Drilldown: CardReleases

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CardReleases > TwilightCost: 4 & Strength: 11-13

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None (1) · Ambush (3). The move limit for this turn is +1. (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. Each time this minion is assigned to a skirmish, if it is not at a battleground site, remove (2) or discard this minion. (1) · Damage +1. Each time this minion wins a skirmish, you may spot a companion who has resistance 4 or less to place this minion on the bottom of your draw deck. (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 [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 Watcher in the Water, discard all other minions (except tentacles). Each tentacle is strength +2 and damage +1. This minion may not bear possessions and is discarded if not at a marsh. (1) · Discard all other minions (except tentacles). Watcher in the Water cannot bear possessions. The fellowship's current site gains marsh. Shadow: Play a tentacle from your discard pile. (1) · Each time this minion is assigned to skirmish a character who has resistance 5 or less, it is fierce until the regroup phase. (1) · Each time this minion is assigned to skirmish an exhausted companion, it is fierce until the regroup phase. (1) · Each time this minion wins a skirmish, you may exert each companion who has resistance 4 or less. (1) · Hunter 2. While you can spot an [URUK-HAI] minion, each [ORC] Orc gains hunter 1 (if that [URUK-HAI] minion is Ugluk, each [ORC] Orc gains an additional hunter 1). Shadow: Exert Grishnakh twice to play an [URUK-HAI] hunter minion from your draw deck. (1) · Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Maneuver: Make an [ORC] lurker minion lose lurker until the regroup phase. (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 twice to make the Free Peoples player name 3 cultures. Wound each companion and ally not of a named culture. (1) · Maneuver: Exert Tower Assassin to wound an ally. (1) · Maneuver: Remove a threat and spot another [ORC] minion to exert an unbound companion. (1) · Response: If this minion wins a skirmish, remove (2) to make the Free Peoples player discard a card at random from hand. (1) · Shadow: Exert this minion to draw X cards and add (X), where X is the number of Free Peoples cultures you spot over 2. (1) · Skirmish: Discard this minion to make a minion strength +1. (1) · To play, spot a [MEN] card in your support area. Shadow: Exert this minion and spot a Free Peoples condition to reinforce a [MEN] token for each card you spot that has the same card title as that condition. (1) · To play, spot a [MEN] minion. While the fellowship is in region 1, each [MEN] minion cannot take wounds. While the fellowship is in region 2, each [MEN] minion is an archer. While the fellowship is in region 3, each [MEN] minion is fierce. (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 [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) · Tracker. The site number of each [SAURON] Orc is -1. If you have initiative when you play this minion, you may spot another [SAURON] Orc to draw 2 cards. (1) · Tracker. The site number of each [SAURON] Orc is -3. Maneuver: Exert Orc Patrol twice and spot another [SAURON] Orc to discard a condition. (1) · Tracker. The site number of each [SAURON] Orc is -3. Shadow: Exert Grishnakh twice and spot another [SAURON] Orc to draw 3 cards. The Free Peoples player may add 2 burdens to prevent this. (1) · Unhasty. Fellowship: Exert Treebeard and discard an unbound companion from hand to heal an unbound companion. (1) · Unhasty. Response: If an unbound Hobbit is about to be discarded, stack him here instead. Fellowship: Exert Treebeard and add(1) to play an unbound Hobbit stacked here. (1) · When you cannot spot another [MEN] minion, discard this minion. (1) · While this minion is at a battleground site, he gains hunter 1 (While skirmishing a non-hunter character, this character is strength +1.) (1) · While this minion is at a battleground site, it is strength +2. While this minion is bearing a possession, it is damage +1. (1) · While this minion is bearing a possession, it is fierce. (1) · While you can spot 3 other [SAURON] Orcs, this minion is strength +5. (1) · While you can spot a companion who has resistance 3 or less, this minion's twilight cost is -2. (1)
TaggedGameText:
None (1) · Ambush twilight3.
The move limit for this turn is +1. (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. While you can spot Watcher in the Water, discard all other minions (except tentacles). Each tentacle is strength +2 and damage +1. This minion may not bear possessions and is discarded if not at a marsh. (1) · Damage +1.
Each time this minion is assigned to a skirmish, if it is not at a battleground site, remove twilight2 or discard this minion. (1)
· Damage +1.
Each time this minion wins a skirmish, you may spot a companion who has resistance 4 or less to place this minion on the bottom of your draw deck. (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) · Hunter 2.
While you can spot an urukhai minion, each orc Orc gains hunter 1 (if that urukhai minion is Ugluk, each orc Orc gains an additional hunter 1).
Shadow: Exert Grishnákh twice to play an urukhai hunter minion from your draw deck. (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) · Lurker. (Skirmishes involving lurker minions must be resolved after any others.)
Maneuver: Make an orc lurker minion lose lurker until the regroup phase. (1)
· Maneuver: Exert this minion twice to make the Free Peoples player name 3 cultures. Wound each companion and ally not of a named culture. (1) · Maneuver: Exert Tower Assassin to wound an ally. (1) · Maneuver: Remove a threat and spot another orc minion to exert an unbound companion. (1) · Response: If this minion wins a skirmish, remove twilight2 to make the Free Peoples player discard a card at random from hand. (1) · Shadow: Exert this minion to draw X cards and add twilightX, where X is the number of Free Peoples cultures you spot over 2. (1) · Skirmish: Discard this minion to make a minion strength +1. (1) · Tracker.
The site number of each sauron Orc is –1.
If you have initiative when you play this minion, you may spot another sauron Orc to draw 2 cards. (1)
· Tracker.
The site number of each sauron Orc is -3.
Shadow: Exert Grishnákh twice and spot another sauron Orc to draw 3 cards. The Free Peoples player may add 2 burdens to prevent this. (1)
· Tracker.
The site number of each sauron Orc is -3.
Maneuver: Exert Orc Patrol twice and spot another sauron Orc to discard a condition. (1)
· Unhasty.
Fellowship: Exert Treebeard and discard an unbound companion from hand to heal an unbound companion. (1)
· Unhasty.
Response: If an unbound Hobbit is about to be discarded, stack him here instead.
Fellowship: Exert Treebeard and add twilight1 to play an unbound Hobbit stacked here. (1)
· Discard all other minions (except tentacles).
Watcher in the Water cannot bear possessions.
The fellowship’s current site gains marsh.
Shadow: Play a tentacle from your discard pile. (1)
· Each time this minion is assigned to skirmish a character who has resistance 5 or less, it is fierce until the regroup phase. (1) · Each time this minion is assigned to skirmish an exhausted companion, it is fierce until the regroup phase. (1) · Each time this minion wins a skirmish, you may exert each companion who has resistance 4 or less. (1) · To play, spot a men card in your support area.
Shadow: Exert this minion and spot a Free Peoples condition to reinforce a men token for each card you spot that has the same card title as that condition. (1)
· To play, spot a men minion.
While the fellowship is in region 1, each men minion cannot take wounds.
While the fellowship is in region 2, each men minion is an archer.
While the fellowship is in region 3, each men minion is fierce. (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 urukhai 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)
· When you cannot spot another men minion, discard this minion. (1) · While this minion is at a battleground site, he gains hunter 1 (While skirmishing a non-hunter character, this character is strength +1.) (1) · While this minion is at a battleground site, it is strength +2.
While this minion is bearing a possession, it is damage +1. (1)
· While this minion is bearing a possession, it is fierce. (1) · While you can spot 3 other sauron Orcs, this minion is strength +5. (1) · While you can spot a companion who has resistance 3 or less, this minion's twilight cost is –2. (1)
FormattedGameText:
None (1) · '''Ambush''' [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. The move limit for this turn is +1. (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.''' Each time this minion is assigned to a skirmish, if it is not at a battleground site, remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] or discard this minion. (1) · '''Damage +1.''' Each time this minion wins a skirmish, you may spot a companion who has resistance 4 or less to place this minion on the bottom of your draw deck. (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 you can spot Watcher in the Water, discard all other minions (except tentacles). Each tentacle is strength +2 and '''damage +1.''' This minion may not bear possessions and is discarded if not at a marsh. (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) · '''Hunter 2.''' While you can spot an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion, each [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Orc gains '''hunter 1''' (if that [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion is Ugluk, each [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Orc gains an additional '''hunter 1'''). '''Shadow:''' Exert Grishnákh twice to play an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] hunter minion from your draw deck. (1) · '''Lurker.''' ''(Skirmishes involving lurker minions must be resolved after any others.)'' '''Maneuver:''' Make an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] '''lurker''' minion lose lurker until the regroup phase. (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 twice to make the Free Peoples player name 3 cultures. Wound each companion and ally not of a named culture. (1) · '''Maneuver:''' Exert Tower Assassin to wound an ally. (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) · '''Response:''' If this minion wins a skirmish, remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make the Free Peoples player discard a card at random from hand. (1) · '''Shadow:''' Exert this minion to draw X cards and add [[Image:Twilight_x.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]], where X is the number of Free Peoples cultures you spot over 2. (1) · '''Skirmish:''' Discard this minion to make a minion strength +1. (1) · '''Tracker.''' The site number of each [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orc is -3. '''Maneuver:''' Exert Orc Patrol twice and spot another [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orc to discard a condition. (1) · '''Tracker.''' The site number of each [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orc is -3. '''Shadow:''' Exert Grishnákh twice and spot another [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orc to draw 3 cards. The Free Peoples player may add 2 burdens to prevent this. (1) · '''Tracker.''' The site number of each [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orc is –1. If you have initiative when you play this minion, you may spot another [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orc to draw 2 cards. (1) · '''Unhasty.''' '''Fellowship:''' Exert Treebeard and discard an unbound companion from hand to heal an unbound companion. (1) · '''Unhasty.''' '''Response:''' If an unbound Hobbit is about to be discarded, stack him here instead. '''Fellowship:''' Exert Treebeard and add [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to play an unbound Hobbit stacked here. (1) · Discard all other minions (except tentacles). Watcher in the Water cannot bear possessions. The fellowship’s current site gains '''marsh'''. '''Shadow''': Play a tentacle from your discard pile. (1) · Each time this minion is assigned to skirmish a character who has resistance 5 or less, it is fierce until the regroup phase. (1) · Each time this minion is assigned to skirmish an exhausted companion, it is '''fierce''' until the regroup phase. (1) · Each time this minion wins a skirmish, you may exert each companion who has resistance 4 or less. (1) · To play, spot a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] card in your support area. '''Shadow:''' Exert this minion and spot a Free Peoples condition to reinforce a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] token for each card you spot that has the same card title as that condition. (1) · To play, spot a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion. While the fellowship is in region 1, each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion cannot take wounds. While the fellowship is in region 2, each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion is an '''archer'''. While the fellowship is in region 3, each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion is '''fierce'''. (2) · To play, spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion. While the fellowship is in region 1, [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Orcs cannot take wounds. While the fellowship is in region 2, the current site gains '''underground'''. While the fellowship is in region 3, each [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Orc is strength +2. (2) · To play, spot an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] 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) · When you cannot spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion, discard this minion. (1) · While this minion is at a battleground site, he gains '''hunter 1''' ''(While skirmishing a non-hunter character, this character is strength +1.)'' (1) · While this minion is at a battleground site, it is strength +2. While this minion is bearing a possession, it is '''damage +1.''' (1) · While this minion is bearing a possession, it is '''fierce.''' (1) · While you can spot 3 other [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orcs, this minion is strength +5. (1) · While you can spot a companion who has resistance 3 or less, this minion's twilight cost is –2. (1)
Lore:
None (8) · A Ring of Power would not stop the blade of an assassin lying in wait. (1) · Alliances between Haradrim tribes are fragile things which sometimes break down in battle. (1) · As with wild animals, fleeing prey seems only to incite the warriors of Harad. (1) · Casualties of war were neither honored nor remembered by the White Hand. (1) · Far more Orcs has Sauron bred in the pits under Barad-dûr than Saruman could ever imagine. (1) · Few fighters are skilled enough to outstrip the natural instincts of the Uruk-hai. (1) · It takes a strong will indeed to command an unruly band of Orcs. (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) · Only the strongest fighters can withstand a Southron attack. (1) · Orcs are seldom intimidated, and often goaded, by superior forces. (1) · Prisoners are never taken by the Corsairs of Umbar. (1) · Sauron's Orcs ranged far and wide, searching for Baggins and the Ring. (1) · The Dunlendings' fury could only end in the death of the king of Rohan. (1) · The foul Orcs who slaughtered the last of Balin's followers still thrive in the halls of Khazad-dûm and the surrounding countryside. (1) · Their toughness comes from both armor and hide. (1) · Though he had seen it many times before, Grond's destructive power never ceased to amaze. (1) · Tribes of Harad gather when their enemies appear weak. (1) · While Dunlendings lack the skills of the trained soldiers they attack, they carry in them a well-honed hatred. (1) · “...as if a host of snakes were swimming up...” (1) · “...their bodies were cast aside... and others took their place.” (1) · “Move on! To the Gate!” (1) · “Now the watch-towers, which had fallen into decay, were repaired, and filled with arms, and garrisoned with ceaseless vigilance.” (1) · “The barricade was scattered as if by a thunderbolt.” (1) · “The dark water boiled... there was a hideous stench.” (1) · “They reached the summit of the rock; they drove towards the gates.” (1) · “They're taking the Hobbits to Isengard!” (1) · “‘Do not be hasty, that is my motto.'” (1) · “‘No, I am not tired. I do not easily get tired. And I do not sit down. I am not very, hm, bendable.'” (1) · “‘Out of some savage land in the wide East they come, we deem.'” (1) · “‘They might agree with me, with Grishnákh....'” (1) · “‘Wolves and orcs were housed in Isengard, for Saruman was mustering a great force....'” (1) · “‘You've spoken more than enough, Uglúk,' sneered the evil voice. ‘I wonder how they would like it in Lugbúrz.'” (1)
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