Drilldown: CardReleases

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CardReleases > Title : Faramir or Saruman or The Witch-king & SiteNumMod: None

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None (2) · Aid - (1). (At the start of the maneuver phase, you may remove (1) to transfer this to a minion.) Each time bearer wins a skirmish, you may exert a companion. (1) · 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) · Damage +3. Fierce. Assignment: Exert Saruman to assign him to an unbound companion. Skirmish: Exert Saruman to make him strength +1. (1) · Each companion is resistance -1. Skirmish: Exert Saruman to discard a condition borne by a companion skirmishing an [URUK-HAI] minion. (1) · Each time an [URUK-HAI] hunter wins a skirmish, heal a different [URUK-HAI] minion. Skirmish: Exert Saruman twice to make a companion lose the hunter keyword until the start of the regroup phase. (1) · Each [MEN] minion bearing a possession is strength +2. Skirmish: Exert Saruman to play a [MEN] possession from your discard pile. (1) · Enduring. Each Man skirmishing The Witch-king loses all strength bonuses from weapons. (2) · Fierce. Each time a companion is killed in a skirmish involving a Nazgul, wound an ally twice or exert a companion. (1) · Fierce. Each time the Witch-king wins a fierce skirmish, you may exert a companion for each companion you can spot over 4. (2) · Fierce. For each other Nazgul you can spot, The Witch-king is strength +2. (1) · Fierce. Skirmish: Discard a Nazgul from hand to make The Witch-king strength +1 (or strength +2 if you can spot that discarded Nazgul). (1) · Fierce. The Witch-King is twilight cost -1 for each Wise character you spot. Skirmish: Discard 3 cards from hand to make a [Wraith] minion damage +1 (1) · Fierce. The Witch-King is twilight cost -1 for each wound on the Ring-bearer. Each time a companion is played, you may reveal this card from hand to exert the Ring-bearer. (2) · Fierce. The Witch-king is twilight cost-1 for each wound on the Ring-bearer. Each time a companion is played, you may reveal this card from hand to exert the Ring-bearer. (1) · Fierce. Toil 2. (For each [RINGWRAITH] character you exert when playing this, its twilight cost is -2.) Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) (1) · Fierce. Toil 2. (For each [WRAITH] character you exert when playing this, its twilight cost is -2.) Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) (2) · Fierce. When you play the Witch-King, you may remove a threat to take a [WRAITH] card into hand from your discard pile. The Ring-bearer cannot take threat wounds. (1) · Knight. When you play Faramir (except in your starting fellowship), you may reveal the top 10 cards of your draw deck. You may play a knight revealed. Shuffle your draw deck. (1) · 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) · Ranger. Fellowship: Play a [ROHAN] Man to heal Faramir. Skirmish: Exert Faramir to make an unbound Hobbit strength +2. Skirmish: Exert Gandalf to prevent all wounds to Faramir. (1) · Ranger. Hunter 2. If Faramir is in your starting fellowship, his twilight cost is -1. Maneuver: Exert Faramir to heal a companion with resistance 5 or more. (1) · Ranger. Hunter 2. When you play Faramir, Shadow players cannot play minions until the end of the turn. The move limit is +2. (1) · Ranger. Skirmish: Exert Faramir to make him strength +1 for each wound on the Ring-bearer. (3) · Ranger. To play, spot a [GONDOR] Man. Each time Faramir wins a skirmish involving a fierce minion, you may exert Faramir to discard that minion. (1) · Ring-bound. Ranger. An opponent may not play skirmish events or use skirmish special abilities during skirmishes involving Faramir. (2) · Ring-bound. Ranger. If Faramir is in your starting fellowship, his twilight cost is -1. Fellowship: Play a ranger to heal a Ring-bound companion. (1) · Ring-bound. Ranger. The twilight cost of each other [GONDOR] Man in your starting fellowship is -1. While skirmishing a roaming minion, Faramir is strength +2. (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 be assigned to a skirmish. Each time the fellowship moves, the Free Peoples player must exert a companion for each [DUNLAND] Man you can spot. Skirmish: Exert Saruman to make a [DUNLAND] Man strength +2. (1) · 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) · Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. Each time the fellowship moves, you may heal each [ISENGARD] Orc twice. Shadow: Exert Saruman to play an [ISENGARD] possession from your discard pile. (1) · Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. Uruk-hai are fierce. Response: If an Uruk-hai is about to take a wound, exert Saruman to prevent that wound. (1) · Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. When you play Saruman, you may discard a condition. Shadow: Exert Saruman to play Saruman's Staff from your discard pile. (1) · Twilight. Return to Its Master may not be played. Each time The Witch-king wins a skirmish, you may exert him to wound the Ring-bearer twice. (3) · While Faramir is the Ring-bearer, at the start of each skirmish involving him, add 2 burdens or 2 threats. Skirmish: While Faramir is the Ring-bearer, you may wound Faramir to make a minion skirmishing a [GONDOR] Man roaming until the end of turn. (2) · While you can spot Boromir, Faramir is twilight cost -1. While you can spot Denethor, Faramir is twilight cost -1. While Faramir bears a [GONDOR] possession, he is defender +1. (2) · While you cannot spot a weather, Saruman may not take wounds in the archery phase and may not be assigned to a skirmish.While at a site bearing a weather, each [isengard] minion is strength +2.Response: If the fellowship moves from a site bearing a weather, discard this minion to exert each companion. (1) · Wise. Gandalf is defender +1. Fellowship: Discard a Wise ally to play Gandalf from your discard pile. Skirmish: Exert Saruman to make a Wise character strength +2 (limit +2). (1)
TaggedGameText:
None (3) · Twilight.
Return to Its Master may not be played.
Each time The Witch-king wins a skirmish, you may exert him to wound the Ring-bearer twice. (3)
· Fierce.
The Witch-king is twilight cost –1 for each wound on the Ring-bearer.
Each time a companion is played, you may reveal this card from hand to exert the Ring-bearer. (3)
· Fierce. Toil 2. (For each wraith character you exert when playing this, its twilight cost is –2.) Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) (3) · Ranger.
Skirmish:
Exert Faramir to make him strength +1 for each wound on the Ring-bearer. (3)
· 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)
· While you can spot Boromir, Faramir is twilight cost –1.
While you can spot Denethor, Faramir is twilight cost –1.
While Faramir bears a gondor possession, he is defender +1. (2)
· While Faramir is the Ring-bearer, at the start of each skirmish involving him, add 2 burdens or 2 threats.
Skirmish: While Faramir is the Ring-bearer, you may wound Faramir to make a minion skirmishing a gondor Man roaming until the end of the turn. (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)
· Ring-bound. Ranger.
The twilight cost of each other gondor Man in your starting fellowship is -1.
While skirmishing a roaming minion, Faramir is strength +2. (2)
· Ring-bound. Ranger.
An opponent may not play skirmish events or use skirmish special abilities during skirmishes involving Faramir. (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) · Enduring.
Each Man skirmishing The Witch-king loses all strength bonuses from weapons. (2)
FormattedGameText:
'''Fierce.''' The Witch-king is twilight cost –1 for each wound on the Ring-bearer. Each time a companion is played, you may reveal this card from hand to exert the Ring-bearer. (3) · None (3) · '''Fierce.''' '''Toil 2.''' (For each [[Image:Culture_Ringwraith.svg|x22px|text-bottom|link=Ringwraith_Culture|class=whitebg]] character you exert when playing this, its twilight cost is –2.) '''Muster.''' (At the start of the regroup phase, you may discard a card from hand to draw a card.) (3) · '''Twilight.''' Return to Its Master may not be played. Each time The Witch-king wins a skirmish, you may exert him to wound the Ring-bearer twice. (3) · '''Ranger. Skirmish:''' Exert Faramir to make him strength +1 for each wound on the Ring-bearer. (2) · '''Ring-bound.''' '''Ranger.''' The twilight cost of each other [[Image:Culture_Gondor.svg|x28px|bottom|link=Gondor_Culture|class=whitebg]] Man in your starting fellowship is -1. While skirmishing a roaming minion, Faramir 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) · '''Enduring.''' Each Man skirmishing The Witch-king loses all strength bonuses from weapons. (2) · While you can spot Boromir, Faramir is twilight cost –1. While you can spot Denethor, Faramir is twilight cost –1. While Faramir bears a [[Image:Culture_Gondor.svg|x28px|bottom|link=Gondor_Culture|class=whitebg]] possession, he is '''defender +1'''. (2) · While Faramir is the Ring-bearer, at the start of each skirmish involving him, add 2 burdens or 2 threats. '''Skirmish:''' While Faramir is the Ring-bearer, you may wound Faramir to make a minion skirmishing a [[Image:Culture_Gondor.svg|x28px|bottom|link=Gondor_Culture|class=whitebg]] Man roaming until the end of the turn. (2) · '''Ring-bound. Ranger.''' An opponent may not play skirmish events or use skirmish special abilities during skirmishes involving Faramir. (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)
Lore:
None (18) · "'He has claimed lordship over all this land...'" (1) · "'I gave you the chance of aiding me willingly, but you have elected the way of pain.'" (1) · "'We have a work to do, and this is no place for riding or parleying.'" (1) · "A new power is rising. Its victory is at hand." (1) · "Nine for Mortal Men doomed to die..." (1) · "Take back what they stole from you!" (1) · "There are no travelers in this land. Only servants of the Dark Tower." (1) · DGMA Premier Series Qualifier (1) · Er sah Faramirs Gesicht, der jetzt keine Maske trug: es war streng und herrisch, und ein scharfer Verstand sprach aus seinem forschenden Blick. (1) · Hunters Design-a-Card contest entry
Submitted by "lyonscc" (1)
· Hunters Design-a-Card contest entry
Submitted by "Roy1991" (1)
· Nine Riders Collection (1) · « Il voyait le visage de Faramir, à présent démasqué: il était sévère et imposant; une intelligence aiguë paraissait dans son regard scrutateur. » (1) · “'...if you will trust me, it may be that I can advise you in your present quest, whatever that be – yes, and even aid you.'” (1) · “...a shape, black-mantled, huge and threatening.” (2) · “...his hair was long and gleaming and on his helm was a crown.” (1) · “...the Nazgûl Lord like a shadow of despair.” (1) · “He could see Faramir's face, which was now unmasked; it was stern and commanding, and a keen wit lay behind his searching glance.” (1) · “He sprang forward and bore down on Frodo.” (3) · “Vedeva il viso di Faramir, ora senza maschera: era severo ed imperioso, e dietro al suo sguardo investigatore si nascondeva un'intelligenza acuta.” (1) · “‘...I will go and do what I can in his stead––if you command it.'” (1) · “‘...we must have power, power to order all things as we will, for that good which only the Wise can see.'” (1) · “‘A great king and sorcerer he was of old, and now he wields a deadly fear.'” (3) · “‘Dead? No, you cannot kill them.'” (1) · “‘Do you wish then... that our places had been exchanged?'” (2) · “‘He leads us now in all perilous ventures.'” (1) · “‘Not while Faramir is Captain... his life is charmed, or fate spares him for some other end.'” (1) · “‘There will be no dawn for Men.'” (2) · “‘We do not want the escapes of Mirkwood in Ithilien.'” (3) · “‘“White!” he sneered. “It serves as a beginning.”'” (2)
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