Drilldown: CardReleases

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CardReleases > Subtitle: None & TwilightCost: 5-6 & Strength: 13-17 & Vitality: 3-6

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None (1) · Archer. If you have initiative, the minion archery total is +1 and Orc Archer Troop is fierce. (1) · At the end of each skirmish involving this minion, if you can spot a Free Peoples culture token, this minion is fierce until the regroup phase. (1) · Besieger. Skirmish: Stack your besieger on a site you control to make Gorgoroth Troop strength +2. (1) · Damage +1. Each Free Peoples archer who has resistance 5 or less does not add to the Free Peoples archery total. (1) · Damage +1. Each time a Free Peoples event is played during a skirmish involving this minion, this minion is strength -2 until the regroup phase. (1) · Damage +1. Each time this minion is about to take a wound at a battleground site, you may spot another [URUK-HAI] card to make the Free Peoples player draw a card instead. (1) · Damage +1. Fierce. To play, spot an [ORC] minion. Assignment: Exert this minion to assign it to a companion bearing an artifact. The Free Peoples player may discard an artifact from play to prevent this. (1) · Damage +1. This minion is strength +1 for each site you control. (1) · Damage +1. To play, remove 2 threats. (1) · Damage +1. To play, spot an [URUK-HAI] minion. Each companion who has resistance 0 is strength -3. Each time Uruk Zealot wins a skirmish, you may draw 3 cards. (2) · Damage +1. Toil 1. (For each [URUK-HAI] character you exert when playing this, its twilight cost is -1.) (1) · Degats +1. Acharne. Pour jouer, designez un seide [ORC]. Affectation : Affaiblissez ce seide pour l'affecter a un compagnon qui detient un artefact. Le joueur des Peuples Libres peut defausser un artefact en jeu pour prevenir ceci. (1) · Easterling. Fierce. Skirmish: Spot 2 burdens and exert this minion to make an Easterling strength +1. Skirmish: Spot 4 burdens and exert this minion to make an Easterling strength +2. Skirmish: Spot 6 burdens and exert this minion to make an Easterling strength +3. (1) · For each companion over 5, this minion is damage +1. Assignment: Exert this minion twice to assign it to a companion (except the Ring-bearer). If you cannot spot 6 companions, the Free Peoples player may exert a companion to prevent this. (1) · Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) (1) · Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Skirmish: Exert Easterling Host and make it strength -2 until the regroup phase to make each other [MEN] minion strength +1 until the regroup phase. (1) · Southron. Ambush (1). While you can spot 4 burdens, this minion is strength +5. While you can spot 5 burdens, this minion is fierce. While you can spot 6 burdens, this minion is damage +1. (1) · Southron. Regroup: Remove (9) and spot antother Southron to make the move limit -1 for this turn ( to a minimum of 1 ). (1) · Southron. While you can spot 4 threats, this minion is damage +2. (1) · This minion is twilight cost -1 for each [MEN] minion stacked on a [MEN] possession. (1) · To play, spot 2 [MEN] Men. Each time this minion wins a skirmish and you can spot a site you control, exhaust an unbound companion. (1) · To play, spot 2 [MEN] Men. When you play this minion, you may make the Free Peoples player exert a companion for each site you control. (1) · To play, spot 2 [MEN] Men. While this minion bears a possession, he is strength +2 for each Free Peoples culture you can spot. (1) · Toil 2. (For each [MEN] character you exert when playing this, its twilight cost is -2.) (1) · When you play Destructive Orc, you may discard a fortification for each [ORC] possession and each [ORC] artifact you can spot. (1) · When you play this, you may spot another [MEN] minion to make this minion twilight cost -1 for each wound on the Ring-bearer. While each companion is wounded, this minion is fierce. (1) · While this minion is at a battleground site, it is fierce. (1) · While you can spot a companion of strength 12 or more, this minion is strength +5. Each time this minion wins a skirmish, if he bears a hand weapon, you may take control of a site. (1) · While you control 2 sites, Easterling Sneak is fierce. While you control 4 sites, each [MEN] minion is strength +1 and fierce. (1) · You may play this minion any time you could play a maneuver event. When you play this minion in the maneuver phase, you may discard X [MEN] minions from play to add (X). (1)
TaggedGameText:
None (1) · Archer.
If you have initiative, the minion archery total is +1 and Orc Archer Troop is fierce. (1)
· Besieger.
Skirmish: Stack a besieger on a site you control to make Gorgoroth Troop strength +2. (1)
· Damage +1. Fierce. To play, spot an orc minion. Assignment: Exert this minion to assign it to a companion bearing an artifact. The Free Peoples player may discard an artifact from play to prevent this. (2) · Damage +1. Toil 1. (For each urukhai character you exert when playing this, its twilight cost is –1.) (1) · Damage +1. Each Free Peoples archer who has resistance 5 or less does not add to the Free Peoples archery total. (1) · Damage +1. Each time a Free Peoples event is played during a skirmish involving this minion, this minion is strength –2 until the regroup phase. (1) · Damage +1. Each time this minion is about to take a wound at a battleground site, you may spot another urukhai card to make the Free Peoples player draw a card instead. (1) · Damage +1. To play, spot an urukhai minion. Each companion who has resistance 0 is strength –3. Each time Uruk Zealot wins a skirmish, you may draw 3 cards. (2) · Damage +1.
To play, remove 2 threats. (1)
· Damage +1.
This minion is strength +1 for each site you control. (1)
· Easterling. Fierce. Skirmish: Spot 2 burdens and exert this minion to make an Easterling strength +1. Skirmish: Spot 4 burdens and exert this minion to make an Easterling strength +2. Skirmish: Spot 6 burdens and exert this minion to make an Easterling strength +3. (1) · Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) (1) · Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Skirmish: Exert Easterling Host and make it strength –2 until the regroup phase to make each other men minion strength +1 until the regroup phase. (1) · Southron.
While you can spot 4 threats, this minion is damage +2. (1)
· Southron. Ambush. twilight1
While you can spot 4 burdens, this minion is strength +5.
While you can spot 5 burdens, this minion is fierce.
While you can spot 6 burdens, this minion is damage +1. (1)
· Southron.
Regroup: Remove twilight9 and spot another Southron to make the move limit -1 for this turn (to a minimum of 1). (1)
· Toil 2. (For each men character you exert when playing this, its twilight cost is –2.) (1) · At the end of each skirmish involving this minion, if you can spot a Free Peoples culture token, this minion is fierce until the regroup phase. (1) · For each companion over 5, this minion is damage +1.
Assignment: Exert this minion twice to assign it to a companion (except the Ring-bearer). If you cannot spot 6 companions, the Free Peoples player may exert a companion to prevent this. (1)
· This minion is twilight cost -1 for each men minion stacked on a men possession. (1) · To play, spot 2 men Men.
Each time this minion wins a skirmish and you can spot a site you control, exhaust an unbound companion. (1)
· To play, spot 2 men Men.
When you play this minion, you may make the Free Peoples player exert a companion for each site you control. (1)
· To play, spot 2 men Men.
While this minion bears a possession, he is strength +2 for each Free Peoples culture you can spot. (1)
· When you play Destructive Orc, you may discard a fortification for each orc possession and each orc artifact you can spot. (1) · When you play this, you may spot another men minion to make this minion twilight cost –1 for each wound on the Ring-bearer.
While each companion is wounded, this minion is fierce. (1)
· While this minion is at a battleground site, it is Fierce. (1) · While you can spot a companion of strength 12 or more, this minion is strength +5.
Each time this minion wins a skirmish, if he bears a hand weapon, you may take control of a site. (1)
· While you control 2 sites, Easterling Sneak is fierce. While you control 4 sites, each men minion is strength +1 and fierce. (1) · You may play this minion any time you could play a maneuver event.
When you play this minion in the maneuver phase, you may discard X men minions from play to add twilightX. (1)
FormattedGameText:
None (1) · '''Archer.''' If you have initiative, the minion archery total is +1 and Orc Archer Troop is fierce. (1) · '''Besieger.''' '''Skirmish:''' Stack a besieger on a site you control to make Gorgoroth Troop strength +2. (1) · '''Damage +1'''. This minion is strength +1 for each site you control. (1) · '''Damage +1.''' To play, remove 2 threats. (1) · '''Damage +1.''' '''Fierce.''' To play, spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion. '''Assignment:''' Exert this minion to assign it to a companion bearing an artifact. The Free Peoples player may discard an artifact from play to prevent this. (2) · '''Damage +1.''' '''Toil 1.''' (For each [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] character you exert when playing this, its twilight cost is –1.) (1) · '''Damage +1.''' Each Free Peoples archer who has resistance 5 or less does not add to the Free Peoples archery total. (1) · '''Damage +1.''' Each time a Free Peoples event is played during a skirmish involving this minion, this minion is strength –2 until the regroup phase. (1) · '''Damage +1.''' Each time this minion is about to take a wound at a battleground site, you may spot another [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] card to make the Free Peoples player draw a card instead. (1) · '''Damage +1.''' To play, spot an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion. Each companion who has resistance 0 is strength –3. Each time Uruk Zealot wins a skirmish, you may draw 3 cards. (2) · '''Easterling.''' '''Fierce.''' '''Skirmish:''' Spot 2 burdens and exert this minion to make an Easterling strength +1. '''Skirmish:''' Spot 4 burdens and exert this minion to make an Easterling strength +2. '''Skirmish:''' Spot 6 burdens and exert this minion to make an Easterling strength +3. (1) · '''Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)'' (1) · '''Lurker.''' (Skirmishes involving lurker minions must be resolved after any others.) '''Skirmish:''' Exert Easterling Host and make it strength –2 until the regroup phase to make each other [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion strength +1 until the regroup phase. (1) · '''Southron.''' '''Regroup:''' Remove [[Image:Twilight_9.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] and spot another Southron to make the move limit -1 for this turn (to a minimum of 1). (1) · '''Southron.''' While you can spot 4 threats, this minion is damage +2. (1) · '''Southron.''' '''Ambush.''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] While you can spot 4 burdens, this minion is strength +5. While you can spot 5 burdens, this minion is '''fierce.''' While you can spot 6 burdens, this minion is '''damage +1.''' (1) · '''Toil 2.''' (For each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] character you exert when playing this, its twilight cost is –2.) (1) · At the end of each skirmish involving this minion, if you can spot a Free Peoples culture token, this minion is '''fierce''' until the regroup phase. (1) · For each companion over 5, this minion is '''damage +1'''. '''Assignment:''' Exert this minion twice to assign it to a companion (except the Ring-bearer). If you cannot spot 6 companions, the Free Peoples player may exert a companion to prevent this. (1) · This minion is twilight cost -1 for each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion stacked on a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession. (1) · To play, spot 2 [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Men. Each time this minion wins a skirmish and you can spot a site you control, exhaust an unbound companion. (1) · To play, spot 2 [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Men. When you play this minion, you may make the Free Peoples player exert a companion for each site you control. (1) · To play, spot 2 [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Men. While this minion bears a possession, he is strength +2 for each Free Peoples culture you can spot. (1) · When you play Destructive Orc, you may discard a fortification for each [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] possession and each [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] artifact you can spot. (1) · When you play this, you may spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion to make this minion twilight cost –1 for each wound on the Ring-bearer. While each companion is wounded, this minion is '''fierce'''. (1) · While this minion is at a battleground site, it is '''Fierce.''' (1) · While you can spot a companion of strength 12 or more, this minion is strength +5. Each time this minion wins a skirmish, if he bears a hand weapon, you may take control of a site. (1) · While you control 2 sites, Easterling Sneak is '''fierce'''. While you control 4 sites, each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion is strength +1 and '''fierce'''. (1) · You may play this minion any time you could play a maneuver event. When you play this minion in the maneuver phase, you may discard X [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minions from play to add [[Image:Twilight_x.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. (1)
Lore:
None (6) · "'"Death to the Forgoil!"'" (1) · "'"Death to the robbers of the North!"'" (1) · "The dark is gathering all armies to him." (1) · "The Orcs yelled and jeered." (1) · "War will make corpses of us all." (1) · At Minas Tirith, some Orcs chose to attack the city before it's inhabitants. (1) · Despite their bloodthirsty nature, Saruman's creations form armies and fight united for him. (1) · Fell captains moved Sauron's forces from the Gorgoroth plains. (1) · Huge, terrifying Uruks become tribal leaders. (1) · Incited by Saruman, they created pandemonium in the land of Rohan. (1) · Men of the East mass soldiers into huge groups. (1) · Raiders and brigands they may be, but in force the Southron fighters are terrifying. (1) · Single-minded in purpose, the Uruk-hai are not easily swayed from their intended path. (1) · Southron men were always ready for war. (1) · The bellicose families of Harad cannot often agree, but when they do, they form a formidable army. (1) · The only thing scarier than a Wild Man is a Wild Man with an axe. (1) · The quick movements of Southron soldiers cut off all paths of retreat. (1) · The Uruk-hai do not question the authority of the White Hand. They know its cause is righteous. (2) · The wisdom of Dunland is passed from elder to youth. (1) · Volleys of arrows are no defense against the onslaught of Saruman's servants. (1) · “As they ran they heard the beat and echo of many hurrying feet behind. A shrill yell went up: they had been seen. There was a ring and clash of steel.” (1) · “Some held that they were not Trolls, but giant Orcs...” (2) · “To war!” (1) · “‘We are servants of Saruman the Wise, the White Hand: the Hand that gives us man's-flesh to eat.'” (1)
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