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Council of Elrond • View topic - Re: Indur Unleashed

Re: Indur Unleashed

Where the Virtual Boyz plan their latest capers

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Postby marcos » Fri May 23, 2008 10:34 pm

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Postby Frodo » Mon May 26, 2008 12:42 am

Hello Vastor,

What i meant by being more specific was if you could explain what a typical deck might look like--which named Balrog MP cards Indur might get, what other cards can be combo-ed at the same site, allies, etc.

Thanks!

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Postby Vastor Peredhil » Mon May 26, 2008 8:03 am

Sry for my laziness, but the introduction of my dream card firstborn expansion came into the middle of it.

So as I see it we are talking about 4 Balrog specific cards playabale at these sites:

Caverns Unchoked at Ancient Deep-hold, Remains of Thangorodrim, The Drowning-deeps, Rusted-deeps or the Wind-deeps

Evil Things Lingering (with Indur Unleashed playable only at Remains of Thangorodrim)

Makers Map at Ancient Deep-hold or Remains of Thangorodrim

Nasty Slimy Thing at Ancient Deep-hold, Remains of Thangorodrim, The Drowning-deeps, Rusted-deeps or the Wind-deeps

so along with these the come of course Black Mace, High Helm and Sable Shield

on top of that there is: That Ain't No Secret, to maximize the points playable at these new site

Hope this covers it all

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Postby Jambo » Mon May 26, 2008 2:26 pm

I ran this potential idea via Tommi (wigy) and he said this is possible to do on GCCG. So, all it depends on is if you want to go down this route or not.
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Postby Frodo » Wed May 28, 2008 5:04 am

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Postby Frodo » Thu Jun 05, 2008 4:25 am

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Postby Thorsten the Traveller » Thu Jun 05, 2008 10:47 am

Had an idea for making the ally option more feasible, because I like it thematically, Sauron sending out one of his servants to look in the deep places and see if there's still any of his old mates lingering from back in the First Age....

However this is meant for another card, the discussion might fit here.

Far below the Deepest Delvings V: permanent-event
Place this card on your non-Balrog avatar if in play. If on your avatar, the following applies to your avatar's company. You may place any tapped under-deeps ruins 'n lairs with this card; it is not discarded when moving to another site.This card is worth 1 MP for each site attached, and you draw one extra card for each site attached when moving to an under-deeps ruins 'n lairs. You may use Balrog ruins 'n lairs sites that have no hero version and you may play Balrog specific allies there (even Balrog only). A fallen wizard receives full mp's for this card, but must make a cc each time he reveals an under-deeps site. This card may be played in lieu of a minor item in your starting company, and you may then include Balrog specific allies in your deck and sideboard. You may discard an attached site at any time during the game. Cannot be duplicated.

This will promote travelling to the more dangerous underdeeps (from minion perspective) and gives Indur something to do downstairs, other than playing trolls and fires. But of course a fallen wizard is also a rarity in the underdeeps, which is a pitty. It can be played for 2 mps on deep mines, but avatar will have to go down himself to get it. Maybe Gnawed Ways will actually be used some day! Made it applicable only to avatars company so he should get of his ass, and otherwise the draw advantage could be too good for companies just moving back and forth under-vaults. Also reflects that the avatar gains some underdeeps knowledge. Problem is of course it might easily takes 3 turns to get him down there, so this card won't be overpowered I suppose, to get more than 4 mps out of it you need quite a long game.

Why can't Indur start at the Under-Courts btw? Would be nice for playing Fell Beasts at Ash-Mountains V. Badbeards can use Ancient Stair V to get moving fast.

other options:
If you have 3 balrog allies, you may play Breach the Hold?
A FW must have certain SP's to play balrog allies, or be overt, or discard a spell, or tap his wizard ring?
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Postby Thorsten the Traveller » Thu Jun 05, 2008 10:50 am

Question about the latest version: Indur can be in fell rider and with other guys?
I think the being with croonies at surface site is prone to abuse.
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Postby Jambo » Thu Jun 05, 2008 11:15 am

Abuse - in what way?

Indur can have characters in company and be in Fell Rider mode, but I'm not sure why someone would do this. The other two modes have better abilities, and Indur actually has 1 less prowess as a Fell Rider...
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Postby Thorsten the Traveller » Thu Jun 05, 2008 11:41 am

He can squat with big comp at Gundabad playing orcs there that can move above the ground fast. Gundabad is alot safer than the underdeeps to squat for fires/bats whatever.
In the Mordor merry-go-round he can sit at Barad-dur with guys.
Heck he can even squat at Moria with Anarin and Broin, which I must say is pure evil and thus ok. :wink:

point is, you want him to be moving with the guys, not sitting around. Personally I don't like the heralded Indur that much, let someone else play the Great Army and visit those sites with normal movement, you don't need underdeeps for it. Dive and emerge is funny, but I suspect you might sooner use his Heralded influence for squatting.
What you say Marcos?

about Fell rider: it's not so much question of it being useful, rather it being strange. Also there's the card conflict issue, other than KU, IU doesn't specify they can be in his comp when in fell rider.
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Postby Jambo » Thu Jun 05, 2008 12:35 pm

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Postby marcos » Thu Jun 05, 2008 4:39 pm

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Postby Jambo » Thu Jun 05, 2008 5:23 pm

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Postby Thorsten the Traveller » Thu Jun 05, 2008 5:48 pm

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Postby marcos » Thu Jun 05, 2008 6:28 pm

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