Awaken the Earth's Fire V:
Hazard permanent-event
Giants may be keyed to Redhorn Gate, High Pass, Gap of Isen, Angmar, Gundabad, Grey Mountain Narrows, Withered Heath, Numeriador, and Iron Hills. If Doors of Night is in play, all Giant attacks have 6 body. Discard this card if a Giant keyed to one of the regions above is defeated. You may discard this card during opponent's movement/hazard phase (not counting against the hazard limit) to take Earth-tremors, The Black Enemy's Wrath or Cruel Caradhras from your discard pile (or sideboard if Doors of Night is in play) to your hand. Cannot be duplicated.
[v] Awaken the Earth's Fire
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- Council Member
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- Joined: Wed Jan 31, 2007 10:46 am
- Location: Kempen (Niederrhein) Germany
Awesome card, brilliant combination of all needed things for a giants strategy
mfg Nicolai
mfg Nicolai
- Thorsten the Traveller
- Ex Council Chairman
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- Joined: Tue Feb 06, 2007 1:44 pm
- Location: Tilburg, Netherlands
Yes nice card, very useful. I would take out Drums however, I understand you want to give it more play, but it's crappy so we have to redo it anyway, and it doesn't fit in thematically. Why not Reach of Ulmo in stead?
Useful is good but not spectacular though, some additional new giant ability might be nice (if not on this card).
Useful is good but not spectacular though, some additional new giant ability might be nice (if not on this card).
Stone-age did not end because man ran out of rocks.
- Bandobras Took
- Rules Wizard
- Posts: 3109
- Joined: Wed Jan 31, 2007 2:30 pm
I've taken to putting Drums in my anti-minion hazard portions; a lot of minion decks spend their time in the under-deeps or the Misty Mountains.