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MIDDLE-EARTH: THE WHITE HAND GUIDE
Part 3: Sites, Hero Resources, Minion Resources and Hazards
Copyright Pierre Jonas Castillo ©2001
Edited by Nigel
Buckle for The Guild Companion
This is the third and final article in the series articles covering the
cards released in "The White Hand" expansion for the Middle Earth Collectible
Card Game. The first article was in the August 2001 issue of the Guild
Companion and covered the Fallen Wizards themselves and their specific stage
resources. The second in the September 2001 issue considered general Stage
Resources, Fallen Wizard items and factions, and characters.
FALLEN-WIZARD
SITES
The four sites included in MEWH are usable only by Fallen-wizard
players, three of them having a respective hero and minion counterpart. These
three are treated for the Fallen-wizard player as Wizardhavens. The other, Deep
Mines, is a totally new site located in the Under-deeps and normally adjacent
only to a protected Wizardhaven.
DEEP MINES - Ruins and Lairs
(Under-deeps)
[opponent draws/you draw: 2/1; SP: 3]
A company may move
to this site only from one of your protected Wizardhavens and only if you have
more than 6 stage points. The protected Wizardhaven is the surface site for
Deep Mines (i.e., the sites are adjacent and the movement roll required to move
between them is 0). You receive the three stage points if any of your companies
are at the site. May be duplicated in location deck.
Official Errata: Cannot be duplicated on a given Wizardhaven.
The Deep Mines is
a new site that can only be included in a Fallen-wizard's location deck. This
site is used for the play of certain stage resources and it provides you 3 SPs.
Note that because of the errata this site cannot be duplicated at a given
Wizardhaven. You should also be wary of creatures that can be keyed to Ruins
& Lairs as they can be played keyed to this site. This is a useful site for
Fallen Wizards, as Noldo Lanterns and Dwarven Lightstones (from Dark Minions)
are playable here, as are Delver's Harvest and Earth Eater.
ISENGARD - (Wizardhaven) Gap of Isen (C)
[opponent draws/you draw: 2/2]
Special: If one of your companies is at this site, all attacks against
it are canceled.
The first of the
two Wizardhavens that accommodates all Fallen-wizards, this card is central to
certain Fallen-wizard strategies (especially Saruman's being his homesite) as
it is one of the two Wizardhavens on which a Fortress can be built, it is located
in the Gap of Isen region, and has access to a variety of MP sources on both
sides of the Misty Mountains. Being a Wizardhaven, any attack against any of
your companies at this site is canceled.
RHOSGOBEL - Wizardhaven (Southern Mirkwood) (C)
[opponent draws/you draw: 2/2; SP: 1]
Special: Only
Radagast's companies may use this card. This site is a protected Wizardhaven.
If one of your companies is at this site, all attacks against it are canceled.
Any of your companies moving to or from Rhosgobel is not considered to be
moving through Southern Mirkwood (including one less Dark-domain in their site
path). You receive the stage point if any of your companies are at this site.
Official Errata: Remove "Any of your companies moving to or from
Rhosgobel is not considered to be moving through Southern Mirkwood (including
one less Dark-domain in their site path)."
This Wizardhaven is exclusively for use by Radagast and his companies.
Therefore, only fallen Radagast players can actually move to the FW version of
this site. Plus, it's a protected Wizardhaven. This means fallen Radagast
companies, unless they are based in the Eriador or lower Misty Mountains area,
need not worry about having a protected Wizardhaven or a place to heal, and
companies at this site have direct access to the Deep Mines without having to
play additional cards (to make the haven protected). Even with the errata given
on this card, it can still be useful for the play of certain cards, and
essential for a fallen Radagast deck if you intend to actually play the wizard
himself (as it's his home site).
THE WHITE TOWERS - Wizardhaven (Arthedain)
[opponent draws/you draw: 2/2]
Special: If one of your companies is at this site, all attacks against
it are canceled.
This is probably
the most popular Wizardhaven, this being the common starting site of most
Fallen-wizard companies, and the home site of Fallen Pallando. It is the second
of the two Wizardhavens that accommodates all Fallen-wizards, and has the same
benefit the FW version of Isengard has, namely all attacks against any of your
companies at this site are canceled. Its location in Arthedain is also quite
strategic as there a number of MP sources close by.
HERO RESOURCES
ALLIES
NOBLE STEED - Ally (C) [MP: 1; Mind: 1; P/B: 0/8]
Playable at any
tapped or untapped non-Haven site in Rohan, Southern Rhovanion, Khand,
Dorwinion, Horse Plains, or Harondor. If each character in a company controls a
Noble Steed (or Bill the Pony or Shadowfax), the company may move up to two
additional regions. Tap to cancel a strike (not from an automatic-attack)
against its bearer or itself.
A substitute to Shadowfax (which is unique), this ally makes a nice
addition to any Rohirrim theme deck. It can be played at a number of sites in
the regions listed above and is also a good ally to get together with 3 Noble
Hounds if you plan to squat in Dunharrow (or any Border-hold in the listed
regions). Its combat ability is pretty much in par with the Hound's except it
cannot be used against auto-attacks. It has a higher body, making it harder to
eliminate compared to the Hound. Additionally, similar to Shadowfax, it has a
very good ability if you plan to travel to sites that can be reached in one
turn.
EVENTS
PROMPTINGS OF WISDOM - Permanent-event (U) [CP: 2]
Light Enchantment.
Playable during the organization phase on a ranger. Target ranger may tap to
cancel all hazard effects for the rest of the turn that: force his company to
return to its site of origin or that tap his company's current or new site. If
so tapped, target ranger makes a corruption check. Cannot be duplicated in a
given company.
A nice ranger specific card that can be used as a backup in case
Goldberry cannot be played (to prevent the company from being forced to return
to its site of origin). Additionally it prevents a site from being tapped from
hazards effects such as Long Winter and Foul fumes. However, it forces your
ranger to tap as well as make a corruption check. This can be dangerous as you
can lose your ranger from a failed roll (this card does carry 2 CP) or from
corruption cards played on them.
THE WHITE COUNCIL - Permanent-event (R) [MP: 1]
Playable during
your organization phase in your marshalling point pile if your Wizard is in a
Haven and you have more marshalling points than your opponent. Your opponent
must be a Fallen-wizard or a Wizard. Cannot be duplicated on a given turn.
A very good penny miscellaneous MP card especially for fast hero decks,
this card is best played coming from the sideboard. Just let your Wizard rest
at a Haven and bring down this card. It is also good to balance out those MPs.
THE WHITE WIZARD - Permanent-event (R) [MP: 2]
Unique. Playable on a Wizard with Sacrifice of Form. +2 to his direct
influence, +1 to all of his corruption checks. Discard if Saruman is in play as
an opposing Wizard.
This card is obviously best played if you are Saruman. In his
Fallen-wizard version, it can very much help him in his checks as he will have
a +1 to all his checks (fallen Saruman has a -1 corruption check modifier).
Plus, Saruman is perhaps the Wizard that performs a lot of checks through the
use of his special abilities. This card provides a solution to his corruption
problems. Additionally, it provides another reason why Sacrifice of Form is
very useful for a deck that uses its Wizard. If played on hero Gandalf or hero
Radagast, they gain a virtual +2 to their corruption checks. The +2 to your
Wizard's DI is not bad, too. To top it off, it has 2 MPs to balance out points.
You might want to put this card in your sideboard if you plan to use Sacrifice
of Form. If your opponent is Saruman, don't bother playing this card
FACTIONS
The four factions listed below are quite different from previous hero
factions. First, these are the only non-unique hero factions. That means you are
safe from duplicating them even if your opponent gets to play them first and
lowers the possibility of you ending up with zero faction MPs. Second, they can
be played at the sites listed on their cards regardless of tapped or untapped
status. This provided heroes the chance to caravan and get these factions at
their listed sites similar to certain minion strategies. Before, they can only
caravan at a limited number of sites to get not so many resources. With these
cards, it added a new dimension to hero caravanning. Third, they provide
additional abilities that can help companies that can help in their strategies.
Additionally, some of these factions are not limited to heroes. Even minions
(covert) can play them.
A PANOPLY OF WINGS - Animal Faction (C) [MP: 1]
Playable at any tapped or untapped non-Haven, non-Shadow-hold,
non-Dark-hold site in a Wilderness if the influence check is greater than 11.
Standard Modifications: if Radagast is your Wizard (+3). Discard this faction
to make information playable at such a site.
The first of the four non-unique hero factions of the
game, this is the most playable since a large percentage of the regions in
Middle-earth are Wilderness, as long as it is not a Dark-hold or Shadow-hold,
you can play this faction. Obviously, Radagast decks are most likely to use
this card, as he is the only one who has a bonus to the influence check
(although Radagast doesn't actually have to make the check, as long as you are
playing Radagast any of your characters get the bonus). Its ability to make
Information playable is also good if you plan to pack many Information cards in
your deck, but remember you will lose the faction (and it's MP point) if you
utilize this option.
BEASTS OF THE WOOD - Animal Faction (C) [MP: 1]
Playable at any tapped or untapped non-Haven, non-Darkhaven,
non-Dark-hold site in Woodland Realm, Western Mirkwood, Heart of Mirkwood,
Southern Mirkwood, Fangorn, or Cardolan if the influence check is greater than
11. Standard Modifications: if Radagast is your Wizard (+3). Tap this faction
to cancel an attack keyed by name to one of the regions listed above. May also
be used as a minion resource card that is only playable by a character in a
covert company.
The second of the
non-unique hero factions of the game, however, this one is more limited in
terms of sites playable. As with A Panoply of Wings, Radagast gets the bonus.
Its canceling ability is useful if you plan to center your strategy around any
of the regions listed on the card, and you can use it turn after turn, as its
use doesn't require the faction be discarded. As another bonus, minion covert
companies can also play this faction.
WILD HORSES - Animal Faction (R) [MP: 1]
Playable at any
tapped or untapped non-Haven site in Rohan, Southern Rhovanion, Khand,
Dorwinion, Horse Plains, or Harondor if the influence check is greater than 11.
Standard Modifications: Men with home sites in the regions listed above (+3).
Tap this faction to allow any company with one of the regions listed above in
its site path to move up to 1 additional region.
This card is another great addition to a Rohirrim theme deck. It can be
playable at any site in Rohan (plus at a number of other regions as listed on
the card) and can also be useful if your companies tend to travel far and wide
as long as any of the listed regions is part of the site path. Unlike the other
factions, Radagast decks do not get a bonus on this one, but characters like
Théoden and Erkenbrand do.
WILD HOUNDS - Animal Faction (U) [MP: 1]
Playable at any
tapped or untapped Ruins and Lairs in a Wilderness if the influence check is
greater than 11. Standard Modifications: if Radagast is your Wizard (+3).
Discard this faction to cancel an automatic-attack at a Ruins and Lairs or an
attack keyed to Wilderness or Ruins and Lairs. May also be used as a minion
resource card that is only playable by a character in a covert company.
The last of the Animal factions, it is the second most playable of the
four factions listed. Radagast decks also receive a bonus to this faction and
minion covert companies can also play this card. Its canceling ability is
superior to Beasts of the Wood as it is not limited to a number of sites. It
can even cancel nasty creature on-guard cards like Cave-drake or from Dragon
attacks due to Dragon's Desolation or Rumor of Wealth, as well as attacks from
another company. But this power is offset by the serious drawback that you lose
the faction when you use it.
MINION
RESOURCES
EVENTS
THE BLACK COUNCIL - Permanent-event (R) [MP: 1]
Playable during your organization phase in your marshalling points pile
if your Ringwraith is in a Darkhaven and you have more marshalling points than
your opponent and your opponent is a Ringwraith. Cannot be duplicated on a
given turn.
The minion version
of the hero The White Council, this is a very good penny miscellaneous MP card.
It's much easier to play compared to The White Council, as most minion decks
tend to have their Ringwraiths sit at a Darkhaven to use their abilities. It is
also good to balance out those MPs.
COUNTERFEIT - Permanent-event (R)
Magic. Spirit-magic. Playable on an Orc character in a spirit-magic
using character's company. The Orc is considered to be a Half-orc for all
purposes. Unless he is a Ringwraith, the spirit-magic using character makes a
corruption check modified by -3. Discard if the Orc character is in a company
that does not contain a spirit-magic using character.
A card of very
limited use, you would only consider putting this in the deck if you need to
have Orcs in the company of men and a half-orc is not suitable (and also a
spirit-magic user to play this card).
CREPT ALONG CLEVERLY - Short-event (C)
Ranger only. Cancels a Wolf, Animal, Spider, Dragon, Drake, or Undead
attack against a ranger's company.
A card that only
emphasizes the importance of rangers in the game, this is a variant of the hero
Many Turns and Doublings. It can also cancel Dragon and Drake attacks, but it
does not have the alternative option when Gates of Morning (or Skies of Fire
for minions) is in play. As most players now are wary of hazards such as River
and Long Winter, rangers will almost always be seen in any company. If you are
playing as a Fallen-wizard, you can have 2 copies of this card plus 2 of the
hero version. One of the most useful cards in the whole expansion.
THE FIERY BLADE - Permanent-event (R)
Playable on your Ringwraith or a Ringwraith follower. Each strike
against the Ringwraith receives -1 body (-2 body and -2 prowess against The
Witch- king). Discard The Fiery Blade after a strike against the Ringwraith
fails or if the Ringwraith has Morgul-blade. Cannot be duplicated.
Similar to
Morgul-blade, this card helps your Ringwraith effectively kill off creatures or
characters and is useful in proactive Ringwraith decks. However, like Morgul-blade,
once it serves its purpose, it is discarded. If you are not playing as the
Witch-king, you might be better off using Morgul-blade as it also provides a
minus to the strike's prowess. You can have this card as a back-up. However,
this card is vastly superior to Morgul-blade if you are playing as the
Witch-king.
GOVERN THE STORMS - Short-event (R)
Magic. Sorcery. Cancel all hazard effects for the rest of the turn that:
force a sorcery-using character's company to return to its site of origin or
would tap its current or new site. Unless he is a Ringwraith, the sorcery using
character makes a corruption check modified by -4.
This card can be a
good alternate for Piercing All Shadows (see below) if your companies are
composed mostly of sorcery-users, as you can play it in response to a hazard –
and your magic user can be tapped or even wounded. However, it is just a
short-event, which means that unless you include three copies of this card or
have means of immediately recycling this card, you are better off using
Piercing All Shadows. Plus, the resulting corruption check might be too much
for any non-ringwraith sorcery-using character.
OPEN TO THE SUMMONS - Permanent-event (U)
Playable on a
minion company. One agent minion may be played with target company at a
Darkhaven - place this card with the agent. -1 to his mind to a minimum of 1.
This card may be played with a starting company in lieu of a minor item. When
played as such, reveal it when starting companies are determined as if it were
a character. Cannot be duplicated on a given character.
A great card for Ringwraith players as you can now start the game with
any of the agents in the starting company. It can be noticed that the different
attributes of the minion agents are much more superior compared to their
non-agent counterparts, and this card provides minion players the chance to
play them immediately and not wait anymore for them to be drawn. Plus, these
agents can only be played at their home sites, which can slow down a deck, as
they might be located at some other part of the map. The same goes for
Fallen-wizard players who can now play some of these agents. A card worth
considering if you think the loss of one starting minor item for the company
can be made up by the gains one agent can give to the company. This card makes
the resource card Faithless Steward much more playable – as you can start with
the appropriate agent by using this card.
PIERCING ALL SHADOWS - Permanent-event (U) [CP: 3]
Playable during the organization phase on a ranger. Target ranger may
tap to cancel all hazard effects for the rest of the turn that: force his
company to return to its site of origin or that tap his company's current or
new site. If so tapped, target ranger makes a corruption check. Cannot be
duplicated in a given company.
The minion
counterpart of Promptings of Wisdom, this is a nice ranger specific card that
prevents a company from returning to its site of origin, as well as protects
certain sites from being tapped from hazards effects such as Long Winter and
Foul Fumes. However, it forces your ranger to tap as well as make a corruption
check. Although the 3 MPs on a minion ranger can tap him at the most, if your
ranger is also carrying other CP cards with him (items, corruption cards,
etc.), this can be dangerous as you can lose your ranger from a bad roll. Also
road-block hazards are less of a problem for minions, many minion decks never
leave shadow or dark lands, and Beorning Skin-Changers are treated as hazard
creatures (not a short event) against minions.
POISON OF HIS VOICE - Short-event (U)
Magic. Spirit-magic. Playable on a hazard permanent-event on a character
in a spirit-magic-using character's company. Discard target hazard.
Alternatively, playable on a spirit-magic-using Fallen-wizard. -6 to his stage
points (to a minimum of 3) for the rest of the turn. Unless the spirit-magic-
user is a Ringwraith, he makes a corruption check modified by -3.
Most players would
seldom use this card's first ability as you can easily remove hazard
permanent-events with Voices of Malice or Twilight (if the hazard is also an
environment), or even Ancient Secrets. Plus, the corruption check modifier for
Voices of Malice is lower in comparison to this card's. However, Fallen-wizards
may try using this card for its alternate effect of reducing their SPs to
protect themselves from those nasty anti-FW hazards like Inner Rot and Cruel
Claw Perceived. If this card were not a magic card, it would see more use.
SOJOURN IN SHADOWS - Short-event (R)
Magic.
Shadow-magic. Playable before strikes are assigned on a character facing an
attack in a shadow-magic using character's company. Target character cannot be
assigned a strike from the attack. Unless he is a Ringwraith, the shadow-magic
using character makes a corruption check modified by -4.
A magic card that is very good in a redirection strategy. However, since
it is a magic card, it will be rarely seen in most decks, as you will still
need a shadow-magic user to play it. Plus, the corruption check can be
devastating to the caster, but this can be a crucial card in some active
ring-wraith decks as it is possible to avoid an attack against a lone
Ringwraith using this card – even if the attack can not be normally cancelled
(like the automatic attack at Shelob's Lair).
WHITE LIGHT BROKEN - Short-event (U)
Magic. Sorcery.
Playable on a sorcery-using character. All of his corruption checks are
modified by +2 for the rest of the turn. Alternatively, playable on a
sorcery-using Fallen-wizard. -4 to his stage points (to a minimum of 3) for the
rest of the turn. Unless the sorcery-using character is a Ringwraith, he makes
a corruption check.
This card may be considered putting in a deck that relies heavily on
sorcery cards as it helps in the corruption checks of any one sorcery-using character
for the rest of the turn, since most sorcery cards cause big corruption checks
to non-Ringwraith sorcerers. Its alternate effect is quite similar to Poison of
His Voice; only it reduces your SPs by 4 instead of 6. This can be helpful if
you need to reduce your SPs to a minimum. This card can be best played as a
support to Poison of His Voice and vice versa.
ITEMS
MEWH introduces a new item keyword: Technology. These new items are
designed only for minions, but Fallen-wizards can use them, too. Three of the
items listed below add yet another dimension to minion squatter decks in that
they can be played at tapped or untapped Shadow-holds - sites where War-wolves
and Snaga-hai are playable. Plus, the special discard ability of two of these
cards, Blasting Fire and Liquid Fire, are very useful in combat and influence.
(A detailed analysis of both cards will be discussed on each card entry below).
BLASTING FIRE - Special Item (C) [MP: 1; CP: 1]
Technology.
Playable at a tapped or untapped Shadow-hold, Dark-hold, 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.
The first technology item is very useful in most minion decks, being
playable at a tapped site means minion companies can sit in comparative safety
(at a dark-hold) and play multiple little MP cards a turn. Influence is more
valuable for minion players, and the +2 this card gives when influencing
factions will be very helpful. Plus, it cancels all automatic-attacks at a
site, which obviously duplicates the effects of Riven Gate (from MEAS). This
card, however, is much easier to play compared to Riven Gate as it only needs
an untapped character to bring it down from your hand. It can affect any site's
automatic-attack (not just Border-holds'), does not cause corruption checks and
it has 1 MP.
LIQUID FIRE - Special Item (R)
[MP: 1; CP: 1]
Technology. Playable at a tapped or untapped Shadow-hold, Dark-hold, or
a site with a Dwarf automatic-attack. Discard to cause all strikes from all
attacks of a non-Dragon, non-Nazgûl, non-Balrog creature keyed to a site to
fail (resulting body checks for the creature are modified by -2).
The second
technology item can be very useful if a company expect to kill lots of
creatures during a game. As with Blasting Fire, it can be playable at certain
sites minion companies usually squat in. Its 1 MP does not hurt, too.
MECHANICAL BOW - Major Item (C) [MP: 1; CP: 1; P/B: +2/-1]
Weapon. Technology.
-1 to bearer's body. Warrior only: +2 prowess to a maximum of 8; -1 to the body
of any strike its bearer faces if he taps to face the strike.
The only technology item that is a weapon, a warrior
character is best to use this, and most minions are warriors. However, it also
gives the warrior a -1 to his body. Although the ability to give -1 to a
strike's body can be good to get the kill MPs, you have the tap the warrior
just to get this effect. All in all not the best weapon available – and most
likely seen in Fallen Saruman decks (combined with Saruman's Machinery).
VILE FUMES - Special Item (U) [MP: 1; CP: 1]
Technology. Playable at a tapped or untapped Shadow-hold, Dark-hold, or
a site with a Dwarf automatic-attack. Discard during the site phase at a
Border- hold or Shadow-hold to make all versions of the site Ruins and Lairs.
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.
The fourth
technology item is not as useful as Blasting Fire or Liquid Fire as it only
replaces an automatic-attack with another one that cannot even be canceled.
Though this can be useful, minion companies would definitely prefer to have an
automatic-attack they can cancel. If you plan to change Border-holds to Ruins
& Lairs, it can be useful if you are playing against hero speed faction
decks, but not so much for minions (you definitely don't want to change
Shadow-holds into Ruins & Lairs if you are a minion player). You are most
likely to play this card with a squatting company for its MP value, rather than
for it's discard effect.
HAZARDS
CREATURES
GOBLIN-FACES - Creature (R) [MP: 1; P/B: 7/-; Playable: Border-lands,
Shadow-lands, and Border-holds]
Orcs. Men. Three strikes. Following the attack, the attacker looks at a
number of cards from the top of the defender's play deck equal to the number of
successful strikes of the attack. The attacker may place any of these cards
face down on the bottom of the defender's play deck (in any order he chooses).
He places the rest on top of the defender's deck (in any order he chooses).
Goblin-faces is
another good addition to any Orc or Man hazard strategy, but what makes it
unique is its ability to displace up to three cards your opponent might be
expecting to draw by putting them at the bottom. You just have to make sure the
strikes will succeed to benefit from this ability. Add some Orc/Man enhancers
to increase your chances of wounding a character as well as the number of cards
you can displace.
EVENTS
Most of the hazard
events in this expansion concentrate on Fallen-wizards. Some of these can only
be used against Fallen-wizards (e.g., Blind to the West, Cast from the Order,
etc.) while some can reach its maximum effect if played specifically against
Fallen-wizards (e.g., Cruel Claw Perceived, Inner Rot, etc.). Additionally,
most of the hazard permanent-events' effects designed against Fallen-wizards
greatly depends on their total Stage Points. You might think twice when
considering to include these cards in your deck but due to the official
tournament rules stating that you can add up to 10 pre-selected anti-FW cards
in your sideboard, you need not worry about wasting sideboard space for these
cards when going to tournaments. You can carefully select these 10 cards so you
can be prepared when playing against a Fallen-wizard player. However you need
to include ways to access your sideboard (such as Nazgul or An Unexpected
Outpost) to utilize them, and often you'll find the delay a problem. If you
believe it likely you'll face a Fallen-Wizard deck it's probably worth
including some of the more generic hazards (that also affect Wizards or
Ringwraiths) straight in the main deck.
BLIND TO THE WEST - Short-event (C)
Targets and cancels one hero short-event played by a Fallen-wizard
earlier in the same chain of effects. This card can be played at any time and
does not count against the hazard limit. Remove this card from the game.
IRE OF THE EAST - Short-event (C)
Targets and cancels one minion short-event played by a Fallen-wizard
earlier in the same chain of effects. This card can be played at any time and
does not count against the hazard limit. Remove this card from the game.
These two cards
are very similar to the alternate use of Many Sorrows Befall except that it can
be duplicated in the play deck and targets specific resource types. Blind to
the West targets hero resources while Ire of the East targets minion resources.
If you put 3 copies of each card in a deck plus Many Sorrows Befall, you can
cancel up to 7 resources by your FW opponent, assuming they use minion and hero
short-events. Plus, unlike Many Sorrows Befall, these two cards do not count against
the hazard limit and can be played anytime (like Twilight). However, once used
up, these cards are removed from the game, all in all staple anti-FW cards.
CAST FROM THE ORDER - Permanent-event (R)
Playable on a Fallen-wizard. Make a roll and add the Fallen-wizard's
stage points. If the result is less than 16, discard this card. Otherwise,
place this card with the Fallen-wizard. The Fallen-wizard's player must use
minion sites for Border-holds, Free-holds, and hero Havens. Also, the
Fallen-wizard's company is overt.
A hazard permanent
event that can only be used against Fallen Wizards - this card prevents FW
companies from easily entering hero Border-holds, Free-holds and Havens. It
also prevents them from acquiring those hero factions and allies, as they
cannot play them at minion versions of those sites. Plus, it can be of great
help when you are playing a hero deck and would like to initiate company vs.
company combat against the fallen wizard's company as it is now overt.
CRUEL CLAW PERCEIVED - Permanent-event (R)
Playable on a
Wizard, Fallen-wizard, or Ringwraith. His general influence is modified by -1.
If he is a Fallen-wizard, this modifier is instead: -9 if his stage points
(SPs) exceed 20, -7 if his SPs exceed 15, -5 if his SPs exceed 10, or -3 if his
SPs exceed 5 (use the first modifier that applies). Additionally, the
Fallen-wizard's hand size is reduced by 1 if his SPs exceed 10, and by 1 more
if his SPs exceed 20. Cannot be duplicated on a given character. Discard when
any play deck is exhausted.
This card can be used against any alignment, so worth considering in any
hazard deck, but preferably against a Fallen-wizard as it greatly reduces his
player's general influence depending upon his total SPs. Knowing that influence
is also a valuable commodity for FWs, this card can help in influence attempts
against them as well as a good support card against influence destruction
hazard strategies. To top it off, it can reduce their players' hand size by 1
or 2.
ECHOES OF THE SONG - Short-event (C)
If your opponent
has more than one stage card and 4 or more stage points, he must discard one
stage card of his choice. Alternatively, force a target character to make a
corruption check. Remove this card from the game.
This card can be very helpful in slowing down a FW player from achieving
victory by forcing the discard of one stage card. It can lower his MP total,
which can give his opponent the boost needed to catch up and call the
End-of-Game first. It's alternate effect duplicates Weariness of the Heart
although it also gets removed from the game (so you cannot recycle it). Worth
considering in a general corruption deck if you suspect you may face a Fallen
Wizard opponent.
FLOTSAM AND JETSAM - Permanent-event (R)
If a player has 15 or fewer cards in his play deck (20 or fewer if a
Fallen-wizard), all effects are automatically canceled which allow him to
search through or look at any portion of his play deck or discard pile outside
of the normal sequence of play. Discard when any play deck is exhausted. Cannot
be duplicated.
A more specialist
version of Bane of the Ithil-stone, this card will most likely be preferred by
decks that want to use Palantíri but wants to avoid the doubling of CPs caused
by Bane. However, this card's effect can only be used if any deck has already
thinned out, or usually the later part of the game. It is worth considering as
a sideboard card to bring in against specialist decks that rely on manipulating
the play deck when it is reduced to a few cards. Also this card can act as a
limited backup to Lady of the Golden Wood, as you can only include one of her
in your deck (she's unique), against minion opponents.
FOOL'S BANE - Permanent-event (U)
Playable on a Fallen-wizard. Influence checks he makes against hero
resources are modified by: -9 if his stage points (SPs) exceed 18, -7 if his
SPs exceed 12, -5 if his SPs exceed 7, -3 if his SPs exceed 3, or -1 if his SPs
exceed 0 (use the first modifier that applies). Additionally, his Elf
characters and Elf factions are each worth 0 marshalling points in all cases.
Cannot be duplicated on a given Fallen-wizard. Discard when any play deck is
exhausted.
Although playable
only against Fallen Wizards, this card can be devastating if a FW player
centers his MP acquisition through factions (especially fallen Pallando and
fallen Gandalf). His capability to influence his opponent's resources is also
weakened by this card. Plus, his
influence over the Firstborn is totally wrecked, as he won't be getting any MPs
from such characters and factions. Expect this card to be removed by a Marvels
Told or Voices of Malice fairly quickly.
FOUL TOOTH UNSHEATHED - Permanent-event (C)
Playable if your
opponent is a Fallen-wizard. If your opponent has 7 or more stage points and is
not Alatar, hazards his companies defeat (while this card is in play) without
an asterisk [*] are worth no marshalling points. This card overrides any
conflicting resources.
Unless you are playing as fallen Alatar, this card will totally rob you
of those kill points that most players need to balance out their MPs. And
unless you have a card to help you eliminate Free People hazards, don't expect
any kills unless this card is gone.
HEART GROWN COLD - Permanent-event (U)
Fallen-wizard players must use minion site cards for hero Havens. If a
Fallen-wizard has more than 4 stage points, his player must also use minion
site cards for Free-holds. If a Fallen-wizard has more than 7 stage points, his
player must also use minion site cards for Border-holds.
This card is the
cheaper version of Cast from the Order, being its uncommon counterpart.
However, this card's effect is quicker to take effect, as you no longer need a
roll. Just wait for the Fallen Wizard's stage points to add up to a total of 8
and he will similarly end up being refused help at hero havens, free-holds and
border-holds.
IN THE GRIP OF AMBITION - Permanent-event (C) [CP: 1; SP: 2(3)]
Corruption. Playable on a Fallen-wizard or a Wizard. He receives 1
corruption point (CP). If he is a Fallen-wizard, he receives 2 stage points. If
he has more than 7 stage points, he receives an additional stage point. Cannot
be duplicated on a given character. During his organization phase, target may
tap to attempt to remove this card. Make a roll - if this result is greater
than 8, discard this card.
Being playable
against both Wizards and Fallen Wizards, this is a very good corruption card.
It's add-more-SPs effect against Fallen Wizards can be very useful in
combination with hazards like Inner Rot. Add its high discard roll requirement and
you have a powerful card, even though it does not force corruption checks the
way other corruption cards do.
INNER ROT - Permanent-event (R) [CP: 1(*); SP: 2]
Corruption. Playable on a Wizard or a Fallen-wizard. He receives 1
corruption point (CP). If he is a Fallen-wizard, he receives 2 stage points and
the CPs received are instead: 4 CPs if his stage points (SPs) exceed 18, 3 CPs
if his SPs exceed 11, 2 CPs if his SPs exceed 5, 1 CP if his SPs exceed 0 (use
the first that applies). The target makes a corruption check whenever his
controlling player plays a stage card. Cannot be duplicated on a given
character. During his organization phase, target may tap to attempt to remove
this card. Make a roll - if this result is greater than 6, discard this card.
A very nasty
corruption card especially against Fallen Wizards - although the checks might
not be as frequent as the other staple corruption cards, playing this card on
the Fallen Wizard will definitely force a player to think twice if he still
wants to play stage resources: if he plays one, his SPs and probably CPs will
increase AND he will make a check. Its high discard roll requirement doesn't
help, too. Combine this card with In the Grip of Ambition and a Fallen-wizard
will know the real danger of falling.
LONGING FOR THE WEST - Permanent-event (U) [CP: 2]
Corruption. Playable on a Wizard or a Fallen-wizard. He receives 2
corruption points and makes a corruption check at the end of his untap phase if
not at a Haven (or Wizardhaven). Cannot be duplicated on a given character.
During his organization phase, target may tap to attempt to remove this card.
Make a roll - if this result is greater than 6, discard this card.
Another corruption
card specifically designed against Wizards and Fallen-wizards, this card works
best in combination with Lure of the Senses and Lure of Creation. That way, the
Wizard/Fallen-wizard is not safe anymore wherever he is as he will be making
corruption checks every untap phase. It is also as hard to remove as the Lures
mentioned, and you need to roll at least 10 if the Wizard chooses not to tap.
This card should definitely be considered in any corruption strategy vs.
Wizards or Fallen Wizards.
MASK TORN - Permanent-event (R)
Fallen-wizards may
not bring characters with more than 4 mind into play. If a Fallen-wizard has
more than 9 stage points, he may not bring characters with more than 3 mind
into play. Discard when any play deck is exhausted.
This card prevents Fallen-wizards from playing those 5-mind, 2 MP
characters. Plus, if their SPs are high enough, all they can play are 1 MP
characters. Probably most effective if your hazard strategy returns or discards
characters – as with this card in play your opponent will struggle to bring in
replacements.
NATURE'S REVENGE - Permanent-event (R)
Playable on a site in a Wilderness that normally is a Border-hold or a
Shadow-hold, or on a non-protected Wizardhaven in a Wilderness. All versions of
the site become Ruins and Lairs and each gains an additional automatic- attack:
Animals - each character faces 1 strike with 7 prowess. Discard this card when
the site is discarded or returned to its location deck.
This card can make
sites like Bree and the Old Forest difficult to enter; and sites like Moria and
Goblin-gate more dangerous. For Fallen Wizards, it makes even their very homes
an unsafe place to stay in (except Radagast). Cave-drakes can now attack
companies entering such sites as well as Dragons (using Dragon's Desolation),
or if you use animals as your main strategy then the animal enhancers will help
boost the automatic attacks.
POWER RELINQUISHED TO ARTIFICE - Permanent-event (R)
Playable on a Wizard, Fallen-wizard, or Ringwraith. His prowess and
direct influence are each modified by -1. If he is a Fallen-wizard, these
modifiers are instead: -5 if his stage points (SPs) exceed 20, -4 if his SPs
exceed 15, -3 if his SPs exceed 10, -2 if his SPs exceed 5 (use the first
modifier that applies). For Alatar and Radagast, reduce the modifier to 0 for
prowess and double it for direct influence. Cannot be duplicated on a given
character. Discard when any play deck is exhausted.
This card can be
played against any alignment, this time lowering the prowess and direct
influence of your avatar. Against Fallen Wizards, the effects are much more
disastrous. They are now incapable of effectively facing combat (except for
Alatar and Radagast) and exerting their influence (especially against Alatar
and Radagast). Combine this with Cruel Claw Perceived and other influence
reducing hazards to create a real problem for your opponent.
ROLLED DOWN TO THE SEA - Short-event (R)
Unique. Opponent must discard a ring from his hand or from one of his
companies if available. If no rings are available as such, he must reveal his
hand to you.
At first glance,
this card is great against ring strategies, especially against One Ring decks.
However, it has also become a staple card as it allows you to look at your
opponent's hand – and any player should be able to benefit from knowing what
cards your opponent is holding.
SOMETHING ELSE AT WORK - Permanent-event (R)
Playable on a character. Any influence check he makes is modified by -1
and any test for a gold ring in his company is modified by -1. If he is a
Fallen-wizard, these modifiers are both instead: -4 if his stage points (SPs)
exceed 14, -3 if his SPs exceed 9, -2 if his SPs exceed 4, -1 is his SPs exceed
0 (use the first modifier that applies). Cannot be duplicated on a given
character. Discard when any play deck is exhausted.
Another hazard
perm that has devastating effects on a Fallen Wizard's influence, this time
around working on his checks. The other effect of lowering your chances to get
a desired ring can be crucial especially if you are playing a One Ring
strategy, and although it cannot be duplicated on a given character, it can be
duplicated in a company (just play it on other characters). This card is
certainly worth considering for the sideboard for use against ring strategies.
WHOLE VILLAGES ROUSED - Short-event (R)
Playable on a hero Border-hold or Free-hold. The site has the
automatic-attacks indicated on the corresponding minion site card (detainment
against hero companies) but with +2 prowess. Alternatively, playable on a
minion Shadow-hold or Dark-hold. The site has the automatic-attacks indicated
on the corresponding hero site card (detainment against overt companies) but
with +2 prowess.
This card can be
very effective against faction recruiting type of decks in that it creates
auto-attacks on a seemingly safe site. Although these attacks can only be
detainment depending on what alignment you are playing, it may tap out an
entire company before it can play the faction (or any resource playable at the
site, for that matter). Very good for slowing down hero speed faction decks and
squatter minion decks. This card fills in a blind spot in an "automatic attack"
strategy – as you have an easy way to create automatic attacks at hero Border
and Free-Holds.
WILL YOU NOT COME DOWN? - Permanent-event (U) [SP: 4]
Playable on a Fallen-wizard at a Wizardhaven. Your opponent must choose
to either: discard from play enough stage cards (of his choice) to reduce his
stage point total below 7 or to receive 4 stage points. Cannot be duplicated on
a given Fallen-wizard.
This card presents a very tough choice for a Fallen Wizard player: will
he reduce his SP total to 7 and slow down his run for victory or will he take
the 4 SPs and risk a bigger effect from dangerous hazards such as Inner Rot and
Power Relinquished to Artifice? Probably only Fallen Alatar can afford to
ignore the threat of this card, as it is rare that a Fallen Alatar sits at a
Wizardhaven for long.
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