As the light gains purchase, spirits are lifted and purpose is made clear.
Creative artwork cards
Another 'trap' for locations from our friendly dunedains:
The double-side Eowyn version:
What do you think about a card with double-side and different name? Could work?
Edited by MndelaI like the idea, but that could be crazy powerful. Spirit Eowyn is already the best quester in the game and now she can be one of the best fighters too. Unexpected Courage and... abusable.
I love it too but like BT, I see it being too easily abused to end up being ridiculous... Though she walks also be a pain if you end up having a hard time controlling when she flipped so she could end up on the opposite side you want her to be on sometimes, which can be a huge downside.
Sure, stadistics are powerful, but it is not easy to flip the card.
First of all, you have to get a rohan ally with the discard ability (or event, but they are 2 cards now); and, if you get the tactics versión, you must take care of to be ready a mount into your hand..., otherwise you can be blocked inside the war camp ^^)
As much, you can use both sides, 1 round...., but it is hard to play them several times
Edited by Mndelaher tactics stat-line likely needs to be toned down a bit. I'd put her more around the 2/2/2 range and keep her ability the same. I'd also add a line of text on her tactics side that prohibits an ally Eowyn from being played - because I suspect we will eventually get one.
Edited by SlothgodfatherHow about this ability for tactics version?:
Response : After a Mount card effect attached to a Rohan characte is triggered ready Dernhelm
And you dont attack more than 4 points by herself.
Edited by MndelaShe pairs REALLY well with the Westfold Horse-Breaker. Quest as spirit for 4+ then discard WHB to ready her and flip her over.
Eh! Limit 1 per round
Hmmmm... I'm not sure that's weaker. Sure her numbers are weaker, but readying is huge. Combine that with the fact that a Rohan Warhorse on another Rohan hero would mean that they can both ready for another attack and their combined attack will be very high.
There are 4 different mounts that can ready, 3 of which fit very well into Rohan decks, and there are several other mounts... So it's easy to flip her, and several of the mounts can be triggered during the combat phase, so it's easy to ready her.
The issue here, though, is that "easy" may not be as easy as I think, because I have not tested it. My gut tells me that if you build for it, this card can get somewhat ridiculous, but I'm not fully certain. It relies on other cards on order to be great, so it's really hard to say how good she can get.
We were a folk:
Very interesting... I think you can remove the restriction of the other player having a Dunedain hero. That would be amazing.
I think it is too powerful such a quit the restriction. It has a lot of uses:
1. The most powerful: in combat action --> your characters becomes as 'ranged'
2. In planning: your Heir of Valandir would be very efficient
3. In quest: if you need more wp and you are commiting with Warden of Annuminas
etc (quick strike, and a long etc)
I think it is too powerful such a quit the restriction. It has a lot of uses:
1. The most powerful: in combat action --> your characters becomes as 'ranged'
2. In planning: your Heir of Valandir would be very efficient
3. In quest: if you need more wp and you are commiting with Warden of Annuminas
etc (quick strike, and a long etc)
With point #1, your characters also essentially have Sentinel but the other player can't participate unless they actually have Ranged or Sentinel, which could mean that you have a LOT of enemies to deal with.
Your right about it being potentially very strong, but I don't like the double Dunedain restriction. I'd rather put a larger cost on it, otherwise you severely limit the decks it can go in.
Ok, i agree with it needs very specific decks cooperating, but 2 cost is too expensive to me. This is the final verdict: to exhaust a dunedain hero
That's a pretty steep cost. Definitely makes it something you'd rather use outside of the combat phase, probably just during planning on order to get discounts and boosts to Sarn Ford Sentry, which can be huge. I'm loving it, though if love it more of it wasn't spirit because spirit is unlikely to show up in most Dunedain decks.
Idraen is spirit. And celebrian stone is awesome for Aragorn. This card would be a reinforcement of spirit dunedains: Idraen, Star and Annúminas. Playing it in quest phase, for example, to exhaust Idraen is no problem if players explore a location. And star would trigger if you are not with enemies, and other player so..., and to increase, for sure, our dear Annúminas.
This card can be very strong, as you say: Sentry could draw tones of cards with it. So to me is not expensive to exhaust a dunedain hero (and if it is Idraen, almost nobody notice it ^^)
The most awesome combo:
Time to commit characters: you commit northern trackers and Idraen (with the Dunedain star attached - and a encounter card attached down to -0 wp effect) and Warden Anuminas. Trackers explore 1 location, Idraen readies with 3wp and the encounter attachment without effect. Then you play We were a Folk, exhausting Idraen, and Annuminas increase his wp +X (number of the other player with enemies engaged)... and sure Idraen will be ready when you expore active location.
Edited by MndelaI think spirit+lore would be a good dunedain deck to help the first dunedain deck with leadership and tactics spheres pool.
I explain:
First player: Halbarad, Tactagorn and Amarthuil
it would be the combat player, engaging and combat (and keep) enemies.
But this deck needs some help: drawing and wp
Then a second player:
Idraen, Beravor and a third lore hero (your choice):
this deck could play sentry and anúminas with We were a Folk. while you are not the combat player.
And it helps the tactagorn player, for example providing cards with Beravor, Snare, and adding wp to the quest.
Those are definitely some great points. I've just seen a lot of Dunedain decks that don't feature much spirit, though most have Celebrian's Stone. This could would make spirit Dunedain a lot better and therefore cause some more diversity in the Dunedain decks, which I like to see.
Well, so there was a thread a few days ago complaining about no other spheres being able to cancel "when revealed" effects?
So I threw these up just for fun.
Edited by FeloniusBard
Fantastic ideas although I think they are both a little too strong. I think the tactics one should cost at least 1 maybe even 2 to be honest. Yes an extra enemy on top of whatever others appear is not exactly ideal but considering how much nastier the vast majority of treacheries are than a weak 2,2,2,2 enemy the trade off is extremely beneficial and should cost you more than just a card spot.
The neutral one is a little more balanced but I would make the attachment +1A, +1D instead of -1 for the attached enemies defense.
Is Hidden Blade played from your hand or does it need to go on a character first? Perhaps use similar wording to Thror's Key?
Edited by SlothgodfatherWell, I considered the cost for Unexpected Foe, but in comparison to Test of Will I don't think it's entirely overpowered. Test of Will only costs 1 resource, AND you get to CHOOSE which "when revealed" effect it negates. Unexpected Foe gives you no choice which Treachery card it negates---it could be a very powerful one, or it could be a "meh, wish that had canceled something else." Plus, you DO get 2 additional threat and another enemy to encounter. Sure, it's not a terribly frightening one, and a strong deck should handle it no problem, but Unexpected Foe still isn't a "get out of jail free" like Test of Will.
If you REALLY want the benefits of Test of Will, then just run a deck with some Spirit. I think Unexpected Foe is a reasonable trade-off. AT MOST it should cost 1.
As for Hidden Blade ----
Hmmm, I really don't want the attachment to give a positive effect to the enemy beyond the +1 attack, but I can see your point. I think maybe if it was +1 attack and Doomed 1 or Doomed 2 that might work. One ongoing effect for the enemy, one immediate "that kinda sucks, but we can deal with it" kind of thing.
Again, trying to balance Hidden Blade with Test of Will ---- If you really want Test of Will, then just run Spirit and throw in Test of Will. This is supposed be a feasible, viable alternative. And I think based on cost and the effect, it serves its purpose.
Is Hidden Blade played from your hand or does it need to go on a character first? Perhaps use similar wording to Thror's Key?
Yeah, I didn't think of that. I made it an "attachment" because it becomes an "attachment," but probably should just be an Event card. The idea is that you play it from your hand. But, it might make sense to have you attach it to a hero first, and then use the Reaction as you would normally. Either way, it probably needs clarification --- either make it an event card to play from your hand, or attach it to a hero first.
LOL, I just had the thought, if you attach it to a hero first, the name should be changed to "Lost Blade," because the effect is as if you dropped your sword in the woods or something, and the enemy sees it and gets distracted. Yes, they pick up your blade, but it distracted them enough that it prevented the more damaging mischief they were intending to cause.
The thing that keeps coming back to me is the fact that frankly, the treachery cards are bad enough in most cases now that it almost behooves every player to run at least a partial spirit deck JUST for Test of Will. Like, last night, my group and I were playing 4-player Nightmare Journey Down the Anduin. And it was the treacheries that ultimately did us in. In a four player game, for the harder quests you almost need 3 of the 4 players running at least partial Spirit just for Test of Will.
Now, the issue would come up --- what if you're running a spirit / tactics deck with 3 copies of Test of Will, 3 copies of Unexpected Foe, and 3 copies of Hidden Blade? Or even two copies of each one? Does that unbalance the game? Dunno. In that regard, it might make sense to change Hidden Blade to be Tactics sphere and leave the cost at 2, and change Unexpected Foe to Leadership and give it a cost of 1.
Edited by FeloniusBard