Drilldown: CardReleases

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CardReleases > Subtypes: Orc & TwilightCost: 4-20 & Vitality: 1-2

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Archer. Each other [MORIA] archer is strength +2. (1) · At the start of each skirmish involving this minion, you may reveal an [ORC] condition from hand to wound the companion this minion is skirmishing twice and then discard this minion. (2) · Besieger. Archery: Return this minion to your hand to make the fellowship archery total -2 and prevent the Free Peoples player from using archery special abilities. (1) · Besieger. Regroup: If this minion is stacked on a site you control, discard this minion to make the move limit for this turn -1. (1) · Besieger. Shadow: If you have initiative, exert this minion to add a burden and make the Free Peoples player draw a card. (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) · Besieger. Skirmish: If this minion is stacked on a site you control, discard him to make a [SAURON] Orc strength +5 (or +10 if you have initiative). (1) · Besieger. While this minion is stacked on a site you control, besiegers are fierce. (1) · Besieger. While you control a site, this minion's twilight cost is -2. Regroup: Stack this minion on a site you control. (1) · Each companion skirmishing this minion loses all damage and strength bonuses from possessions. (1) · Each time this minion wins a skirmish, if it is mounted, exert a companion. Shadow: Exert 3 [ORC] minions and spot an [ORC] mount to discard a condition. (1) · Each time this minion wins a skirmish, you may exert each companion who has resistance 4 or less. (1) · For each other [MORIA] Orc you can spot, Ancient Chieftain is strength +1. (1) · Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) This minion is strength +3 for each companion in the dead pile (limit +6). (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) · Shadow: Spot a possession to make this minion fierce until the regroup phase. (1) · Skirmish: Discard this minion to make a minion strength +1. (1) · Skirmish: Exert this minion and spot another [SAURON] minion and to add a threat. (1) · Skirmish: Exert this minion to wound a character it is skirmishing. (1) · Skirmish: Exert this minion to wound a companion it is skirmishing. (1) · This minion is strength +1 for each [ORC] condition in your discard pile. (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) · Toil 2. (For each [ORC] character you exert when playing this, its twilight cost is -2.) (2) · When this minion wins a skirmish, discard an [ORC] minion from play. (1) · While the Ring-bearer is exhausted, this minion is strength +3, fierce and damage +1. (1) · While you can spot a companion of strength 12 or more, this minion is strength +4. Each time the fellowship moves during the regroup phase, discard this minion. (1) · While you can spot a Nazgul, the Free Peoples player must exert a companion to assign this minion to a skirmish. (1)
TaggedGameText:
Archer.
Each other moria archer is strength +2. (1)
· Besieger.
Archery: Return this minion to your hand to make the fellowship archery total –2 and prevent the Free Peoples player from using archery special abilities. (1)
· Besieger.
Regroup: If this minion is stacked on a site you control, discard this minion to make the move limit for this turn –1. (1)
· Besieger.
Shadow: If you have initiative, exert this minion to add a burden and make the Free Peoples player draw a card. (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)
· Besieger.
Skirmish: If this minion is stacked on a site you control, discard him to make a sauron Orc strength +5 (or +10 if you have initiative). (1)
· Besieger.
While this minion is stacked on a site you control, besiegers are fierce. (1)
· Besieger. While you control a site, this minion's twilight cost is –2.
Regroup: Stack this minion on a site you control. (1)
· Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.)
This minion is strength +3 for each companion in the dead pile (limit +6). (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) · Shadow: Spot a possession to make this minion fierce until the regroup phase. (1) · Skirmish: Discard this minion to make a minion strength +1. (1) · Skirmish: Exert this minion and spot another sauron minion and to add a threat. (1) · Skirmish: Exert this minion to wound a character it is skirmishing. (1) · Skirmish: Exert this minion to wound a companion it is skirmishing. (1) · Toil 2. (For each orc character you exert when playing this, its twilight cost is –2.) (2) · At the start of each skirmish involving this minion, you may reveal an orc condition from hand to wound the companion this minion is skirmishing twice and then discard this minion. (2) · Each companion skirmishing this minion loses all damage and strength bonuses from possessions. (1) · Each time this minion wins a skirmish, if it is mounted, exert a companion.
Shadow: Exert 3 orc minions and spot an orc mount to discard a condition. (1)
· Each time this minion wins a skirmish, you may exert each companion who has resistance 4 or less. (1) · For each other moria Orc you can spot, Ancient Chieftain is strength +1. (1) · This minion is strength +1 for each orc condition in your discard pile. (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)
· When this minion wins a skirmish, discard an orc minion from play. (1) · While the Ring-bearer is exhausted, this minion is strength +3, fierce and damage +1. (1) · While you can spot a companion of strength 12 or more, this minion is strength +4.
Each time the fellowship moves during the regroup phase, discard this minion. (1)
· While you can spot a Nazgûl, the Free Peoples player must exert a companion to assign this minion to a skirmish. (1)
FormattedGameText:
'''Archer.''' Each other [[Image:Culture_Moria.svg|x24px|bottom|link=Moria_Culture|class=whitebg]] archer is strength +2. (1) · '''Besieger.''' '''Archery:''' Return this minion to your hand to make the fellowship archery total –2 and prevent the Free Peoples player from using archery special abilities. (1) · '''Besieger.''' '''Regroup:''' If this minion is stacked on a site you control, discard this minion to make the move limit for this turn –1. (1) · '''Besieger.''' '''Shadow:''' If you have initiative, exert this minion to add a burden and make the Free Peoples player draw a card. (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) · '''Besieger.''' '''Skirmish:''' If this minion is stacked on a site you control, discard him to make a [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orc strength +5 (or +10 if you have initiative). (1) · '''Besieger.''' While this minion is stacked on a site you control, besiegers are fierce. (1) · '''Besieger.''' While you control a site, this minion's twilight cost is –2. '''Regroup:''' Stack this minion on a site you control. (1) · '''Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)'' This minion is strength +3 for each companion in the dead pile (limit +6). (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) · '''Shadow:''' Spot a possession to make this minion fierce until the regroup phase. (1) · '''Skirmish:''' Discard this minion to make a minion strength +1. (1) · '''Skirmish:''' Exert this minion and spot another [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] minion and to add a threat. (1) · '''Skirmish:''' Exert this minion to wound a character it is skirmishing. (1) · '''Skirmish:''' Exert this minion to wound a companion it is skirmishing. (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) · At the start of each skirmish involving this minion, you may reveal an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] condition from hand to wound the companion this minion is skirmishing twice and then discard this minion. (2) · Each companion skirmishing this minion loses all damage and strength bonuses from possessions. (1) · Each time this minion wins a skirmish, if it is mounted, exert a companion. '''Shadow:''' Exert 3 [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minions and spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] mount to discard a condition. (1) · Each time this minion wins a skirmish, you may exert each companion who has resistance 4 or less. (1) · For each other [[Image:Culture_Moria.svg|x24px|bottom|link=Moria_Culture|class=whitebg]] Orc you can spot, Ancient Chieftain is strength +1. (1) · This minion is strength +1 for each [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] condition in your discard pile. (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) · When this minion wins a skirmish, discard an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion from play. (1) · While the Ring-bearer is exhausted, this minion is strength +3, fierce and '''damage +1'''. (1) · While you can spot a companion of strength 12 or more, this minion is strength +4. Each time the fellowship moves during the regroup phase, discard this minion. (1) · While you can spot a Nazgûl, the Free Peoples player must exert a companion to assign this minion to a skirmish. (1)
Lore:
None (5) · A few Orcs are veterans of single combats to settle disputes in the mountain tribes. (2) · As the free people of Middle-earth fell, Mordor's strength grew. (1) · As the Orcs silently approached, the fear they brought multiplied. (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) · Quick to contain their fleeing victims, the Orkish riders were always feared. (1) · Sauron has countless armies of Orcs at his disposal. (1) · Spawned from terrible acts, the Orcs emerged as ruined and terrible forms of life. (2) · 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 commander led the Goblin bowmen to the highest rise across the gap. (1) · These Orcs were fearsome warriors. (1) · These Orcs were loathsome as Elves were fair. (1) · Though he had seen it many times before, Grond's destructive power never ceased to amaze. (1) · “...a huge orc-chieftain, almost man-high, clad in black mail from head to foot, leaped into the chamber; behind him his followers clustered in the doorway.” (1) · “...deafening, roaring in his ears, the crash of the feet and the rending clamour of the Orcs before him.” (1) · “...filled with malice, hating even their own kind....” (1) · “...he watched the enemy come charging to the assault.” (1) · “...hurrying orcs were digging... just out of bowshot from the walls....” (1) · “...new foes came swirling behind....” (1) · “Move on! To the Gate!” (1) · “Sam looked up towards the orc-tower, and suddenly from its narrow windows lights stared out like small red eyes.” (1) · “‘...I'll stick you, if you don't shut it down, see?'” (1) · “‘...the fear of him has passed before him over the River.'” (1)
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