Drilldown: CardReleases

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CardReleases > Subtypes: Uruk-hai & Strength: 8

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Archer. The twilight cost of each [ISENGARD] archer is -1. Archery: Exert Ranged Commander to make the Free Peoples player wound an unbound companion; this minion does not add to the minion archery total. (1) · Archer. When you play this minion, you may place an [ISENGARD] token on a machine. (1) · Damage +1. (1) · Damage +1. Assignment: Make the Free Peoples player assign this minion to an unwounded companion. (1) · Damage +1. At the start of each assignment phase, you may heal an Uruk-hai for each companion you can spot. (1) · Damage +1. At the start of the maneuver phase, you may spot another [URUK-HAI] minion and remove 3 [URUK-HAI] tokens to take control of a site or discard a follower. (1) · Damage +1. Each time a companion or ally is killed during a skirmish involving an Uruk-hai, you may take control of a site. (1) · Damage +1. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Each time your [URUK-HAI] minion is about to be killed in a skirmish, you may place that minion on the bottom of your draw deck instead. (1) · Damage +1. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Response: If an [URUK-HAI] minion is about to take a wound in a skirmish, exert or discard this minion to prevent that. (1) · Damage +1. Maneuver: Remove (2) to heal an Uruk-hai. (1) · Damage +1. Maneuver: Spot 5 companions to make this minion fierce until the regroup phase. (1) · Damage +1. Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) (1) · Damage +1. Regroup: Stack this minion on a site you control. Shadow: If stacked on a site you control, play this minion. Its twilight cost is -1. (1) · Damage +1. Response: If a special ability of a companion who has resistance 5 or less is used, exert this minion to cancel its effect. (2) · Damage +1. Response: If an [URUK-HAI] minion is about to take a wound, exert this minion to prevent that wound. (1) · Damage +1. Shadow: Exert this minion to exert X companions and add X threats, where X is the number of Free Peoples cultures you spot over 2. (1) · Damage +1. Shadow: Exert this minion to play an Uruk-hai; its twilight cost is -1 for each other Uruk-hai you can spot. (1) · Damage +1. Skirmish: Exert this minion to make it strength +1 for each [URUK-HAI] Uruk-hai you spot (or +2 for each if you can spot a companion who has resistance 3 or less). (1) · Damage +1. Skirmish: Spot 2 other [URUK-HAI] minions and remove (2) to make this minion strength +1 and damage +1. (1) · Damage +1. The twilight cost of this minion is -1 for each site you control. (1) · Damage +1. This minion is strength +1 for each other Uruk-hai you can spot. (1) · Damage +1. This minion is strength +1 for each possession you spot. (2) · Damage +1. When you play this minion at a battleground site, you may draw a card. (1) · Damage +1. When you play this minion, exert a companion for each site you control. (1) · Damage +1. When you play this minion, you may liberate a site to add (X) where X is the Shadow number of the liberated site. (1) · Damage +1. When you play this minion, you may place an [ISENGARD] token on a machine. (1) · Damage +1. When you play this, choose one of the following keywords: battleground, mountain, plains, or underground. The fellowship's current site gains that keyword until the end of the turn. (1) · Damage +1. When you play this, you may spot a companion who has resistance 0 to make this minion twilight cost -2. (1) · Damage +1. While an ally is in the dead pile, this minion is strength +3 and fierce. (1) · Damage +1. While at a battleground, this minion is strength +2. (1) · Damage +1. While this minion is assigned to a skirmish, each site on the adventure path gains each terrain keyword from each site you control. (1) · Damage +1. While this minion is skirmishing an exhausted companion, this minion is strength +3 (or +5 if that companion has resistance 4 or less). (1) · Damage +1. While you can spot 3 possessions, this minion is fierce. (1) · Damage +1. While you can spot a companion of strength 10 or more, this minion is strength +2. Regroup: Exert 4 [URUK-HAI] minions (or discard 3 [URUK-HAI] minions) to take control of a site. (1) · Damage +1. While you can spot an exhausted companion, this minion is strength +3. (1) · Fierce. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.). Assignment: Exert Mauhur to assign him to a non-hunter character (except the Ring-bearer). (1) · Fierce. Hunter 1. Each time this minion wins a skirmish, you may exert a companion not assigned to a skirmish. (1) · Fierce. This minion is damage +1 for each [URUK-HAI] hunter assigned to a skirmish. (1) · Tracker. Fierce. During a fierce skirmish involving this minion, it is strength +2. (1)
TaggedGameText:
Archer.
The twilight cost of each isengard archer is -1.
Archery: Exert Ranged Commander to make the Free Peoples player wound an unbound companion; this minion does not add to the minion archery total. (1)
· Archer.
When you play this minion, you may place an isengard token on a machine. (1)
· Damage +1.
Assignment:
Make the Free Peoples player assign this minion to an unwounded companion. (1)
· Damage +1.
Skirmish:
Exert this minion to make it strength +1 for each urukhai Uruk-hai you spot (or +2 for each if you can spot a companion who has resistance 3 or less). (1)
· Damage +1. Lurker. (Skirmishes involving lurker minions must be resolved after any others.)
Each time your urukhai minion is about to be killed in a skirmish, you may place that minion on the bottom of your draw deck instead. (1)
· Damage +1. (1) · Damage +1.
Regroup: Stack this minion on a site you control.
Shadow: If stacked on a site you control, play this minion. Its twilight cost is -1. (1)
· Damage +1.
Shadow: Exert this minion to play an Uruk-hai; its twilight cost is -1 for each other Uruk-hai you can spot. (1)
· Damage +1.
Each time a companion or ally is killed during a skirmish involving an Uruk-hai, you may take control of a site. (1)
· Damage +1.
The twilight cost of this minion is -1 for each site you control. (1)
· Damage +1.
While an ally is in the dead pile, this minion is strength +3 and fierce. (1)
· Damage +1.
Response: If a special ability of a companion who has resistance 5 or less is used, exert this minion to cancel its effect. (2)
· Damage +1.
While this minion is skirmishing an exhausted companion, this minion is strength +3 (or +5 if that companion has resistance 4 or less). (1)
· Damage +1. Lurker. (Skirmishes involving lurker minions must be resolved after any others.)
Response: If a urukhai minion is about to take a wound in a skirmish, exert or discard this minion to prevent that. (1)
· Damage +1. Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) (1) · Damage +1. When you play this minion at a battleground site, you may draw a card. (1) · Damage +1. While you can spot 3 possessions, this minion is fierce. (1) · Damage +1. While you can spot an exhausted companion, this minion is strength +3. (1) · Damage +1.
Response: If an urukhai minion is about to take a wound, exert this minion to prevent that wound. (1)
· Damage +1.
Skirmish: Spot 2 other urukhai minions and remove twilight2 to make this minion strength +1 and damage +1. (1)
· Damage +1.
At the start of each assignment phase, you may heal an Uruk-hai for each companion you can spot. (1)
· Damage +1.
When you play this minion, exert a companion for each site you control. (1)
· Damage +1.
When you play this minion, you may liberate a site to add twilightX, where X is the Shadow number of the liberated site. (1)
· Damage +1.
When you play this minion, you may place an isengard token on a machine. (1)
· Damage +1.
When you play this, choose one of the following keywords: battleground, mountain, plains, or underground. The fellowship’s current site gains that keyword until the end of the turn. (1)
· Damage +1.
When you play this, you may spot a companion who has resistance 0 to make this minion twilight cost –2. (1)
· Damage +1.
While at a battleground, this minion is strength +2. (1)
· Damage +1.
While this minion is assigned to a skirmish, each site on the adventure path gains each terrain keyword from each site you control. (1)
· Damage +1.
Maneuver: Remove twilight2 to heal an Uruk-hai. (1)
· Damage +1.
Maneuver: Spot 5 companions to make this minion fierce until the regroup phase. (1)
· Damage +1.
This minion is strength +1 for each other Uruk-hai you can spot. (1)
· Damage +1.
Shadow: Exert this minion to exert X companions and add X threats, where X is the number of Free Peoples cultures you spot over 2. (1)
· Damage +1.
At the start of the maneuver phase, you may spot another urukhai minion and remove 3 urukhai tokens to take control of a site or discard a follower. (1)
· Damage +1.
This minion is strength +1 for each possession you spot. (2)
· Damage +1.
While you can spot a companion of strength 10 or more, this minion is strength +2.
Regroup: Exert 4 urukhai minions (or discard 3 urukhai minions) to take control of a site. (1)
· Fierce. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.)
Assignment: Exert Mauhúr to assign him to a non-hunter character (except the Ring-bearer). (1)
· Fierce. Hunter 1.
Each time this minion wins a skirmish, you may exert a companion not assigned to a skirmish. (1)
· Fierce.
This minion is damage +1 for each urukhai hunter assigned to a skirmish. (1)
· Tracker. Fierce.
During a fierce skirmish involving this minion, it is strength +2. (1)
FormattedGameText:
'''Archer.''' The twilight cost of each [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] archer is -1. '''Archery:''' Exert Ranged Commander to make the Free Peoples player wound an unbound companion; this minion does not add to the minion archery total. (1) · '''Archer.''' When you play this minion, you may place an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] token on a machine. (1) · '''Damage +1'''. '''Shadow:''' Exert this minion to exert X companions and add X threats, where X is the number of Free Peoples cultures you spot over 2. (1) · '''Damage +1'''. At the start of the maneuver phase, you may spot another [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion and remove 3 [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] tokens to take control of a site or discard a follower. (1) · '''Damage +1'''. This minion is strength +1 for each possession you spot. (2) · '''Damage +1'''. While you can spot a companion of strength 10 or more, this minion is strength +2. '''Regroup:''' Exert 4 [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minions (or discard 3 [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minions) to take control of a site. (1) · '''Damage +1'''. '''Maneuver:''' Remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to heal an Uruk-hai. (1) · '''Damage +1'''. '''Maneuver:''' Spot 5 companions to make this minion '''fierce''' until the regroup phase. (1) · '''Damage +1'''. This minion is strength +1 for each other Uruk-hai you can spot. (1) · '''Damage +1. Assignment:''' Make the Free Peoples player assign this minion to an unwounded companion. (1) · '''Damage +1. Skirmish:''' Exert this minion to make it strength +1 for each [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] Uruk-hai you spot (or +2 for each if you can spot a companion who has resistance 3 or less). (1) · '''Damage +1. Lurker.''' ''(Skirmishes involving lurker minions must be resolved after any others.)'' Each time your [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion is about to be killed in a skirmish, you may place that minion on the bottom of your draw deck instead. (1) · '''Damage +1.''' '''Response:''' If an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion is about to take a wound, exert this minion to prevent that wound. (1) · '''Damage +1.''' '''Skirmish:''' Spot 2 other [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minions and remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make this minion strength +1 and '''damage +1'''. (1) · '''Damage +1.''' At the start of each assignment phase, you may heal an Uruk-hai for each companion you can spot. (1) · '''Damage +1.''' When you play this minion, exert a companion for each site you control. (1) · '''Damage +1.''' When you play this minion, you may liberate a site to add [[Image:Twilight_x.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]], where X is the Shadow number of the liberated site. (1) · '''Damage +1.''' When you play this minion, you may place an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] token on a machine. (1) · '''Damage +1.''' When you play this, choose one of the following keywords: battleground, mountain, plains, or underground. The fellowship’s current site gains that keyword until the end of the turn. (1) · '''Damage +1.''' When you play this, you may spot a companion who has resistance 0 to make this minion twilight cost –2. (1) · '''Damage +1.''' While at a battleground, this minion is strength +2. (1) · '''Damage +1.''' While this minion is assigned to a skirmish, each site on the adventure path gains each terrain keyword from each site you control. (1) · '''Damage +1.''' '''Response:''' If a special ability of a companion who has resistance 5 or less is used, exert this minion to cancel its effect. (2) · '''Damage +1.''' While this minion is skirmishing an exhausted companion, this minion is strength +3 (or +5 if that companion has resistance 4 or less). (1) · '''Damage +1.''' '''Regroup:''' Stack this minion on a site you control. '''Shadow:''' If stacked on a site you control, play this minion. Its twilight cost is -1. (1) · '''Damage +1.''' '''Shadow:''' Exert this minion to play an Uruk-hai; its twilight cost is -1 for each other Uruk-hai you can spot. (1) · '''Damage +1.''' Each time a companion or ally is killed during a skirmish involving an Uruk-hai, you may take control of a site. (1) · '''Damage +1.''' The twilight cost of this minion is -1 for each site you control. (1) · '''Damage +1.''' While an ally is in the dead pile, this minion is strength +3 and '''fierce.''' (1) · '''Damage +1.''' (1) · '''Damage +1.''' '''Lurker.''' (Skirmishes involving lurker minions must be resolved after any others.) '''Response:''' If a [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion is about to take a wound in a skirmish, exert or discard this minion to prevent that. (1) · '''Damage +1.''' '''Muster.''' (At the start of the regroup phase, you may discard a card from hand to draw a card.) (1) · '''Damage +1.''' When you play this minion at a battleground site, you may draw a card. (1) · '''Damage +1.''' While you can spot 3 possessions, this minion is '''fierce.''' (1) · '''Damage +1.''' While you can spot an exhausted companion, this minion is strength +3. (1) · '''Fierce. Hunter 1.''' Each time this minion wins a skirmish, you may exert a companion not assigned to a skirmish. (1) · '''Fierce. Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)'' '''Assignment:''' Exert Mauhúr to assign him to a non-hunter character (except the Ring-bearer). (1) · '''Fierce.''' This minion is damage +1 for each [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] hunter assigned to a skirmish. (1) · '''Tracker.''' '''Fierce.''' During a '''fierce''' skirmish involving this minion, it is strength +2. (1)
Lore:
None (2) · "'They have a blasting fire, and with it they took the wall.'" (1) · "There will be no dawn for men." (1) · "You will taste man flesh." (1) · Advanced Uruk scouts search for enemy weaknesses. (1) · Bolts from the Uruk crossbows shattered the shields of the defenders. (1) · Bred for endurance, the Uruk-hai pursue their foes tirelessly. (1) · Hand-picked Uruks led Saruman's crossbowmen. (1) · Like a machine of Saruman, his minions are created for one purpose – killing. (1) · Not stealth or cunning, but strength and ferocity are the weapons of Saruman's army of abominations. (1) · Restoratives were in short supply within the ranks of the White Hand. (1) · The defenses of the Hornburg were exploited, exposing their weakest points. (1) · The Great Orc race revels in its ability to overwhelm an enemy. (1) · The Uruk-hai army stopped and growled in anticipation of the upcoming battle. (1) · The Uruk-hai pillage the remains of the fallen merely to satisfy their bloodlust. (2) · The Uruk-hai troop snuck along through the forest following the three boats carrying the Fellowship. (1) · The Uruk-hai... resilient... imposing... (1) · The Uruks were tireless in the pursuit of their prey. (1) · Their lust for Man-flesh allowed Saruman to bend the Uruk-hai to his will. (1) · They are trained to parry the swords of their enemies. (2) · Trained Uruk-hai operated Saruman's siege engines at Helm's Deep. (1) · Uruk shamans know the arts of healing as well as those of battle. (1) · Uruk-hai leaders gain savagery from their following hordes to maintain the rule of the strong. (1) · Uruks are trained to safeguard their commanders. (1) · “...swart, slant-eyed, with thick legs and large hands.” (1) · “...treachery had yielded up the Tower to the Lord of the Ringwraiths, and now for long years it had been held by evil things.” (1) · “A moment they hesitated, and then on they came.” (1) · “March to Helm's Deep! Leave none alive!” (1) · “Rohan, my Lord, is ready to fall.” (1) · “The dark tide flowed up to the walls from cliff to cliff.” (1) · “The hobbits were left with the Isengarders: a grim dark band...of large, swart, slant-eyed Orcs with great bows and short broad-bladed swords.” (1) · “These are Uruk-hai. Their armor is thick and their shields broad.” (1) · “They wavered, broke, and fled back; and then charged again, broke and charged again; and each time, like the incoming sea, they halted at a higher point.” (1) · “‘A message came: “Nazgûl uneasy. Spies feared on stairs. Double vigiliance. Patrol to head of Stairs.'”” (1) · “‘Run, curse you! Run while night lasts!'” (1) · “‘We are the Uruk-hai; we do not stop the fight for night or day, for fair weather or for storm.'” (1) · “‘We come to kill, by sun or moon.'” (1) · “‘We shall have some fun later.'” (1)
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