43: Reckless Engineer
1P, 2 HP
Action: Sacrifice a development to reveal the top card of your deck. If the revealed card is a support card, put it into play and deal damage equal to its printed cost to this unit. Otherwise, discard it.
44: Ancient Vengeance
When your capital is dealt combat damage, you may put this card into play from your hand (in any zone). Lower the cost to play Dwarf units into this zone by 1 (to a minimum of 1).
45: Lion Standard
High Elf Unit
0P, 2 HP
Action: Spend 1 resource to have target unit get +1 hit point until the end of the turn.
47: War Boar
Battlefield. Treat all quests in play as if they are also support cards.
48: Valley of Many Eyes
Unique. Quest only. Forced: When you play another card into this zone, discard the top card of your deck. If the printed cost of the discarded card is not odd, destroy the just played card.
49: Roaming Shaman
Action: When this unit enters a zone, put 1 resource token on target quest you control.
51: Stricken Warrior
Forced: When this unit is opposed in combat, deal 1 damage to each other participating unit.
52: Rift of Battle
Units in all corresponding zones deal +1 damage in combat.
53: Treasure Thieves
Dark Elf Unit
Quest. Action: When this unit enters play, discard the top card of your deck to discard the top card of target opponent’s deck. Gain resources equal to the difference in printed cost between the discarded cards.
54: Jealous Eyes
Dark Elf Tactic
When this card is played, immediately end and resolve the current action chain.
Action: Move up to 2 resource tokens from target opponent’s card to a card you control.
Neutral Unit. (Wood Elf)
Order only. Action: When one of your zones with at least 3 developments is attacked, put this unit into play in that zone from your hand, declared as a defender.
Action: If this unit has 2 or less damage on it or assigned to it, return this unit to the top of its owner’s deck.
57: Arcane Power
Action: Draw a card. Then, if you control a legend or Artefact support card, return target card from your discard pile to your hand.
59: Hidden Operative
Quest. Action: Move the unit questing here to one of your other zones.
60: Beastman Incursion
Play in any opponent’s zone, under his control.
Forced: At the beginning of your turn, you must sacrifice a non-development, non-quest card in this zone, if able.
Action: At the beginning of your battlefield phase, skip the rest of your battlefield phase to destroy this card if a unit is questing here.
Winvasion - The Warhammer: Invasion podcast
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Thanks for that list! Some of these are rules-bombs waiting to go off. That DE card that ends the current chain? Mindbending.
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"The Phoenix King says 'hi'."
Pictures for you guys
so it begins the Ludenhoff,greatswords and hidden operative combo
I think there must be some restriction, like:at the beginning of your turn, or once per turn, or so on. Otherwise it would be too crushing. :)
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