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card review Ash Mountains

Card Review
Ash Mountains: click to enlarge
Ash Mountains

Card text:

Playable at the end of the organization phase on a company containing a ranger. If the company uses region cards for its site path, tap the ranger to move as if the following pairs of regions were adjacennt: Dagorlad and Gorgoroth, Horse Plains and Gorgoroth. The company faces an attack at the beginning of its movement/hazard phase: Orcs - 4 strikes with 8 prowess. Otherwise, if the site moved to is in one of the regions listed above, the hazard limit is reduced by 2 (to a minimum of 2). Cannot be duplicated on a given company.

  • Card Number: TW169
  • Rarity: CommonB1
  • Card Type: Resource Event
  • Alignment: Hero
  • Artist: Kevin Ward
Ash Mountains
written by LV42
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The change in the rules of the road to Gorgoroth prompts a re-evaluation of cards like Ash Mountains and Mountains of Shadow. Whereas Mountains of Shadow provides access from the West, Ash Mountains provides access from the North.

Also, for companies afoot or ahorse, this card is the only way aside from Shadowfax to travel from Lorien to Mount Doom in one turn. The prowess of the orcs is one less than that found when travelling to Gorgoroth from the West.

Why use Ash Mountain, a Mountains of Shadow, and Anduin River or the Fair Travels? Moving to Barad-dur or Mt. Doom increases the hazard limit by two. Unless you are Alatar, spoiling for a hunt, then you want to keep the hazard limit as low as possible because the automatic attacks are bad enough plain, let alone if they are enhanced.

Having an Ash Mountain, a Mountains of Shadow, and an Anduin River are just as effective and perhaps more playable than having a comparable combination of Fair Travels in Shadowland and Darkdomains. The first three guarantee you a -2 to the hazard limit (to a minimum of two), the second group merely guarantees you a -1 per card. Also, the Fair Travels means you have to guess whether Gates of Morning will be in play and you are limited to one of each on a company.

Thus it is more card efficient to use Ash Mountain et alia.

If you can reduce the hazard limit to two AND your company has Alatar, you could go for broke and play Great-road from Lorien to Barad-dur plus Ash Mountains, slay some orcs, grab the Ithil-stone or determine its fate, and POOF, your company is back in Lorien to heal its wounds and store the palantir.

Without Alatar, you opponent will draw twelve (12) cards to your three (3); Alatar's ability reduces the total hazard player's draw to 10 (5 *2). The hazard limit starts at company size +2 for a minimum of four (4). Don't forget to have a ranger or two in the company, perhaps one of the elven orc-hunters.


Original card review taken from :
With the authorization of the webmaster.

The reviewing team consisted of Gwaihir (Chris Farrell), Gimli (Nathan Bruinooge), Ohtar (Charles E. Bouldin, Esq.), Radagast (James Kight), Joshua B. Grace (Beorn), Martijn Steultjens (Fram Frumgarson), Jason Klank (Saruman) and Jeffery Dobberpuhl (Wormtongue)


Modified on January 4, 2012 02:11 am

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LV63 United States send message

Avatar for duff6551
Member since
November 15, 2002
Subject:    Posted: December 29, 2011 06:51 am Reply with quote Report content icon

definitely a card to be re-examined - constant changes in the game make even a common card of interest - anything that aids turn management must be taken in to account
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Avatar for lord_dragon
Subject:    Posted: January 4, 2012 02:11 am Reply with quote Report content icon

This card has its uses in the right deck. (As with the other travel cards).
What I like so much about this game is that rarity isn't very important to create a good deck. Best cards are common or fixed. The rares are merely reserved for specific decks.
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