Drilldown: CardReleases

From LOTR-TCG Wiki
CardReleases > Subtypes: Man & TwilightCost: 6-20

Use the filters below to narrow your results.

Subset:
Revision:
ReleaseDate:
LanguageCode:
IsPhysical:
IsPlayable:
CollInfo:
IsUnique:
Subtypes: (Click arrow to add another value)
TwilightCost:
StrengthMod:
Vitality:
VitalityMod:
SiteNum:
SiteNumMod:
Resistance:
ResistanceMod:
CanBearRing:
Signet:
Block:
ShadowNum:
ArrowDir:
GameText:
Archer. Each time a Free Peoples character is killed, each of your [MEN] minions is strength +3 until the regroup phase. (1) · Corsair. Enduring. Fierce. Shadow: Exert Castamir of Umbar and play a corsair to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it. (1) · Corsair. Fierce. Skirmish: If you have initiative, remove a [RAIDER] token to discard a possession borne by a character skirmishing this minion. (1) · Damage +1. Fierce. If you play Stampeding Chief from your hand, remove (3) and spot another [MEN] minion or discard Stampeding Chief. (2) · Each time this minion wins a skirmish, you may play a [DUNLAND] Man from hand. That Man is fierce and damage +2 until the regroup phase. (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) · Easterling. To play, spot an Easterling. While this minion is unwounded, he is damage +2. Skirmish: Wound 2 other [RAIDER] Men to heal this minion. (1) · Fierce. Toil 1. (For each [MEN] character you exert when playing this, its twilight cost is -1) Each wounded [MEN] minion is strength +2. (2) · Maneuver: Exert Mumak Commander twice to exert a companion twice (except the Ring-bearer). (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. Archer. Ambush (1). To play, spot a Southron. Assignment: Spot 7 companions to assign this minion to the Ringbearer. The Free Peoples player may make you discard a companion (except the Ring-bearer) to prevent this. (1) · Southron. Archer. Archery: Exert Desert Lord to exert a companion (except the Ring-bearer); Desert Lord does not add to the minion archery total. (1) · Southron. Archer. Archery: Remove (3) to add 1 to the minion archery total for each companion over 4 (limit +4). (1) · Southron. Archer. To play, spot a [RAIDER] Man. Menace - When you play this minion, add ten tokens to the twilight pool. (1) · Southron. Archer. While you can spot 3 twilight tokens, all [RAIDER] Men are strength +1. While you can spot 6 twilight tokens, all [RAIDER] Men are strength +1. While you can spot 9 twilight tokens, all [RAIDER] Men are strength +1. (1) · Southron. Archer. While you have initiative, the Ring-bearer cannot take wounds during the archery phase and this minion is ambush (8). (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. Skirmish: Remove (3) to play a [RAIDER] mount from your discard pile. (2) · Southron. To play, spot a [RAIDER] Man. Regroup: Exert Regiment of Haradrim twice to take control of a site. (1) · Southron. To play, spot a [RAIDER] Man. While you can spot 6 threats, each time this minion wins a skirmish, the companion he was skirmishing is killed. (1) · Southron. While you can spot 4 threats, this minion is damage +2. (1) · The twilight cost of this minion is -2 during the skirmish phase. When you play this minion, the Free Peoples player may discard 4 cards from hand to discard it. (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) · To play, spot a [DUNLAND] Man. Menace - When you play this minion, discard up to 2 Free People's possessions. (1) · Toil 2. (For each [MEN] character you exert when playing this, its twilight cost is -2.) (1) · When you play this minion from your draw deck or from your [MEN] possesion it is fierce until the regroup phase. (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 you control 2 sites, Easterling Sneak is fierce. While you control 4 sites, each [MEN] minion is strength +1 and fierce. (1) · While you control 2 sites, skip the archery phase. While you control 3 sites, each of your [DUNLAND] Men is fierce. While you control 4 sites, each of your [DUNLAND] Men is damage +1. (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:
Archer. Each time a Free Peoples character is killed, each of your men minions is strength +3 until the regroup phase. (1) · Corsair. Enduring. Fierce.
Shadow: Exert Castamir of Umbar and play a corsair to add 2 raider tokens to a card that already has a raider token on it. (1)
· Corsair. Fierce.
Skirmish: If you have initiative, remove a raider token to discard a possession borne by a character skirmishing this minion. (1)
· Damage +1. Fierce.
If you play Stampeding Chief from your hand, remove twilight3 and spot another men minion or discard Stampeding Chief. (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) · Easterling. To play, spot an Easterling.
While this minion is unwounded, he is damage +2.
Skirmish: Wound 2 other raider Men to heal this minion. (1)
· Fierce. Toil 1. (For each men character you exert when playing this, its twilight cost is –1.)
Each wounded men minion is strength +2. (2)
· Maneuver: Exert Mûmak Commander twice to exert a companion twice (except the Ring-bearer). (1) · Southron.
To play, spot a raider Man.
While you can spot 6 threats, each time this minion wins a skirmish, the companion he was skirmishing is killed. (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. Archer.
Archery: Exert Desert Lord to exert a companion (except the Ring-bearer); Desert Lord does not add to the minion archery total. (1)
· Southron. Archer.
To play, spot a raider Man.
Menace - When you play this minion you may make it ambush twilight9. (1)
· Southron. Archer.
While you can spot 3 twilight tokens, all raider Men are strength +1.
While you can spot 6 twilight tokens, all raider Men are strength +1.
While you can spot 9 twilight tokens, all raider Men are strength +1. (1)
· Southron. Archer.
While you have initiative, the Ring-bearer may not take wounds during the archery phase and this minion is ambush twilight8. (1)
· Southron. Archer. Ambush twilight1. To play, spot a Southron.
Assignment: Spot 7 companions to assign this minion to the Ring-bearer. The Free Peoples player may make you discard a companion (except the Ring-bearer) to prevent this. (1)
· Southron. Archer. Archery: Remove twilight3 to add 1 to the minion archery total for each companion over 4 (limit +4). (1) · Southron.
Regroup: Remove twilight9 and spot another Southron to make the move limit -1 for this turn (to a minimum of 1). (1)
· Southron.
Skirmish: Remove twilight3 to play a raider mount from your discard pile. (2)
· Southron.To play, spot a raider Man.
Regroup: Exert Regiment of Haradrim twice to take control of a site. (1)
· Toil 2. (For each men character you exert when playing this, its twilight cost is –2.) (1) · Each time this minion wins a skirmish, you may play a dunland Man from hand. That Man is fierce and damage +2 until the regroup phase. (1) · The twilight cost of this minion is -2 during the skirmish phase. When you play this minion, the Free Peoples player may discard 4 cards from hand to discard it. (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)
· To play, spot a dunland Man.
Menace - When you play this minion you may discard up to 2 Free Peoples possessions. (1)
· When you play this minion from your draw deck or from your men possession, it is fierce until the regroup phase. (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 you control 2 sites, Easterling Sneak is fierce. While you control 4 sites, each men minion is strength +1 and fierce. (1) · While you control 2 sites, skip the archery phase.
While you control 3 sites, each of your dunland Men is fierce.
While you control 4 sites, each of your dunland Men is damage +1. (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:
'''Archer.''' Each time a Free Peoples character is killed, each of your [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minions is strength +3 until the regroup phase. (1) · '''Corsair.''' '''Enduring.''' '''Fierce.''' '''Shadow:''' Exert Castamir of Umbar and play a corsair to add 2 [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] tokens to a card that already has a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] token on it. (1) · '''Corsair.''' '''Fierce.''' '''Skirmish:''' If you have initiative, remove a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] token to discard a possession borne by a character skirmishing this minion. (1) · '''Damage +1. Fierce.''' If you play Stampeding Chief from your hand, remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] and spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion or discard Stampeding Chief. (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) · '''Easterling.''' To play, spot an Easterling. While this minion is unwounded, he is '''damage +2'''. '''Skirmish:''' Wound 2 other [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Men to heal this minion. (1) · '''Fierce. Toil 1.''' ''(For each'' [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] ''character you exert when playing this, its twilight cost is –1.)'' Each wounded [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion is strength +2. (2) · '''Maneuver:''' Exert Mûmak Commander twice to exert a companion twice (except the Ring-bearer). (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.''' '''Skirmish:''' Remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to play a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] mount from your discard pile. (2) · '''Southron.''' To play, spot a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man. While you can spot 6 threats, each time this minion wins a skirmish, the companion he was skirmishing is killed. (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) · '''Southron.''' '''Archer.''' '''Archery:''' Exert Desert Lord to exert a companion (except the Ring-bearer); Desert Lord does not add to the minion archery total. (1) · '''Southron.''' '''Archer.''' To play, spot a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man. '''Menace -''' When you play this minion you may make it ambush [[Image:Twilight_9.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. (1) · '''Southron.''' '''Archer.''' While you can spot 3 twilight tokens, all [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Men are strength +1. While you can spot 6 twilight tokens, all [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Men are strength +1. While you can spot 9 twilight tokens, all [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Men are strength +1. (1) · '''Southron.''' '''Archer.''' While you have initiative, the Ring-bearer may not take wounds during the archery phase and this minion is ambush [[Image:Twilight_8.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. (1) · '''Southron.''' '''Archer.''' '''Ambush''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]'''.''' To play, spot a Southron. '''Assignment:''' Spot 7 companions to assign this minion to the Ring-bearer. The Free Peoples player may make you discard a companion (except the Ring-bearer) to prevent this. (1) · '''Southron.''' '''Archer.''' '''Archery:''' Remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to add 1 to the minion archery total for each companion over 4 (limit +4). (1) · '''Southron.'''To play, spot a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man. '''Regroup:''' Exert Regiment of Haradrim twice to take control of a site. (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) · Each time this minion wins a skirmish, you may play a [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man from hand. That Man is fierce and damage +2 until the regroup phase. (1) · The twilight cost of this minion is -2 during the skirmish phase. When you play this minion, the Free Peoples player may discard 4 cards from hand to discard it. (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) · To play, spot a [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man. '''Menace -''' When you play this minion you may discard up to 2 Free Peoples possessions. (1) · When you play this minion from your draw deck or from your [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession, it is '''fierce''' until the regroup phase. (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 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) · While you control 2 sites, skip the archery phase. While you control 3 sites, each of your [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Men is '''fierce.''' While you control 4 sites, each of your [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Men is '''damage +1.''' (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 (7) · "'"Death to the Forgoil!"'" (1) · "'"Death to the robbers of the North!"'" (1) · "Murderers!" (1) · "The dark is gathering all armies to him." (1) · "The men of the South marched to war." (1) · "War will make corpses of us all." (1) · But no more would Rohan stand against his kind. (2) · Incited by Saruman, they created pandemonium in the land of Rohan. (1) · Lacking shields and armor, Southron forces rely on speed and numbers. (1) · Southron legends tell of powerful warrior leaders and the kingdoms they have conquered. (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 desert lords of Harad support their huge forces with mammoth war beasts. (1) · The killing frenzy of the Southrons is in stark contrast to the cool efficiency of Easterling columns. (1) · The quick movements of Southron soldiers cut off all paths of retreat. (1) · The swarm of Dunlendings destroyed everything in its path. (1) · The wisdom of Dunland is passed from elder to youth. (1) · “...corrupted by Sauron, and who hated above all the followers of Elendil.” (1) · “...from nearby there marched up an army of Easterlings that had waited for the signal....” (1) · “...high upon his neck still desperately clung a tiny figure—the body of a mighty warrior...” (1) · “There... were mustered... the wild men of the Dunland fells.” (1) · “‘...they have allied them with the Enemy, and now make a heavy stroke in his cause.'” (2) · “‘But I've heard tales of the big folk down away in the Sunlands.'” (1) · “‘One of their regiments is due by our reckoning to pass by, some time ere noon....'” (1) · “‘They are fierce folk when roused.'” (1) · “‘They have long ceased to fear the might of Gondor.'” (1) · “‘We will take their king.'” (1)
PromoText:

Showing below up to 36 results in range #1 to #36.

View (previous 250 | next 250) (20 | 50 | 100 | 250 | 500)


View (previous 250 | next 250) (20 | 50 | 100 | 250 | 500)