ASFALOTH!

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

Yeah, that's what I had said earlier, event makes more sense. Maybe a secrecy event that readies any one card - cost 3, secrecy 2. Could have a use or two.

Does Asfaloth come with night-vision goggles or why are they releasing him with a pack that is all about moria??

people that try to follow "time lines" and other lore things go mad … this game is just "put cool LoTR theme stuff in the packs" each encounter quest is themed with in itself .. but there is no determinable pattern to the player cards apart form them being generally LoTR themed. Yes.. Horses inside Moria… pretty lame.. but no more than frodo leaving his hometown b4 the fellowship or some random group of adventures opening the door of moria before pipen.. or etc etc etc… there is NO lore in this game.. it is just a hodgepodge of cool stuff.. do not look for continuity or any kind of timeline.

Yes, there really is no thematic match between the scenario and the player cards inserted within the adventure pack. Well, there were few hints earlier, very few though. Mines are no place for a pony but likely for a huge steed?

Yes Eagles flying in Moria halls and Horses running underground sounds a bit weird…… but game is game. For example in previous Lotr Tcg from Decipher all mounts have ability :Discard this card if fellowship go underground.

Anyway in my opinion Asfaloth is too powerful!!! My Glorifindel/Frodo/Bilbo deck already can win any scenarios (not include Dol-Guldor) but with Asfaloth deck will be much more effective. Glorifindel is going to be stronger and i love it. When you have Glor with St. of Gondor, Asfaloth and U.C. he is quest/kill/location removal/heal machine.

it would (yes this is coming from me!) be very boring collecting packs if they had to stick to theme…..firstly you would know what was coming ….ie moria = more dwarves…..and yet more dwarves…now while ffg favour dwarves in the moria packs they still need to inject some variety as it would rather repetative and they soon run out of new fresh ideas

also, while im a believer that the game shouldnt break tolkien lore to the point of ridiculousness (ie releasing eru illuvatar or luthien- unless she was in a 1st age supplement etc) it would again be very hard and restricted to create theme correct packs everytime……alot of the fun i get out of this game is putting new and varied decks together and have a large collection of cards options

Yes, making game too logical is hard. And I am very glad we don't get just Dwarves in these packs. They have been given most attention by far but it's good other factions can keep expanding too.

i wonder how much attention they will get after this cycle (with the exception of the hobbit packs)….there is plenty more dwarf cards that could be made, i assume theyll keep trickling them in now and again…at least i hope they will

I would like to see the undead next pack, or maybe elves.

I'm sick of people who complain about horses in the dungeon. Any game, not just LOTR LCG.

Everyone knows that those are just games and most of this stuff is irrelevant (because games are for fun). You just play and don't analyze the world. But some people are very selective and they claim that: horse in the dungeon = bad game, no horse is the dungeon = good game.

There would be no fun, if for every rule there was a ton of exceptions. This axe gives +2 attack. But only 1 if you are a woman, or a hobbit. Woman hobbit can't wield it. Exception: if you are an orc woman, +2 bonus applies. Also woman blacksmith gets full bonus. If you are on horseback, there is 1/6 chance that Axe will give double damage. But only if the horse has been trained to have a rider. Otherwise, no bonus. Also, if the horse is trained, but you are charging during a rain or snow, make this bonus to just 1/12. If the average wind speed is above 70 km per hours (or miles if you prefer), than having such axe is a big risk and can result in some random damage if you don't wear greaves. Horse can't be brought to the dungeon. Exception: if horse has been trained whole life and it's size is ok (so the dungeon is very wide), horse can go. But you can't charge on its back if it is really dark. Unless the hall is very high and horse feels safe. Most importantly, whenever you enter a dungeon room, you need to check if horse will be able to rotate freely, it depends on the dungeon room of course. Oh , and no eagles in the dungeon. Dragons obviously CAN be in the dungeon, because we are all used to this and don't question it. But no eagles, period.

Yeah, I had some fun :)

feel better? lengua.gif

maybe something cool like ents would be good, one of the big forests, then we could have elves and enat

Yeah :)

Anyway, I think there is a pretty good chance that the hero will be new Glorfindel. Asfaloth card refers to him, the way Sword That Was Broken refers to Loragorn, A lot of people were predicting Tactic Glorfindel, but since Tactic has quite a lot of heroes now, Spirit Glorfindel is more likely. I wonder if he will be able to replace Eowyn due to his high willpower.

I hope there is no new Glorifindel in FOS. I also think better we get a new hero instead of new copy of current ones.

guciomir said:

Yeah :)

Anyway, I think there is a pretty good chance that the hero will be new Glorfindel. Asfaloth card refers to him, the way Sword That Was Broken refers to Loragorn, A lot of people were predicting Tactic Glorfindel, but since Tactic has quite a lot of heroes now, Spirit Glorfindel is more likely. I wonder if he will be able to replace Eowyn due to his high willpower.

If it is him, his stats will be just the same, very likely. But the ability, I really have no idea… all in all, he could be a great boost to Spirit for his 3 attack…

as to his ability- i would like to see something impressive-and justifyably so- one does not face a balrog with 'spend a resource to heal 1 pnt of damage'

muemakan said:

Shadowfax

Cost: 0

Play on Gandalf to let him stay for another round.

Actually not so bad! Maybe it will work like puttin tokens on the Gandalf and when tokes are removed, remove Gandalf. So it would allow Gandalf to stay in play even longer! Maybe even too powerfull? Well, not actually because you get those when ypu play effect only once… I really like this idea!

richsabre said:

as to his ability- i would like to see something impressive-and justifyably so- one does not face a balrog with 'spend a resource to heal 1 pnt of damage'

richsabre said:

as to his ability- i would like to see something impressive-and justifyably so- one does not face a balrog with 'spend a resource to heal 1 pnt of damage'

Exactly. I have been trying to express this all along. Of course there are characters more important to the story, and the beauty of the story is that the most ordinary (even though that is very relative) characters can do great things. But as far as the most powerful characters go (at the end of Third Age Middle-earth) Glorfindel is surely among them. So please, do, impressive indeed, even if it has a cost.

Necromancy, I know, I know - still, I do not think my question is that important to merit a new thread...

I'm thinking of trying to replace Glorfindel in my Outlands deck with Galadriel to see how it goes. My experience with Outlands decks is that card draw is THE KEY to winning, so I'll give the lady of Lorien a try. My vulnerability in early game survivability is mitigated by 3 Envoys of Pelargir plus 3 Westfold Horse-breeders, while Galadriel's 4 HP can normally absorb at least 1 undefended hit, while this deck's card draw is insane to get all required pieces asap and get the engine running: Beravor, Galadriel, 3 Hunters of Lamedon, 3 Daeron's Runes, 3 Deep Knowledge, not to mention 3 Gandalfs and 3 Sneak Attacks in desperate cases.

So my question is this: does a copy of Asfaloth attached to Galadriel merits a spot in that deck? Placing just 1 progress token in a location is slow and Asfaloth costs 2. Still, it's better than nothing and, with 3 Horse-breeders in the deck, chances are good that the mount will come into my hand, thinning my deck all the while. What do you guys think? Shall I include him? The other cards that fight with him for the 50th spot are: 1 Gleowine (perhaps a little redundant in my deck, since I already sport much draw), 1 Power of Orthanc (silver bullet in specific quests - a potential discard with Daeron's Runes in most cases), 1 Henamarth Riversong (strangely, not for his ability, but mainly for being a cheap chump blocker till the Outlands machine gets going), 1 Nenya (though Galadriel's ability is so much better and I have no means of standing heroes in my deck - I simply have no use of one) or 1 Will of the West (torn about this in a deck that needs to draw Outlands asap).

If we were back in the Mirkwood and Dwarrowdelf days, I wouldn't have asked you that question; Asfaloth would surely be in, since most locations had few quest points. This is no longer the case and Asfaloth without Glorfindel is too slow and expensive for what he does. He adds an element that my deck is lacking however.

Your suggestions?

Edited by Serazu

My suggestion? Try it. You never REALLY know until you try.

Nenya adds the lore sphere to Galadriel. Furthermore it's nice to have a 4 WP backup, even if you don't plan to use it. Better than adding one progress token to a location anyway.

Edited by leptokurt

glorfindel is very quickly getting outpaced in recent times. for me there is no room for him in the current outlands deck and he hardly ever gets in my decks at all. the low threat isn't worth the loss of a some of the MASSIVE utility that other heroes bring, as well as the cards slots you need to waste to utilize him efficiently, like that attachment.

As for Asfaloth? Yeah, your right.. it is not really needed so to speak if you use him in the "old way". Back in the day it was as a way to remove locations completely from the staging area before you travel to them. Now with penalties for having progress tokens hanging about in the staging area and large quest count locations this method of clearing is no longer the best approach in many quests. Far better is to try and clear a traveled location every round. This keeps the staging area low and you find that it is a accumulative effect. This is why the Lorien Guide is making a comeback. Asfaloth can be used in this exact same manner. To add tokens to the traveled location regardless of if you quest successfully or not. The Guides and Asfaloth are among the only real options you have if you are under questing, as when that location is removed, you drop the entire staging area threat.

So like all things it really depends on the quest and more importantly on your deck. For me though I hardly ever run either of these cards.

I still think Asfaloth and Glor spirit still very powerful and playable hero. Thats combo is pretty fit any metagame in my opinion!

Well yeah it has power, but your probably running that spirt attachment so he doesn't tap to quest and the horse,lets say 5 to 6 slots in your deck and no functional hero ability. There are just better options and combos now. He is strong but not stronger, and frankly I'm bored of him and hardly miss him.

Yes sure he is boring already