Drilldown: CardReleases

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CardReleases > Strength: 6-8 & SiteNum: 3-4

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Saruman (18) · Elrond (5) · Desert Spearman (2) · Watchful Orc (2) · Orkish Veteran (2) · Black Rider (2) · Sharku (2) · Orkish Aggressor (2) · Orkish Marauder (2) · Troll’s Keyward (2)
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GameText:
None (4) · Southron. At the start of each skirmish involving this minion, you may remove (3) to wound a companion or ally he is skirmishing. (3) · 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) · Southron. Ambush (1). When the Free Peoples player assigns this minion to a character and you have initiative, wound that character. (2) · Southron. Archer. Archery: Exert this minion to exert a companion (except the Ring-bearer); this minion does not add to the minion archery total. (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) · 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) · Regroup: Exert this minion to make the Free Peoples player wound a companion. (2) · Regroup: Discard an [ISENGARD] Orc to make the Free Peoples player wound a companion. (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) · Fierce. This minion is strength +1 for each companion you can spot. (2) · Warg-rider. While this minion is not exhausted, he is fierce. (2) · Easterling. Skirmish: Exert this minion to make him damage +1. (2) · Wise. At the start of each of your turns, you may heal a Wise ally (or heal Elrond twice). Regroup: Exert Elrond twice to heal a companion. (2)
TaggedGameText:
None (4) · Warg-rider.
While this minion is not exhausted, he is fierce. (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)
· Southron.
At the start of each skirmish involving this minion, you may remove twilight3 to wound a companion or ally he is skirmishing. (2)
· Southron. Ambush twilight1.
When the Free Peoples player assigns this minion to a character and you have initiative, wound that character. (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)
· Easterling.
Skirmish: Exert this minion to make him damage +1. (2)
· Regroup: Discard an isengard Orc to make the Free Peoples player wound a companion. (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) · Regroup: Exert this minion to make the Free Peoples player wound a companion. (2) · Wise. At the start of each of your turns, you may heal a Wise ally (or heal Elrond twice). Regroup: Exert Elrond twice to heal a companion. (2)
FormattedGameText:
None (4) · '''Warg-rider.''' While this minion is not exhausted, he is '''fierce.''' (2) · '''Southron.''' '''Ambush''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. When the Free Peoples player assigns this minion to a character and you have initiative, wound that character. (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) · '''Easterling.''' '''Skirmish:''' Exert this minion to make him '''damage +1'''. (2) · '''Southron.''' At the start of each skirmish involving this minion, you may remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to wound a companion or ally he is skirmishing. (2) · '''Regroup:''' Discard an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] Orc to make the Free Peoples player wound a companion. (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) · '''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) · '''Regroup:''' Exert this minion to make the Free Peoples player wound a companion. (2) · Wise. At the start of each of your turns, you may heal a Wise ally (or heal Elrond twice). Regroup: Exert Elrond twice to heal a companion. (2)
Lore:
None (35) · "Argh!!" (2) · “‘There will be no dawn for Men.'” (2) · “‘The Orcs have often plundered Moria; there is nothing left in the upper halls.'” (2) · “‘“White!” he sneered. “It serves as a beginning.”'” (2)
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