Drilldown: CardReleases

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CardReleases > Title : Aragorn or Saruman or The Witch-king

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A (6) · L (1) · M (3) · O (4) · S (53) · W (5)
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Defender of Rohan (4) · Black Lord (3) · Lord of the Nazgul (3) · Captain of the Nine Riders (3) · Isildur's Heir (3) · Thorongil (3) · Defender of Free Peoples (3) · Agent of the Dark Lord (2) · Servant of the Eye (2) · Many-coloured Wizard (2) · Black Captain (2) · Instigator of Insurrection (2) · Ranger of the North (2) · Heir to the Throne of Gondor (2) · Elessar Telcontar (2) · Strider (2) · Swift Hunter (2) · Conqueror of Arthedain (2) · Captain of Gondor (2) · Of Many Colours (2)
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Valiant. While the Ringbearer is assigned to a skirmish, each [ROHAN] companion gains hunter 1. (3) · Twilight. Return to Its Master may not be played. Each time The Witch-king wins a skirmish, you may exert him to wound the Ring-bearer twice. (3) · Skirmish: Remove an [ELVEN] token to make a minion skirmishing Aragorn strength -3. Skirmish: Remove a [DWARVEN] token to heal a Dwarf. Regroup: If Aragorn is mounted, remove a [ROHAN] token to wound a minion twice. (3) · None (2) · Ranger. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) Skirmish: Exert Aragorn to make a hunter companion strength +1. (2) · Ranger. Each time the fellowship moves, add (1). (2) · Ranger. Maneuver: Exert Aragorn to make him defender +1 until the regroup phase. (2) · Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Skirmish: Exert Saruman to make an [URUK-HAI] minion strength +2. Each time a companion is killed, you may heal Saruman. (2) · Knight. At the start of each fellowship phase, you may add (2) to heal another [GONDOR] companion. (2) · Hunter 2. While you can spot 3 Free Peoples cultures, Aragorn is defender +1. While you can spot 2 Shadow cultures, Aragorn is defender +1. (2) · Saruman cannot be assigned to a skirmish. While you can spot 6 companions, each minion gains hunter 2. Response: If a hunter minion is about to take a wound, exert Saruman to prevent that. (2) · Fierce. Toil 2. (For each [WRAITH] character you exert when playing this, its twilight cost is -2.) Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) (2) · Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. Assignment: Exert Saruman to assign an [ISENGARD] minion to a companion (except the Ring-bearer). That companion may exert to prevent this. (2) · Fierce. The Witch-King is twilight cost -1 for each wound on the Ring-bearer. Each time a companion is played, you may reveal this card from hand to exert the Ring-bearer. (2) · Ranger. Hunter 2. (While skirmishing a non-hunter character, this character is strength +2.) Maneuver: Add a threat to exert a non-hunter minion with strength less than Aragorn's. (2) · Fierce. Each time the Witch-king wins a fierce skirmish, you may exert a companion for each companion you can spot over 4. (2) · Enduring. Each Man skirmishing The Witch-king loses all strength bonuses from weapons. (2) · When you play Aragorn, you may heal another companion. At the start of each fellowship phase, you may exert a companion of one culture to heal a companion of another culture. (2) · Damage +1. Fierce. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) When you play Saruman, name a culture. Each companion of the named culture is strength -1. (2) · Aragorn is strength +1 for each [GONDOR] card that has a culture token on it. At the start of each assignment phase, you may exert Aragorn to make an unbound companion that has resistance 7 or more defender +1 until the regroup phase. (2)
TaggedGameText:
Valiant.
While the Ring-bearer is assigned to a skirmish, each rohan companion gains hunter 1. (4)
· Twilight.
Return to Its Master may not be played.
Each time The Witch-king wins a skirmish, you may exert him to wound the Ring-bearer twice. (3)
· Skirmish: Remove an elven token to make a minion skirmishing Aragorn strength –3. Skirmish: Remove a dwarven token to heal a Dwarf. Regroup: If Aragorn is mounted, remove a rohan token to wound a minion twice. (3) · Aragorn is strength +1 for each gondor card that has a culture token on it.
At the start of each assignment phase, you may exert Aragorn to make an unbound companion that has resistance 7 or more defender +1 until the regroup phase. (3)
· Ranger. Hunter 2. (While skirmishing a non-hunter character, this character is strength +2.)
Maneuver: Add a threat to exert a non-hunter minion with strength less than Aragorn's. (3)
· Fierce.
The Witch-king is twilight cost –1 for each wound on the Ring-bearer.
Each time a companion is played, you may reveal this card from hand to exert the Ring-bearer. (3)
· Fierce. Toil 2. (For each wraith character you exert when playing this, its twilight cost is –2.) Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) (3) · Ranger. Each time the fellowship moves, add twilight1. (2) · Ranger.
Maneuver: Exert Aragorn to make him defender +1 until the regroup phase. (2)
· Ranger. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.)
Skirmish: Exert Aragorn to make a hunter companion strength +1. (2)
· Lurker. (Skirmishes involving lurker minions must be resolved after any others.)
Skirmish: Exert Saruman to make an urukhai minion strength +2.
Each time a companion is killed, you may heal Saruman. (2)
· Knight.
At the start of each fellowship phase, you may add twilight2 to heal another gondor companion. (2)
· None (2) · Saruman may not take wounds during the archery phase and may not be assigned to a skirmish.
Assignment: Exert Saruman to assign an isengard minion to a companion (except the Ring-bearer). That companion may exert to prevent this. (2)
· Damage +1. Fierce. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) When you play Saruman, name a culture. Each companion of the named culture is strength –1. (2) · Enduring.
Each Man skirmishing The Witch-king loses all strength bonuses from weapons. (2)
· When you play Aragorn, you may heal another companion. At the start of each fellowship phase, you may exert a companion of one culture to heal a companion of another culture. (2)
FormattedGameText:
'''Valiant.''' While the Ring-bearer is assigned to a skirmish, each [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] companion gains '''hunter 1'''. (4) · '''Twilight.''' Return to Its Master may not be played. Each time The Witch-king wins a skirmish, you may exert him to wound the Ring-bearer twice. (3) · '''Fierce.''' '''Toil 2.''' (For each [[Image:Culture_Ringwraith.svg|x22px|text-bottom|link=Ringwraith_Culture|class=whitebg]] character you exert when playing this, its twilight cost is –2.) '''Muster.''' (At the start of the regroup phase, you may discard a card from hand to draw a card.) (3) · '''Skirmish:''' Remove an [[Image:Culture_Elven.svg|x24px|bottom|link=Elven_Culture|class=whitebg]] token to make a minion skirmishing Aragorn strength –3. '''Skirmish:''' Remove a [[Image:Culture_Dwarven.svg|x20px|text-bottom|link=Dwarven_Culture|class=whitebg]] token to heal a Dwarf. '''Regroup:''' If Aragorn is mounted, remove a [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] token to wound a minion twice. (3) · Aragorn is strength +1 for each [[Image:Culture_Gondor.svg|x28px|bottom|link=Gondor_Culture|class=whitebg]] card that has a culture token on it. At the start of each assignment phase, you may exert Aragorn to make an unbound companion that has resistance 7 or more '''defender +1''' until the regroup phase. (3) · '''Ranger. Hunter 2.''' ''(While skirmishing a non-hunter character, this character is strength +2.)'' '''Maneuver:''' Add a threat to exert a non-hunter minion with strength less than Aragorn's. (3) · '''Fierce.''' The Witch-king is twilight cost –1 for each wound on the Ring-bearer. Each time a companion is played, you may reveal this card from hand to exert the Ring-bearer. (3) · '''Ranger.''' Each time the fellowship moves, add [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. (2) · '''Ranger.''' '''Maneuver:''' Exert Aragorn to make him '''defender +1''' until the regroup phase. (2) · '''Ranger. Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)'' '''Skirmish:''' Exert Aragorn to make a hunter companion strength +1. (2) · '''Lurker.''' ''(Skirmishes involving lurker minions must be resolved after any others.)'' '''Skirmish:''' Exert Saruman to make an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion strength +2. Each time a companion is killed, you may heal Saruman. (2) · '''Knight.''' At the start of each fellowship phase, you may add [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to heal another [[Image:Culture_Gondor.svg|x28px|bottom|link=Gondor_Culture|class=whitebg]] companion. (2) · None (2) · Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. '''Assignment:''' Exert Saruman to assign an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] minion to a companion (except the Ring-bearer). That companion may exert to prevent this. (2) · '''Damage +1. Fierce. Lurker.''' ''(Skirmishes involving lurker minions must be resolved after any others.)'' When you play Saruman, name a culture. Each companion of the named culture is strength –1. (2) · '''Enduring.''' Each Man skirmishing The Witch-king loses all strength bonuses from weapons. (2) · When you play Aragorn, you may heal another companion. At the start of each fellowship phase, you may exert a companion of one culture to heal a companion of another culture. (2)
Lore:
None (17) · "'No enemy has yet taken the Hornburg. Depart, or not one of you will be spared.'" (4) · “‘I will follow the Orcs...'” (3) · “‘A great king and sorcerer he was of old, and now he wields a deadly fear.'” (3) · “Thus came Aragorn, son of Arathorn, Elessar....” (3) · “He sprang forward and bore down on Frodo.” (3) · “...a shape, black-mantled, huge and threatening.” (2) · “‘There will be no dawn for Men.'” (2) · “‘...this is the hour when we draw swords together.'” (2) · “Ride out with me. Ride out and meet them.” (2) · “...in spite of the heat of the room he wore a hood that overshadowed his face; but the gleam of his eyes could be seen as he watched the hobbits.” (2) · “‘“White!” he sneered. “It serves as a beginning.”'” (2)

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