Stay This Madness (7R48)

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Steadfast Champion (7U49)

Stay This Madness (7R48) is a Gandalf Condition from the Return of the King set.

Collection Info
Title Stay This Madness
Unique No
Collectible Yes
Set 7 - Return of the King
Rarity R - Rare
Card Number 48
Language EN - English
Revision 0
Gameplay Info
Playable Yes
Culture Gandalf
Side Free Peoples
Card Type Condition
Target Play Area Support Area
Twilight Cost 0
Game Text To play, spot Gandalf.

Each time the fellowship moves, add a threat or discard this condition.

Regroup: Discard this condition to wound 2 minions.

Translations
DE - German
Card Name Haltet ein mit diesem Wahnsinn
Game Text Entdecke Gandalf, um diese Karte zu spielen.

Lasse jedes Mal, wenn sich die Gemeinschaft bewegt, eine Bedrohung entstehen oder lege diesen Effekt ab.

Sammeln: Lege diesen Effekt ab, um 2 Diener zu verwunden.

FR - French
IT - Italian


Technical Info
Wiki Base Card ID LOTR-EN07S048.0
TLHH ID LOTR07048
GEMP ID 7_48
LOTRO Hex ID 60 FF AC 06
LOTRO Image ID 07_048


Strategy[edit]

Stay This Madness is part of a cycle of Free Peoples conditions in Return of the King that add a threat every time the Fellowship moves, and can be discarded in the Regroup Phase for some effect. In this case, it wounds two minions, which is usually only useful if you're hoping to make a double move that turn. Like most of those cards, you ideally want to discard Stay This Madness the turn you play it, because otherwise it's stacking up extra threats for no benefit. And, like most of those cards, Stay This Madness is garbage.

The first problem is that Stay This Madness is a very unreliable gamble, as you try to guess at the beginning of the turn whether this card will help you at the end of the turn. If you kill all the minions on your own? Stay This Madness is useless. If one wound on two minions isn't enough to enable a double move? Useless. If your Fellowship is too beat up to attempt a double? Still useless. Even if it's a do-or-die turn and any contribution in regroup is a help, Gandalf culture already has Out of the High Airs (10R17) , which is much stronger and doesn't have to be played speculatively.

You can make this card (arguably) cheaper and a bit more reliable by playing it from the discard pile in the regroup phase with Treebeard, Keeper of the Watchwood (10R18) . (In this way, it's a diluted version of the Fruity Loops combo with the now-banned Steadfast Champion (7U49) .) But that's still much, much weaker than Out of the High Airs, at a comparable or arguably more-expensive price.

The other cards in this cycle are Dark Ways (7R5) , Leaving Forever (7R24) , Scouting (7R68) , Guarded (7R101) , With Strength to Fight (7R261) , and Pressing On (7R325) .

Strengths and Weaknesses[edit]

Synergizes With...[edit]

Strong Versus...[edit]

Weak Versus...[edit]

  • Effects that prevent minions from being wounded, such as Broad-bladed Sword (4C142) or Easterling Polearm (6U79) .
  • Condition Removal on the turn it's played means it adds a threat and contributes nothing.
  • Minions that aren't exhausted in the regroup phase will often not care about just one wound.
  • This just is not a strong card in general, and will often whiff on many Shadow sides.