Drilldown: CardReleases

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CardReleases > TwilightCost: 7-20 & Strength: 10-30 & SiteNum: 4-5

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Damage +1. While The Balrog is at an underground site, it is fierce and cannot take wounds or be exerted. (3) · Damage +1. Each time Lurtz wins a skirmish, the Free People?s player must exert X companions, where X is the current region number. (2) · Southron. Skirmish: Remove (3) to play a [RAIDER] mount from your discard pile. (2) · Fierce. Toil 1. (For each [MEN] character you exert when playing this, its twilight cost is -1) Each wounded [MEN] minion is strength +2. (2) · Damage +2. The twilight cost of The Balrog is -3 if you can spot a [MORIA] minion. The Balrog cannot be assigned to skirmish companions or allies of strength less than 6. (2) · Archer. Damage +1. Maneuver: Spot another Uruk-hai to make Lurtz fierce until the regroup phase. (2) · Damage +1. Fierce. While you can spot The Balrog, discard all other minions. Skip the archery phase. Discard The Balrog if not underground. (2) · Damage +1. Fierce. Toil 2. (For each [ORC] character you exert when playing this, its twilight cost is -2) Each time an [ORC] lurker wins a skirmish, you may make the Free Peoples player discard the top 2 cards of his or her draw deck. (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) · Damage +1. Fierce. If you play Stampeding Chief from your hand, remove (3) and spot another [MEN] minion or discard Stampeding Chief. (2) · Archer. Damage +1. Maneuver: Spot 6 companions to make Lurtz fierce until the regroup phase. Assignment: Exert Lurtz twice to assign it to an unbound companion. The Free Peoples player may exert that companion or add a burden to prevent this. (2) · Archer. Damage +1. Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) Lurtz is strength +3 for each exhausted companion you can spot. (2)
TaggedGameText:
Damage +1.
While The Balrog is at an underground site, it is fierce and cannot take wounds or be exerted. (3)
· Damage +1. Fierce. Toil 2. (For each orc character you exert when playing this, its twilight cost is –2.)
Each time an orc lurker wins a skirmish, you may make the Free Peoples player discard the top 2 cards of his or her draw deck. (2)
· Damage +1.
Each time Lurtz wins a skirmish, the Free People’s player must exert X companions, where X is the current region number. (2)
· Southron.
Skirmish: Remove twilight3 to play a raider mount from your discard pile. (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) · Damage +1. Fierce.
While you can spot The Balrog, discard all other minions. Skip the archery phase. Discard The Balrog if not underground. (2)
· Fierce. Toil 1. (For each men character you exert when playing this, its twilight cost is –1.)
Each wounded men minion is strength +2. (2)
· Damage +1. Fierce.
If you play Stampeding Chief from your hand, remove twilight3 and spot another men minion or discard Stampeding Chief. (2)
· Damage +2. The twilight cost of The Balrog is –3 if you can spot a moria minion. The Balrog cannot be assigned to skirmish companions or allies of strength less than 6. (2) · Archer. Damage +1.
Maneuver: Spot another Uruk-hai to make Lurtz fierce until the regroup phase. (2)
· Archer. Damage +1. Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) Lurtz is strength +3 for each exhausted companion you can spot. (2)
FormattedGameText:
'''Damage +1.''' While The Balrog is at an underground site, it is '''fierce''' and cannot take wounds or be exerted. (3) · '''Damage +1.''' '''Fierce.''' To play, spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] 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) · '''Damage +1'''. Each time Lurtz wins a skirmish, the Free People’s player must exert X companions, where X is the current region number. (2) · '''Southron.''' '''Skirmish:''' Remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to play a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] mount from your discard pile. (2) · '''Damage +1.''' '''Fierce.''' While you can spot The Balrog, discard all other minions. Skip the archery phase. Discard The Balrog if not underground. (2) · '''Damage +1. Fierce.''' If you play Stampeding Chief from your hand, remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] and spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion or discard Stampeding Chief. (2) · '''Damage +2.''' The twilight cost of The Balrog is –3 if you can spot a [[Image:Culture_Moria.svg|x24px|bottom|link=Moria_Culture|class=whitebg]] minion. The Balrog cannot be assigned to skirmish companions or allies of strength less than 6. (2) · '''Damage +1. Fierce. Toil 2.''' ''(For each ''[[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]]'' character you exert when playing this, its twilight cost is –2.)'' Each time an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] lurker wins a skirmish, you may make the Free Peoples player discard the top 2 cards of his or her draw deck. (2) · '''Fierce. Toil 1.''' ''(For each'' [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] ''character you exert when playing this, its twilight cost is –1.)'' Each wounded [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion is strength +2. (2) · '''Archer.''' '''Damage +1'''. '''Maneuver:''' Spot another Uruk-hai to make Lurtz '''fierce''' until the regroup phase. (2) · '''Archer.''' '''Damage +1.''' '''Muster.''' (At the start of the regroup phase, you may discard a card from hand to draw a card.) Lurtz is strength +3 for each exhausted companion you can spot. (2)
Lore:
None (8) · "Against the Deeping Wall the hosts of Isengard roared like a sea." (1) · "Ai! ai! ... A balrog! A balrog is come!" (1) · "Murderers!" (1) · "Originally bred by Morgoth, Trolls were thought to be imitations of Ents." (1) · "The men of the South marched to war." (1) · Berserkers are the first wave of Uruks sent to battle. (1) · Black blood. Flat feet. Scaly skin (1) · But no more would Rohan stand against his kind. (2) · Dwellers of foul pits and tunnels. (1) · Frodo's quest nearly ended before his companions halted the Cave Troll's ferocious attack. (1) · Hunters Design-a-Card contest entry
Submitted by "Eomer_14" (1)
· Lacking shields and armor, Southron forces rely on speed and numbers. (1) · No sound from an Orc was more frightening. (1) · Saruman bred this ruthless commander, whose brutality matched his own ambition, to track the Nine Walkers. (2) · The desert lords of Harad support their huge forces with mammoth war beasts. (1) · The mammoth battering ram Grond required equally mammoth strength to wield it. (2) · The Uruk-hai leader walked into view on the misty hilltop beneath the dark trees. Hungry for blood. (1) · “...a host had issued from Minas Morgul....” (1) · “...and soon yet more companies of the enemy were swiftly setting up....” (1) · “...suddenly it drew itself up to a great height, and its wings were spread from wall to wall....” (1) · “File after file passed....” (1) · “The fire in it seemed to die, but the darkness grew.” (3) · “The flames roared up to greet it, and wreathed about it...” (1) · “There was a horn-blast and a rush of feet, and orcs one after another leaped into the chamber.” (1) · “Thrice the great ram boomed. And suddenly on the last stroke the Gate of Gondor broke.” (1) · “You will taste man-flesh!” (2) · “‘...he burst into new flame.'” (1) · “‘...they have allied them with the Enemy, and now make a heavy stroke in his cause.'” (2) · “‘And now... perfected. Grown beyond the height of Men – straight-limbed and strong, fearing nothing.'” (2) · “‘But I've heard tales of the big folk down away in the Sunlands.'” (1) · “‘Do you wish to see the greatness of our army? We are the fighting Uruk-hai.'” (1) · “‘His own folk quail at him, and they would slay themselves at his bidding.'” (1) · “‘Indeed I saw upon the bridge that which haunts our darkest dreams....'” (2) · “‘One of their regiments is due by our reckoning to pass by, some time ere noon....'” (1) · “‘There is no hope of escape that way.'” (2) · “‘These are Uruk-hai – their armour is thick, their shields broad.'” (1) · “‘They have long ceased to fear the might of Gondor.'” (1)
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