Drilldown: CardReleases
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Damage +1. (3) ·
Archer. Damage +1. Maneuver: Spot 6 companions to make Lurtz fierce until the regroup phase. Assignment: Exert Lurtz twice to assign it to an unbound companion. The Free Peoples player may exert that companion or add a burden to prevent this. (2) ·
Archer. Damage +1. Maneuver: Spot another Uruk-hai to make Lurtz fierce until the regroup phase. (2) ·
Archer. Damage +1. Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) Lurtz is strength +3 for each exhausted companion you can spot. (2) ·
Damage +1. Skirmish: If no other minions are assigned to a skirmish, you may exert this minion twice to make it fierce and strength +4 until the regroup phase. (2) ·
Damage +1. The twilight cost of this minion is -1 for each site you control. (2) ·
Damage +1. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) While you can spot 7 possessions, Shagrat is fierce and cannot take wounds (except during skirmish phases). (2) ·
To play, spot an [URUK-HAI] minion. While you can spot a fierce minion, this minion is fierce. While you can spot a hunter, this minion gains hunter 1. While you can spot a character that is damage +1, this minion is damage +1. (2) ·
Damage +1. Each time Lurtz wins a skirmish, the Free People?s player must exert X companions, where X is the current region number. (2) ·
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)
TaggedGameText:
Each time Lurtz wins a skirmish, the Free People’s player must exert X companions, where X is the current region number. (2) ·
While you can spot 7 possessions, Shagrat is
Skirmish:
While you can spot a fierce minion, this minion is
While you can spot a hunter, this minion gains
While you can spot a character that is damage +1, this minion is
FormattedGameText:
'''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) ·
'''Archer.''' '''Damage +1.''' '''Muster.''' (At the start of the regroup phase, you may discard a card from hand to draw a card.) Lurtz is strength +3 for each exhausted companion you can spot. (2) ·
'''Damage +1. Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)''
While you can spot 7 possessions, Shagrat is '''fierce''' and cannot take wounds (except during skirmish phases). (2) ·
'''Damage +1'''.
Each time Lurtz wins a skirmish, the Free People’s player must exert X companions, where X is the current region number. (2) ·
'''Damage +1.
Skirmish:''' If no other minions are assigned to a skirmish, you may exert this minion twice to make it '''fierce''' and strength +4 until the regroup phase. (2) ·
To play, spot an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion.
While you can spot a fierce minion, this minion is '''fierce'''.
While you can spot a hunter, this minion gains '''hunter 1'''.
While you can spot a character that is damage +1, this minion is '''damage +1'''. (2) ·
'''Archer.''' '''Damage +1'''.
'''Maneuver:''' Spot another Uruk-hai to make Lurtz '''fierce''' until the regroup phase. (2)
Lore:
None (5) ·
Some minions prefer to fight alone. (2) ·
They are trained to parry the swords of their enemies. (2) ·
"I don't take orders from stinking Morgul rats!" (2) ·
“You will taste man-flesh!” (2) ·
“‘And now... perfected. Grown beyond the height of Men – straight-limbed and strong, fearing nothing.'” (2) ·
Saruman bred this ruthless commander, whose brutality matched his own ambition, to track the Nine Walkers. (2)
Showing below up to 69 results in range #1 to #69.