I like the effect of The Furthest Seas but not sure if it works well as a card you must play from your discard pile..
Perhaps another cost would work better? Also just realised it doesn't get removed from the game or anything so can be played multiple times from your discard pile can it not?
Creative artwork cards
I think that The Furthest Seas is too much gimicky and unclear. Almost impossible to play, since you need to discard, need map (so probable a mono spirit deck) and Noldor hero.
A overhaul to the card is needed. You could do something similar to Flashback in MTG, would work much better.
As he mentions, currently the only way to play it is with Map of Earnil, which would shuffle it back into the deck. He doesn't intend for the card to be able to be played at any time... it needs a card effect that allows you to play something from your discard pile.I like the effect of The Furthest Seas but not sure if it works well as a card you must play from your discard pile..
Perhaps another cost would work better? Also just realised it doesn't get removed from the game or anything so can be played multiple times from your discard pile can it not?
Ah yes I forgot the books put the card at the bottom of your library and not back in the discard pile....
I have to say its a little strange it can ONLY be played using Map of Earnil........ also wasn't Earnil one of the Gondorian Kings? Not sure why a card that is all about the Noldor can only be played using a map that once belonged to a Gondorian King?
Still really love the actual effect of the card but the discard pile mechanics seem wrong for this card.
what about:
Blood of the Firstborn
0 Cost - Spirit
Action:
Choose and ready a Noldor Hero. That hero gets +1W, +1A and +1D and does not exhaust to defend until the end of the round. During the refresh phase exhaust chosen hero rather than readying them. Hero cannot be readied by card effects during the following round.
Now that I've actually typed it out it seems badly worded and perhaps too strong
Blood of the Firstborn
0 Cost - Spirit
Action:
Choose and ready a Noldor Hero. That hero gets +1W, +1A and +1D and does not exhaust to defend until the end of the round. During the refresh phase exhaust chosen hero rather than readying them. Hero cannot be readied by card effects during the following round.
Now that I've actually typed it out it seems badly worded and perhaps too strong
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Not sure about wording, but I think for cost 1 it would be OK.
For 0, it is VERY powerful.
Edited by Edvando
Ah yes I forgot the books put the card at the bottom of your library
Looks like you still have some Magic-player blood in you...
bleh, bottom of your deck!!!!! *
1 cost does make much more sense
Edited by PsychoRockaCost 30, Leadership, Event
Can only be played from your hand.
Action: Win the game.
Edited by John Constantine
I have to say its a little strange it can ONLY be played using Map of Earnil........ also wasn't Earnil one of the Gondorian Kings? Not sure why a card that is all about the Noldor can only be played using a map that once belonged to a Gondorian King?
Still really love the actual effect of the card but the discard pile mechanics seem wrong for this card.
Yeah, I only made this decision because we're pretty much guaranteed to receive Noldor abilities that allow us to play things from the discard pile, but Map of Eärnil is the only way it could be useful as of now. (Maybe Eärnil's map from the Minas Tirith archives points to the location his ancestor Tuor met Ulmo and learnt about the fall of Gondolin? Bit of a stretch.) And correct, it should definitely have Victory 1 or something, though that contradicts the Map's final effect.
Edited by Olorin93Cost 10, Lore, Event
Action: Draw your deck.
Cost 30, Leadership, Event
Can only be played from your hand.
Action: Win the game.
Cost 10, Tactics, Event
Discard all enemies in play
Cost 10, Spirit, Attachement
Attach to a player threat count, that player can't lose due to threat.
Cost 10, Neutral, unique Ally Manwë
100/100/100/100
Manwë is always considered ready
Response: when Manwë enter play, discard all encounter cards in play.
Forced: Discard Manwë at the end of the turn
That's easy
, I miss MTG
Cost 6, Neutral, Ally
Forced: After this ally enters play, discard everything else from play. At the end of the round, players lose the game.
Cost 6, Neutral, Ally
Forced: After this ally enters play, discard everything else from play. At the end of the round, players lose the game.
Technically he would discard your heroes, so I don't think you need to wait until the end of the round to lose...
Very very very awesome idea!!!
This time i will reclaim copyright to Caleb ^^
There is another way...
Very very very awesome idea!!!
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This time i will reclaim copyright to Caleb ^^
I would have worded it differently but it is certainly interesting. I also don't think I am as in love with the idea as much as you since that situation doesn't generally become all that big of an issue usually. If an active location prevents me from getting to the quest card too much, then I would rather clear the location anyway. I can definitively think of some times when it would have been great but still seems rather situational to me.
It is like Fatty: there are moments that it will be very very good. For example, when you have to advance and quit out a hard quest card and no other way to increase your wp. Or Legolas, you want to use Legolas in combat to advance of quest card, but you wouldnt travel, or Ravens of the Mountain, etc. Or Into the Pit Nmare 2b, or Flight From Moria when you have tools..., there are a lot of nice uses for this card.
And also is good for the new hobbit ally:
If the actual round has not revealed locations and there is no locations in staging are to travel..., seems little annoying to have to discard Brandybuck. With this card, it wont be problem.
Edited by MndelaI agree. I do not believe the card is useless by any means; it's just one of those cards that is situational enough that it will rarely see the light of day. I think it would be a wonderful addition to the card pool though because it is quite unique, potentially very useful, and decently costed.
Seems good for undefended enemy attacks. Isnt?
How about my new dunedain event? ^^
When Anuminas quest up to 10wp, he can adavance a lot of quest cards in only 1 phase ^^. Well, too hard to reach it, but it is good also for side quest cards, to avoid extra rounds.
Seems good for undefended enemy attacks. Isnt?
How about my new dunedain event? ^^
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When Anuminas quest up to 10wp, he can adavance a lot of quest cards in only 1 phase ^^. Well, too hard to reach it, but it is good also for side quest cards, to avoid extra rounds.
That is a interesting card, my only problem is that you can power quest for the win against a lot of scenarios. What about the excess progress tokens be placed on locations in the staging area?
I like this card. In combat it is essentially a feint, but that leave you open for nasty shadow cards, but help you cushion risky undefended attacks. Exhausting the character seems a reasonable additional cost.
My only questions is how that card interact with Archery? Would it prevent all archery?
Edited by EdvandoIt depends. I don't quite remember how exactly Archery functions.
I think only can prevent 1 archery.
Here is another card. Don't care the name, only the effect and stadistics..., i think could be a good help for Leadermir, for example.
A hero that EXHAUSTS to give Ranged to a specific trait? Are you sure?
A hero that EXHAUSTS to give Ranged to a specific trait? Are you sure?
Too expensive? Imrahil, Boromir... it is powerful.
Well, rohan can be included (Eomer, Theoden...) by the event that each rohan becomes gondor (and I am not stranger... so each hero could be ranged by Earnur). And don't forget! The awesome Stewards of Gondor!!! The old king gives the future crown to the heir of gondor, he gives ranged ^^
He is good quester when no enemies in sight. And good strategy when you need combat in multiplayer, and... important! low threat for tactics sphere
Edited by Mndela