Alith Anar
Unique High Elf Legend
3 Cost (2 Loyalty)
1 Power Kingdom/Quest, 2 Power Battlefield
3 Hit Points
Forced: When this legend enters play, you must burn 3 zones instead of 2 in order to win for the rest of the game.
Action: When this legend attacks, turn target development you control faceup. If it is a High Elf unit with Ambush, trigger its ability as if it just ambushed and declare it as an attacker. Otherwise, sacrifice it.
Rescue Prisoners
Unique High Elf Quest
0 Cost (3 Loyalty)
Mission.
Play in any opponent's zone under your control.
When you assign combat damage to this zone, you may place any number of that combat damage on this quest instead.
Forced: When the 3rd damage token is placed here, sacrifice this quest to put 1 resource token on each card you control with at least 1 resource token on it.
Outlying Tower
High Elf Support
1 Cost (1 Loyalty)
1 Power
Building
If you control a non-High Elf card, sacrifice this card.
Nagarythe Archer
High Elf Unit
3 Cost (1 Loyalty)
1 Power
3 Hit Points
Ranger.
High Elf only. Ambush 2.
Action: When this unit ambushes, deal 3 indirect damage to target opponent.
Karak Hirn Warrior
Dwarf Unit
4 Cost (2 Loyalty)
2 Power
3 Hit Points
Elite
While you have at least 3 resources in your pool, this unit may attack from any zone and may defend any zone.
Band Together
Dwarf Tactic
2 Cost (2 Loyalty)
Dwarf only. Ambush 0.
Action: Gain 3 resources
Wealth of the Hold
Dwarf Support
2 Cost (2 Loyalty)
1 Power
Vault
Action: At the beginning of each opponent's turn, gain 1 resource.
Maid of Sigmar
Empire Unit
2 Cost (2 Loyalty)
0 Power
2 Hit Points
Priest
Battlefield only.
This unit gains Power for each experience attached to it.
Action: When this unit attacks or defends, attach 1 experience to it.
Distribute the Spoils
Empire Tactic
0 Cost (3 Loyalty)
Play only if you just dealt combat damage to an opponent's capital.
Action: Attach 2 experience to target attacking unit.
Wolf Chariot
Orc Unit
5 Cost (2 Loyalty)
3 Power
4 Hit Points
Cavalry. Goblin.
Battlefield only.
Action: When this unit attacks, sacrifice a unit you control. This unit gains Power equal to the sacrificed unit's loyalty until the end of the phase.
Goblin Raiders
Orc Unit
1 Cost (2 Loyalty)
1 Power
1 Hit Point
Goblin
Battlefield only. Raider 2.
Get Outta My Way!
Orc Tactic
1 Cost (3 Loyalty)
Action: Until the end of the phase, each unit with no damage on it deals no damage in combat.
Shaggoth Champion
Chaos Unit
X Cost (2 Loyalty)
0 Power
X Hit Points
Creature. Dragon. Ogre.
This unit gains Power equal to X.
X is the fewest number of cards in any opponent's hand.
Forced: When this unit attacks, each player draws a card.
Summons of Chaos
Chaos Tactic
2 Cost (4 Loyalty)
Epic Spell
Limited.
Action: Name a number and reveal the top X cards of your deck. X is the named number. Put a Chaos unit with cost X or less revealed by this effect into play in your battlefield. Discard the rest of the revealed cards.
Vaedra Bloodsworn
Unique Dark Elf Unit
3 Cost (2 Loyalty)
0 Power
3 Hit Points
Warrior. Witch Elf.
Action: When this unit attacks or defends, discard the top card of target opponent's deck. This unit gains Power equal to the cost of the discarded card until the end of the phase.
Hag Graef Knights
Dark Elf Unit
2 Cost (1 Loyalty)
1 Power
2 Hit Points
Cavalry
Raider 2.
Cavalry Raid
Dark Elf Tactic
1 Cost (2 Loyalty)
Cavalry
Play only on your turn.
Action: Attacking and defending non-Cavalry units lose all Power until the end of the phase.
Stealthy Skink
Neutral Unit
2 Cost
1 Power
2 Hit Points
Lizardmen
Order only. Ambush 1.
Action: When this unit ambushes, Lizardmen units you control get +2 hit points until the end of the phase.
Skaven Packmaster
Neutral Unit
2 Cost
1 Power
2 Hit Points
Skaven
Destruction only. Ambush 1
Action: When this unit ambushes, restore up to 2 units you control.
All Out War
Neutral Tactic
3 Cost
Play at the beginning of your Battlefield phase.
Action: When you declare an attack against target opponent, that attack is against all of that opponent's non-burning zones. Defending opponent may declare defenders from all of his non-burning zones. This effect lasts until the end of the phase.
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