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card review Morgul-orcs

Card Review
Morgul-orcs: click to enlarge
Morgul-orcs

Card text:

Unique. Playable at Minas Morgul if the influence check is greater than 8. Standard modifications: Ungol-orcs (-2), Orcs of Angmar (+2). Once in play, the number required to influence this faction is 0.
"...in spite of Shelob they were forced to use it often as the swiftest way from the Dead City over the mountains."-LotRIV

  • Card Number: AS029
  • Rarity: Rare2
  • Card Type: Resource Faction
  • Alignment: Minion
  • Artist: Omar Rayyan
Morgul-orcs
written by patrick Premium Member LV30
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"We must call out his hidden strength, so that he shall empty his land." - Gandalf, "The Last Debate", LotR

And as the minion player, one of the best ways to inadvertently help the nasty old wizard are the...

Factions of the Dark-havens

Angmarim (minion)
Orcs of Dol Guldur
Morgul-orcs

Angmarim :: MEAS :: Minion Man Faction :: 1 MP :: r2

Unique. Playable at Carn Dum if the influence check is greater than 10. Standard modifications: Easterlings (+2), Hillmen (+2). Once in play, the number required to influence this faction is 0.

Artist: Chris Trevas

Orcs of Dol Guldur :: MEAS :: Orc Faction :: 1 MP :: r2

Unique. Playable at Dol Guldur if the influence check is greater than 8. Standard Modifications: Orcs of Moria (-2), Orcs of the Red Eye (+2). Once in play, the number required to influence this faction is 0.

Artist: Omar Rayyan

Morgul-orcs :: MEAS :: Orc Faction :: 1 MP :: r2

Unique. Playable at Minas Morgul if the influence check is greater than 8. Standard Modifications: Ungol-orcs (-2), Orcs of Angmar (+2). Once in play, the number required to influence this faction is 0.

Artist: Omar Rayyan

These three factions, worth 1 MP each, are the minion equivalent to Elves of Lindon, worth 2 MP, as they are all playable at a haven. All are rares, but at least they are easy to trade for, being unique. The orcs, at least, are easy to recruit too - any one of several orc/troll leaders with even a modest "+3 vs Orc Factions" bonus gets them on a 6 or better. The Angmarim are a bit more of a challenge, but in a deck designed to raise the Dunlendings and Hillmen, they shouldn't pose much of a problem either.

And why not put these in your deck if you are facing a wizard? Against a minion, the other player might steal them out from under you (or you might get his!), but that's not likely against a wizard. Your lazy old Ringwraith can get them for you when he's not busy with other business, even if he only has 3 DI. You can also have a new character, showing up at a haven, pull them in. These factions seldom sit in my hand for more than two turns, which helps card management too.

Two or three MPs without_leaving_the_havens cannot be dismissed in a minion's deck, where points are hard enough to come by as it is. The "Standard Modifications" are not an impediment either, since you can design around them easily, and in fact, you can make them work for you easily, especially for the Angmarim.

By using these easily recruited factions, you swiftly remove one of the burdens of raising MPs from your To Do list (getting at least one faction), leaving more resource cards to focus on allies and items. With two or three of these factions in your deck, you should get one of them quickly too.

So why beat yourself up trying to rouse Itangast? Ask an orc to go fight, while you watch the big game on the telly!

Elf-lord (posing as a Troll lieutenant today!)

Original card review taken from : http://fan.theonering.net/morgulrats/
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 December 23, 2011 12:55 pm



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