Drilldown: CardReleases

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CardReleases > Subtitle: None & Strength: 10-30 & SiteNum: 4-5

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Gorgoroth Swarm (3) · Orc Artisan (2) · Orkish Invader (2) · Porter Troll (2) · Stampeding Chief (2) · Uruk Rogue (2) · Sentry Uruk (2) · Champion Orc (2) · Chamber Patrol (2) · Uruk Zealot (2) · Isengard Marauder (2) · Isengard Mechanics (2) · Black Land Chieftain (2) · Uruk Blitz (2) · Army of Haradrim (2) · Orc Crusher (2) · Easterling Pillager (2) · Ordnance Grunt (2)
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Damage +1. The twilight cost of this minion is -1 for each site you control. (2) · Damage +1. Fierce. If you play Stampeding Chief from your hand, remove (3) and spot another [MEN] minion or discard Stampeding Chief. (2) · To play, spot an [URUK-HAI] minion. While you can spot a fierce minion, this minion is fierce. While you can spot a hunter, this minion gains hunter 1. While you can spot a character that is damage +1, this minion is damage +1. (2) · To play, spot an [URUK-HAI] minion. While the fellowship is in region 1, each Uruk-hai is damage +1. While the fellowship is in region 2, each companion is strength -1. While the fellowship is in region 3, each unbound companion is resistance -2. (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) · 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) · To play, spot an [ORC] minion. When you play Black Land Chieftain, you may add a threat for each Free Peoples possession and each Free Peoples artifact you can spot. (2) · Each time you play an [ORC] possession on an [ORC] Orc, you may add (1) (or (2) if that Orc is at a battleground or underground site). (2) · Southron. Skirmish: Remove (3) to play a [RAIDER] mount from your discard pile. (2) · While this minion is at a battleground site, it is fierce. (2) · Toil 2. (For each [ORC] character you exert when playing this, its twilight cost is -2.) (2) · Skirmish: Exert this minion to wound a companion it is skirmishing. (2) · Skirmish: Remove (2) to make a lurker strength +1. Skirmish: Remove (2) to make a lurker fierce until the regroup phase. Skirmish: Remove (2) to make a lurker damage +1. (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) · Damage +1. Fierce. To play, spot an [ORC] minion. When you play this minion, add a burden unless the Free Peoples player reveals a Free Peoples event from his or her hand. (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) · Damage +1. To play, spot an [URUK-HAI] minion. Each companion who has resistance 0 is strength -3. Each time Uruk Zealot wins a skirmish, you may draw 3 cards. (2) · Damage +1. Skirmish: If no other minions are assigned to a skirmish, you may exert this minion twice to make it fierce and strength +4 until the regroup phase. (2) · Damage +1. Fierce. To play, spot an [ORC] minion. Shadow: Discard an [ORC] condition from play to play this minion from your discard pile. (2) · To play, discard 3 cards from your hand. While you can spot 2 other [ORC] minions, this minion is fierce. (2)
TaggedGameText:
Besieger.
When you play this minion, you may spot another besieger and 6 companions to play a besieger from your discard pile and control a site. (3)
FormattedGameText:
'''Besieger.''' When you play this minion, you may spot another besieger and 6 companions to play a besieger from your discard pile and control a site. (3)
Lore:
None (38) · Mount Doom™ Preview
King Draft Pack (3)
· A few Orcs are veterans of single combats to settle disputes in the mountain tribes. (2) · The Men of the East were well-equipped. (2) · The mammoth battering ram Grond required equally mammoth strength to wield it. (2) · Wargs and riders sent by Saruman disrupted the villagers' retreat to Helm's Deep. (2) · Spawned from terrible acts, the Orcs emerged as ruined and terrible forms of life. (2) · Some minions prefer to fight alone. (2) · Orcs frequently used the weapons of their fallen enemies as their own. (2) · Only Trolls had the strength to man the siege catapults. (2) · Much Orc weaponry is scavenged from fallen foes, but they still have ample need for smiths to outfit their troops. (2) · “Some held that they were not Trolls, but giant Orcs...” (2) · But no more would Rohan stand against his kind. (2) · “‘Hit me now, Sam. Hit me!'” (2) · The Uruk-hai do not question the authority of the White Hand. They know its cause is righteous. (2)
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