MECCG Card Ideas

Alas, ICE went out of business and no longer were licenced to make MECCG cards. I feel like there were a few holes in some of the strategies and some cool ideas that could have been done. What follows is a list of some of my ideas:

For other fan-made MECCG cards have a look at the following links:

Costal Creature Enhancers

It always seemed to me that the costal sea region type is the poor, red-headed stepchild of the region types. First of all, there is no site type that corresponds with the region type. Free / Border / Shadow / Dark all have -Lands and -Holds, Wilderness has the corresponding Ruins and Lairs, But there is no site type that corresponds to the Costal Sea. Secondly, while there are numerous cards that allow you to change the site path (Morgul Night, Moon, Fog, Withered Lands, Choking Shadows, the list goes on and on), none of them allow you to convert a region to a Sea or from a Sea.

Additionally, the Costal seas hazard creatures were always a bit of a dillemma. If you stacked your deck with them but your opponent stayed on the mainland, they were impossible to play. If you didn't put any in you deck (most folks don't) and your opponent did head for the seas, you could never hurt him. Some small concessions were made with Watcher in the Water, Rain Drake, Marsh Drake, and a few others to make Costal creatures more playable, but they don't close the gap. Here are some ideas for some enablers to bring Costal sea creatures into play more often and some enhancers / aftershocks to make them more unpleasant.

FLOOD (Haz/Long): Any creature that may be played keyed to a Costal sea may be played keyed to any Under-Deeps site or any region adjacent to a Costal sea region.
If Doors of Night is in play, you may play any Costal sea creature keyed to a region that is two regions adjacent to a Costal sea region.

SWOLLEN RIVER (Haz/Short): Treat thre Wilderness regions as a single Costal region. (If Doors of Night is in play, treat two Wilderness regions as a single Costal region.)
Alternatively, you may play this card with a River card to play any non-Man Costal sea creature keyed to a site. The normal effects of the River card are not honored and the River card does not count against the hazard limit.

AVAST YE LANDLUBBERS! (Haz/Short): Any Man creature that can be keyed to a Costal region (Pirates, Corsairs of Umbar) may be played keyed to a Border-Hold or Free-Hold.

SOAKED TO THE BONE (Haz/Perm): May only be played following a Costal creature hazard. Play on a character, causes the character to tap. The character does not untap until this card is removed. Remove this card durring the untap phase if the character is at a Haven.

SEASICK (Haz/Short): Playable durring the movement phase on a character in a company with a Costal Sea in its site path. Tap the character.

AN UNEXPECTED INLET (Haz/Short): Search your discard pile or sideboard for one Costal sea hazard which you may place in your hand.
Alternatively, search your discard / sideboard for 3 Costal sea hazards and place them in your play deck.

WAVES OF WRATH (Haz/Long): The prowess of all hazard creatures played keyed to Costal Sea regions is increased by +1.
Additionally, if Doors of Night is in play, the number of strikes of each Costal hazard creature is increased by one.

Giants / Pukel / Awakened Plant Strategy

I always felt like Giants, Pukel-Men and Awakened Plants really got the shaft in MECCG. There were never enough unique cards of each creature type (or enhancers) to make any of them a good, standalone hazard strategy. I thought, however, that the three of them could work well together in concert, much like the ever-popular Wolf / Spiders / Animals combo. Here's some enhancers to help them all work together.

AWAKENED BOULDER (Haz/Creature or Short Event): Pukel Creature. Playable only following a Giant creature hazard has been played on the same company 2 strikes at 12 prowess. (1 MP)
Alternatively, may be played with a Pukel Creature to give it +1 prowess.

WATCHER IN THE BRAMBLES (Haz/Creature): Awakened Plant. Playable on a company with 3 Wilderness regions in its site path. (Only 2 Wilderness regions are required if Doors of Night is in play.) Each character in the company faces one strike at 10 prowess. (1 MP)

HERE BE GIANTS (Haz/Long): Giant While this card is in play, Giants, Pukel Men, and Troll creatures may be played keyed to any Border Hold, Ruins / Lairs or Shadow-Hold site.
Additionally, if Doors of Night is in play, one Giant, Pukel Men or Troll creature does not count against the hazard limit.

MOUNTAINS OF MADNESS (Haz/Perm): Any Giant or Pukel-Creature may be played keyed to any mountain region (Misty / White / Ash etc). Discard when any play deck is exhausted.

WOODS OF WRATH (Haz/Long): The prowess of all Giants, Pukel-Creatures, and Awakened Plants is increased by +1.
Additionally, if Doors of Night is in play, the number of strikes of each Giant, Pukel-Creature and Awakened Plant is increased by one.

EVEN THE WOODS HAVE EYES (Haz/Short): Cancels any resource short-event that would cancel a Pukel-Creature or Awakened Plant creature hazard.
Alternatively, doubles the number of strikes from any Pukel Creature or Awakened Plant.

HEART OF STONE (Haz/Perm): Corruption. Playable on a character facing an attack by a Pukel-Creature. If the Pukel-Creature is defeated, discard this card. If the Pukel-Creature is not defeated, place this card and the Pukel-Creature with the caracter. Character receives two corruption points and the Pukel-Creature is considered "off to the side" and will attack the company whenever the creature is normally playable.

FURY OF THE FOREST (Haz/Short): Only playable if Doors of Night is in play. One Giant, Pukel, or Awakened Plant creature hazard may be played for each Wilderness in the site path and does not count against the hazard limit.

ROOTS RUN DEEP (Haz/Perm): Any Awakened Plant creature hazard may be played keyed to any region in Mirkwood or Fanghorn, or the Old Forest.
Alternatively, this card may be played on any opponents Ent ally already in play. Make a roll (or draw a number). If the roll plus your unused General Influence is less than 12, discard the Ent ally.

THE STONE KING (Haz/Creature or Permenant Event): Pukel Creature May be played as a hazard creature (with one strike) or as a permenant-event. As a creature, may be played at any site in Old Pukel Land, Old Pukel Gap, or Andrast.
If Doors of Night is in play, The Stone King may be played as a permenant-event that gives +1 prowess and +1 strikes to all Giant, Pukel Creature, and Awakened Plant attacs. The Stone King may opt to attack from a Permenant-Event state and receive these bonuses, but his attack counts as one against the hazard limit. Discard when The Stone King attacks or when Doors of Night leaves play.

CRUEL CAVERNS (Haz/Long): While this event is in play, any Pukel Creature (including The Stone King) may be played at any Under-Deeps site.

THE GREAT WILLOW a fan-made card idea for a Minion Ally.