Drilldown: CardReleases

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CardReleases > TwilightCost: 4-20 & Strength: 11-13 & Vitality: 2

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Ambush (3). The move limit for this turn is +1. (1) · Besieger. Skirmish: Discard 2 cards from hand to play a [SAURON] Orc stacked on a site you control. That Orc is fierce and strength +6 until the regroup phase. (1) · Damage +1. Assignment: Exert Orthanc Champion to assign it to an unbound companion. That companion may exert to prevent this. (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 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) · Each time this minion wins a skirmish, you may exert each companion who has resistance 4 or less. (1) · Each time this minion wins a skirmish, you may make it fierce until the regroup phase. (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) · 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: Remove a threat and spot another [ORC] minion to exert an unbound companion. (1) · Skirmish: Discard this minion to make a minion strength +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) · 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 an [ORC] card in your support area. When you play this, spot a Free Peoples condition to discard from play each other card that has the same card title as that condition. (1) · 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) · Toil 2. (For each [ORC] character you exert when playing this, its twilight cost is -2.) (2) · 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 bearing a possession, it is fierce. (1)
TaggedGameText:
Ambush twilight3.
The move limit for this turn is +1. (1)
· Besieger.
Skirmish: Discard 2 cards from hand to play a sauron Orc stacked on a site you control. That Orc is fierce and strength +6 until the regroup phase. (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.
Assignment: Exert Orthanc Champion to assign it to an unbound companion.
That companion may exert to prevent this. (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) · 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)
· 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: Remove a threat and spot another orc minion to exert an unbound companion. (1) · Skirmish: Discard this minion to make a minion strength +1. (1) · Southron. Ambush twilight2.
Maneuver: Exert this minion and spot 4 Free Peoples cultures to exert every companion. (1)
· Toil 2. (For each orc character you exert when playing this, its twilight cost is –2.) (2) · Each time this minion wins a skirmish, you may exert each companion who has resistance 4 or less. (1) · Each time this minion wins a skirmish, you may make it fierce until the regroup phase. (1) · The twilight cost of this minion during a skirmish phase is –2. (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 an orc card in your support area.
When you play this, spot a Free Peoples condition to discard from play each other card that has the same card title as that condition. (1)
· 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)
· 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 bearing a possession, it is fierce. (1)
FormattedGameText:
'''Ambush''' [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. The move limit for this turn is +1. (1) · '''Besieger.''' '''Skirmish:''' Discard 2 cards from hand to play a [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orc stacked on a site you control. That Orc is fierce and strength +6 until the regroup phase. (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 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.''' '''Assignment: '''Exert Orthanc Champion to assign it to an unbound companion. That companion may exert to prevent this. (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.''' '''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) · '''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:''' Remove a threat and spot another [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion to exert an unbound companion. (1) · '''Skirmish:''' Discard this minion to make a minion strength +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) · '''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.) (2) · Each time this minion wins a skirmish, you may exert each companion who has resistance 4 or less. (1) · Each time this minion wins a skirmish, you may make it '''fierce''' until the regroup phase. (1) · The twilight cost of this minion during a skirmish phase is –2. (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 an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] card in your support area. When you play this, spot a Free Peoples condition to discard from play each other card that has the same card title as that condition. (1) · 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) · 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 bearing a possession, it is '''fierce.''' (1)
Lore:
None (3) · "We will die... for Saruman!" (1) · A few Orcs are veterans of single combats to settle disputes in the mountain tribes. (2) · A warrior trained in single combat, he tore a swath through the defenders. (1) · As with wild animals, fleeing prey seems only to incite the warriors of Harad. (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) · Once inside the walls of the City, the besiegers were ordered to kill on sight. (1) · Orcs are seldom intimidated, and often goaded, by superior forces. (1) · Prisoners are never taken by the Corsairs of Umbar. (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) · 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) · While Dunlendings lack the skills of the trained soldiers they attack, they carry in them a well-honed hatred. (1) · “Move on! To the Gate!” (1) · “They're taking the Hobbits to Isengard!” (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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