controls his home site. Fellowship: Exert Weland to heal a mounted companion. (1) · Villager. Fellowship: Exert Ecglaf and spot 2 valiant Men to play a [ROHAN] possession from your discard pile. (1) · Villager. Regroup: Exert Sigewulf and spot 5 valiant Men to discard a minion. (1)
TaggedGameText:
Corsair.
When you play this minion, if you have initiative, you may discard an ally to add 2 raider tokens to a card that already has a raider token on it. (1)
· Corsair.
When you play this minion, you may discard 2 cards from hand to add 2 raider tokens to a card that already has a raider token on it. (1)
· Corsair. To play, spot a raider Man.
Shadow: Exert this minion to play a raider support area possession from your draw deck. (1)
· Easterling.
When you play this minion, you may spot another Easterling to add twilight1 for each burden (limit twilight4). (1)
· Easterling.
Skirmish: Exert this minion to make him damage +1. (1)
· Easterling.
While you can spot 2 burdens, this minion is strength +3 and fierce. (1)
· Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Each time another men minion wins a skirmish, make this minion strength +3 until the regroup phase. (1) · Regroup: Exert Gríma to add twilight2.
Regroup: Remove a men token to add twilight2.
Regroup: Remove twilight4 to exert an unbound companion. (1)
· Skirmish: If this minion is skirmishing, discard this minion to play a men minion from your discard pile. That minion is fierce until the regroup phase. (1) · Southron.
At the start of each skirmish involving this minion, you may remove twilight3 to wound a companion or ally he is skirmishing. (1)
· Southron. Ambush twilight1.
When the Free Peoples player assigns this minion to a character and you have initiative, wound that character. (2)
· Southron. Ambush twilight2. (2) · Southron. Ambush twilight2.
While you can spot a Southron, this minion’s twilight cost is -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)
· Southron. Archer.
While you can spot another Southron, the minion archery total is +1 for each site you control. (1)
· Southron.
Regroup: Exert this minion and remove twilight5 to take control of a site. (1)
· Southron.Ambush twilight2. While you can spot a Southron, this minion’s twilight cost is -2. (1) · Villager.
Discard Weland if an opponent controls his home site.
Fellowship: Exert Weland to heal a mounted companion. (1)
· Villager.
Discard Guma if an opponent controls his home site.
Fellowship: Exert Guma to heal a rohan Man. (1)
· Villager.
Discard Hlafwine if an opponent controls his home site.
Skirmish: Exert Hlafwine to make a rohan Man strength +2. (1)
· Villager.
Discard Léod if an opponent controls his home site.
Skirmish: Exert Léod to make a mounted companion strength +2. (1)
· Villager.
Fellowship: Exert Ecglaf and spot 2 valiant Men to play a rohan possession from your discard pile. (1)
· Villager.
Regroup: Exert Sigewulf and spot 5 valiant Men to discard a minion. (1)
· At the start of the maneuver phase, spot another men Man and exert this minion to add a threat. Then add an additional threat for each companion you spot over 4. (1) · If Bill Ferny is unwounded, the Free Peoples player cannot assign him to skirmish a companion.
Shadow: Exert Bill Ferny twice and spot a site you control to add twilight2. (1)
· This minion is strength +1 for each men minion stacked on each men possession.
At the start of your maneuver phase, you may play a minion stacked on a men possession as if from hand. (1)
· This minion is strength +1 for each card in the Free Peoples player's hand. (1) · This minion is strength +1 for each other character you can spot. (1) · This minion is strength +1 for each other character you can spot.
While you can spot a companion who has resistance 3 or less, this minion is damage +1.
While you can spot a companion who has resistance 0, this minion is fierce. (1)
FormattedGameText:
'''Corsair.''' When you play this minion, if you have initiative, you may discard an ally to add 2 [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] tokens to a card that already has a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] token on it. (1) · '''Corsair.''' When you play this minion, you may discard 2 cards from hand to add 2 [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] tokens to a card that already has a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] token on it. (1) · '''Corsair.''' To play, spot a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man. '''Shadow:''' Exert this minion to play a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] support area possession from your draw deck. (1) · '''Easterling.''' While you can spot 2 burdens, this minion is strength +3 and '''fierce.''' (1) · '''Easterling.''' '''Skirmish:''' Exert this minion to make him '''damage +1'''. (1) · '''Easterling.''' When you play this minion, you may spot another Easterling to add [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] for each burden (limit [[Image:Twilight_4.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]). (1) · '''Lurker.''' (Skirmishes involving lurker minions must be resolved after any others.) Each time another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion wins a skirmish, make this minion strength +3 until the regroup phase. (1) · '''Regroup:''' Exert Gríma to add [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. '''Regroup:''' Remove a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] token to add [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. '''Regroup:''' Remove [[Image:Twilight_4.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to exert an unbound companion. (1) · '''Skirmish:''' If this minion is skirmishing, discard this minion to play a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion from your discard pile. That minion is '''fierce''' until the regroup phase. (1) · '''Southron.''' '''Regroup:''' Exert this minion and remove [[Image:Twilight_5.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to take control of a site. (1) · '''Southron.''' At the start of each skirmish involving this minion, you may remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to wound a companion or ally he is skirmishing. (1) · '''Southron.''' '''Ambush''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. When the Free Peoples player assigns this minion to a character and you have initiative, wound that character. (2) · '''Southron.''' '''Ambush''' [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. While you can spot a Southron, this minion’s twilight cost is -2. (1) · '''Southron.''' '''Ambush''' [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. (2) · '''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) · '''Southron.''' '''Archer.''' While you can spot another Southron, the minion archery total is +1 for each site you control. (1) · '''Southron.''''''Ambush''' [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. While you can spot a Southron, this minion’s twilight cost is -2. (1) · '''Villager.''' '''Fellowship:''' Exert Ecglaf and spot 2 valiant Men to play a [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] possession from your discard pile. (1) · '''Villager.''' '''Regroup:''' Exert Sigewulf and spot 5 valiant Men to discard a minion. (1) · '''Villager.''' Discard Guma if an opponent controls his home site. '''Fellowship:''' Exert Guma to heal a [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] Man. (1) · '''Villager.''' Discard Hlafwine if an opponent controls his home site. '''Skirmish:''' Exert Hlafwine to make a [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] Man strength +2. (1) · '''Villager.''' Discard Léod if an opponent controls his home site. '''Skirmish:''' Exert Léod to make a mounted companion strength +2. (1) · '''Villager.''' Discard Weland if an opponent controls his home site. '''Fellowship:''' Exert Weland to heal a mounted companion. (1) · At the start of the maneuver phase, spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Man and exert this minion to add a threat. Then add an additional threat for each companion you spot over 4. (1) · If Bill Ferny is unwounded, the Free Peoples player cannot assign him to skirmish a companion. '''Shadow:''' Exert Bill Ferny twice and spot a site you control to add [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. (1) · This minion is strength +1 for each card in the Free Peoples player's hand. (1) · This minion is strength +1 for each other character you can spot. While you can spot a companion who has resistance 3 or less, this minion is '''damage +1'''. While you can spot a companion who has resistance 0, this minion is '''fierce.''' (1) · This minion is strength +1 for each other character you can spot. (1) · This minion is strength +1 for each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion stacked on each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession. At the start of your maneuver phase, you may play a minion stacked on a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession as if from hand. (1)
Lore:
None (4) · "'You are held wise, my friend Wormtongue, and are doubtless a great support to your master.'" (1) · A tender of horses, Weland found much work at Helm's Deep. (1) · Easterlings came to Mordor to aid Sauron in his final assualt. (1) · Enemy formations are threatened by the spears of Easterling light troops. (1) · Foodstores swelled as refugees like Guma brought provisions to the Hornburg. (1) · Hardy desert warriors needed little rest. (1) · Humble Léod was a rancher before he became a soldier at Helm's Deep. (1) · Like many of the Rohirrim, Ecglaf no longer had a home awaiting his return. (1) · Poleaxes wielded by tall Easterling warriors cut through armor and bone. (1) · Promise of plunder and of the whip keep in line a lustful Corsair crew. (1) · Scouts find oases for Southron armies as they cross the deserts of Harad. (1) · Swift scouts track enemy movements to set up surprise attacks. (1) · The courage of Sigewulf and other Rohirrim like him will not be forgotten. (1) · The fury of the Eastern warriors grows in battle. (1) · The Haradrim wear cloaks and head wraps to survive the deserts of their homeland. (1) · The kingdoms of Harad fight countless wars and train thousands of warriors. (1) · The pawns of Saruman are relentless in their tasks. (1) · The Southron armies deploy archers to harass enemy troop formations. (1) · Too old to fight, Hlafwine prepared meals for the defenders. (1) · Vile servants of Sauron marched to their master. (1) · “...Umbar... fell into the hands of the Men of Harad.” (1) · “...watchmen on the walls saw afar a new sight of fear, and their last hope left them.” (1) · “One or two gave Frodo a blank look and departed muttering among themselves.” (1) · “‘...he would sell anything to anybody; or make mischief for amusement.'” (1) · “‘...the Riders can use men and other creatures as spies, as we found at Bree.'” (1) · “‘They have black eyes, and long black hair, and gold rings in their ears....'” (1) · “‘They have passed on to the Black Gate; but more may follow.'” (1)
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