Drilldown: CardReleases

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CardReleases > Strength: 10-11 & Vitality: 2

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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) · Besieger. Archery: Return this minion to your hand to make the fellowship archery total -2 and prevent the Free Peoples player from using archery special abilities. (1) · Besieger. Regroup: If this minion is stacked on a site you control, discard this minion to make the move limit for this turn -1. (1) · Besieger. Shadow: If you have initiative, exert this minion to add a burden and make the Free Peoples player draw a card. (1) · Besieger. Skirmish: If this minion is stacked on a site you control, discard him to make a [SAURON] Orc strength +5 (or +10 if you have initiative). (1) · Besieger. While this minion is stacked on a site you control, besiegers are fierce. (1) · Besieger. While you control a site, this minion's twilight cost is -2. Regroup: Stack this minion on a site you control. (1) · Damage +1. Assignment: Exert this minion and spot a companion to prevent the Free Peoples player from assigning that companion to this minion. (1) · Damage +1. At the start of the archery phase, if you control a site, you may add 2 to the minion archery total for each Free Peoples culture you can spot over 2. (1) · Damage +1. Each time a companion is killed in a skirmish involving an [URUK-HAI] minion, you may discard any number of cards from hand to draw the same number of cards. (1) · Damage +1. Each unbound companion is resistance -2 for each wound he or she has. (1) · Damage +1. Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) When you play this minion, you may discard a card from hand to draw a card. (1) · Damage +1. To play, spot an [URUK-HAI] minion. (1) · Damage +1. While there is a companion in the dead pile, each unbound companion is resistance -4. (1) · Damage +1. While this minion is at a battleground site, it cannot take wounds. While you can spot 6 companions, each [URUK-HAI] minion cannot take wounds. (1) · Damage +1. While this minion is skirmishing a Free Peoples character who has resistance 5 or less, this minion cannot take wounds. (1) · Damage +1. While you can spot a companion of strength 12 or more, this minion is strength +4. Each time a companion or ally is killed during a skirmish involving an [URUK-HAI] minion, you may take control of a site. (1) · Each time this minion is assigned to skirmish a character who has resistance 3 or less, you may exert this minion to discard a possession borne by that character. (1) · Each time this minion is assigned to skirmish a Dwarf, this minion is fierce until the regroup phase. (1) · Each time this minion wins a skirmish, you may make it fierce until the regroup phase. (1) · Each time this minion wins a skirmish, you may stack a [MEN] minion from your discard pile on a [MEN] possession in your support area. (1) · Fierce. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) Each time this minion wins a skirmish, you may spot 4 hunters (or Ugluk) to control a site. (1) · Fierce. Maneuver: Discard this minion and a [MEN] minion with a twilight cost 2 or less from play to play Stampeding Chief from your draw deck. It is twilight cost -8. (1) · Fierce. Response: If another [DUNLAND] Man wins a skirmish, exert Wulf to take control of a site. (1) · Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) This minion is strength +3 for each companion in the dead pile (limit +6). (1) · Lurker. (Skirmishes involving lurker minions must be resolved after any others.) This minion is strength +1 for each companion who is not assigned to a skirmish. (1) · Maneuver: Exert this minion to transfer a possession or condition borne by a character to another eligible bearer. (1) · Maneuver: Remove a threat and spot another [ORC] minion to exert an unbound companion. (1) · Shadow: Spot a site you control and exert Hill Chief to draw 3 cards. (1) · Skirmish: Discard this minion to make a minion strength +1. (1) · Skirmish: Exert this minion and spot another [SAURON] minion and to add a threat. (1) · Skirmish: Exert this minion to wound a character it is skirmishing. (1) · Skirmish: Exert this minion to wound a companion it is skirmishing. (1) · Skirmish: Remove (3) to make this minion damage +1. (1) · Southron. Ambush (2). Maneuver: Exert this minion and spot 4 free peoples cultures to exert every companion. (1) · The twilight cost of this minion during a skirmish phase is -2. (1) · This minion is strength +1 for each [MEN] possession with a [MEN] minion stacked on it. Maneuver: spot a [MEN] possession and discard this minion from play to discard a condition. (1) · When you cannot spot another [ORC] minion, discard this minion from play. (1) · While you can spot a hunter, this minion gains hunter 1. Each time this minion wins a skirmish, you may exert 2 [MEN] Men to discard a follower. (1)
TaggedGameText:
Besieger.
Archery: Return this minion to your hand to make the fellowship archery total –2 and prevent the Free Peoples player from using archery special abilities. (1)
· Besieger.
Regroup: If this minion is stacked on a site you control, discard this minion to make the move limit for this turn –1. (1)
· Besieger.
Shadow: If you have initiative, exert this minion to add a burden and make the Free Peoples player draw a card. (1)
· Besieger.
Skirmish: If this minion is stacked on a site you control, discard him to make a sauron Orc strength +5 (or +10 if you have initiative). (1)
· Besieger.
While this minion is stacked on a site you control, besiegers are fierce. (1)
· Besieger. While you control a site, this minion's twilight cost is –2.
Regroup: Stack this minion on a site you control. (1)
· Damage +1.
Assignment:
Exert this minion and spot a companion to prevent the Free Peoples player from assigning that companion to this minion. (1)
· Damage +1. Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.)
When you play this minion, you may discard a card from hand to draw a card. (1)
· Damage +1.
Each time a companion is killed in a skirmish involving an urukhai minion, you may discard any number of cards from hand to draw the same number of cards. (1)
· Damage +1.
Each unbound companion is resistance –2 for each wound he or she has. (1)
· Damage +1.
While there is a companion in the dead pile, each unbound companion is resistance –4. (1)
· Damage +1. While this minion is at a battleground site, it cannot take wounds. While you can spot 6 companions, each urukhai minion cannot take wounds. (1) · Damage +1. While this minion is skirmishing a Free Peoples character who has resistance 5 or less, this minion cannot take wounds. (1) · Damage +1.
At the start of the archery phase, if you control a site, you may add 2 to the minion archery total for each Free Peoples culture you can spot over 2. (1)
· Damage +1.
To play, spot an urukhai minion. (1)
· Damage +1.
While you can spot a companion of strength 12 or more, this minion is strength +4.
Each time a companion or ally is killed during a skirmish involving an urukhai minion, you may take control of a site. (1)
· Fierce. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.)
Each time this minion wins a skirmish, you may spot 4 hunters (or Uglúk) to control a site. (1)
· Fierce.
Maneuver: Discard this minion and a men minion with a twilight cost 2 or less from play to play Stampeding Chief from your draw deck. It is twilight cost -8. (1)
· Fierce.
Response: If another dunland Man wins a skirmish, exert Wulf to take control of a site. (1)
· Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.)
This minion is strength +3 for each companion in the dead pile (limit +6). (1)
· Lurker. (Skirmishes involving lurker minions must be resolved after any others.) This minion is strength +1 for each companion who is not assigned to a skirmish. (1) · Maneuver: Exert this minion to transfer a possession or condition borne by a character to another eligible bearer. (1) · Maneuver: Remove a threat and spot another orc minion to exert an unbound companion. (1) · Shadow: Spot a site you control and exert Hill Chief to draw 3 cards. (1) · Skirmish: Discard this minion to make a minion strength +1. (1) · Skirmish: Exert this minion and spot another sauron minion and to add a threat. (1) · Skirmish: Exert this minion to wound a character it is skirmishing. (1) · Skirmish: Exert this minion to wound a companion it is skirmishing. (1) · Skirmish: Remove twilight3 to make this minion Damage +1. (1) · Southron. Ambush twilight2.
Maneuver: Exert this minion and spot 4 Free Peoples cultures to exert every companion. (1)
· 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) · Each time this minion is assigned to skirmish a character who has resistance 3 or less, you may exert this minion to discard a possession borne by that character. (1) · Each time this minion is assigned to skirmish a Dwarf, this minion is fierce until the regroup phase. (1) · Each time this minion wins a skirmish, you may make it fierce until the regroup phase. (1) · Each time this minion wins a skirmish, you may stack a men minion from your discard pile on a men possession in your support area. (1) · The twilight cost of this minion during a skirmish phase is –2. (1) · This minion is strength +1 for each men possession with a men minion stacked on it.
Maneuver: Spot a men possession and discard this minion from play to discard a condition. (1)
· When you cannot spot another orc minion, discard this minion from play. (1) · While you can spot a hunter, this minion gains hunter 1.
Each time this minion wins a skirmish, you may exert 2 men Men to discard a follower. (1)
FormattedGameText:
'''Besieger.''' '''Archery:''' Return this minion to your hand to make the fellowship archery total –2 and prevent the Free Peoples player from using archery special abilities. (1) · '''Besieger.''' '''Regroup:''' If this minion is stacked on a site you control, discard this minion to make the move limit for this turn –1. (1) · '''Besieger.''' '''Shadow:''' If you have initiative, exert this minion to add a burden and make the Free Peoples player draw a card. (1) · '''Besieger.''' '''Skirmish:''' If this minion is stacked on a site you control, discard him to make a [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orc strength +5 (or +10 if you have initiative). (1) · '''Besieger.''' While this minion is stacked on a site you control, besiegers are fierce. (1) · '''Besieger.''' While you control a site, this minion's twilight cost is –2. '''Regroup:''' Stack this minion on a site you control. (1) · '''Damage +1'''. While you can spot a companion of strength 12 or more, this minion is strength +4. Each time a companion or ally is killed during a skirmish involving an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion, you may take control of a site. (1) · '''Damage +1. Assignment:''' Exert this minion and spot a companion to prevent the Free Peoples player from assigning that companion to this minion. (1) · '''Damage +1. Muster.''' ''(At the start of the regroup phase, you may discard a card from hand to draw a card.)'' When you play this minion, you may discard a card from hand to draw a card. (1) · '''Damage +1.''' At the start of the archery phase, if you control a site, you may add 2 to the minion archery total for each Free Peoples culture you can spot over 2. (1) · '''Damage +1.''' To play, spot an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion. (1) · '''Damage +1.''' Each time a companion is killed in a skirmish involving an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion, you may discard any number of cards from hand to draw the same number of cards. (1) · '''Damage +1.''' Each unbound companion is resistance –2 for each wound he or she has. (1) · '''Damage +1.''' While there is a companion in the dead pile, each unbound companion is resistance –4. (1) · '''Damage +1.''' While this minion is at a battleground site, it cannot take wounds. While you can spot 6 companions, each [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion cannot take wounds. (1) · '''Damage +1.''' While this minion is skirmishing a Free Peoples character who has resistance 5 or less, this minion cannot take wounds. (1) · '''Fierce. Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)'' Each time this minion wins a skirmish, you may spot 4 hunters (or Uglúk) to control a site. (1) · '''Fierce.''' '''Maneuver:''' Discard this minion and a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion with a twilight cost 2 or less from play to play Stampeding Chief from your draw deck. It is twilight cost -8. (1) · '''Fierce.''' '''Response:''' If another [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man wins a skirmish, exert Wulf to take control of a site. (1) · '''Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)'' This minion is strength +3 for each companion in the dead pile (limit +6). (1) · '''Lurker.''' (Skirmishes involving lurker minions must be resolved after any others.) This minion is strength +1 for each companion who is not assigned to a skirmish. (1) · '''Maneuver:''' Exert this minion to transfer a possession or condition borne by a character to another eligible bearer. (1) · '''Maneuver:''' Remove a threat and spot another [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion to exert an unbound companion. (1) · '''Shadow:''' Spot a site you control and exert Hill Chief to draw 3 cards. (1) · '''Skirmish:''' Discard this minion to make a minion strength +1. (1) · '''Skirmish:''' Exert this minion and spot another [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] minion and to add a threat. (1) · '''Skirmish:''' Exert this minion to wound a character it is skirmishing. (1) · '''Skirmish:''' Exert this minion to wound a companion it is skirmishing. (1) · '''Skirmish:''' Remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make this minion '''Damage +1.''' (1) · '''Southron.''' '''Ambush''' [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. '''Maneuver:''' Exert this minion and spot 4 Free Peoples cultures to exert every companion. (1) · 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) · Each time this minion is assigned to skirmish a character who has resistance 3 or less, you may exert this minion to discard a possession borne by that character. (1) · Each time this minion is assigned to skirmish a Dwarf, this minion is '''fierce''' until the regroup phase. (1) · Each time this minion wins a skirmish, you may make it '''fierce''' until the regroup phase. (1) · Each time this minion wins a skirmish, you may stack a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion from your discard pile on a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession in your support area. (1) · The twilight cost of this minion during a skirmish phase is –2. (1) · This minion is strength +1 for each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession with a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion stacked on it. '''Maneuver:''' Spot a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession and discard this minion from play to discard a condition. (1) · When you cannot spot another [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion, discard this minion from play. (1) · While you can spot a hunter, this minion gains '''hunter 1'''. Each time this minion wins a skirmish, you may exert 2 [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Men to discard a follower. (1)
Lore:
None (4) · "'"We will take their king."'" (1) · "...there was a crash and a flash of flame and smoke." (1) · "We will die... for Saruman!" (1) · A select few of Saruman's Uruk-hai were charged with harvesting his war-machine. (1) · As the free people of Middle-earth fell, Mordor's strength grew. (1) · Captives of the Uruk-hai are treated with brutality and malice, but only if they survive their capture. (1) · Driven by Saruman's ranting, waves of Dunlendings descended upon the holdings of Rohan. (1) · Few fighters are skilled enough to outstrip the natural instincts of the Uruk-hai. (1) · Like a force of nature, the Uruks are unstoppable. (1) · Madness is seldom considered a liability, but a requisite in the ranks of the Uruk-hai. (1) · No villager is safe when the Wild Men attack. (1) · Orcs are seldom intimidated, and often goaded, by superior forces. (1) · Orcs that would only seek out violence at random on their own were brought together to serve Sauron's purpose. (1) · Sauron has countless armies of Orcs at his disposal. (1) · Spawned from terrible acts, the Orcs emerged as ruined and terrible forms of life. (2) · The Orcs infesting Khazad-dûm despoiled and defiled the ancient Dwarven mansion. (1) · The Southrons did not march into war blindly. (1) · The strange craftsmen of Haradwaith fashion their war banners from woven wood. (1) · Their toughness comes from both armor and hide. (1) · They strike only when their prey is haggard and tired. (1) · Though he had seen it many times before, Grond's destructive power never ceased to amaze. (1) · Weapons mean little against the strength of Uruks. (1) · “...filled with malice, hating even their own kind....” (1) · “...he watched the enemy come charging to the assault.” (1) · “...hurrying orcs were digging... just out of bowshot from the walls....” (1) · “...new foes came swirling behind....” (1) · “Move on! To the Gate!” (1) · “Saruman's hordes will pillage and burn...” (1) · “The strangers, especially those that had come up the Greenway, stared at them curiously.” (1) · “‘...I'll stick you, if you don't shut it down, see?'” (1) · “‘...Saruman has armed the wild hillmen and herdfolk of Dunland beyond the rivers, and these also he loosed upon us.'” (1) · “‘But why not kill them quick, kill them now?'” (1) · “‘Do you not hear their voices?'” (1) · “‘The Wild Men of Dunland have no love for Théoden of Rohan since he took their land.'” (1) · “‘Wolves and orcs were housed in Isengard, for Saruman was mustering a great force....'” (1)
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