Drilldown: CardReleases
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- CardReleases (24728)
- CardSets (32)
- CardTypes (10)
- Cards (3721)
- Cultures (23)
- Formats (15)
- Languages (13)
- Rarities (34)
- SubSets (0)
- SubTypes (1)
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Damage +1 (or damage +2 if at a battleground). To play, spot an Uruk-hai. While at a battleground, this minion is fierce. (1) ·
Damage +1. A character skirmishing this minion does not gain strength bonuses from weapons. (1) ·
Damage +1. Each character skirmishing this minion looses all strength bonuses from weapons. (1) ·
Damage +1. Skirmish: Exert this minion at a battleground to make another Uruk-hai strength +1. (1) ·
Damage +1. To play, spot an Uruk-hai. Menace - When you play this minion, it becomes fierce. (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. 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)
While at a battleground, this minion is
Each character skirmishing this minion loses all strength bonuses from weapons. (1) ·
To play, spot an Uruk–Hai.
A character skirmishing this minion does not gain strength bonuses from weapons. (1) · Discard all other minions (except tentacles).
Watcher in the Water cannot bear possessions.
The fellowship’s current site gains
'''Damage +1'''
To play, spot an Uruk–Hai.
'''Menace -''' When you play this minion, it becomes fierce. (1) ·
'''Damage +1'''.
A character skirmishing this minion does not gain strength bonuses from weapons. (1) ·
'''Damage +1.'''
'''Skirmish:''' Exert this minion at a battleground to make another Uruk-hai strength +1. (1) ·
'''Damage +1.'''
Each character skirmishing this minion loses all strength bonuses from weapons. (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.''' (or '''damage +2''' if at a battleground). To play, spot an Uruk-hai.
While at a battleground, this minion is '''fierce.''' (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) ·
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)
"Against the Deeping Wall the hosts of Isengard roared like a sea." (1) ·
Attacking in swarming hordes, the Uruk-hai close with the enemy rapidly to make weapons useless. (2) ·
Promised a fair share of plunder, they defended against possible reinforcements. (1) ·
The Uruk-hai do not question the authority of the White Hand. They know its cause is righteous. (2) ·
“...as if a host of snakes were swimming up...” (1) ·
“The dark water boiled... there was a hideous stench.” (1) ·
“‘These are Uruk-hai – their armour is thick, their shields broad.'” (1)
Showing below up to 9 results in range #1 to #9.