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Sauron Orcs: The New Powerhouse
by Geoff Snider
Thirty-five hundred years before the rediscovery of the One Ring, armies
of the shadow marched upon the hosts of the last alliance. Throughout the
battle of Dagorlad and multiple encounters during its time, Orc battalions
of Mordor raged across the lands surrounding the dark lord's realm. Pillaging
as they went, bearing all forms of makeshift wargear, all feared their wicked
presence.
Sauron's Orc legions were built to be a feared culture. Players are supposed
to really dread what the Orcs are capable of, as well as hesitate to take
too much action against them. Anyone who's played against them knows exactly
what to expect. Hate, Under the Watching Eye, Orc Bowmen, Enduring Evil
and Enheartened Foe all complement Sauron's endless host of minions. But
what really classifies Sauron Orcs as a culture in LotR TCG? What unifying
traits do they carry which no other cultures possess? Trackers to reduce
minion costs, 'direct damage' to hurt the opponent's companions (both in
and outside of skirmishes), a few powerful tricks up their sleeve in the
form of skirmish actions, and of course a site number of 6. Until now, only
the Band of the Eye and Morgul Hunter were Sauron's staple large minions.
Realms of the Elf-lords expands the scope of the Sauron Orcs versatility
by adding more extremely large minions into the mix.
Why
play with such a minion as the Orc
Butcher? This minion only costs two, but can be infinitely large. He
is, however, only as big as the number of shadow conditions on the table,
so obviously a deck with Orc Bowmen and Under the Watching Eye would find
him to be an ideal minion. In the early game, he'll weigh in at a low six
to eight power, but later on he can hit upwards of twelve or fourteen.
The
Orc
Swordsman is another good example of how large these new minions can
get. Equipped with weapons like Orc Scimitar or Vile Blade, he's ideal for
fighting large companions like Gandalf and Aragorn. For a twilight cost
of three (four with a weapon) his power is unprecedented, and adds additional
flavor to a deck meant to overwhelm the opponent's companions.
By
far the best of these new powerhouses is the Orc
Trooper. Playing at a maximum of fourteen power for only four twilight
pool, he's the penultimate of the fellowship's evil competitors. In the
early stages of a game when a player's hand is likely to stay large, the
Orc Trooper is at his best. Further along into a game he'll begin to lose
his effectiveness when players are likely to play more than just one or
two cards during their shadow phase. A perfect complement to his varying
power, Enduring Evil can help retain his lethal balance in the late game.
So the Sauron Orcs aren't necessarily locked into a single mode of play?
My Sauron deck doesn't have to play with more conditions than minions? The
truth is, Hate is great, but sometimes no better than a Vile Blade.
June 4, 2002
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