Thorsten the Traveller wrote:I'm a bit hesitant to add more burning MP cards. Like Marcos says, do we need another? Other than theme it doesn't add much.
Although similar, it's not really a burning card, it's more of a capturing card. The changing of Anorien in a Shadow-land and MT into a shadow-hold is to simulate what originally happened to Minas Ithil as it became Minas Morgul.
The reason for a MT specific card is to try to make minion decks based in and around Gondor, Khand and Harondor, more appealing. For active RWs in particular there's no all that much to be gained round these areas.
Thorsten the Traveller wrote:And I think playtesting will show that Fell Rider Khamul and Co. can walse into this place. In fact, since this card doesn't tap the site, it can be played in addition to an item and Smoke, yielding 11 mp's in one turn, that's a bit over the top. Say no maia are played on you when moving from Morgul to Tirith (because you have them all on the table yourself, except Alatar of course), then a fell rider comp. with 3@12 goes through the auto unscratched, plays item, has no problem with Smoke, and your third untapped ringwraith faces 3 strikes at 11, 12 and 14 prowess against which he needs to remain untapped. So basically, al you need is one card to deal with it all this! (yeah yeah, I know, Rivers do flow in Anorien...).
Just to correct one inconsistency - Khamul's company in Fell Rider mode wouldn't ever be 3@12. Only Khamul can reach those dizzy heights since the Fell Rider card only imparts the bonus to prowess and penalty to DI to
your RW. Any other RWs would only receive bonuses or minuses as stated on their character cards. If I recall correctly, at most this can get them to a prowess of 10. After all these attacks, and the requirement for your RW to tap, is it really that likely that you'll have tons of other characters available to tap to play items, Smoke on the Wind, etc? There's also the automatic attacks to consider and any other Maia your opponent may throw at you.
I envisage this card will be like other major mission card, in that to get the conditions right for the MPs to be attained will take you some time. Two Man factions and an Orc faction with Grond is nothing to sniff at and Man factions in general aren't very lucrative!
Thorsten the Traveller wrote:So at least some Smoke clause should be included, or is it really intended to give 5 extra mp's on top of the usual combo? Because I don't think the faction/grond requirement is that hard.
Some clause for Smoke on the Wind may be in order.