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MIDDLE-EARTH: THE WHITE HAND GUIDE
Part 2: General Stage Resources, Fallen Wizard Items & Factions, and Characters
Copyright Pierre
Jonas Castillo ©2001
Edited by Nigel
Buckle for The Guild Companion
This is the second in the series of three articles covering the cards released in "The
White Hand" expansion for the Middle Earth Collectable 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 third part will look at the sites, the hero resources, the minion resources and
the hazards from this expansion.
CHARACTERS
DOETH
(DURTHAK) - Warrior/Sage Orc (R)
[MP: 1;
Mind: 4; DI: 0; P/B: 4/9; Home Site: Any Dark-hold]
Unique.
Half-orc. Discard on a body check result of 9.
Doeth is
unique to other Orc characters in that he is the only sage orc in the game.
This means a pure Orc company can now pack important sage only cards like
Voices of Malice and let Doeth play them. His body is tough enough unlike many
Orc minions as well.
EUOG
(ULZOG) - Warrior/Diplomat Orc (R)
[MP: 2;
Mind: 5; DI: 1; P/B: 5/9; Home Site: Any Dark-hold]
Unique.
Half-orc. Leader. Discard on a body check result of 9. +2 direct influence
against Orcs and Orc factions.
Euog is
another unique Orc, as he is the only Orc minion with the diplomat skill. Give
him a Blazon of the Eye and he can be very effective in Mordor caravanning f to
get those Orc factions. He can also use diplomat only cards that are usually
used by covert minion companies. His prowess and body are reasonable enough to
face various attacks, and his 2 MPs is a nice bonus too.
LUGDUSH
- Warrior/Scout Orc (U)
[MP: 1;
Mind: 4; DI: 0; P/B: 5/8; Home Site: Isengard]
Unique.
Uruk-hai. Discard on a body check result of 8.
The fourth
unique Orc scout in the game. This means you can now have a starting company of
the four unique Orc scouts and just have a hazard limit of 2. He is also the
only Orc scout to have a home site not really connected with Sauron, but with
Saruman. His prowess and body are average, and he carries 1 MP.
UGLÚK -
Warrior/Ranger Orc (R)
[MP: 2;
Mind: 5; DI: 0; P/B: 5/9; Home Site: Isengard]
Unique. Uruk-hai. Leader. Discard on a body check
result of 9. +3 direct influence against Orcs and Orc factions.
Another Orc
leader, he has the useful ranger skill, and the highest body of any Orc. He is
useful if you don't want (or need) another Orc scout.
ILL-FAVOURED
FELLOW - Warrior/Ranger Orc (C)
[MP: 1;
Mind: 3; DI: 0; P/B: 2/9; Home Site: Any Dark-hold]
Half-orc.
Discard on a body check result of 9.
SLY
SOUTHERNER - Warrior/Scout Orc (C)
[Mind:
2; DI: 0; P/B: 1/9; Home Site: Any Dark-hold]
Half-orc.
Discard on a body check result of 9.
SQUINT-EYED
BRUTE - Warrior Orc (C)
[Mind:
2; DI: 0; P/B: 3/9; Home Site: Any Dark-hold]
Half-orc.
Discard on a body check result of 9.
These three
characters provide new non-unique characters for minions and Fallen-wizards and
are somewhat better compared to their MELE counterparts.
Ill-favoured
Fellow is the cheapest Orc ranger in the game together with Orc Tracker.
However, unlike the Tracker, he is much harder to kill with a higher body.
Plus, he does not have a -1 corruption check modifier. However, his prowess is
one less than the Tracker's prowess of 3. Ill-favoured fellows are a good
replacement for Trackers if you want to include rangers in the company.
Just as
Ill-favoured Fellows are the best replacements for Orc Trackers, Sly Southerner
is the replacement for Orc Snifflers. Their higher body, higher discard roll
and the absence of a negative corruption check modifier makes them a better
choice over the Snifflers.
Squint-eyed
Brutes are better compared to Orc Brawlers or Orc veterans. They have a higher
body at the expense of a higher mind compared to the Brawlers and at the
expense of a lower prowess compared to the Veterans. Plus, they don't have any
corruption check modifiers. With all these characters being common it should
not prove to hard to get a bunch.
STAGE RESOURCE EVENTS: GENERAL
Stage cards
are a new type of resource card playable only by Fallen-wizard players. Most of
these cards are permanent-events, and each stage resource help a Fallen-wizard
player in achieving victory by "boosting" their MPs, improving their
table advantage or by plainly giving them more MPs. Each Fallen-wizard also has
a set of specific stage resources playable only by that Fallen-wizard (see
Stage Resources - Specific). General stage resources are stage cards that can
be played regardless of which Fallen-wizard you are. Some of these are very
helpful to certain Fallen-wizards, as not all of their specific stage resources
cover each dimension in their play, leaving them a weak spot that could cost
them the game. Unless you are playing as a Fallen-wizard, most of these cards
are of no use to you.
A trick
when playing as a Fallen-wizard is what stage resources, both general and
specific, are you going to include in your deck. This is very important, as you
need to fill up your resource half with MP resources and support resources.
Trying to fit in stage resources in the mix can be quite difficult, especially
if you're trying to limit your deck size to the 30/30 minimums. A way to deal
with this is by figuring out which Fallen-wizard you're going to play as; look
at the specific stage cards (covered in part 1) applicable to the wizard, and
then fill in any gaps with the generic stage cards. For example, if you are
going to play as fallen Alatar, it is quite obvious that he boosts item and
kill MPs to their maximum, as well as allies with a prowess attribute, but you
might want to use generic stage cards to increase item points.
A
MERRIER WORLD - Permanent-event (C) [SP: 2]
Playable
if you have more than 7 stage points. Hazards your companies defeat (for which
you otherwise get 1 MP) are each worth full kill marshalling points. Cannot be
duplicated by a given player.
A useful card, this one duplicates fallen Alatar's special
ability by giving you full kill points from hazards. Very helpful if you are
not playing as fallen Alatar and expecting to kill lots of hazard creatures, or
worth considering for the sideboard in case you get lucky and kill some
creatures anyway.
A NEW
RINGLORD - Permanent-event (R) [SP: 3; CP: 1]
Playable on your Fallen-wizard if he has The One
Ring at one of your Wizardhavens. Only one A New Ringlord may be played in a
given turn. Make a roll during each of your end-of-turn phases if your
Fallen-wizard is bearing The One Ring and is at a Ruins and Lairs where
Information is playable. Add 1 for each A New Ringlord you have in play. If the
result is less than 6, your fallen-Wizard is eliminated. If the result is
greater than 9, you win the game.
[See the article
"My Precious" for a discussion of fallen-wizard one ring strategy]
A New
Ringlord is the stage resource card that will enable a Fallen-wizard player to
win a One Ring victory. However, this card carries with it 1 CP, which means
your Fallen-wizard will be forced to carry a great deal of corruption (a total
of 10 CPs - 7 from the Ring and 3 from the three Ringlord cards). Take note
that your chances of winning is greater if you have 3 copies of this card on
your Fallen-wizard, as each card will modify the roll that you have to make
during the end-of-turn phase by +1. If you only have one copy of this, you
might end up with a dead Fallen-wizard and a big loss. Additionally, if you
want 3 copies of this card in play, you will have to spend three turns sitting
at the Wizardhaven to bring each Ringlord card down that is sometimes enough
for your opponent to win the game. It does not end with the successful play of
3 A New Ringlord cards. You still need to get to the Information site and there
make a roll that is perhaps the most decisive one for a Fallen-wizard One Ring
strategy. Only the 3 Ringlord cards can help you in achieving victory. Given
you have 3 Ringlord cards in play; a double one on the dice roll will
automatically kill your Fallen-wizard. You will need to roll at least a seven
if you want to win it. If you roll a value between 2-6, nothing happens and you
will have to wait another turn to roll again. Again, this can be the time your
opponent needs to catch up and win.
A STRIDENT
SPAWN - Permanent-event (U)
[MP: 1;
SP: 4]
Playable if you are Pallando or Saruman and have 6
or more stage points and a protected Wizardhaven. Each of your Half-orcs
requires one less point of influence to control. During your organization phase,
you may take one Half- orc character from your discard pile to your hand. You
may play Half-orc characters at your Wizardhavens, and even if your
Fallen-wizard is not there. Cannot be duplicated by a given player.
Official Errata: Unique
Only worth
putting in the deck if you are playing as fallen Pallando or Saruman, this card
is very helpful if you want to include Half-orc characters in your deck and use
them actively during the game. Plus, it is a good alternative to Bad Company if
you don't want to play pure Orc or Troll characters. The only delay you might
have when attempting to play this card is trying to have a protected
Wizardhaven. Take note that there is errata making this card Unique, meaning
you can only have one copy of this and you have to beat your opponent (if he is
playing as the other fallen Wizard listed in the card) to play it.
AN
UNTIMELY BROOD - Permanent-event (C) [MP: 1; SP: 4]
Playable if you are Radagast or Alatar and have 6 or
more stage points and a protected Wizardhaven. One non-unique ally with a mind
of 1 is playable at one of your tapped or untapped protected Wizardhavens each
of your site phases. Cannot be duplicated by a given player.
Similar to
Friend of Secret Things, but playable by both Alatar and Radagast, this card encourages
you to leave a company in comparative safety at a wizard haven and still
accumulate MPs every turn.
BAD
COMPANY - Permanent-event (C) [SP: 2]
You may
play Orc and Troll characters and include them in your starting company. Cannot
be duplicated by a given player.
This card allows you to play Orcs and Trolls and form
overt starting companies. However, since there are a lot of restrictions
concerning the play of Orcs and Trolls as stated in the rules, you might think
twice about using this card. Use this card only if your FW strategy heavily
relies on such characters.
BLIND TO
ALL ELSE - Permanent-event (C) [SP: 2]
Your
ring items are each worth full marshalling points. Cannot be duplicated by a
given player.
This stage resource is obviously used for FW ring
strategies. Unless your resource strategy revolves around rings, you do not
want to include this in your deck, unless you want to increase your stage
points, as this card has no prerequisite stage card total before it can be
played.
DELVER'S
HARVEST - Permanent-event (U) [MP: 1]
Playable
during the site phase if one of your companies enters the Deep Mines site.
A penny MP stage card that is easy to play and worth
putting in the deck if you are going to exploit your travels in the Deep Mines.
Note this does not tap the site, and can be played at a tapped site. You do not
have to tap a character to play it, and it can be duplicated during a site
phase, so you can play 3 in one turn if you want to.
DOUBLE-DEALING
- Permanent-event (C) [SP: 1]
Playable
on a site. If the site is a minion site, you may play appropriate hero
resources there. If the site is a hero site, you may play appropriate minion
resources there. Discard when this site is discarded or returned to your
location deck.
Normally, you can only visit minion sites that are Ruins
& Lairs. You must use hero sites for the rest. This makes it hard for FW
companies to get minion resources that cannot be played on Ruins & Lairs.
This card allows you to play resources of different alignments without going
through automatic-attacks different versions of the site has.
EARTH-EATER
- Permanent-event (R) [MP: 1]
Technology.
Playable during the site phase if one of your companies enters the Deep Mines
site and you have more Delver's Harvest cards in play than you have Earth-eater
cards. Tap Earth-eater to take a minion non-unique weapon/armor/shield/helmet
major item from your sideboard or discard pile to your hand.
A good card
to play together with Delver's Harvest in that it also provides another penny
MP. Just make sure you play the Delver's Harvest cards first before this card.
Its ability to retrieve minion "combat" items can be very useful,
too, if you want to supply your characters with arms or if you need item MPs.
THE
FORTRESS OF ISEN - Permanent-event (U) [SP: 3]
Unique.
May not be a starting stage card. Playable if you are Alatar, Pallando, or
Saruman. Playable on Isengard. Isengard is protected. Other Fallen-wizards may
not use the Wizardhaven card for Isengard. Cards that give marshalling points
are not playable at the site by your opponent in all cases. A company moving to
or from Isengard is not considered to be moving through Gap of Isen (including
one less Border-land in their site path). Discard this card when the site is
discarded or returned to its location deck.
Official
Errata: Remove "A company moving to or from Isengard is
not considered to be moving through Gap of Isen (including one less Border-land
in their site path)."
This card is essential for certain Fallen-wizard
strategies; particularly those that need a protected Wizardhaven to play other
stage resources or MP resources. Plus, it allows your Fallen-wizard the
privilege to use this Wizardhaven all for himself (if your opponent is also a
FW). This is the first of the two that protects one of the most used
Wizardhavens: Isengard. This is obviously going to be seen in most fallen
Saruman decks, as that is Saruman's home site. However, Pallando and Alatar can
also use this site, if you plan to use this as their Wizardhaven as well. Take
note that this card has been errated to minimize the dominant squatting
strategies. Before the errata, this card was much more powerful as opponents
had a hard time playing any creatures on the Fallen-wizard's companies,
especially heavy creature hazard strategies. Considering that Gap of Isen is a
central region in the map (it is perhaps one of the safer routes to cross the
Misty Mountains), it also has access to many MP sources on both sides.
FORTRESS
OF THE TOWERS - Permanent-event (U) [SP: 3]
Unique. May not be a starting stage card. Playable
if you are Alatar, Pallando, or Saruman. Playable on The White Towers. The
White Towers is protected. Other Fallen-wizards may not use the Wizardhaven
card for The White Towers. Cards that give marshalling points are not playable
at the site by your opponent in all cases. A company moving to or from The
White Towers is not considered to be moving through Arthedain (including one less
Wilderness in their site path). Discard this card when the site is discarded or
returned to its location deck.
Official
Errata: Remove
"A company moving to or from The White Towers is not considered to be moving
through Arthedain (including one less Wilderness in their site path)."
The second
of the two cards that protects anther useful Wizardhaven: The White Towers.
This one is probably included in almost all Fallen-wizard decks primarily
because most FW companies start off at the White Towers. Second is its central
location in the region of Arthedain, which is adjacent to a number of regions
whose sites are sources of various MP resources: factions, items and allies. If
the Fortress of Isen can be seen in most fallen Saruman decks, this one can be
seen in most fallen Pallando decks as this is his home site. Saruman and Alatar
can still use this card, though. As with Fortress of Isen, this card was much
more powerful before the errata as most opponents cannot play deep Wilderness
creatures. However since the errata this card is still widely used by FW
players.
GATHERER
OF LOYALTIES - Permanent-event (C) [SP: 3]
Playable
if you have more than 3 stage points. Your unique factions are each worth 2
marshalling points. If you are Alatar, your unique Dragon factions are each
worth 4 marshalling points. If you are Pallando, your unique factions normally
worth 3 or more marshalling points are each worth 3 marshalling points. Cannot
be duplicated by a given player.
An essential card to put in the deck if you are playing
Fallen-wizard, this one boosts your faction MPs. If you are playing as a
particular FW listed on this card, you get to increase more certain faction
MPs. if your are playing as fallen Alatar, Scorba Roused becomes 4 MPs. Fallen
Pallando's Rangers of the North gets full MPs. The Hobbits and hero Hillmen
faction become an instant 2 MP.
GNAWED
WAYS - Permanent-event (R) [SP: 1]
Playable
on one of your Deep Mines sites. The Deep Mines site is now adjacent to an
Under-deeps site of your choice whose surface site is in a region containing or
adjacent to the region containing the Deep Mines surface site. The movement
number required to move between these two Under-deeps sites is (7). This card
may also be played as a hazard on one of your opponent's Deep Mines sites.
Discard this card when Deep Mines is discarded or returned to its location
deck. Cannot be duplicated on a given Deep Mines site.
Another card worth considering putting in your deck if
you're intending to visit the Deep Mines; this card helps you have a series of
under-ground tunnels to connect certain sites that may be essential to your
strategy. Imagine your Deep Mines site at the White Towers suddenly connected
to The Iron-deeps or The Under-vaults. You can make a quick dash at these under-deep
sites and grab some big item MPs. It can also be useful as a hazard in that it
can make Fallen-wizard Deep Mines strategies think twice before going deeper
underground. Balrog strategies can make use of it by suddenly forcing their
Deep Mines to be entered by the Balrog's company.
GREAT
PATRON - Permanent-event (C) [SP: 2]
Your
characters and allies that normally give 2 or more marshalling points are each
worth 2 marshalling points. Cannot be duplicated by a given player.
Another essential card to put in the deck to get full MPs
from your 5-mind characters and to increase your ally MPs. Considering that a
large part of a player's MPs either comes from items or factions, this card
will be useful in balancing out those MPs.
GREAT
RUSE - Permanent-event (U) [MP: 1; SP: 1]
Playable during the site phase on a Shadow-hold or
Dark-hold hero site if you have an overt company there. Replace the hero site
card with the corresponding minion site card. Discard when this site is
discarded or returned to your location deck.
A site
changing stage card that can be useful if you intend in organizing overt FW
companies. A card to include if you plan to recruit the factions playable at
the minion Darkhavens, or plan to squat at shadow-holds collecting War-wolves,
Blasting Fires and Snaga-hai, plus it gives you a marshalling point.
GUARDED
HAVEN - Permanent-event (U) [MP: 1; SP: 1]
Playable
on one of your Wizardhavens other than Isengard, The White Towers, or Rhosgobel.
The site is protected. Cards that give marshalling points are not playable at
the site by your opponent in all cases. A company moving to or from this site
is not considered to be moving through the region containing the site
(including one less of its region type in their site path). Cannot be
duplicated on a given site.
Official
Errata: You
may not use this card as a starting stage resource.
Official
Errata: Remove
"A company moving to or from this site is not considered to be moving
through the region containing the site (including one less of its region type
in their site path)."
In case your FW opponent got first in getting the Fortress
of the Towers or Isen, this is a good alternative to have a protected
Wizardhaven of your own. It gives you 1 MP plus it prevents your opponent from
using this certain site to get MPs. Similar to the two Fortress cards, however,
this has been errated making it less powerful. However, it still allows you to
play certain stage and MP resources that requires a protected Wizardhaven. A
good stage resource combo for this card is using Hidden Haven.
HIDDEN
HAVEN - Permanent-event (C) [SP: 1]
Playable
on a non-Dragon's lair Ruins and Lairs in a Wilderness, Border-land, or
Shadow-land ; the site must normally be a Ruins and Lairs. This site becomes
one of your Wizardhavens and loses all automatic-attacks. Nothing is considered
playable as written on the site card. If one of your companies is at this site,
all attacks against it are canceled. Other Fallen-wizards may not use this site
as a Wizardhaven. Discard this card when the site is discarded or returned to
its location deck. It cannot be discarded otherwise.
A useful card if you do not wish to start off at The White
Towers. It can also be useful if you plan to cross east of the Misty Mountains,
as there are no Wizardhavens out there (unless you're fallen Radagast). If you
include this card in your deck, make sure to play something first at the site
before playing this card to make full use of it. It can be a good combo card to
Guarded Haven so as to make the Hidden Haven protected.
LEGACY
OF SMITHS - Permanent-event (C) [SP: 4]
Playable
if you have more than 6 stage points. Your non-ring items are each worth full
marshalling points. Cannot be duplicated by a given player.
Another essential card to get full MPs off your non-ring
items; unless you're only playing with 1 MP items, this card is important to
get a boost from your items.
MISCHIEF
IN A MEAN WAY - Permanent-event (R) [MP: 2; SP: 2]
Playable during the site phase on a Border-hold site
if you have 10 or more stage points. This site becomes one of your Wizardhavens
and loses all automatic-attacks. Nothing is considered playable as written on
the site. If one of your companies is at this site, all attacks against it are
canceled. Other Fallen-wizards may not use this site as a Wizardhaven. Discard
this card when the site is discarded or returned to its location deck. It
cannot be discarded otherwise.
This card's
effect is similar to Hidden Haven, except this card is only playable at the
site phase and needs a SP minimum requirement. Make sure you play something out
of the Border-hold (Border-hold factions, Noble Hounds) before playing this
card. You can even add No Strangers at this Time to make sure the site does not
get discarded.
NEVER
REFUSE - Permanent-event (U) [SP: 2]
All
corruption checks by your non-Wizard characters caused by your magic cards are
modified by +2.
If you are planning to play a magic-heavy resource
strategy or even if you just plan to include magic cards in your deck, this
card can be helpful as most of those magic cards have big negative modifiers to
their resulting corruption checks. Take note that this card can be duplicated.
PLOTTING
RUIN - Permanent-event (C) [SP: 3]
Playable
if you have more than 7 stage points. You must use minion site cards for Hero
Havens, Free-holds and Border-holds.
Another site-changing stage resource, this time if you
intend to play certain minion MP resources (especially items at minion versions
of the hero Havens) at the sites listed in the card.
SHAMEFUL
DEEDS - Permanent-event (U) [SP: 4]
Playable
if you are not Alatar and have more than 6 stage points. Hazards with an
asterisk [*] attack your companies normally, not as detainment. Such hazards
your companies defeat while this card is in play give you full kill marshalling
points. You receive no kill marshalling points from other hazards if this card
is in play. Cannot be duplicated by a given player.
This card can only be played by non-fallen Alatar decks,
it is not particularly useful as it only gives you full MPs from * hazards.
While there are some hazard strategies that use Free Peoples as creatures, it
is very seldom as most players still prefer the tried and tested creatures such
as Cave-drakes, Slayers and Sellswords. As you don't get MPs from these
creatures while this card is in play, you might want to consider including this
card in the sideboard and bring it into your deck if your opponent is playing a
free-people (*) hazard creature strategy.
SPELLS
BORN OF DISCORD - Permanent-event (U) [SP: 2]
Your
Fallen-wizard may use sorcery, spirit-magic, and shadow-magic. Cannot be
duplicated by a given player.
A stage card that allows your Fallen-wizard to play magic cards,
some Fallen-wizards can already use certain magic cards, but this card allows
you to use all three. If you plan to include magic cards or are running a heavy
magic resource strategy, this card is useful. Imagine Alatar casting A Malady
without Healing. Just make sure your FW can handle the resulting corruption
checks.
THRALL
OF THE VOICE - Permanent-event (C) [SP: 1]
Instead
of a normal character, during your organization phase you may bring into play
one character (including a minion agent) with up to a 6 mind. Place this card
with the character. -1 to his mind to a minimum of 1. Such a character may also
be in your starting company.
A useful starting stage resource, this card allows you to
play up to three 6-mind characters in your starting company. It can even allow
you to play agents, somewhat duplicating the effects of Open to the Summons. Or
allowing you to play an orc or troll without a Bad Company.
WAR-FORGES
- Permanent-event (U) [SP: 2]
Playable
on one of your protected Wizardhavens (not by Radagast). You may tap War-forges
to make an additional non-hoard, non-unique minor item playable at this site
this turn (if the site is tapped or not). The item may be taken from your
discard pile or sideboard. Discard when this site is discarded or returned to
your location deck. Cannot be duplicated on a given site.
If you plan to use Armory in your deck, this card can be
useful in quickly getting those penny MPs as it speeds up your acquisition of
minor items.
WIZARD'S
MYRMIDON - Permanent-event (C) [SP: 1]
Playable
on one of your non-Fallen-wizard characters. +1 to his direct influence. The
character requires 3 points of influence to control and may only be controlled
by general influence or a Fallen-wizard. Cannot be duplicated by a given player.
Another
useful starting stage resource, this is the basic mind-alterer cad available
for all Fallen-wizards. It reduces a character's mind, thus saving you precious
GI. It even increases his DI - helpful in controlling characters and
influencing factions.
WIZARD'S
TROVE - Permanent-event (R) [SP: 1]
You may
play The White Tree at one of your Wizardhavens if Sapling of the White Tree is
stored there. Place Wizard's Trove with The White Tree - which is worth full
marshalling points. Your Wizardhaven becomes protected. Ignore the text of The
White Tree. Alternatively, you may store one miscellaneous marshalling point
card at one of your Wizardhavens. Any reference to the site where the card can
normally be stored are transferred instead to the Wizardhaven. Place Wizard's
Trove with the stored card - which is worth full marshalling points.
This card is very helpful in a number of ways. First is
that it allows you to play The White Tree at your Wizardhaven. Second is that
it gives you full MPs from the Tree - a good +5 increase to your MP total.
Plus, it can be very frustrating to hero Gondor decks if you manage to plant
the Tree first. Third, it protects your Wizardhaven - a good alternative to the
two Fortress cards or Guarded Haven. Its alternative effect can also be useful
if you don't plan to play The White Tree. If you plan to play cards like Fate
of the Ithil-stone, you get the full MPs. However, it's much easier to just
play the Tree for a quick 5 MPs.
FACTIONS
GREATER
HALF-ORCS - Orc Faction (R) [MP: 2; SP: 1]
Playable
at one of your protected Wizardhavens (if tapped or untapped) if you have A
Strident Spawn and Half-orcs in play and if the influence check is greater than
11.
HALF-ORCS
- Orc Faction (U) [MP: 1; SP: 1]
Playable
at one of your protected Wizardhavens (if tapped or untapped) if you have A
Strident Spawn in play and if the influence check is greater than 9.
MEWH provides two new factions that are playable only by Fallen-wizards.
Both are non-unique, carry stage points and are playable at their protected
Wizardhavens. A problem both of these factions present is that there are
certain requirements to be met in order for them to be played. A bad shuffle
can ruin the strategy. Hence, it is helpful to prepare your deck with the
important cards listed in the faction cards to get them out easily if not
quickly. The Half-orcs are the easier to play, as they only need a protected
Wizardhaven and A Strident Spawn to play; and the influence check is lower.
Greater Half-orcs are much harder to recruit, as you need to have at least one
Half-orcs faction to get them out in addition to the protected Wizardhaven and
A Strident Spawn requirement. Plus, the influence check is much higher. It is
suggested that the Greater Half-orcs are to come from the sideboard and just
get them when you have at least one Half-orc faction in play.
ITEMS
KEYS OF ORTHANC - Special Item (R) [MP: 2; SP: 1; CP: 1]
Unique.
Playable at Minas Tirith. During your organization phase, you may: take The
Fortress of Isen card from your play deck or discard pile to your hand or
discard The Fortress of Isen card if in play by another player. Reshuffle your
play deck if searched.
KEYS TO
THE WHITE TOWERS - Special Item (R) [MP: 2; SP: 1; CP: 1]
Unique.
Playable at Barrow-downs. During your organization phase, you may: take the
Fortress of the Towers card from your play deck or discard pile to your hand or
discard the Fortress of the Towers card if in play by another player. Reshuffle
your play deck if searched.
The two
stage items included in MEWH are useful only to Fallen-wizards and only if you
plan to have a protected Wizardhaven. It can be very useful if your FW opponent
is also using the same Wizardhaven as yours. These two Keys virtually gives you
the right to build or own either Fortress even if your opponent already has as
long as you have them in your possession. Even if having a protected
Wizardhaven is not integral to your strategy, it can still be useful to include
in your deck just in case. It's better to have a place to stay at and heal
rather than have nothing at all. Finally these keys are a guaranteed 2 MPs each
– even if you don't manage to play Legacy of Smiths.
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