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[v] Awaken the Earth's Fire

Posted: Mon Apr 21, 2008 1:09 pm
by Jambo
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.

Posted: Mon Apr 21, 2008 1:38 pm
by Vastor Peredhil
Awesome card, brilliant combination of all needed things for a giants strategy

mfg Nicolai

Posted: Mon Apr 21, 2008 10:02 pm
by marcos
yeah! pretty neat!

Posted: Tue Apr 22, 2008 12:42 pm
by Thorsten the Traveller
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).

Posted: Tue Apr 22, 2008 1:34 pm
by Bandobras Took
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.

Posted: Tue Apr 22, 2008 1:42 pm
by Jambo
Yes, I had considered Reach of Ulmo too, but as Ulmo is the God of the seas and this is a water hazard, I hesitated. Maybe it would be better as a alternative effect of my virtual Noose of the Sea?

Posted: Tue Apr 22, 2008 4:27 pm
by marcos
i would remove drums too... it just doesn't fit thematically... For some more ideas about giants and earth attacks check here

Posted: Wed Apr 23, 2008 11:54 am
by Jambo
Drums removed.