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

 

 

TOP

MAP

TM & © 1996-2001 Decipher Inc. All Rights Reserved.       TERMS AND USAGE | PRIVACY NOTICE