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Saruman's Fiercest Legion
by Geoff Snider
As the days of The Fellowship of the Ring come to a close, we more and
more begin to anticipate The Two Towers. The Fellowship has lost a major
ally; the minions of Saruman have killed Boromir. The stage for the next
arc in the story is set by this event. In The Two Towers, the armies of
Isengard besiege the kingdom of Rohan. The fighting Uruk-hai are the menace
which the free peoples of Middle Earth must face, and to foreshadow their
might in The Two Towers, they become an overpower in Realms of the Elf-lords.
The
Uruk-hai, unbound by the constraints that affect other Orcs, may now demonstrate
their full power. Saruman,
Keeper of Isengard is by far the most prolific card to come out of 'Realms.'
Looking at him for the first time you're most likely to have one of two
reactions: 1) "They're all fierce? Wow!" and your jaw will drop, or 2) "He
costs an awful lot for a minion who never fights! I'll never play with that
card." There are, however, several subtleties to Saruman that make themselves
apparent over time. He costs as much as (or more than) your typical Uruk-hai,
but he doubles the efficiency of all Uruk-hai in play by allowing them to
fight twice. This may not make the biggest difference when Saruman accompanies
a single Uruk, but in concert with two or three, you'll effectively have
twice as many minions for a slightly increased cost. He's also capable of
keeping your Uruk-hai alive through a barrage of archery fire, maneuver
events, or skirmish-based direct damage like the Blade of Gondor or Power
According to His Stature.
The
Uruk
Ravager becomes another staple for the Uruk-hai, perfectly supplementing
Saruman. His cost is reduced while Saruman in play, allowing you to spring
well-laid traps on your opponent for minimal amounts of twilight pool. Another
new key player, the Orthanc Berserker fits into Saruman's scheme perfectly.
Backed by Worry and twice the number of skirmishes they used to have, the
Uruk-hai can cause significant damage to the Ring-bearer. As a result, the
Orthanc Berserker can exhaust key companions before the skirmish phase even
begins.
One
of the legendary seeing stones of Númenor, thought lost for millennia,
The
Palantir of Orthanc is discovered as the missing link between the towers
of Orthanc and Barad-dûr. It becomes the key to any winning Isengard
strategy. Although more potent when used with Isengard Orcs, the Uruk-hai
can use its powers to ensure victory. By disallowing a free peoples player
from using any sort of maneuver, archery, or skirmish events played from
hand, the Shadow player's minions are free to severely punish the fellowship...
especially if they move more than once in a turn.
June 10, 2002
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