Personal Errata

By Edvando, in The Lord of the Rings: The Card Game

Last part of the core set revisited personal errata.

Common Cause
Action: Exhaust 1 character you control to choose and ready a hero.

Ever Vigilant
Action: Choose and ready 1 character card.

For Gondor!
-1 cost

Grim Resolve
-1 cost

Blade Mastery
Action: Choose a character. Until the end of the phase, that character gains +3 atk  and +3 def.

Rain of Arrows
Action: Exhaust a character you control with the ranged keyword. Deal 1 damage to each enemy.

Stand Together
Action: Choose a player. That player may declare any number of eligible characters as defenders against each enemy attacking him this phase. If you block an attack with at least 2 characters, draw one card.

Swift Strike
-1 cost

Fortune or Fate
-1 cost

Strength of Will
Response: After you travel to a location, exhaust a SPIRIT character to place 5 progress tokens on that location.

Beorn's Hospitality
-2 cost
Action: Choose a player. Heal all damage on each character controlled by that player.

Gandalf's Search
Action: Look at the top 5 cards of any player's deck, add X of those cards to its owner's hand, and return the rest to the top of the deck in any order.

Lore of Imladris
-1 cost

Lórien's Wealth
-1 cost

A Light in the Dark
-1 cost

============================

These cards below didn´t get any errata. What do you guys think of then? Any of then should receive errata in your opinion?

Sneak Attack 
Valiant Sacrifice 
Feint 
Quick Strike 
Thicket of Spears 
A Light in the Dark 
A Test of Will 
Dwarven Tomb 
Hasty Stroke
Stand and Fight 
The Galadhrim's Greeting 
Will of the West 
Radagast's Cunning 
Secret Paths
Edited by Edvando

I think Theódred is still one of the most powewrful heroes, no need for an errata there.

As for the Citadel Guard, some ideas:

"Reduce the cost of Citadel Guard by X, where X is the numer of Citadel Guards in play"

-> fits with the Gondor theme

or

"When you declare Citadel Guard as a defender, reduce the DEF of the attacker by 2"

-> the Citadel guartds are distracting the attacking enemy long enough so that the other forces can sneak up on them

Edited by leptokurt

I think Theódred is still one of the most powewrful heroes, no need for an errata there.

As for the Citadel Guard, some ideas:

"Reduce the cost of Citadel Guard by X, where X is the numer of Citadel Guards in play"

-> fits with the Gondor theme

or

"When you declare Citadel Guard as a defender, reduce the DEF of the attacker by 2"

-> the Citadel guartds are distracting the attacking enemy long enough so that the other forces can sneak up on them

You are right about Theodred. I´ve removed his errata from the list.

About Citadel Guard. Those suggestions are cool! Personally I really liked the -2 def. But as I said before, these are errata and not reworks. I´ve taken note about this suggestion and will add it to a future custom card.

Ok people!!!!

The Version 1.0 of my personal errata is done. I´ve updated the page 1 with the full list of modifications.

I´m still on the fence about some modifications, maybe some can be removed from the list (like Theodred) and some maybe added to the list (I´m pondering about Snowborn Scout). Also as new cards are released, I can revisit and see if any of my errata is not needed anymore.

I´m still complete open to suggestions! If you state your reasoning I´m more inclined to like your suggestion. Also, I wanted more interactions with you guys, so I will try to bring more cards that I want opinions or give options so that we can balance which option is better.

Another card I would consider for Errata is the Warden of Arnor attachment.

Putting one progress on a location per round can be useful but it's very conditional: you need to pair it with other location control effects, might be useless in pretty often in 2P if no location is revealed, some locations from NM have very bad effects if you put progress on them but don't explore; finally, while one progress looks ok, you'll probably want to play this in a location-heavy quest, so it may very well be you'll put one progress on a location it's not convenient to explore from staging due to high QP (for example, revealing Eastern Bight first and immediately after the Brown Lands).

I think being a unique attachment, with some serious restrictions (just to give an idea, so far only 2 Heroes have the scout trait, Idraen and Haldir, and one of the two is not a feasible target) makes it a complete letdown for what it does.

My proposed change is as follows:

Warden of Arnor

Attach to a Scout hero.

While attached hero is committed to the quest, Warden of Arnor gains: "Response: after a location is revealed from the encounter deck, put one progress on it".

In this way you could potentially put progress on 2-3 locations, also avoiding nasty effects such as those on "A flooded ford" or "City remains".

Overpowered?

I don't think so, as you would still need to meet the requirements, and also need other effects to actually gain some significant benefit from it.

Another card I would consider for Errata is the Warden of Arnor attachment.

Putting one progress on a location per round can be useful but it's very conditional: you need to pair it with other location control effects, might be useless in pretty often in 2P if no location is revealed, some locations from NM have very bad effects if you put progress on them but don't explore; finally, while one progress looks ok, you'll probably want to play this in a location-heavy quest, so it may very well be you'll put one progress on a location it's not convenient to explore from staging due to high QP (for example, revealing Eastern Bight first and immediately after the Brown Lands).

I think being a unique attachment, with some serious restrictions (just to give an idea, so far only 2 Heroes have the scout trait, Idraen and Haldir, and one of the two is not a feasible target) makes it a complete letdown for what it does.

My proposed change is as follows:

Warden of Arnor

Attach to a Scout hero.

While attached hero is committed to the quest, Warden of Arnor gains: "Response: after a location is revealed from the encounter deck, put one progress on it".

In this way you could potentially put progress on 2-3 locations, also avoiding nasty effects such as those on "A flooded ford" or "City remains".

Overpowered?

I don't think so, as you would still need to meet the requirements, and also need other effects to actually gain some significant benefit from it.

I´ve been including one or Warden of Arnor is all my spirit heavy decks and I always feel it underpeform. Maybe one to each is too much, dunno. I plan to buff most location control, since most of then suck (beside Northren Tracker and Asfaloth). I will go with your errata and I will playtest it to see.