[Poll ] [UEP, Proposed] RW abilities also at home sites
Moderators: Jambo, Tegarend, Moderators
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[Poll ] [UEP, Proposed] RW abilities also at home sites
Name: Ringwraith abilities also at their home sites
Status: Proposed
Proposal maintainer: Nicolai Willinek
Categories: Balance/Improvement of ringwraith strategies
Errata: None I could think of
Problem: Some ringwariths have a tapping ability, which they can only use at a darkhaven, but not at their home sites (e.g. Barad-dûr for Ren)
Solution: The phrase: As your Ringwraith, if at a Darkhaven [V]... should read as follows: As your Ringwraith, if at a Darkhaven [V] or any of his home sites...
Pros: Gives a small boost to ringwraith strategies
Cons: Makes Hoarmurath even better?
Rationale: Ringwraiths are former kings of nations of men, but to actually to stuff while they are at residence in their home area is a hassle.
Discussion: I have used this UEP already at the LURE VIII as a needed modification to my first Ringwraith DCCD (another rule expanding on this UEP was also in action, see my other new UEP). I haven't come up with a killer combo for this UEP, but it also brings drawbacks, as you might have a ringwraith without a mode or ally(mode) at his home site when Glorfindel stops by, bearing Aiglos.
Voting starts at: 03/05/08
Voting ends at: 04/05/08
Status: Proposed
Proposal maintainer: Nicolai Willinek
Categories: Balance/Improvement of ringwraith strategies
Errata: None I could think of
Problem: Some ringwariths have a tapping ability, which they can only use at a darkhaven, but not at their home sites (e.g. Barad-dûr for Ren)
Solution: The phrase: As your Ringwraith, if at a Darkhaven [V]... should read as follows: As your Ringwraith, if at a Darkhaven [V] or any of his home sites...
Pros: Gives a small boost to ringwraith strategies
Cons: Makes Hoarmurath even better?
Rationale: Ringwraiths are former kings of nations of men, but to actually to stuff while they are at residence in their home area is a hassle.
Discussion: I have used this UEP already at the LURE VIII as a needed modification to my first Ringwraith DCCD (another rule expanding on this UEP was also in action, see my other new UEP). I haven't come up with a killer combo for this UEP, but it also brings drawbacks, as you might have a ringwraith without a mode or ally(mode) at his home site when Glorfindel stops by, bearing Aiglos.
Voting starts at: 03/05/08
Voting ends at: 04/05/08
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Inclined to vote yes, mainly for thematic reasons. But it actually can also mean a great advantage for some ringwraith decks, though it seems small. Because many minion decks have a hole of some sort in mp sources, mostly allies, and now you can use your ringwraith for that. It used to be Ren's great asset, to play him at Barad-dur - you don't want to sacrifice Hoarmurath's/Dwars ability just for the ally, or include cards to move him to a usefull site...
two things.
1 Like I said in post at your other UEP, can you explain why you think this isn't too good? I don't see the problem with this scary Glorfindel, if you see him coming, just move back to the nearest dark-haven, it's no different from any normal situation where a RW ventures outside a haven.
2 How does it interact with the abilities of Witch-king and Khamul, can they play a RW follower outside a darkhaven now?
two things.
1 Like I said in post at your other UEP, can you explain why you think this isn't too good? I don't see the problem with this scary Glorfindel, if you see him coming, just move back to the nearest dark-haven, it's no different from any normal situation where a RW ventures outside a haven.
2 How does it interact with the abilities of Witch-king and Khamul, can they play a RW follower outside a darkhaven now?
'Elen sila lumenn' omentielvo
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I believe bringing in characters is only an issue for the Witch-king, since Khamul has Dol guldur has a Home Site.
The Glorfindel is scary, since you aren't in mode for starters (unless my other UEP gets accepted of course), so you either move to a haven if Glorfindel comes your way & there you cannot move away from unless you planned for it with modes/allies.
this UEP save you some modes/allies to be able actually incluede more point cards.
Also this UEP doesn't help with faction gathering to much since RW are no Leaders.
mfg Nicolai
The Glorfindel is scary, since you aren't in mode for starters (unless my other UEP gets accepted of course), so you either move to a haven if Glorfindel comes your way & there you cannot move away from unless you planned for it with modes/allies.
this UEP save you some modes/allies to be able actually incluede more point cards.
Also this UEP doesn't help with faction gathering to much since RW are no Leaders.
mfg Nicolai
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It still leaves the Witch-king then, what do you think about it, he is able to play Indur at Cirith Ungol, with his 5 DI, okay they're no leaders, but with reasonable DI I can still play 5 mp's worth of factions, so I don't get the +2, but still the factions can make a good addition to my mp's if I'm only scoring items in dragon-country...If I have Witch-king and Indur untapped, and Glorfindel comes along, he can take Indur home with him as a trophy if he likes, it's no mp loss to me at all
But seriously, like I said, if I plan to play my ringwraith at his homesite, I usually want him there for a reason, so not being able to move to other non-haven sites is not an issue. And with Glorfindel with Aiglos around, I don't want to leave haven anyway, unless I can Malady him, so I really don't see the point here.
My question was, can you explain why this isn't actually too good for already competitive decks, decks that only use their ringwraith like one turn per game to fill in a blank in their mp sources. Most ringwraith abilities aren't worth much to begin with, don't require a haven anyway, or require tapping -though like I said, most decks would just use the guy once per game, to either play a faction or ally. But Hoarmurath can play great bats/Nuriags at Nurniag camp and still get +1 hand size. Uvatha can play a faction and tap to recycle. Ren can still tap to support cc's while his Barad-dur site is already very good. Dwar can play a faction and give prowess boosts. Those are quite usefull abilities. If you find ways to untap your Adunaphel, you could actually make good use of Urlurtsu Nurn and cancel attacks.
As stand alone I'm not worried about this UEP's power, but in conjunction with your other UEP it might be very good.

But seriously, like I said, if I plan to play my ringwraith at his homesite, I usually want him there for a reason, so not being able to move to other non-haven sites is not an issue. And with Glorfindel with Aiglos around, I don't want to leave haven anyway, unless I can Malady him, so I really don't see the point here.
My question was, can you explain why this isn't actually too good for already competitive decks, decks that only use their ringwraith like one turn per game to fill in a blank in their mp sources. Most ringwraith abilities aren't worth much to begin with, don't require a haven anyway, or require tapping -though like I said, most decks would just use the guy once per game, to either play a faction or ally. But Hoarmurath can play great bats/Nuriags at Nurniag camp and still get +1 hand size. Uvatha can play a faction and tap to recycle. Ren can still tap to support cc's while his Barad-dur site is already very good. Dwar can play a faction and give prowess boosts. Those are quite usefull abilities. If you find ways to untap your Adunaphel, you could actually make good use of Urlurtsu Nurn and cancel attacks.
As stand alone I'm not worried about this UEP's power, but in conjunction with your other UEP it might be very good.
'Elen sila lumenn' omentielvo
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Well I checked on most other UEPs and normally we have 16 or more votes, so these 2 UEPs of mine can still de undone before to long, we are about haftime for these UEPs so I am just wondering, if some people are still undecided or just haven't been here for a while.
@ Eric, you do not do too bad if you play a fallen aligment so don't worry
mfg Nicolai
@ Eric, you do not do too bad if you play a fallen aligment so don't worry
mfg Nicolai
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okay so I make a list for each ringwraith and their home site cards for easy comparison:
Adunaphel the RIngwraith
Warrior/Scout/Diplomat
Home Site: Urlurtsu Nurn.
Mind/Influence: 0/4
Prowess/Body: 8/10
Description: Unique. Manifestation of Adunaphel. Can use spirit-magic. +2 direct influence in Heralded Lord mode. -2 prowess in Fell Rider mode. As your Ringwraith, if at a Darkhaven [V], she may tap to cancel one hazard creature attack not played at a site against any one of your companies.
her home site:
Urlurtsu Nurn:
Dark-hold
Nurn
Draws: player 1 opponent 1
Nearest Haven: Minas Morgul [sdd]
Special: If your Ringwraith is at this site, he may tap during the organization phase to bring one Orc or Troll character from your discard pile into play at this site.
Things playable there:
cards that might add something to this kind of squatting deck at home site for Adunaphel:
No I try to analyze what we have here:
9 item MP all storeable with MoM
no faction
no ally
no misc.
many (X) potantial character points fairly easy.
Unless someone depends on Rogrog & Gothmog for the detainment attacks vs minions at dark-holds there is no way for adunaphel to score any ally points (RthW) at this site, well maybe this is good since it would prevent her from playing these trolls straight from the discard pile for 6 char. MPs
unless being in heralded mode or having WoMaD on hand there is no way for her to bring in these characters though.
still I believe there could be a good deck build around the character cycling, even though it really hinder her SB abitities, also I am not sure if either HM or WoMaD are dependable enought to score a lot of char. MP
lets move to the the next RW
Adunaphel the RIngwraith
Warrior/Scout/Diplomat
Home Site: Urlurtsu Nurn.
Mind/Influence: 0/4
Prowess/Body: 8/10
Description: Unique. Manifestation of Adunaphel. Can use spirit-magic. +2 direct influence in Heralded Lord mode. -2 prowess in Fell Rider mode. As your Ringwraith, if at a Darkhaven [V], she may tap to cancel one hazard creature attack not played at a site against any one of your companies.
her home site:
Urlurtsu Nurn:
Dark-hold
Nurn
Draws: player 1 opponent 1
Nearest Haven: Minas Morgul [sdd]
Special: If your Ringwraith is at this site, he may tap during the organization phase to bring one Orc or Troll character from your discard pile into play at this site.
Things playable there:
Blasting Fire:
MP: 1 item
Corruption: 1
Description: Technology. Playable at a tapped or untapped Shadow-hold [S], Dark-hold [D], or a site with a Dwarf automatic-attack. Discard to cancel all automatic-attacks at a site against the bearer's company, any influence attempts against factions at the site this turn are modified by +2.
Liquid Fire:
MP: 1 item
Corruption: 1
Description: Technology. Playable at a tapped or untapped Shadow-hold [S], Dark-hold [D], or a site with a Dwarf automatic-attack. Discard to cause all strikes from all attacks of a non-Dragon, non-Nazgul, non-Balrog creature keyed to a site to fail (resulting body checks for the creature are modified by -2).
Vile Fumes:
MP: 1 item
Corruption: 1
Description: Technology. Playable at a tapped or untapped Shadow-hold [S], Dark-hold [D], or a site with a Dwarf automatic-attack. Discard during the site phase at a Border-hold or Shadow-hold [S] to make all versions of the site Ruins & Lairs [R]. Its normal automatic-attacks are replaced with: Gas --- each character faces 1 strike with 7 prowess (cannot be canceled). Keep Vile Fumes with the site until the site is discarded or returned to its location deck.
cards that might add something to this kind of squatting deck at home site for Adunaphel:
Messenger of Mordor:
Description: Magic. Spirit-magic. Playable on a spirit-magic-using character at a Darkhaven [V], Shadow-hold [S], or Dark-hold [D]. Any items and resource events with his company that can be stored at a Darkhaven [V] may now be so stored. Unless he is a Ringwraith, character makes a corruption check modified by -4.
Ready to his Will
MP: 1 ally
Description: Playable on an Orc, Troll, Giant, Slayer, or Man hazard creature with one strike for each of its attacks. All attacks of the creature are canceled. The creature becomes an ally under the control of any character in the company that now taps. It has a mind of 1, 1 ally marshalling point, prowess equal to its normal prowess minus 7, and a body equal to 8. Place this card with the creature.
Words of Menace & Deceit
Description: Magic. Spirit-magic. Playable on a spirit-magic-using character. +5 to the character's direct influence for the rest of the turn. Unless he is a Ringwraith, he makes a corruption check modified by -4. Cannot be duplicated on a given character.
No I try to analyze what we have here:
9 item MP all storeable with MoM
no faction
no ally
no misc.
many (X) potantial character points fairly easy.
Unless someone depends on Rogrog & Gothmog for the detainment attacks vs minions at dark-holds there is no way for adunaphel to score any ally points (RthW) at this site, well maybe this is good since it would prevent her from playing these trolls straight from the discard pile for 6 char. MPs
unless being in heralded mode or having WoMaD on hand there is no way for her to bring in these characters though.
still I believe there could be a good deck build around the character cycling, even though it really hinder her SB abitities, also I am not sure if either HM or WoMaD are dependable enought to score a lot of char. MP
lets move to the the next RW
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Akhorahil the Ringwraith
Sage
Home Site: Any site in Nurn.
Mind/Influence: 0/3
Prowess/Body: 8/9
Mind/Influence: 0/3
Prowess/Body: 8/9
Description: Unique. Manifestation of Akhorahil. Can use sorcery, spirit-magic, and shadow-magic. +3 direct influence in Heralded Lord mode. +1 prowess in Fell Rider mode. As your Ringwraith, when he uses a magic card, return it to the play deck and reshuffle.
As with all Akhorahil decks there is a bunch of magic cards I do not have to incluede here, but let us assume tha he can almost walk through all creatures and events thrown at him.
In comparisson to Adunaphel, the Sorcerer-king has even more influence (max11) which is more dependable since his magic cards return to the deck and because of his Unleashed card.
when we add Uvatha as a follower to his company this deck really gains some speed,
they are imune to River, since they do not move.
they kill all things thrown at them with magic, maybe a hard-hitting Buthrakaur/Umagaur troll deck will be able to smack them , but only at the Nurniag camp
see what we have in points at Nurniag Camp since, nothing new happens with Urlurtsu Nurn:
12 item MP (w Thing Stolen after faction play,
7 faction MP (only if you untap with Records Unread, requires good time management otherwise your items would always tap the site.
3 ally MP (when opponent plays SPies Feared (that would realy be stupid unless the plays a heavy orc haz mix)
3 more ally MP
no misc points
well this deck has even more potantial then the Adunaphel deck, but I doubt that 2 characters are enough to play all thse points within a decent time for a competetive deck)
mfg Nicolai
I move to the next one when at home
Dwar
Sage
Home Site: Any site in Nurn.
Mind/Influence: 0/3
Prowess/Body: 8/9
Mind/Influence: 0/3
Prowess/Body: 8/9
Description: Unique. Manifestation of Akhorahil. Can use sorcery, spirit-magic, and shadow-magic. +3 direct influence in Heralded Lord mode. +1 prowess in Fell Rider mode. As your Ringwraith, when he uses a magic card, return it to the play deck and reshuffle.
his home sites:
Urlurtsu Nurn:
Dark-hold
Nurn
Draws: player 1 opponent 1
Nearest Haven: Minas Morgul [sdd]
Special: If your Ringwraith is at this site, he may tap during the organization phase to bring one Orc or Troll character from your discard pile into play at this site.
Nurniag Camp
Nurn
Draws: player 1 opponent 1
Nearest Haven: Minas Morgul [sdd]
Things playable there:
Quote:
Blasting Fire:
MP: 1 item
Corruption: 1
Description: Technology. Playable at a tapped or untapped Shadow-hold [S], Dark-hold [D], or a site with a Dwarf automatic-attack. Discard to cancel all automatic-attacks at a site against the bearer's company, any influence attempts against factions at the site this turn are modified by +2.
Liquid Fire:
MP: 1 item
Corruption: 1
Description: Technology. Playable at a tapped or untapped Shadow-hold [S], Dark-hold [D], or a site with a Dwarf automatic-attack. Discard to cause all strikes from all attacks of a non-Dragon, non-Nazgul, non-Balrog creature keyed to a site to fail (resulting body checks for the creature are modified by -2).
Vile Fumes:
MP: 1 item
Corruption: 1
Description: Technology. Playable at a tapped or untapped Shadow-hold [S], Dark-hold [D], or a site with a Dwarf automatic-attack. Discard during the site phase at a Border-hold or Shadow-hold [S] to make all versions of the site Ruins & Lairs [R]. Its normal automatic-attacks are replaced with: Gas --- each character faces 1 strike with 7 prowess (cannot be canceled). Keep Vile Fumes with the site until the site is discarded or returned to its location deck.
Asdriags man faction
MP: 2 faction
Description: Unique. Playable at Nurniag Camp if the influence check is greater than 10. Standard Modifications: Nurniags (+2), Variags of Khand (+2), Balchoth (-2).
Nurniags
MP: 2 faction
Description: Unique. Playable at Nurniag Camp if the influence check is greater than 9. Standard Modifications: Nuriags (+2), Balchoth (-2), Variags of Khand (+2).
Snaga-hai
MP: 1 faction
Description: Playable at any tapped or untapped Shadow-hold [S] if the influence check is greater than 9. Once in play, the number required to influence this faction is zero.
Great Bats
MP: 1 ally
Mind: 1
Description: Playable at a tapped or untapped Shadow-hold [S]. May not be attacked. Discard this ally if its controlling character is wounded. Tap this ally to remove the effect of an attack against its controlling character's company that states: "attacker chooses defending characters." Cannot be duplicated on a given company.
cards that might add something to this kind of squatting deck at home site for Akhorahil:
Heralded Lord
Influence: +3
Prowess/Body: -2/-
Description: Heralded Lord mode. Playable on your Ringwraith's company at a Darkhaven [V] during the organization phase. -2 prowess, +3 direct influence to entire company. His own company may move to a non-Darkhaven site. Discard this card and any other Ringwraith followers in the company during any of your following organization phases the company is at a Darkhaven [V].
Messenger of Mordor:
Description: Magic. Spirit-magic. Playable on a spirit-magic-using character at a Darkhaven [V], Shadow-hold [S], or Dark-hold [D]. Any items and resource events with his company that can be stored at a Darkhaven [V] may now be so stored. Unless he is a Ringwraith, character makes a corruption check modified by -4.
Ready to his Will
MP: 1 ally
Description: Playable on an Orc, Troll, Giant, Slayer, or Man hazard creature with one strike for each of its attacks. All attacks of the creature are canceled. The creature becomes an ally under the control of any character in the company that now taps. It has a mind of 1, 1 ally marshalling point, prowess equal to its normal prowess minus 7, and a body equal to 8. Place this card with the creature.
Records Unread
Corruption: 1
Description: Cannot be included with a starting company. Discard to untap a Shadow-hold [S] or to make Information playable at any Shadow-hold [S]. Cannot be duplicated in a given company.
The Ring Leaves Its Mark
Description: Bring one Black Rider, Fell Rider, or Heralded Lord card from your sideboard or discard pile into your play deck and reshuffle. Alternatively, playable on your tapped Ringwraith. Make a roll (draw a #)-if the result is greater than 6, untap your Ringwraith.
Thing Stolen
Description: Playable after a faction is successfully played at a Shadow-hold [S] or Dark-hold [D]. Tap a character at the site to play a non-unique, non-hoard minor or major item (even if the item is not normally playable there).
Words of Menace & Deceit
Description: Magic. Spirit-magic. Playable on a spirit-magic-using character. +5 to the character's direct influence for the rest of the turn. Unless he is a Ringwraith, he makes a corruption check modified by -4. Cannot be duplicated on a given character.
Things you could to to make it worse:
Spies Feared:
Description: Scout or Ranger only. Playable on a Shadow-hold [S] if one of your scouts is there or on a Ruins & Lairs [R] if one of your rangers is there. An automatic-attack is created at the site against minion companies: Orcs --- 5 strikes with 8 prowess (detainment). Additionally, all automatic-attacks at the site are duplicated (including the new one) against all companies. Discard when site is discarded or returned to your location deck.
because above card would enable this possibility:
War-wolf
MP: 1 ally
Mind: 1
Prowess/Body: 2/7
Description: Playable at any tapped or untapped Ruins & Lairs [R] with a Wolf automatic-attack or at any tapped or untapped Shadow-hold [S] with an Orc automatic-attack.
As with all Akhorahil decks there is a bunch of magic cards I do not have to incluede here, but let us assume tha he can almost walk through all creatures and events thrown at him.
In comparisson to Adunaphel, the Sorcerer-king has even more influence (max11) which is more dependable since his magic cards return to the deck and because of his Unleashed card.
when we add Uvatha as a follower to his company this deck really gains some speed,
they are imune to River, since they do not move.
they kill all things thrown at them with magic, maybe a hard-hitting Buthrakaur/Umagaur troll deck will be able to smack them , but only at the Nurniag camp
see what we have in points at Nurniag Camp since, nothing new happens with Urlurtsu Nurn:
12 item MP (w Thing Stolen after faction play,
7 faction MP (only if you untap with Records Unread, requires good time management otherwise your items would always tap the site.
3 ally MP (when opponent plays SPies Feared (that would realy be stupid unless the plays a heavy orc haz mix)
3 more ally MP
no misc points
well this deck has even more potantial then the Adunaphel deck, but I doubt that 2 characters are enough to play all thse points within a decent time for a competetive deck)
mfg Nicolai
I move to the next one when at home
Dwar
Last edited by Vastor Peredhil on Wed Apr 02, 2008 7:38 pm, edited 1 time in total.
Isn't it kind of irrelevant posting Akhorahill since his abilites are not Darkhaven dependent?
Visit the Optional Rules forum and try out the community accepted Unofficial Errata.
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Hi Jambo,
of course refering to his abilities you are right, but I just wanted to point out what actually is possible for a RW squating at home.
Akhorahil is a good squatter because of his easy magic access, but in active play he prevails
(So Jambo did you then vote against it, I still didn't here any good contras, except for Ren at barad-dur)
so let us come to Dwar, who has one of the most used squatting abilities:
Dwar the Ringwraith
Warrior/Scout/Sage
Home Site: Any site in Udun.
Mind/Influence: 0/5
Prowess/Body: 9/10
Description: Unique. Manifestation of Dwar of Waw. Can use sorcery. -3 direct influence in Heralded Lord mode. -1 prowess in Fell Rider mode. As your Ringwraith, if at a Darkhaven [V], he may tap to give +1 prowess and +1 body to all characters in any one of your companies until the end of the turn.
All the sorcery cards usable by Dwar all have an equal Skill (Swift Strokes etc.) and since Dwar cannot cycle them like (Akhorahil, Indur or Uvatha) there is no need in mentioning them.
Over-power decks lock differently... if you manage to pull out a follower you still need 7 turn for 10 item points and 2 points
Not much to say, so let Dwar stay there if he likes it
@edit: the next in line is of course Hoarmurath, and yes he is interesting.
so sorry for the delay
hopefully I can finish them of before voting ends, or I can just add 2more weeks to the voting period
mfg Nicolai
of course refering to his abilities you are right, but I just wanted to point out what actually is possible for a RW squating at home.
Akhorahil is a good squatter because of his easy magic access, but in active play he prevails

(So Jambo did you then vote against it, I still didn't here any good contras, except for Ren at barad-dur)
so let us come to Dwar, who has one of the most used squatting abilities:
Dwar the Ringwraith
Warrior/Scout/Sage
Home Site: Any site in Udun.
Mind/Influence: 0/5
Prowess/Body: 9/10
Description: Unique. Manifestation of Dwar of Waw. Can use sorcery. -3 direct influence in Heralded Lord mode. -1 prowess in Fell Rider mode. As your Ringwraith, if at a Darkhaven [V], he may tap to give +1 prowess and +1 body to all characters in any one of your companies until the end of the turn.
His home site:
Cirith Gorgor*
minion Dark-hold in Udun
Draws: player 2 opponent 1
Nearest Haven: Minas Morgul [sdd]
What is playable there:
Blasting Fire:
MP: 1 item
Corruption: 1
Description: Technology. Playable at a tapped or untapped Shadow-hold [S], Dark-hold [D], or a site with a Dwarf automatic-attack. Discard to cancel all automatic-attacks at a site against the bearer's company, any influence attempts against factions at the site this turn are modified by +2.
Liquid Fire:
MP: 1 item
Corruption: 1
Description: Technology. Playable at a tapped or untapped Shadow-hold [S], Dark-hold [D], or a site with a Dwarf automatic-attack. Discard to cause all strikes from all attacks of a non-Dragon, non-Nazgul, non-Balrog creature keyed to a site to fail (resulting body checks for the creature are modified by -2).
Vile Fumes:
MP: 1 item
Corruption: 1
Description: Technology. Playable at a tapped or untapped Shadow-hold [S], Dark-hold [D], or a site with a Dwarf automatic-attack. Discard during the site phase at a Border-hold or Shadow-hold [S] to make all versions of the site Ruins & Lairs [R]. Its normal automatic-attacks are replaced with: Gas --- each character faces 1 strike with 7 prowess (cannot be canceled). Keep Vile Fumes with the site until the site is discarded or returned to its location deck.
Orcs of the Ash Mountains
MP: 1 faction
Description: Unique. Playable at Cirith Gorgor if the influence check is greater than 8. Once in play, the number required to influence this faction is zero. If this influence attempt is made by an Orc or Troll leader, you may place this faction under the control of that leader and not tap the site. Discard the faction if the leader moves or leaves play. Three or more factions controlled by the same leader give two extra marshalling points. Standard Modifications: Orcs of the Ephel Duath (-2), Snaga-hai (+2).
Orcs of Udun
MP: 1 faction
Description: Unique. Playable at Cirith Gorgor if the influence check is greater than 8. Once in play, the number required to influence this faction is zero. If this influence attempt is made by an Orc or Troll leader, you may place this faction under the control of that leader and not tap the site. Discard the faction if the leader moves or leaves play. Three or more factions controlled by the same leader give two extra marshalling points. Standard Modifications: Orcs of Gorgoroth (+2), Orcs of the Red Eye (-2).
Uruk-hai
MP: 2 faction
Description: Unique. Playable at Barad-dur, Cirith Gorgor, or Cirith Ungol if the influence check is greater than 11. Once in play, the number required to influence this faction is zero. If this influence attempt is made by an Orc or Troll leader, you may place this faction under the control of that leader and not tap the site. Discard the faction if the leader moves or leaves play. 3 or more factions controlled by the same leader give 2 extra marshalling points. Standard Modifications: Any other Orc Faction (-2; applied only once).
cards that might add something to this kind of squatting deck at home site for Dwar:
Heralded Lord
Influence: +3
Prowess/Body: -2/-
Description: Heralded Lord mode. Playable on your Ringwraith's company at a Darkhaven [V] during the organization phase. -2 prowess, +3 direct influence to entire company. His own company may move to a non-Darkhaven site. Discard this card and any other Ringwraith followers in the company during any of your following organization phases the company is at a Darkhaven [V].
Ready to his Will
MP: 1 ally
Description: Playable on an Orc, Troll, Giant, Slayer, or Man hazard creature with one strike for each of its attacks. All attacks of the creature are canceled. The creature becomes an ally under the control of any character in the company that now taps. It has a mind of 1, 1 ally marshalling point, prowess equal to its normal prowess minus 7, and a body equal to 8. Place this card with the creature.
The Ring Leaves Its Mark
Description: Bring one Black Rider, Fell Rider, or Heralded Lord card from your sideboard or discard pile into your play deck and reshuffle. Alternatively, playable on your tapped Ringwraith. Make a roll (draw a #)-if the result is greater than 6, untap your Ringwraith.
Thing Stolen
Description: Playable after a faction is successfully played at a Shadow-hold [S] or Dark-hold [D]. Tap a character at the site to play a non-unique, non-hoard minor or major item (even if the item is not normally playable there).
All the sorcery cards usable by Dwar all have an equal Skill (Swift Strokes etc.) and since Dwar cannot cycle them like (Akhorahil, Indur or Uvatha) there is no need in mentioning them.
So let us see what we have in points at Cirith Gorgor:
10 item MP (w Thing Stolen after faction play if you have RW follower)
2 faction MP (potentially there is 2 more, but I doubt that there is any way of untapping the site unless bringing the Dwarven RIng of Durin in playand even then becaues of company composition rules, I doubt you are able to bring it to Cirith Gorgor.
no ally besides RthW
no misc points
Over-power decks lock differently... if you manage to pull out a follower you still need 7 turn for 10 item points and 2 points
Not much to say, so let Dwar stay there if he likes it
@edit: the next in line is of course Hoarmurath, and yes he is interesting.
so sorry for the delay
hopefully I can finish them of before voting ends, or I can just add 2more weeks to the voting period
mfg Nicolai
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Hoarmurath the Ringwraith
Scout/Ranger/Sage
Home Site: Any site in Udun.
Mind/Influence: 0/3
Prowess/Body: 8/9
Description: Unique. Manifestation of Hoarmurath of Dir. Can use sorcery. +1 direct influence in Heralded Lord mode. +2 prowess in Fell Rider mode. As your Ringwraith, if at a Darkhaven [V], you may keep one more card than normal in your hand.
As with Dwar, Hoarmurath use of sorcery cards is limited since he cannot cycle them like (Akhorahil, Indur or Uvatha) so there is no need in mentioning them.
So is Hoarmuraths ability of holding on more card so much better when he can potentially play 12 points in 7 turns, instead of just playing Morgul-orcs. Remenber it is way easier to tap a ringwraith at a dar-hold then at a dark-haven; I still do not see that as an over-power deck
let us move to Indur
Scout/Ranger/Sage
Home Site: Any site in Udun.
Mind/Influence: 0/3
Prowess/Body: 8/9
Description: Unique. Manifestation of Hoarmurath of Dir. Can use sorcery. +1 direct influence in Heralded Lord mode. +2 prowess in Fell Rider mode. As your Ringwraith, if at a Darkhaven [V], you may keep one more card than normal in your hand.
His home site:
Cirith Gorgor*
minion Dark-hold in Udun
Draws: player 2 opponent 1
Nearest Haven: Minas Morgul [sdd]
What is playable there:
Blasting Fire:
MP: 1 item
Corruption: 1
Description: Technology. Playable at a tapped or untapped Shadow-hold [S], Dark-hold [D], or a site with a Dwarf automatic-attack. Discard to cancel all automatic-attacks at a site against the bearer's company, any influence attempts against factions at the site this turn are modified by +2.
Liquid Fire:
MP: 1 item
Corruption: 1
Description: Technology. Playable at a tapped or untapped Shadow-hold [S], Dark-hold [D], or a site with a Dwarf automatic-attack. Discard to cause all strikes from all attacks of a non-Dragon, non-Nazgul, non-Balrog creature keyed to a site to fail (resulting body checks for the creature are modified by -2).
Vile Fumes:
MP: 1 item
Corruption: 1
Description: Technology. Playable at a tapped or untapped Shadow-hold [S], Dark-hold [D], or a site with a Dwarf automatic-attack. Discard during the site phase at a Border-hold or Shadow-hold [S] to make all versions of the site Ruins & Lairs [R]. Its normal automatic-attacks are replaced with: Gas --- each character faces 1 strike with 7 prowess (cannot be canceled). Keep Vile Fumes with the site until the site is discarded or returned to its location deck.
Orcs of the Ash Mountains
MP: 1 faction
Description: Unique. Playable at Cirith Gorgor if the influence check is greater than 8. Once in play, the number required to influence this faction is zero. If this influence attempt is made by an Orc or Troll leader, you may place this faction under the control of that leader and not tap the site. Discard the faction if the leader moves or leaves play. Three or more factions controlled by the same leader give two extra marshalling points. Standard Modifications: Orcs of the Ephel Duath (-2), Snaga-hai (+2).
Orcs of Udun
MP: 1 faction
Description: Unique. Playable at Cirith Gorgor if the influence check is greater than 8. Once in play, the number required to influence this faction is zero. If this influence attempt is made by an Orc or Troll leader, you may place this faction under the control of that leader and not tap the site. Discard the faction if the leader moves or leaves play. Three or more factions controlled by the same leader give two extra marshalling points. Standard Modifications: Orcs of Gorgoroth (+2), Orcs of the Red Eye (-2).
Uruk-hai
MP: 2 faction
Description: Unique. Playable at Barad-dur, Cirith Gorgor, or Cirith Ungol if the influence check is greater than 11. Once in play, the number required to influence this faction is zero. If this influence attempt is made by an Orc or Troll leader, you may place this faction under the control of that leader and not tap the site. Discard the faction if the leader moves or leaves play. 3 or more factions controlled by the same leader give 2 extra marshalling points. Standard Modifications: Any other Orc Faction (-2; applied only once).
cards that might add something to this kind of squatting deck at home site for Dwar:
Heralded Lord
Influence: +3
Prowess/Body: -2/-
Description: Heralded Lord mode. Playable on your Ringwraith's company at a Darkhaven [V] during the organization phase. -2 prowess, +3 direct influence to entire company. His own company may move to a non-Darkhaven site. Discard this card and any other Ringwraith followers in the company during any of your following organization phases the company is at a Darkhaven [V].
Ready to his Will
MP: 1 ally
Description: Playable on an Orc, Troll, Giant, Slayer, or Man hazard creature with one strike for each of its attacks. All attacks of the creature are canceled. The creature becomes an ally under the control of any character in the company that now taps. It has a mind of 1, 1 ally marshalling point, prowess equal to its normal prowess minus 7, and a body equal to 8. Place this card with the creature.
The Ring Leaves Its Mark
Description: Bring one Black Rider, Fell Rider, or Heralded Lord card from your sideboard or discard pile into your play deck and reshuffle. Alternatively, playable on your tapped Ringwraith. Make a roll (draw a #)-if the result is greater than 6, untap your Ringwraith.
Thing Stolen
Description: Playable after a faction is successfully played at a Shadow-hold [S] or Dark-hold [D]. Tap a character at the site to play a non-unique, non-hoard minor or major item (even if the item is not normally playable there).
As with Dwar, Hoarmurath use of sorcery cards is limited since he cannot cycle them like (Akhorahil, Indur or Uvatha) so there is no need in mentioning them.
So let us see what we have in points at Cirith Gorgor:
10 item MP (w Thing Stolen after faction play if you have RW follower)
2 faction MP (potentially there is 2 more, but I doubt that there is any way of untapping the site unless bringing the Dwarven Ring of Durin in play and even then becaues of company composition rules, I doubt you are able to bring it to Cirith Gorgor.
no ally besides RthW
no misc points
So is Hoarmuraths ability of holding on more card so much better when he can potentially play 12 points in 7 turns, instead of just playing Morgul-orcs. Remenber it is way easier to tap a ringwraith at a dar-hold then at a dark-haven; I still do not see that as an over-power deck
let us move to Indur