Drilldown: CardReleases

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CardReleases > Subtypes: Uruk-hai & Strength: 6-7

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Archer. Archery: Exert this minion to make the Free Peoples player wound an unbound companion; this minion does not add to the minion archery total. (1) · Archer. Damage +1. While you control a site, the minion archery total is +1. (1) · Damage +1. (1) · Damage +1. Each time this minion wins a skirmish, take control of a site. While you control a site, this minion cannot take wounds (except during the skirmish phase). (1) · Damage +1. If you can spot another [SAURON] Uruk-hai, this minion is twilight cost -1 for each possession you can spot. (1) · Damage +1. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) This minion is strength +2 for each [URUK-HAI] minion not assigned to a skirmish. (1) · Damage +1. Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) While this minion is skirmishing a character who has resistance 3 or less, this minion is strength +3. (1) · Damage +1. Regroup: Stack this minion on a site you control. Shadow: If stacked on a site you control, play this minion. Its twilight cost is -1. (1) · Damage +1. Skirmish: Exert this minion to make a companion skirmishing an [URUK-HAI] lurker minion strength -2. (1) · Damage +1. This minion is strength +1 for each wound on a character in its skirmish. (1) · Damage +1. To play, spot an [URUK-HAI] minion and you must control a site. (1) · Damage +1. When you play this minion, if you control a site, you may take an [URUK-HAI] event into hand from your discard pile. (1) · Damage +1. When you play this minion, you may heal an [URUK-HAI] minion. (1) · Damage +1. When you play this minion, you may make the Free Peoples player discard the top card of his draw deck. (1) · Damage +1. When you play this minion, you may place an [ISENGARD] token on a machine. (1) · Damage +1. While an ally is in the dead pile, this minion is strength +3 and fierce. (1) · Damage +1. While the fellowship is at a forest site, the fellowship archery total is -1. Each [ELVEN] companion skirmishing this minion is strength -2. (1) · Damage +1. While you can spot a Free Peoples culture token, this minion cannot take wounds except during skirmishes. (1) · Damage +1. While you can spot a weather condition, this minion is strength +3. (1) · Fierce. During a fierce skirmish involving this minion, it gains hunter 4. (1) · Fierce. During a fierce skirmish involving this minion, it is strength +3 and gains hunter 1 (While skirmishing a non-hunter character, this character is strength +1.) (1) · Fierce. Each time a player plays an event in a skirmish involving this minion, that player may exert a non-hunter character. (1) · Fierce. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) During a fierce skirmish involving this minion, it is strength +1 for each hunter you can spot. (1) · Fierce. Hunter 4 (While skirmishing a non-hunter character, this character is strength +4.). Each time this minion is assigned to a non-hunter companion, you may heal a hunter. (1) · Response: If the Ring-bearer puts on The One Ring, exert this minion. Discard a card from the top of your draw deck for each [ISENGARD] minion you spot. Add a burden for each Shadow card discarded in this way. (1) · To play, spot a [URUK-HAI] minion. Each time a companion exerts, you may draw a card. (1) · Tracker. Damage +1. The roaming penalty for each [ISENGARD] minion you play is -1. Response: If an event is played that spots or exerts a ranger, exert this minion to cancel that event. (1) · Tracker. Fierce. During a fierce skirmish involving this minion, it is strength +3 and damage +1. (1) · Tracker. Fierce. While skirmishing a character bearing a search card, this minion is strength +2 and damage +1. (1)
TaggedGameText:
Archer.
Archery: Exert this minion to make the Free Peoples player wound an unbound companion; this minion does not add to the minion archery total. (1)
· Archer. Damage +1.
While you control a site, the minion archery total is +1. (1)
· Damage +1. (1) · Damage +1. Hunter 4. (While skirmishing a non-hunter character, this character is strength +4.)
Each time this minion is assigned to a non-hunter companion, you may heal a hunter. (1)
· Damage +1.
While an ally is in the dead pile, this minion is strength +3 and fierce. (1)
· Damage +1. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) This minion is strength +2 for each urukhai minion not assigned to a skirmish. (1) · Damage +1. Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) While this minion is skirmishing a character who has resistance 3 or less, this minion is strength +3. (1) · Damage +1. If you can spot another sauron Uruk-hai, this minion is twilight cost –1 for each possession you can spot. (1) · Damage +1.
Regroup: Stack this minion on a site you control.
Shadow: If stacked on a site you control, play this minion. Its twilight cost is -1. (1)
· Damage +1.
This minion is strength +1 for each wound on a character in its skirmish. (1)
· Damage +1.
To play, spot an urukhai minion and you must control a site. (1)
· Damage +1.
When you play this minion, if you control a site, you may take an urukhai event into hand from your discard pile. (1)
· Damage +1.
When you play this minion, you may heal an urukhai minion. (1)
· Damage +1.
When you play this minion, you may place an isengard token on a machine. (1)
· Damage +1.
While the fellowship is at a forest site, the fellowship archery total is –1.
Each elven companion skirmishing this minion is strength –2. (1)
· Damage +1.
While you can spot a Free Peoples culture token, this minion cannot take wounds except during skirmishes. (1)
· Damage +1.
Skirmish:
Exert this minion to make a companion skirmishing an urukhai lurker minion strength –2. (1)
· Damage +1.
When you play this minion, you may make the Free Peoples player discard the top card of his or her draw deck. (1)
· Damage +1.
While you can spot a weather condition, this minion is strength +3. (1)
· Damage +1.
Each time this minion wins a skirmish, take control of a site.
While you control a site, this minion cannot take wounds (except during the skirmish phase). (1)
· Fierce. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.)
During a fierce skirmish involving this minion, it is strength +1 for each hunter you can spot. (1)
· Fierce.
During a fierce skirmish involving this minion, he gains hunter 4. (1)
· Fierce.
Each time a player plays an event in a skirmish involving this minion, that player may exert a non-hunter character. (1)
· Fierce.
During a fierce skirmish involving this minion, it is strength +3 and gains hunter 1 (While skirmishing a non-hunter character, this character is strength +1.). (1)
· Response: If the Ring-bearer puts on The One Ring, exert this minion. Discard a card from the top of your draw deck for each isengard minion you spot. Add a burden for each Shadow card discarded in this way. (1) · Tracker. Damage +1.
The roaming penalty for each isengard minion you play is -1.
Response: If an event is played that spots or exerts a ranger, exert this minion to cancel that event. (1)
· Tracker. Fierce.
During a fierce skirmish involving this minion, it is strength +3 and damage +1. (1)
· Tracker. Fierce.
While skirmishing a character bearing a search card, this minion is strength +2 and damage +1. (1)
· To play, spot a urukhai minion.
Each time a companion exerts, you may draw a card. (1)
FormattedGameText:
'''Archer.''' '''Archery:''' Exert this minion to make the Free Peoples player wound an unbound companion; this minion does not add to the minion archery total. (1) · '''Archer.''' '''Damage +1.''' While you control a site, the minion archery total is +1. (1) · '''Damage +1'''. Each time this minion wins a skirmish, take control of a site. While you control a site, this minion cannot take wounds (except during the skirmish phase). (1) · '''Damage +1'''. When you play this minion, you may make the Free Peoples player discard the top card of his or her draw deck. (1) · '''Damage +1'''. While you can spot a weather condition, this minion is strength +3. (1) · '''Damage +1. Skirmish:''' Exert this minion to make a companion skirmishing an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] lurker minion strength –2. (1) · '''Damage +1. ''' (1) · '''Damage +1. Hunter 4.''' ''(While skirmishing a non-hunter character, this character is strength +4.)'' Each time this minion is assigned to a non-hunter companion, you may heal a hunter. (1) · '''Damage +1.''' '''Regroup:''' Stack this minion on a site you control. '''Shadow:''' If stacked on a site you control, play this minion. Its twilight cost is -1. (1) · '''Damage +1.''' This minion is strength +1 for each wound on a character in its skirmish. (1) · '''Damage +1.''' To play, spot an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion and you must control a site. (1) · '''Damage +1.''' When you play this minion, if you control a site, you may take an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] event into hand from your discard pile. (1) · '''Damage +1.''' When you play this minion, you may heal an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion. (1) · '''Damage +1.''' When you play this minion, you may place an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] token on a machine. (1) · '''Damage +1.''' While the fellowship is at a forest site, the fellowship archery total is –1. Each [[Image:Culture_Elven.svg|x24px|bottom|link=Elven_Culture|class=whitebg]] companion skirmishing this minion is strength –2. (1) · '''Damage +1.''' While you can spot a Free Peoples culture token, this minion cannot take wounds except during skirmishes. (1) · '''Damage +1.''' While an ally is in the dead pile, this minion is strength +3 and '''fierce'''. (1) · '''Damage +1.''' '''Lurker.''' (Skirmishes involving lurker minions must be resolved after any others.) This minion is strength +2 for each [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion not assigned to a skirmish. (1) · '''Damage +1.''' '''Muster.''' (At the start of the regroup phase, you may discard a card from hand to draw a card.) While this minion is skirmishing a character who has resistance 3 or less, this minion is strength +3. (1) · '''Damage +1.''' If you can spot another [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Uruk-hai, this minion is twilight cost –1 for each possession you can spot. (1) · '''Fierce'''. During a fierce skirmish involving this minion, it is strength +3 and gains '''hunter 1''' ''(While skirmishing a non-hunter character, this character is strength +1.)''. (1) · '''Fierce. Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)'' During a fierce skirmish involving this minion, it is strength +1 for each hunter you can spot. (1) · '''Fierce.''' During a fierce skirmish involving this minion, he gains '''hunter 4'''. (1) · '''Fierce.''' Each time a player plays an event in a skirmish involving this minion, that player may exert a non-hunter character. (1) · '''Response:''' If the Ring-bearer puts on The One Ring, exert this minion. Discard a card from the top of your draw deck for each [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] minion you spot. Add a burden for each Shadow card discarded in this way. (1) · '''Tracker.''' '''Damage +1.''' The roaming penalty for each [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] minion you play is -1. '''Response:''' If an event is played that spots or exerts a ranger, exert this minion to cancel that event. (1) · '''Tracker.''' '''Fierce.''' During a fierce skirmish involving this minion, it is strength +3 and '''damage +1.''' (1) · '''Tracker.''' '''Fierce.''' While skirmishing a character bearing a search card, this minion is strength +2 and '''damage +1.''' (1) · To play, spot a [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion. Each time a companion exerts, you may draw a card. (1)
Lore:
"'...and there has been war between us for many months.'" (1) · "Leave none alive!" (1) · "March to Helms Deep! Leave none alive!" (1) · "To War!" (1) · A wary eye on the mission could undo the quest. (1) · As their prey grows tired, the Uruks gain the advantage. (1) · Both the weapon and its wielder were foul creations of Saruman. (1) · Forward Uruk troops caught the fellowship unaware. (1) · Fresh troops awaited to attack any weakness. (1) · Goatskins full of blood poured upon berserkers before battle instill their bloodlust. (1) · Saruman uses his Uruks abroad to gain information on the movements – and weaknesses – of his many enemies. (1) · Saruman uses the enemy's strength to his own advantage. (1) · Saruman's Uruk-hai band together as an extremely effective fighting unit. (1) · Select warriors had been tasked with advancing the assault beyond the Deeping Wall. (1) · Some of the Uruks watch for stragglers and make certain they don't escape alive. (1) · Taking the high ground provides a better field of fire. (1) · The destruction of the Hornburg fortifications was the task of Saruman's engineer troops. (1) · The flood of Uruk-hai storming the Deeping Wall seemed to be unstoppable. (1) · The Uruk-hai bred by Saruman are stronger and more fell than Orcs of Mordor. (1) · The Uruk-hai trained to engage the enemy in its own territory. (1) · There is no safety where Saruman's emblem is shown. (1) · They make short work of the weak. (1) · “They come to destroy its people.” (1) · “They kept no order... yet their speed was very great.” (1) · “‘Any trespasser found by the guard is to be held at the tower.'” (1) · “‘I wish to kill, and then go back north.'” (1) · “‘No crying out, no trying to escape.'” (1) · “‘Rest while you can! We'll find a use for your legs before long.'” (1) · “‘Run! Or you'll never see your beloved holes again!'” (1)
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