Hasbro 1 Rise of the Valkyrie FS-RV Classic 2004‑08 Mimring AC-RV01 Utgar U Icaria Dragon Beast Ferocious H 9 5 6 1 4 3 6 6 6 8 150 Fire Line Special Attack Range Special. Attack 4. Choose 8 spaces in a straight line from Mimring. All figures on those spaces who are in line of sight are affected by Mimring's Fire Line Special Attack. Roll 4 attack dice once for all affected figures. Affected figures roll defense dice separately. 8 4 Flying When counting spaces for Mimring's movement, ignore elevations. Mimring may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Mimring starts to fly, if he is engaged he will take any leaving engagement attacks. +
2
245464
Finn the Viking Champion AC-RV02 Jandar U Earth Human Champion Valiant M 5 4 5 1 3 4 5 1 3 6 80 Attack Aura 1 All friendly figures adjacent to Finn with a range of 1 add 1 die to their normal attack. +1 Warrior's Attack Spirit 1 When Finn is destroyed, place this figure on any unique Army Card. Finn's Spirit adds 1 to the normal attack number on that card. +1
1
249626
Thorgrim the Viking Champion AC-RV03 Jandar U Earth Human Champion Valiant M 5 4 5 1 3 4 5 1 3 6 80 Defensive Aura 1 All friendly figures adjacent to Thorgrim add 1 die to their defense. +1 Warrior's Armor Spirit 1 When Thorgrim is destroyed, place this figure on any unique Army Card. Thorgrim's Spirit adds 1 to the defense number on that card. +1
1
249627
Tarn Viking Warriors AC-RV04 Jandar U Earth Human Warrior Warriors Wild M 5 1 4 1 3 4 4 1 3 4 50 Berserker Charge After moving and before attacking, roll the 20‑sided die. If you roll a 15 or higher, you may move all Tarn Viking Warriors again. +
1
1
1
1
249629
Agent Carr AC-RV08 Vydar U Earth Human Agent Tricky M 5 4 5 6 2 4 7 4 4 6 100 Ghost Walk Agent Carr can move through all figures. + Sword of Reckoning 4 If Agent Carr is attacking an adjacent figure, add 4 dice to Agent Carr's attack. 1 6 Disengage Agent Carr is never attacked when leaving an engagement. +
1
245462
Krav Maga Agents AC-RV09 Vydar U Earth Human Agent Agents Tricky M 4 1 6 7 3 3 6 7 3 3 100 Stealth Dodge When a Krav Maga Agent rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage. +
1
1
1
249608
Ne‑Gok‑Sa AC-RV12 Utgar U Marr Marro Warlord Tricky M 5 5 5 1 3 6 5 1 4 7 90 Mind Shackle 20 After moving and before attacking, you may choose any unique figure adjacent to Ne‑Gok‑Sa. Roll the 20‑sided die. If you roll a 20, take control of the chosen figure and that figure's Army Card. You now control that Army Card and all figures on it. Remove any Order Markers on this card. If Ne‑Gok‑Sa is destroyed, you retain control of any previously Mind Shackled Army Cards. +
1
245467
Marro Warriors AC-RV13 Utgar U Marr Marro Warrior Warriors Wild M 4 1 6 6 2 3 6 6 2 4 50 Water Clone Instead of attacking with all of the Marro Warriors, one at a time, roll the 20‑sided die for each Marro Warrior in play. If you roll a 15 or higher, place a previously destroyed Marro Warrior on a same‑level space adjacent to that Marro Warrior. Any Marro Warrior on a water space needs a 10 or higher to Water Clone. You may only Water Clone after you move. +
1
1
1
1
245473
Syvarris AC-RV17 Ullar U Feylund Elf Archer Precise M 5 4 5 9 3 2 5 9 4 5 100 Double Attack When Syvarris attacks, he may attack one additional time. +
1
249614
Deathwalker 9000 AC-RV18 Utgar U Alpha Prime Soulborg Deathwalker Precise L 7 1 5 7 4 9 5 7 4 9 140 Explosion Special Attack Range 7. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Explosion Special Attack. Deathwalker only needs a clear sight shot at the chosen figure. Roll 3 attack dice once for all affected figures. Each figure rolls defense dice separately. Deathwalker can be affected by his own Explosion Special Attack. 7 3 Range Enhancement Any Soulborg Guards you control with a Range number of 4 or more that are adjacent to Deathwalker 9000 add 2 spaces to their range. +2
1
249606
Zettian Guards AC-RV19 Utgar U Alpha Prime Soulborg Guard Guards Precise M 5 1 4 7 2 7 4 7 2 7 70 Zettian Targeting When attacking, if your second Zettian Guard attacks the same figure as the first Zettian Guard, add one attack die to the second Zettian Guard's attack. 3
1
1
249611
Raelin the Kyrie Warrior AC-RV21 Jandar U Valhalla Kyrie Warrior Merciful M 5 5 6 1 3 3 7 1 3 7 80 Defensive Aura All figures you control within 4 clear sight spaces of Raelin add 2 to their defense dice. Raelin's Defensive Aura does not affect Raelin. 4 +2 Flying When counting spaces for Raelin's movement, ignore elevations. Raelin may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Raelin starts to fly, if she is engaged she will take any leaving engagement attacks. +
1
241020
Izumi Samurai AC-RV22 Einar U Earth Human Samurai Disciplined M 5 1 6 1 2 5 6 1 3 6 60 Counter Strike When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai. +
1
1
1
249594
Sgt. Drake Alexander AC-RV25 Jandar U Earth Human Soldier Valiant M 5 5 5 1 6 3 6 1 6 7 110 Thorian Speed Opponents' figures must be adjacent to Sgt. Drake Alexander to attack him with a normal attack. + Grapple Gun 25 Instead of Sgt. Drake Alexander's normal move, he may move only one space. This space may be up to 25 levels higher. When using the Grapple Gun, all engagement rules still apply. +
1
249631
Airborne Elite AC-RV26 Jandar U Earth Human Soldier Soldiers Disciplined M 5 1 4 8 3 2 4 8 3 2 110 Grenade Special Attack Range 5. Lob 12. Attack 2. Use this power once per game. Start the game with a grenade marker on this card. Remove the grenade marker to throw grenades. One at a time do the following with each Airborne Elite: Choose a figure to attack. No clear line of sight is needed. Any figures adjacent to the chosen figure are also affected by the Grenade Special Attack. Roll 2 attack dice once for all affected figures. Each figure rolls defense dice separately. 5 2 The Drop Airborne Elite do not start the game on the battlefield. At the start of each round, before you place Order Markers, roll the 20‑sided die. If you roll a 13 or higher you may place all 4 Airborne Elite figures on any empty spaces. You cannot place them adjacent to each other or other figures, or on glyphs. +
1
1
1
1
257800
Grimnak AC-RV30 Utgar U Grut Orc Champion Ferocious H 11 5 5 1 2 4 5 1 6 7 120 Chomp Before attacking, choose one medium or small figure adjacent to Grimnak. If the chosen figure is a Squad figure, destroy it. If the chosen figure is a Hero figure, roll the 20‑sided die. If you roll a 16 or higher, destroy the chosen Hero. + Orc Warrior Enhancement All friendly Orc Warriors adjacent to Grimnak roll an additional attack die and an additional defense die. +1 +1
2
249625
Malliddon's Prophecy FS-MP Classic 2004‑12 Arrow Gruts AC-MP01 Utgar C Grut Orc Archer Archers Wild M 4 1 6 6 1 1 6 6 1 1 40 Beast Bonding Before taking a turn with Arrow Gruts, you may first take a turn with any Beast you control. + + Disengage Arrow Gruts are never attacked when leaving an engagement. +
1
1
1
255085
Blade Gruts AC-MP04 Utgar C Grut Orc Warrior Warriors Wild M 4 1 6 1 2 2 6 1 2 2 40 Orc Champion Bonding Before taking a turn with Blade Gruts, you may first take a turn with any Orc Champion you control. + + Disengage Blade Gruts are never attacked when leaving an engagement. +
1
1
1
1
255082
Roman Archers AC-MP08 Einar C Earth Human Archer Archers Disciplined M 5 1 4 6 2 1 4 6 2 1 55 Arrow Volley Special Attack Range 6, Attack 6. Three unengaged adjacent Roman Archers on the same level may combine their attacks and roll their attack dice as one attack. All Roman Archers in the arrow volley must have a clear line of sight on the one target. 6 6
1
1
1
241021
Roman Legionnaires AC-MP11 Einar C Earth Human Soldier Soldiers Disciplined M 5 1 4 1 3 2 4 1 3 3 50 Warlord Bonding Before taking a turn with Roman Legionnaires, you may first take a turn with any Warlord you control. + + Shield Wall When defending with a Roman Legionnaire, add 1 defense die for each adjacent Roman Legionnaire you control up to a maximum of +2 dice, for the Shield Wall power. 4
1
1
1
1
257802
Venoc Vipers AC-MP15 Ullar C Marr Viper Scout Scouts Relentless M 5 1 7 1 3 0 7 1 3 0 40 Slither Venoc Vipers do not have to stop their movement when entering water spaces. + Frenzy After you take a turn with Venoc Vipers, roll the 20‑sided die. If you roll a 16 or higher you may take another turn with Venoc Vipers. + +
1
1
1
249621
Omnicron Snipers AC-MP18 Jandar C Alpha Prime Soulborg Sniper Snipers Precise M 5 1 5 7 1 3 5 7 2 4 100 Deadly Shot When attacking with Omnicron Snipers, all skulls rolled count for one additional hit. 2x
1
1
1
241019
Kelda the Kyrie Warrior AC-MP21 Jandar U Valhalla Kyrie Warrior Merciful M 5 5 6 1 2 3 5 1 2 7 80 Healing Touch After moving and before attacking, choose a wounded hero figure adjacent to Kelda. Then roll the 20‑sided die to add or remove wound markers from the chosen figure's card: If you roll 1, add 2 markers. If you roll 2‑5, remove 1 marker. If you roll 6‑17, remove up to 2 markers. If you roll 18‑20, remove all markers. + Flying When counting spaces for Kelda's movement, ignore elevations. Kelda may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Kelda starts to fly, if she is engaged she will take any leaving engagement attacks. +
1
241012
Marcus Decimus Gallus AC-MP22 Einar U Earth Human Warlord Disciplined M 5 6 5 1 3 3 5 1 3 5 100 Soldier Leadership All Soldiers you control move one additional space. +1 Soldier Attack Enhancement All friendly Soldiers adjacent to Marcus Decimus Gallus receive an additional attack die. +1
1
257806
Taelord the Kyrie Warrior AC-MP23 Utgar U Valhalla Kyrie Warrior Relentless M 5 5 5 1 3 3 5 1 4 6 180 Attack Aura All figures you control within 4 clear sight spaces of Taelord get +1 to attack. Taelord's Attack Aura does not affect Taelord. 4 +1 Stealth Flying When counting spaces for Taelord's movement, ignore elevations. Taelord may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Taelord starts to fly, if he is engaged he will not take any leaving engagement attacks. +
1
249639
Venoc Warlord AC-MP24 Ullar U Marr Viper Warlord Relentless M 6 6 7 1 4 3 7 1 4 7 120 Scout Leadership All scouts you control can move an additional 2 spaces. +2 Frenzy Enhancement Add 1 to your die roll when you roll for the Frenzy power on any Army Card. + + Slither Venoc Warlord does not have to stop his movement when entering water spaces. +
1
249649
Tornak AC-MP25 Utgar U Grut Orc Champion Tricky L 6 3 7 1 4 5 7 1 4 7 100 Disengage Tornak is never attacked when leaving an engagement. + Orc Warrior Enhancement All friendly Orc Warriors adjacent to Tornak receive an additional attack die and an additional defense die. +1 +1
2
249633
Utgar's Rage FS-UR Classic 2005‑06 Marro Drones AC-UR01 Utgar C Marr Marro Drone Drones Wild M 5 1 6 1 3 3 6 1 3 3 50 Hive Swarm Before moving Marro Drones, roll the 20‑sided die. If you roll 1‑12, you may move and attack with up to 3 Marro Drones you control. If you roll 13‑16, you may move and attack with up to 6 Marro Drones you control. If you roll 17‑20, you may move and attack with up to 9 Marro Drones you control. + +
1
1
1
245469
Minions of Utgar AC-UR04 Utgar C Valhalla Kyrie Minion Minions Relentless M 6 1 4 1 2 6 5 1 4 7 110 Utgar's Orders Instead of taking a turn with the Minions of Utgar, you may take a turn with any Kyrie Warrior you control who follows Utgar. + + Deadly Strike When attacking with Minions of Utgar all skulls rolled count for one additional hit. + Flying When counting spaces for Minions of Utgar's movement, ignore elevation. Minions of Utgar may fly over water without stopping, pass over figures without becoming engaged and fly over obstacles such as ruins. When a Minion of Utgar starts to fly, if he is engaged he will take any leaving engagement attacks. +
1
1
1
257813
Swog Rider AC-UR07 Utgar C Grut Orc Beast Wild L 6 1 8 1 3 3 8 1 3 3 25 Disengage Swog Rider is never attacked when leaving an engagement. + Orc Archer Enhancement All friendly Orc Archers adjacent to a Swog Rider receive an additional attack die and an additional defense die. + + +
2
255086
Knights of Weston AC-UR08 Jandar C Earth Human Knight Knights Valiant M 5 1 4 1 3 4 4 1 3 4 70 Human Champion Bonding Before taking a turn with the Knights of Weston, you may first take a turn with any Human Champion you control. + + A Coward's Reward Knights of Weston roll one additional die against figures leaving an engagement with them. + +
1
1
1
1
255064
4th Massachusetts Line AC-UR12 Jandar C Earth Human Soldier Soldiers Valiant M 5 1 5 6 2 2 5 6 2 2 70 Wait Then Fire If none of the 4th Massachusetts Line move this turn, add 1 die to their attack. + + + Valiant Army Defense Bonus If every Army Card you control has a valiant personality, each soldier in the 4th Massachusetts Line receives 1 additional defense die. +
1
1
1
1
245456
Anubian Wolves AC-UR16 Utgar C Feylund Wolf Devourer Devourers Relentless M 5 1 6 1 1 4 6 1 3 4 75 Unleashed Fury Before moving, roll the 20‑sided die. If you roll a 1, choose an Anubian Wolf you control and destroy it. If you roll a 2‑6, add 1 to the attack value of this card. If you roll a 7‑11, add 2 to the attack value of this card. If you roll a 12‑15, add 3 to the attack value of this card. If you roll a 16‑19, add 4 to the attack value of this card. If you roll a 20, add 8 to the attack value of this card. +
1
1
1
249646
Sir Denrick AC-UR19 Jandar U Earth Human Champion Valiant M 5 5 5 1 4 4 4 1 5 6 100 A Coward's Reward Sir Denrick rolls one additional die against each figure leaving an engagement with him. + + Giant Killer When Sir Denrick attacks huge figures, add 2 attack dice. +
1
255066
Me‑Burq‑Sa AC-UR20 Utgar U Marr Marro Warlord Wild L 7 3 8 6 3 3 8 6 3 5 50 Paralyzing Stare 16 After moving and before attacking, choose any small or medium figure within 6 clear site spaces of Me‑Burq‑Sa. Roll the 20‑sided die. If you roll 16 or higher, the chosen figure cannot roll any defense dice if attacked by Me‑Burq‑Sa this turn. + +
2
245468
Khosumet the Darklord AC-UR21 Utgar U Feylund Wolf Darklord Relentless M 5 3 6 1 3 3 6 1 3 6 75 Relentless Assault Each friendly figure adjacent to Khosumet with a relentless personality receives an additional attack die. + Unleashed Fury Enhancement You may add 1 to your die roll when you roll for the Unleashed Fury power on any Army Card. +
1
249645
Krug AC-UR22 Utgar U Feylund Troll Beast Relentless H 8 8 5 1 2 3 6 1 4 8 120 Wounded Smash When Krug attacks, he receives one extra attack die for each wound marker he has. + Double Attack When Krug attacks, he may attack one additional time. +
2
249644
Orm's Return FS-OR Classic 2005‑07 Su‑Bak‑Na AC-OR01 Utgar U Marr Marro Hivelord Tricky H 12 5 6 1 7 3 6 1 7 8 160 Hive Supremacy Any time you roll the 20‑sided die for a Marro or Wulsinu Army Card, you may add 1 to your die roll. + + + Flying When counting spaces for Su‑Bak‑Na's movement, ignore elevation. Su‑Bak‑Na may fly over water without stopping. Su‑Bak‑Na may pass over figures without becoming engaged. Su‑Bak‑Na may fly over obstacles such as ruins. When Su‑Bak‑Na starts to fly, if he is engaged he will take any leaving engagement attacks. +
2
257811
Deathwalker 8000 AC-OR02 Utgar U Alpha Prime Soulborg Deathwalker Precise L 7 1 5 7 3 8 5 7 4 8 130 Rapid Fire Special Attack Range 7. Attack 3. If Deathwalker's Rapid Fire Special Attack inflicts a wound, he may attack again with his Rapid Fire Special Attack. Deathwalker may continue attacking with his Rapid Fire Special Attack until he does not inflict a wound. + +
1
255073
Dund AC-OR03 Vydar U Feylund Doggin Hunter Tricky L 4 4 6 1 3 5 6 1 3 7 110 Crippling Gaze 15 Before moving, you may choose a figure within 5 clear sight spaces of Dund. Roll the 20‑sided die. If you roll a 15 or higher remove all order markers on the chosen figure's army card (or cards if your opponent has more than one common card for that figure). + +
2
241004
Charos AC-OR04 Ullar U Icaria Dragon King Valiant H 9 9 5 1 5 5 6 1 5 9 210 Counter Strike When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. + + Flying When counting spaces for Charos's movement, ignore elevation. Charos may fly over water without stopping. Charos may pass over figures without becoming engaged. Charos may fly over obstacles such as ruins. When Charos starts to fly, if he is engaged he will take any leaving engagement attacks. +
2
241026
Brunak AC-OR05 Utgar U Feylund Trolticor Mount Ferocious H 8 3 6 1 4 7 6 1 4 8 110 Carry Before moving Brunak, choose an unengaged friendly small or medium figure adjacent to Brunak. After you move Brunak, place the chosen figure adjacent to Brunak. + Blood Hungry Special Attack Range 1. Attack 4. If Brunak's Blood Hungry Special Attack destroys a figure, Brunak may attack again with his Blood Hungry Special Attack. Brunak may continue attacking with his Blood Hungry Special Attack until he does not destroy a figure. + Lava Resistant Brunak never rolls for molten lava damage or lava field damage and he does not have to stop in molten lava spaces. + +
2
255075
Road to the Forgotten Forest FS-RF Classic 2005‑07 Dumutef Guard AC-RF01 Utgar C Feylund Fiantooth Guard Relentless L 7 1 6 1 4 4 6 1 4 5 25 Road Strength Add 1 to Dumutef Guard's attack and defense while on a road space. + + Devourer Attack Enhancement All friendly Devourers adjacent to a Dumutef Guard receive an additional attack die. +
2
255076
Volcarren Wasteland FS-VW Classic 2005‑08 Obsidian Guards AC-VW01 Utgar C Valhalla Moltarn Guard Guards Ferocious M 5 1 4 1 4 4 4 1 4 4 100 Lava Resistant Obsidian Guards never roll for molten lava damage or lava field damage and they do not have to stop on molten lava spaces. + + Lava Throw When an Obsidian Guard is on a molten lava space it may add 2 to its range. + + Water Weakness An Obsidian Guard on a waterspace rolls 2 fewer defense dice. +
1
1
1
241017
Nerak's Return FS-NR Classic 2005‑08 Nerak the Glacian Swog Rider AC-NR01 Utgar U Grut Orc Champion Wild L 6 3 8 1 3 3 8 1 3 6 50 Disengage Nerak is never attacked when leaving an engagement. + Orc Defensive Aura 1 All Orc figures you control within 4 clear sight spaces of Nerak add 1 to their defense dice. Nerak's Orc Defensive Aura does not affect Nerak. + Snow Strength Add 1 to Nerak's attack and defense while on a snow space. + +
2
249634
Jandar's Oath FS-JO Classic 2005‑09 Gorillinators AC-JO01 Vydar C Marr Primadon Agent Agents Tricky M 5 1 7 6 2 1 7 6 2 4 90 Tough When rolling defense dice against a normal attack, Gorillinators always add one automatic shield to whatever is rolled. +
1
1
1
255092
Marrden Hounds AC-JO04 Utgar C Marr Wulsinu Hunter Hunters Wild L 4 1 1 1 3 5 8 1 3 5 90 Wild Pack Movement Before moving, roll the 20‑sided die. If you roll 1‑3, add 1 to the move value of this card.. If you roll 4‑6, add 3 to the move value of this card.. If you roll 7‑20, add 7 to the move value of this card. + Marro Plague After moving and before attacking, you must roll the 20‑sided die once for each figure adjacent to any Marrden Hounds you control. If you roll a 16 or higher, that figure receives a wound. Soulborgs and Wulsinu are not affected by this marro plague. +
2
2
2
245471
MacDirk Warriors AC-JO07 Jandar C Earth Human Warrior Warriors Wild M 5 1 5 1 2 2 5 1 3 2 80 Highland Fury At the start of the game, choose a Human Champion you control. While that champion is in play, MacDirk Warriors roll one additional attack die for each wound marker on the chosen hero. There can be only one Human Champion for all the MacDirk Warriors you control. MacDirk Warriors cannot attack their chosen Human Champion. + Human Champion Bonding Before taking a turn with the MacDirk Warriors, you may first take a turn with any Human Champion you control. + +
1
1
1
1
249641
Microcorp Agents AC-JO11 Vydar C Earth Human Agent Agents Tricky M 5 1 5 7 2 3 5 7 3 3 100 Stealth Armor 15 When a Microcorp Agents receives one or more wounds, before removing that agent, roll the 20‑sided die. If you roll a 15 or higher, ignore any wounds. + Water Suits Microcorp Agents do not have to stop their movement when entering a water space. Add 2 to a Microcorp Agent's defense while he is on a water space. + + Sighting When a Microcorp Agent is attacking with a height advantage, he rolls an additional attack die. + +
1
1
1
257805
Sentinels of Jandar AC-JO14 Jandar C Valhalla Kyrie Sentinel Sentinels Valiant M 6 1 4 1 3 4 4 1 3 8 110 Shields of Valor When defending with Sentinels of Jandar, each shield rolled counts for one additional block. + Flying When counting spaces for Sentinels of Jandar's movement, ignore elevations. Sentinels of Jandar may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Sentinel of Jandar starts to fly, if he is engaged he will take any leaving engagement attacks. +
1
1
1
255091
Shaolin Monks AC-JO17 Ullar C Earth Human Monk Monks Disciplined M 5 1 6 1 3 3 6 1 3 3 80 Shaolin Assault A Shaolin Monk may attack any or all figures adjacent to him. Roll each attack separately. + Stealth Leap Instead of their normal move, any or all Shaolin Monks may Stealth Leap. Stealth Leap has a move of 3. When counting spaces for a Monk's leaping movement, ignore elevations. A Monk may leap over water without stopping, pass over figures without becoming engaged, and leap over obstacles such as ruins. A Monk may not leap more than 12 levels up or down in a single leap. If a Monk is engaged when he starts to leap, he does not take any leaving engagement attacks. + +
1
1
1
241024
Concan the Kyrie Warrior AC-JO20 Jandar U Valhalla Kyrie Warrior Valiant M 5 5 5 1 4 4 5 1 4 4 80 Knight and Sentinel Enhancement All friendly Knights and Sentinels adjacent to Concan roll an additional attack die and an additional defense die. + + Flying When counting spaces for Concan's movement, ignore elevations. Concan may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Concan starts to fly, if he is engaged he will take any leaving engagement attacks. +
1
257807
Saylind the Kyrie Warrior AC-JO21 Ullar U Valhalla Kyrie Warrior Valiant M 5 5 6 1 3 3 6 1 3 7 80 Spear of Summoning After moving and before attacking, choose any figure you control on the battlefield, then roll the 20‑sided die. If you roll a 1‑8, nothing happens. If you roll a 9‑20, move the chosen figure to any space adjacent to Saylind. If the summoned figure is engaged, the figure does not receive any leaving engagement attacks. + Flying When counting spaces for Saylind's movement, ignore elevations. Saylind may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Saylind starts to fly, if she is engaged she will take any leaving engagement attacks. +
1
241023
Alastair MacDirk AC-JO22 Jandar U Earth Human Champion Valiant M 5 6 5 1 5 3 5 1 5 7 110 Overextend Attack After taking a turn with Alastair MacDirk, you may place a wound marker on Alastair MacDirk and take another turn with him. You may only use this power once during a round. + +
1
255065
Johnny "Shotgun" Sullivan AC-JO23 Jandar U Earth Human Lawman Tricky M 5 5 5 7 2 2 5 7 3 5 65 Shotgun Blast Special Attack Range 5. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Shotgun Blast Special Attack. Johnny only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Johnny cannot be affected by his own Shotgun Blast Special Attack. + +
1
241008
Deathwalker 7000 AC-JO24 Utgar U Alpha Prime Soulborg Deathwalker Tricky M 5 1 6 1 3 7 6 1 3 7 100 Self‑Destruct After moving and instead of attacking, Deathwalker may choose to self‑destruct. Roll the 20 sided die to determine if any other figures are wounded. If you roll a 1‑3, all adjacent figures are safe. If you roll a 4‑15, each adjacent figure receives 2 wounds. If you roll a 16‑19, each adjacent figure receives 4 wounds. If you roll a 20, each adjacent figure receives 8 wounds. After using this power, Deathwalker is always destroyed. + Stealth Dodge When Deathwalker 7000 rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage. + +
1
255074
Viper's Vengeance FS-VV Classic 2005‑11 Elite Onyx Vipers AC-VV01 Ullar U Marr Viper Scout Scouts Precise M 5 1 7 1 3 2 7 1 3 4 100 Slither Elite Onyx Vipers do not have to stop their movement when entering water spaces. + Frenzy After you take a turn with Elite Onyx Vipers, roll the 20‑sided die. If you roll a 16 or higher you may take another turn with Elite Onyx Vipers. + + Evasive 8 When an Elite Onyx Viper rolls defense dice against an attacking figure who is not adjacent, add 8 defense dice to the defending Viper. + +
1
1
1
249622
Zanafor's Discovery FS-ZD Classic 2006‑02 Aubrien Archers AC-ZD01 Ullar C Feylund Elf Archer Archers Precise M 4 1 5 7 2 2 5 7 2 2 70 Frenzy After you take a turn with Aubrien Archers, roll the 20‑sided die. If you roll a 16 or higher, you may take another turn with Aubrien Archers. + + +
1
1
1
249620
Gladiatrons AC-ZD04 Vydar C Alpha Prime Soulborg Hunter Hunters Disciplined M 5 1 5 1 2 3 5 1 2 3 80 Cyberclaw All small or medium opponent's figures that enter or occupy a space adjacent to any Gladiatron may not move. Figures affected by the Cyberclaw cannot be moved by any special power on an Army Card or Glyph. + Melee Defense 1 When rolling defense dice against a normal attack from an adjacent figure, a Gladiatron adds 1 die. +
1
1
1
1
255087
Deadeye Dan AC-ZD08 Ullar U Earth Human Sniper Precise M 5 3 5 10 1 2 5 10 2 4 60 Ullar Enhanced Rifle Special Attack Range 10. Attack 1. Choose a non‑adjacent small or medium figure to attack. The chosen figure cannot roll defense dice when attacked by Deadeye Dan's Ullar Enhanced Rifle Special Attack. Deadeye Dan may not use this special attack if he moved this turn. + + + Sharpshooter Instead of attacking, you may choose any non‑adjacent figure within 10 clear sight spaces of Deadeye Dan. Roll the 20‑sided die. If you roll a 19 or 20, the chosen figure is destroyed. If you roll a 1‑18, you missed. Deadeye Dan may not use this special power if he moved this turn. + + +
1
241000
James Murphy AC-ZD09 Vydar U Earth Human Lawman Disciplined M 4 5 5 7 2 2 5 7 2 5 75 Shotgun Blast Special Attack Range 5. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Shotgun Blast Special Attack. James only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. James cannot be affected by his own Shotgun Blast Special Attack. + + Whip 12 After moving and before attacking, choose a small or medium figure adjacent to James. Roll the 20‑sided die. If you roll a 12 or higher, the chosen figure cannot roll any defense dice if attacked by James this turn. +
1
257808
Guilty McCreech AC-ZD10 Einar U Earth Human Lawman Wild M 4 2 5 7 2 2 6 7 3 4 30 Double Attack When Guilty McCreech attacks, he may attack one additional time. + +
1
241006
Tagawa Samurai AC-ZD11 Einar U Earth Human Samurai Disciplined M 5 1 6 1 3 5 6 1 3 5 120 Counter Strike When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai. + + Bloodlust For every opponent's figure a Tagawa Samurai destroys, place a purple Experience Marker on this card. When attacking with Tagawa Samurai, roll one additional attack die for each Experience Marker on this card. A maximum of 3 Experience Markers can be placed on this card. +
1
1
1
249602
Armoc Vipers AC-ZD14 Ullar C Marr Viper Protector Protectors Relentless M 5 1 7 1 3 3 7 1 3 3 65 Ullar Warlord Bonding Before taking a turn with Armoc Vipers, you may first take a turn with any Warlord you control who follows Ullar. + + Slither Armoc Vipers do not have to stop their movement when entering water spaces. +
1
1
1
245459
Sacred Band AC-ZD17 Einar C Earth Human Soldier Soldiers Disciplined M 5 1 4 1 3 2 4 1 3 3 50 Einar Warlord Bonding Before taking a turn with Sacred Band, you may first take a turn with any Warlord you control who follows Einar. + + Disciplined Army Defense Bonus If every Army Card you control has a disciplined personality, each soldier in the Sacred Band receives 1 additional defense die. +
1
1
1
1
257810
Morsbane AC-ZD21 Ullar U Feylund Elf Wizard Tricky M 5 6 5 1 3 2 6 7 3 6 100 Rod of Negation Start the game with 3 brown Negation Markers on this card. At the end of the turn, if you have at least 1 Negation Marker on this card, you may choose any opponent's unique figure within 6 clear sight spaces of Morsbane. Roll the 20‑sided die. If you roll a 1‑15, nothing happens. If you roll a 16‑19, place a Negation Marker on the chosen figure's Army Card. All of that figure's special powers are negated for the entire game. If you roll a 20, destroy the chosen figure. + +
1
249618
Parmenio AC-ZD22 Einar U Earth Human Warlord Disciplined M 5 5 5 1 3 3 5 1 3 6 90 Disciplined Influence At the start of the game, you may choose any unique Army Card you control. For this game the chosen card's personality is disciplined, regardless of what is listed on the card. + Sacred Band Defy Death 15 When an adjacent Sacred Band figure you control receives one or more wounds, roll the 20‑sided die before removing that figure. If you roll a 15 or higher, ignore any wounds. +
1
255081
Valguard AC-ZD23 Einar U Earth Human Warlord Wild M 5 7 5 1 2 4 5 1 4 6 110 First Assault 3 When attacking with Valguard, if the defending figure was not adjacent to Valguard at the start of this turn, Valguard receives 3 additional attack dice. + + Berserker Charge Enhancement Add 1 to your die roll when you roll for the Berserker Charge power on any Army Card. +
1
255080
Sudema AC-ZD24 Vydar U Feylund Undead Queen Wild M 5 4 5 1 2 3 5 1 5 5 140 Stare of Stone Instead of attacking, choose any figure within 4 clear sight spaces of Sudema. Roll the 20‑sided die. If the chosen figure is a Squad figure and you roll a 7 or higher, destroy it. If the chosen figure is a Hero figure and you roll a 17 or higher, destroy the chosen Hero. + +
1
257804
Major X17 AC-ZD25 Vydar U Alpha Prime Soulborg Major Disciplined M 5 5 5 1 4 3 5 1 4 8 100 Improved Cyberclaw All small, medium or large opponent's figures that enter or occupy a space adjacent to Major X17 may not move. Figures affected by the Cyberclaw cannot be moved by any special power on an Army Card or Glyph. + Melee Defense 4 When rolling defense dice against a normal attack from an adjacent figure, Major X17 adds 4 dice. +
1
255089
Raknar's Vision FS-RK Classic 2006‑05 Braxas AC-RK01 Vydar U Icaria Dragon Queen Wild H 13 8 6 1 5 3 5 1 5 8 210 Poisonous Acid Breath Instead of attacking, you may choose up to 3 different small or medium figures within 4 clear sight spaces of Braxas. One at a time, roll the 20‑sided die for each chosen figure. If the chosen figure is a Squad figure and you roll an 8 or higher, destroy it. If the chosen figure is a Hero figure and you roll a 17 or higher, destroy the chosen Hero. + + Flying When counting spaces for Braxas's movement, ignore elevations. Braxas may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Braxas starts to fly, if she is engaged she will take any leaving engagement attacks. +
2
240999
Major Q9 AC-RK02 Vydar U Alpha Prime Soulborg Major Precise L 7 4 5 8 4 7 5 8 4 9 180 Queglix Gun Special Attack Range 6. Attack 1, 2 or 3. Major Q9 starts each turn with 9 attack dice. Choose any figure within range and attack by rolling 1, 2 or 3 attack dice. Major Q9 may keep making special attacks with 1, 2 or 3 attack dice until he has rolled all 9 attack dice. Major Q9 may target the same or different figures with each attack. + +
2
255090
Theracus AC-RK03 Ullar U Feylund Gryphillin Scout Disciplined L 5 3 7 1 3 3 7 1 3 6 40 Carry Before moving Theracus, choose an unengaged friendly small or medium figure adjacent to Thercus. After you move Theracus, place the chosen figure adjacent to Theracus. + Flying When counting spaces for Theracus's movement, ignore elevations. Theracus may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Theracus starts to fly, if he is engaged he will take any leaving engagement attacks. +
2
249624
Jotun AC-RK04 Ullar U Feylund Giant Warrior Wild H 10 7 6 1 8 4 6 1 8 8 225 Wild Swing Special Attack Range 1. Attack 4. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Wild Swing Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Jotun cannot be affected by his own Wild Swing Special Attack. + Throw 14 After moving and before attacking, choose one small or medium non‑flying figure adjacent to Jotun. Roll the 20‑sided die. If you roll a 14 or higher, you may throw the figure by placing it on any empty space within 4 spaces of Jotun. The figure must land within clear sight of Jotun. After the figure is placed, roll the 20‑sided die for throwing damage. If you roll an 11 or higher, the thrown figure receives 2 wounds. If the figure is thrown onto a level higher than the height of Jotun or onto water, do not roll for throwing damage. The thrown figure does not take any leaving engagement attacks. + + +
2
241010
Nilfheim AC-RK05 Jandar U Icaria Dragon King Ferocious H 12 6 6 1 6 4 5 1 7 7 185 Ice Shard Breath Special Attack Range 5. Attack 4. When Nilfheim attacks with his Ice Shard Breath Special Attack, he may attack 2 additional times. He cannot attack the same figure more than once. + + Flying When counting spaces for Nilfheim's movement, ignore elevations. Nilfheim may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Nilfheim starts to fly, if he is engaged he will take any leaving engagement attacks. +
2
241013
Thaelenk Tundra FS-TT Classic 2006‑05 Dzu‑Teh AC-TT01 Jandar C Valhalla Dzu‑Teh Hunter Hunters Wild M 6 1 5 1 4 3 5 1 4 3 75 Glacier Traverse If a Dzu‑Teh is adjacent to a Glacier Mountain, the Dzu‑Teh may Glacier Traverse instead of moving normally. You may do this with any or all Dzu‑Teh you control each turn. To Glacier Traverse, move to any unoccupied space adjacent to that Glacier Mountain. + Glacier Camouflage If a Dzu‑Teh is adjacent to a Glacier Mountain, opponents' figures must be adjacent to that Dzu‑Teh to attack it with a normal attack. + + Snow and Ice Enhanced Movement Slippery Ice and Heavy Snow only count as 1 space when moving. +
1
1
1
241005
Sir Hawthorne's Arrival FS-HA Classic 2006‑08 Sir Hawthorne AC-HA01 Utgar U Earth Human Champion Relentless M 5 6 5 1 4 4 5 1 5 6 90 Blind Rage Special Attack Range 1. Attack 3. If Sir Hawthorne rolls at least 2 skulls with his Blind Rage Special Attack, Sir Hawthorne may attack again with his Blind Rage Special Attack. Sir Hawthorne may continue attacking with his Blind Rage Special Attack until he rolls fewer than 2 skulls. + Stab In the Back After you take a turn with Sir Hawthorne, you must roll the 20‑sided die. If you roll a 1, choose an opponent. That opponent now controls Sir Hawthorne. Remove any order markers on this Army Card, then give the card to that opponent.
1
255069
Thora's Vengeance FS-TV Classic 2006‑08 Blastatrons AC-TV01 Vydar C Alpha Prime Soulborg Guard Guards Disciplined M 4 1 5 7 1 2 5 7 1 2 60 Gladiatron Movement Bonding Before taking a turn with Blastatrons, you may move 4 Gladiatrons you control up to 5 spaces each. + Homing Device When attacking a non‑adjacent figure, add 1 attack die for every Soulborg you control who follows Vydar that is adjacent to the defending figure. + +
1
1
1
1
255088
Deathstalkers AC-TV05 Utgar C Alpha Prime Soulborg Deathstalker Deathstalkers Wild L 5 1 7 1 3 5 7 1 4 5 100 Maul When rolling attack dice against a small or medium figure, if a Deathstalker rolls a skull on every die, the defending figure receives a wound for every skull, and cannot roll any defense dice. +
2
2
2
241003
Retiarius AC-TV08 Einar U Earth Human Gladiator Rebellious M 5 4 5 1 5 3 5 1 6 5 90 Net Trip 14 After moving and before attacking, roll the 20‑sided die. If you roll a 14 or higher, any small or medium figure attacked by Retarius this turn may roll no more than 1 die for defense. +
1
255098
Crixus AC-TV09 Einar U Earth Human Gladiator Rebellious M 4 5 5 1 5 3 5 1 5 6 90 One Shield Defense When rolling defense dice, if Crixus rolls at least one shield, the most wounds Crixus may take for this attack is one. +
1
255097
Spartacus AC-TV10 Einar U Earth Human Gladiator Rebellious M 5 5 5 1 6 4 5 1 6 7 200 Gladiator Inspiration If all Order Markers for a round are placed on Gladiator Army Cards, and at least one Order Marker is place on Spartacus, then all Gladiators you control (except Spartacus) become inspired. Inspired Gladiators add one to their Move number and 1 extra attack die and defense die for the rest of the round. + + +
1
255096
Nakita Agents AC-TV11 Vydar U Earth Human Agent Agents Tricky M 4 1 5 6 3 3 5 6 3 3 120 Smoke Powder 13 When any Nakita Agent you control, or any figure you control that is adjacent to any Nakita Agent you control, is targeted for a normal attack from a non‑adjacent opponent, you may roll the 20‑sided die. If you roll a 13 or higher, all Nakita Agents you control, and all figures you control that are adjacent to those Nakita Agents, no longer have any visible hit zones for the duration of the targeting figure's turn. + + Engagement Strike 15 If an opponent's small or medium figure moves adjacent to a Nakita Agent, roll the 20‑sided die. If you roll a 15 or higher, the opponent's figure receives a wound. Figures may be targeted only as they move into engagement with a Nakita Agent. + + Gorillinator Movement Bonding Before taking a turn with Nakita Agents, you may move 3 Gorillinators you control up to 7 spaces each. +
1
1
1
255094
Warriors of Ashra AC-TV14 Ullar C Feylund Elf Warrior Warriors Tricky M 4 1 5 1 3 3 5 1 3 4 50 Defensive Agility When a Warrior of Ashra rolls defensive dice against a normal attack from an adjacent figure, one shield will block all damage. +
1
1
1
249615
Deathreavers AC-TV17 Utgar C Alpha Prime Soulborg Deathreaver Deathreavers Tricky S 3 1 6 1 1 4 6 1 1 4 40 Scatter After a Deathreaver you control rolls defense dice against a normal attack from an opponent's figure, you may move any 2 Deathreavers you control up to 4 spaces each. + + Disengage Deathreavers are never attacked when leaving an engagement. + Climb X2 When moving up or down levels of terrain, Deathreavers may double their Height. +
1
1
1
1
241001
Ninjas of the Northern Wind AC-TV21 Einar U Earth Human Ninja Ninjas Disciplined M 4 1 6 1 4 3 6 1 4 3 110 Disappearing Ninja If a Ninja of the Northern Wind is attacked with a normal attack and at least 1 skull is rolled, roll the 20‑sided die to disappear. If you roll 1‑11, roll defensive dice normally. If you roll a 12 or higher, that Ninja of the Northern Wind takes no damage and instead may move up to 4 spaces. Ninjas of the Northern Wind can disappear only if they end their disappearing move not adjacent to any enemy figures. + + Ghost Walk Ninjas of the Northern Wind can move through all figures. + Disengage Ninjas of the Northern Wind are never attacked when leaving an engagement. +
1
1
1
241015
Kozuke Samurai AC-TV24 Einar U Earth Human Samurai Disciplined M 4 1 5 1 5 3 6 1 5 3 100 Charging Assault Any or all Kozuke Samurai may add 3 to their Move number as long as they are unengaged prior to moving. Kozuke Samurai must be able to move adjacent to an opponent's figure in order to use Charging Assault. + Counter Strike When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai. + +
1
1
1
249599
Crest of the Valkyrie FS-CV Classic 2006‑10 Ornak AC-CV01 Utgar U Grut Orc Champion Wild M 5 4 6 1 3 3 6 1 5 4 100 Red Flag of Fury Aura If order marker 1 is placed on Ornak, then instead of taking that turn with Ornak, you may take a turn with up to 2 Unique Heroes you control who follow Utgar. Ornak cannot be one of the 2 Unique Heroes. Any Unique Hero that is taking a turn instead of Ornak must be within 8 clear sight spaces of Ornak prior to its movement. + + + Orc Battle Cry Aura When attacking with any Orc Warrior figures you control within 2 clear sight spaces of Ornak, you may roll Utgar Valkyrie dice. Each Utgar symbol rolled counts for an additional skull. + +
1
249637
Sir Gilbert AC-CV02 Jandar U Earth Human Champion Valiant M 5 6 5 1 3 4 5 1 4 7 105 Jandar's Dispatch After you take a turn with Sir Gilbert, you may roll 12 Jandar Valkyrie dice. Move up to 4 squad figures you control who follow Jandar up to X spaces. X equals the number of Jandar symbols rolled. Any squad figures moved with Jandar's Dispatch must be within 8 clear sight spaces of Sir Gilbert prior to moving. + Attack Aura 1 All friendly figures adjacent to Sir Gilbert with a range of 1 add 1 die to their normal attack. +
1
255068
Hatamoto Taro AC-CV03 Einar U Earth Human Samurai Disciplined M 5 5 5 1 2 2 5 1 2 4 130 Heroic Defense Aura When defending against a normal attack by an adjacent figure with any Samurai or Ashigaru figures you control within 8 clear sight space of Hatamoto Taro, you may roll Einar Valkyrie dice. Each Einar symbol rolled counts as an additional shield. Heroic Defense Aura does not affect Hatamoto Taro. + + Adjacent Tough 1 When rolling defense dice for Hatamoto Taro, if Hatamoto Taro is adjacent to at least one figure you control who follows Einar, add one automatic shield to the defense roll. +
1
249605
Laglor AC-CV04 Vydar U Marr Primadon Alphallon Precise M 5 6 5 7 3 3 5 7 5 5 110 Vydar's Range Enhancement Aura All friendly figures with a Range number of 4 or more who follow Vydar and are within 4 clear sight spaces of Laglor add 2 to their Range number. Vydar's Range Enhancement Aura does not affect Laglor. + Autoload Special Attack Range 7. Attack 3. When attacking with Autoload Special Attack, you may roll Vydar Valkyrie dice. If you roll at least one Vydar symbol, you may attack again using Autoload Special Attack. + +
1
255070
Acolarh AC-CV05 Ullar U Feylund Elf Wizard Valiant M 5 5 5 1 3 2 5 1 3 4 110 Leaf of the Home Tree Aura When any Elf you control within 8 clear sight spaces of Acolarh receives enough wounds to be destroyed, you may roll 10 Ullar Valkyrie dice before removing the figure. If you roll at least 3 Ullar symbols, ignore any wounds that figure just received. Acolarh's Leaf of the Home Tree Aura does not affect Acolarh. + + Ullar's Amulet All friendly figures who follow Ullar and start their turn adjacent to Acolarh may move 2 additional spaces. +
1
245457
Dawn of Darkness FS-DD Classic 2006‑12 Shades of Bleakwoode AC-DD01 Utgar C Valhalla Undead Devourer Devourers Terrifying M 5 1 7 1 2 4 7 1 2 4 100 Soul Devour Before moving, each Shade of Bleakwoode you control may choose an adjacent unique hero. Roll the 20‑sided once for each Shade. If you roll 19 or 20, destroy the Shade of Bleakwoode figure, then take control of the chosen unique hero and remove any Order Markers on its card. You now control that Army Card. + Stealth Flying When counting spaces for Shades of Bleakwoode's movement, ignore elevations. Shades of Bleakwoode may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Shade of Bleakwoode starts to fly, if it is engaged it will not take any leaving engagement attacks. + +
1
1
1
255078
Heavy Gruts AC-DD04 Utgar C Grut Orc Warrior Warriors Wild M 4 1 5 1 3 3 5 1 3 3 70 Orc Champion Bonding Before taking a turn with Heavy Gruts, you may first take a turn with any Orc Champion you control. + + Disengage Heavy Gruts are never attacked when leaving engagements. +
1
1
1
1
255083
Einar Imperium AC-DD08 Einar C Valhalla Kyrie Soldier Soldiers Disciplined M 5 1 5 1 3 3 5 1 5 3 140 Double Attack When each member of the Einar Imperium attacks, he may attack one additional time. + Stealth Flying When counting spaces for the Einar Imperium's movement, ignore elevations. The Einar Imperium may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a member of the Einar Imperium starts to fly, if he is engaged he will not take any leaving engagement attacks. + +
1
1
1
255072
Tagawa Samurai Archers AC-DD11 Einar C Earth Human Samurai Disciplined M 5 1 5 6 2 3 5 6 2 3 65 Counter Strike When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai. + +
1
1
1
249603
Zombies of Morindan AC-DD14 Utgar C Feylund Undead Savage Savages Terrifying M 5 1 4 1 2 3 4 1 2 3 60 Horde Movement You may move up to 6 Zombies of Morindan that you control each turn. However, you may attack with only 3 Zombies of Morindan. You may attack with any 3 Zombies of Morindan, even Zombies of Morindan that you did not move this turn. + Zombie Onslaught Special Attack Range 1. Attack 6. Three Zombies of Morindan on the same level may combine their attacks and roll their attack dice as one attack. All Zombies of Morindan in the attack must be engaged to the targeted figure. + Zombies Rise Again If a Zombie of Morindan that you control destroys an opponent's small or medium figure, replace that figure immediately, if possible, with one of your own previously destroyed Zombies of Morindan. Newly placed Zombies of Morindan cannot attack this turn. Undead are not affected by Zombies Rise Again. +
1
1
1
241025
Eldgrim the Viking Champion AC-DD17 Jandar U Earth Human Champion Valiant M 4 3 5 1 2 2 6 1 2 4 30 Overextend Attack After taking a turn with Eldgrim, you may place a wound marker on Eldgrim and take another turn with him. You may use this power only once during a round. + + Warrior's Swiftness Spirit When Eldgrim is destroyed, you may place this figure on any unique Army Card. Eldgrim's spirit adds 1 to the move number on that card. +
1
255062
Empress Kiova AC-DD18 Einar U Valhalla Kyrie Warrior Disciplined M 6 5 5 1 3 4 6 1 3 7 90 Gift of the Empress Aura When you roll defense dice for any Kyrie you control who follows Einar and is within 5 clear sight spaces of Empress Kiova, you may re‑roll all defense dice that did not show shields. Gift of the Empress Aura can be used only once for each defense roll. Empress Kiova's Gift of the Empress Aura does not affect Empress Kiova. + + Stealth Flying When counting spaces for Empress Kiova's movement, ignore elevations. Empress Kiova may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Empress Kiova starts to fly, if she is engaged she will not take any leaving engagement attacks. + +
1
255079
Runa AC-DD19 Utgar U Valhalla Kyrie Warrior Tricky M 5 5 6 1 3 3 6 1 5 6 120 Helm of Mintonsoul Aura After moving and before attacking, Runa may use her Helm of Mitonsoul Aura. When using the Helm of Mitonsoul Aura, you must roll the 20‑sided die for all figures within 3 clear sight spaces of Runa, one at a time. If you roll a 20, destroy the figure. Runa's Helm of Mitonsoul Aura does not affect Runa. + + Flying When counting spaces for Runa's movement, ignore elevations. Runa may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Runa starts to fly, if she is engaged she will take any leaving engagement attacks. +
1
255063
Kaemon Awa AC-DD20 Einar U Earth Human Samurai Disciplined M 5 4 5 7 4 4 5 7 6 6 120 Quick Release Special Attack Range 4. Attack 4. When Kaemon Awa attacks with his Quick Release Special Attack, he may attack one additional time. + + Counter Strike When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai. + +
1
249604
Kee‑Mo‑Shi AC-DD21 Utgar U Marr Marro Warwitch Tricky M 6 4 6 1 4 4 6 1 6 6 130 Mind Shackle 19 After moving and before attacking, you may choose any unique figure adjacent to Kee‑Mo‑Shi. Roll the 20‑sided die. If you roll a 19 or 20, take control of the chosen figure and that figure's Army Card. You now control that Army Card and all figures on it. Remove any Order Markers on the chosen figure's Army Card. If Kee‑Mo‑Shi is destroyed, you retain control of any previously Mind Shackled Army Cards. + Toxic Skin After attacking, you must roll the 20‑sided die once for each figure adjacent to Kee‑Mo‑Shi. If you roll a 17 or higher, that figure receives one wound. Soulborgs are not affectd by Toxic Skin. +
1
245476
Fields of Valor FS-FV Classic 2007‑07 Ashigaru Yari AC-FV01 Einar C Earth Human Ashigaru Disciplined M 5 1 5 1 2 1 5 1 2 1 40 Encircle Special Attack Range 1. Attack 6. If 3 Ashigaru Yari you control are adjacent to the same enemy figure, they may roll their attack dice as one combined attack. The defending figure compares height to the lowest Ashigaru Yari to determine any height advantage. If Encircle Special Attack is used, the 4th figure that moved this turn cannot attack. +
1
1
1
1
288360
Ashigaru Harquebus AC-FV05 Einar C Earth Human Ashigaru Disciplined M 5 1 5 6 2 1 5 6 2 1 60 Wait Then Fire If none of the Ashigaru Harquebus move this turn, add 1 die to their attack. + + +
1
1
1
1
288365
Templar Cavalry AC-FV09 Jandar C Earth Human Knight Knights Valiant L 6 1 8 1 3 3 8 1 4 4 120 Galloping Charge A Templar Cavalry Knight receives 2 additional attack dice when attacking any figure that was at least 4 clear sight spaces away from that Knight at the start of his turn. + + Dismiss the Rabble When rolling defense dice against adjacent attacking small or medium Squad figures, Templar Cavalry Knights receive 1 additional defense die. + Righteous Smite When attacking an opponent's figure who follows Utgar, Templar Cavalry Knights receive 1 additional attack die. +
2
2
2
288378
Rechets of Bogdan AC-FV12 Utgar U Feylund Undead Devourer Devourers Terrifying M 4 1 6 1 3 3 6 1 4 3 50 Iskra's Summoning Rechets of Bogdan do not start the game on the battlefield. They must be summoned onto the battlefield by Iskra Esenwein. + Lethal Sting When rolling attack dice against a small or medium figure, if a Rechet of Bogdan rolls a skull on every die , the defending figure cannot roll any defense dice and is immediately destroyed. + Flying When counting spaces for Rechets of Bogdan's movement, ignore elevations. Rechets of Bogdan may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Rechet of Bogdan starts to fly, if he is engaged he will take any leaving engagement attacks. +
1
1
1
288374
Marcu Esenwein AC-FV15 Utgar U Feylund Undead Devourer Terrifying M 4 6 7 1 4 1 7 1 4 5 20 Life Drain Each time Marcus Esenwein destroys a figure, you may remove a wound marker from this Army Card. Marcu Esenwein cannot Life Drain destructible objects. + + Eternal Hatred After revealing an order marker on this card, you must roll the 20‑sided die. If you roll a 17 or higher, choose an opponent. That opponent will now control Marcu Esenwein for the remainder of your turn, but will not be able to view any unrevealed order markers on this card. At the end of that turn, control of Marcu returns to you. All order markers and figures that were on Marcu's Army Card will stay on his Army Card. Flying When counting spaces for Marcu Esenwein's movement, ignore elevations. Marcu Esenwein may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Marcu Esenwein starts to fly, if he is engaged he will take any leaving engagement attacks. +
1
288373
Iskra Esenwein AC-FV16 Utgar U Feylund Undead Duchess Terrifying M 4 4 6 1 3 3 6 1 4 5 50 Life Drain Each time Iskra Esenwein destroys a figure, you may remove a wound marker from this Army Card. Iskra Esenwein cannot Life Drain destructible objects. + + Summon the Rechets of Bogdan After taking a turn with Iskra Esenwein, you may attempt to summon the Rechets of Bogdan if they are in your army and they have not yet been successfully summoned. Roll the 20‑sided die. If you roll a 14 or higher, you must place all 3 Rechets of Bogdan on empty spaces within 6 clear sight spaces of Iskra Esenwein. Any Rechets of Bogdan that you cannot place on the battlefield are immediately destroyed and cannot be summoned again. When the Rechets of Bogdan are summoned, you may immediately take a turn with them. + + Flying When counting spaces for Iskra Esenwein's movement, ignore elevations. Iskra Esenwein may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Iskra Esenwein starts to fly, if she is engaged she will take any leaving engagement attacks. +
1
288368
Cyprien Esenwein AC-FV17 Utgar U Feylund Undead Lord Terrifying M 4 6 8 1 3 4 8 1 5 6 150 Life Drain Each time Cyprien Esenwein destroys a figure, you may remove a wound marker from this Army Card. Cyprien Esenwein cannot Life Drain destructible objects. + + Chilling Touch After moving and before attacking, Cyprien Esenwein may attempt a Chilling Touch. To do this, choose a figure adjacent to Cyprien Esenwein and roll the 20‑sided die. If you roll 1‑12, nothing happens. If you roll 13‑15, the chosen figure receives 1 wound. If you roll 16‑17, the chosen figure receives 2 wounds. If you roll 18‑19, the chosen figure receives 3 wounds. If you roll a 20 or higher, the chosen figure receives 6 wounds. Cyprien Esenwein's Chilling Touch does not affect Soulborgs or destructible objects. + Stealth Flying When counting spaces for Cyprien Esenwein's movement, ignore elevations. Cyprien Esenwein may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Cyprien Esenwein starts to fly, if he is engaged he will not take any leaving engagement attacks. + +
1
288363
Sonya Esenwein AC-FV18 Utgar U Feylund Undead Lady Terrifying M 4 3 6 1 3 3 6 1 3 5 45 Life Drain Each time Sonya Esenwein destroys a figure, you may remove a wound marker from this Army Card. Sonya Esenwein cannot Life Drain destructible objects. + + Eternal Strength Anytime you roll the 20‑sided die for Cyprien Esenwein's Chilling Touch, you may add 2 to your die roll. + Eternal Heartbreak If you control Cyprien Esenwein and he is destroyed, Sonya Esenwein immediately receives 2 wounds. Flying When counting spaces for Sonya Esenwein's movement, ignore elevations. Sonya Esenwein may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Sonya Esenwein starts to fly, if she is engaged she will take any leaving engagement attacks. +
1
288377
Kyntela Gwyn AC-FV19 Ullar U Feylund Elf Wizard Valiant M 4 2 5 1 2 2 5 1 2 4 20 Strength of Oak Aura 1 All friendly Elves adjacent to Kyntela Gwyn add 1 to their defense dice. +
1
288369
Isamu AC-FV20 Utgar U Earth Human Ninja Disciplined M 4 1 6 1 3 1 6 1 4 1 10 Vanish 9 If Isamu is attacked and at least 1 skull is rolled, roll the 20‑sided die to vanish. If you roll 1‑8, roll defense dice normally. If you roll a 9 or higher, Isamu takes no damage and may immediately move up to 4 spaces. Isamu can vanish only if he ends his vanishing move not adjacent to any enemy figures. + + Phantom Walk Isamu can move through all figures and is never attacked when leaving an engagement. + Dishonorable Attack When attacking a figure who follows Jandar, Isamu rolls 2 additional attack dice. +
1
288366
Warden 816 AC-FV21 Utgar U Isadora Soulborg Warden Tricky M 4 2 5 7 3 6 5 7 3 7 90 Evisceraxe Special Attack Range 1. Attack 5. The Evisceraxe Special Attack cannot be used on small figures. + Guard Leadership All Guards you control move one additional Space. +
1
288379
The Master's Arrival FS-MA Classic 2007‑07 Master Win Chiu Woo AC-MA01 Aquilla U Earth Human Monk Disciplined M 5 5 5 1 4 4 5 1 4 6 140 Master's Influence All Monk Squad figures you control may leap an additional 13 levels up or down when using their Stealth Leap special power. All Monks you control within 2 clear sight spaces of Master Woo add 1 to their attack dice and 1 to their defense dice. + + + Master's Assault Master Woo may attack any or all figures adjacent to him. Roll each attack separately. + Stealth Leap 25 Instead of his normal move, Master Woo may use Stealth Leap 25. Stealth Leap 25 has a move of 3. When counting spaces for Stealth Leap 25, ignore elevations. Master Woo may leap over water without stopping, pass over figures without becoming engaged, and leap over obstacles such as ruins. Master Woo may not leap more than 25 levels up or down in a single leap. If Master Woo is engaged when he starts his Stealth Leap 25, he will not take any leaving engagement attacks. + +
1
317763
Swarm of the Marro FS-SM Classic 2007‑08 Sgt. Drake Alexander AC-SM01 Jandar U Earth Human Soldier Valiant M 5 6 6 1 6 4 6 1 6 8 170 Thorian Speed Opponents' figures must be adjacent to Sgt. Drake Alexander to attack him with a normal attack. + + Grapple Arm Instead of his normal move, Sgt. Drake Alexander may use his Grapple Arm. Grapple Arm has a move of 4. When counting spaces for Grapple Arm ignore elevations. Drake may grapple over water without stopping, over figures without becoming engaged, and over obstacles such as ruins. Drake may not grapple more than 45 levels up or down in a single Grapple Arm move. If Drake is engaged when he starts his Grapple Arm move, he will take any leaving engagement attacks. + Pistol Fire Special Attack Range 5. Attack 3. Drake may not use Pistol Fire Special Attack to attack a figure who follows Jandar. + +
1
342001
Raelin the Kyrie Warrior AC-SM02 Jandar U Valhalla Kyrie Warrior Resolute M 5 5 6 1 3 3 7 1 3 7 120 Whirlwind Assault Raelin may attack any or all figures adjacent to her. Roll each attack separately. + Extended Defensive Aura All figures you control within 6 clear sight spaces of Raelin add 1 to their defense dice. Raelin's Extended Defensive Aura does not affect Raelin. + + Flying When counting spaces for Raelin's movement, ignore elevations. Raelin may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Raelin starts to fly, if she is engaged she will take any leaving engagement attacks. +
1
375423
Sonlen AC-SM03 Ullar U Feylund Elf Archmage Tricky M 5 6 5 6 4 3 5 6 5 6 160 Dragon Healing Before moving, you may choose a wounded Hero figure within 4 clear sight spaces of Sonlen. Roll the 20‑sided die. If you roll a 15 or higher, remove one wound marker from the chosen Hero's Army Card. Sonlen's Dragon can use its Dragon Healing on Sonlen. + + Dragon Swoop After moving and before attacking, you may choose any figure within 4 clear sight spaces of Sonlen. Roll the 20‑sided die. If you roll a 15 or higher, the chosen figure receives one wound. + +
1
341944
Major Q10 AC-SM04 Vydar U Alpha Prime Soulborg Major Merciful L 6 4 5 8 4 5 5 8 5 8 150 Machine Pistol Special Attack Range 7. Attack 2. Major Q10 may use this special attack 4 times in the same turn. Q10 may target the same figure or a different figure with each attack. + + Wrist Rocket Special Attack Range 4. Attack 4. Major Q10 may use this special attack 2 times in the same turn. Q10 may target the same figure or a different figure with each attack. + +
2
352251
Shiori AC-SM05 Einar U Earth Human Ninja Tricky M 4 3 6 1 3 3 7 1 4 5 60 Concentrated Will If Shiori has only one unrevealed order marker on her Army Card, add 1 to her attack and defense. + + Phantom Walk Shiori can move through all figures and is never attacked when leaving an engagement. + Shuriken Special Attack Range 5. Attack Special. If Shiori is attacking a small or medium figure, roll 3 attack dice for Shuriken Special Attack. If Shiori is attacking a figure of a different size or a destructible object, roll 2 attack dice for Shuriken Special Attack. + +
1
376698
Tor‑Kul‑Na AC-SM06 Utgar U Marr Marro Hivelord Terrifying H 11 6 6 1 6 5 6 1 6 9 220 Trample Stomp At any point while moving, Tor‑Kul‑Na may choose a small or medium figure that is adjacent, on the same level, and on a space where Tor‑Kul‑Na may end his movement. Roll the 20‑sided die. If you roll 1‑7, the figure is safe and Tor‑Kul‑Na's movement ends. If you roll 8‑20, the chosen figure receives one wound. If the wound destroys the figure, move Tor‑Kul‑Na on the space that the figure occupied, and you may continue Tor‑Kul‑Na's movement. If the chosen figure is not destroyed, Tor‑Kul‑Na's movement ends. Tor‑Kul‑Na must be on a space where he can end movement each time he uses this power. + +
2
362930
Marro Hive AC-SM07 Utgar U Marr Marro Hive Terrifying H 17 6 0 1 1 2 0 4 4 9 160 Hive Mind After revealing an order marker on this Army Card, you may take a turn with any small or medium common Marro Squad you control before taking a turn with Marro Hive. Any figure that is taking a turn must be within 12 clear sight spaces of Marro Hive prior to its movement. + + + Marro Rebirth After taking a turn with Marro Hive, you may roll the 20‑sided die. If you roll a 13 or higher, you may place any previously destroyed common Marro Squad figure from your army on an empty space adjacent to Marro Hive. +
6
364830
Marro Drudge AC-SM08 Utgar C Marr Marro Hunter Hunters Wild M 4 1 5 5 2 2 7 5 2 3 50 Swamp Water Strength When a Marro Drudge is on a swamp water space, add 1 to its attack and defense. + + Swamp Water Tunnel If a Marro Drudge ends its normal movement on a swamp water space, you may immediately place it on any empty same‑level swamp water space within 5 spaces. If a Marro Drudge is engaged when it starts to tunnel, it will take any leaving engagement attacks. +
1
1
1
375270
Marro Stingers AC-SM11 Utgar C Marr Marro Stinger Stingers Wild M 4 1 5 5 3 3 5 5 3 3 60 Stinger Drain After moving and before attacking, you may roll the 20‑sided die. If you roll a 1‑4, you must destroy a Marro Stinger you control and you cannot attack this turn. If you roll a 5‑9, add 0 to the attack value of this card. If you roll a 10 or higher, add 1 to the attack value of this card. +
1
1
1
374628
Marrden Nagrubs AC-SM14 Utgar C Marr Nagrub Guard Guards Loyal S 3 1 6 1 2 2 6 1 2 2 30 Hivelord Life Bonding Before taking a turn with Marrden Nagrubs, you may first take a turn with any Hivelord you control. Before moving the chosen Hivelord, you may destroy one adjacent Marrden Nagrub you control. If you destroy a Marrden Nagrub with Hivelord Life Bonding, remove 1 wound marker from the chosen Hivelord's Army Card. + + + Climb X2 When moving up or down levels of terrain, Marrden Nagrubs may double their Height. +
1
1
1
355570
Aquilla's Alliance FS-AA Classic 2008‑06 Zelrig AC-AA01 Einar U Icaria Dragon Emperor Disciplined H 11 6 6 1 4 4 6 1 5 7 185 Majestic Fires Special Attack Range 7. Attack 3. Choose a figure to attack. Any figures adjacent to the targeted figure are also affected by Majestic Fires Special Attack. Common Squad figures roll 2 less defense dice against Majestic Fires Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Zelrig cannot be affected by his own Majestic Fires Special Attack. + + Flying When counting spaces for Zelrig's movement, ignore elevations. Zelrig may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Zelrig starts to fly, if he is engaged he will take any leaving engagement attacks. +
2
595934
Gurei‑Oni AC-AA02 Einar U Feylund Ogre Guard Tormenting L 7 4 5 1 4 4 5 1 4 6 100 Evil Eye Defense When rolling defense dice against a normal attack from a non‑adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. + + + Tetsubo Special Attack Range 1. Attack 3. Choose a figure to attack. You may also choose one figure adjacent to the targeted figure to be affected by the Tetsubo Special Attack as well. Roll attack dice once for both figures. Each figure rolls defense dice separately. +
2
351300
Zetacron AC-AA03 Jandar U Alpha Prime Soulborg Scout Precise L 7 2 5 8 2 4 5 8 3 6 60 Deadly Shot When attacking with Zetacron, each skull rolled counts for one additional hit. + +
2
596678
Wo‑Sa‑Ga AC-AA04 Utgar U Marr Marro Hivelord Terrifying H 10 4 6 1 6 4 6 1 7 8 135 Coil Crush When attacking a small, medium or large figure, if Wo‑Sa‑Ga inflicts at least 2 wounds, roll the 20‑sided die. If you roll a 15 or higher, destroy the defending figure. + Slither Wo‑Sa‑Ga does not have to stop her movement when entering water spaces. +
2
595940
Sujoah AC-AA05 Aquilla U Valhalla Insect Predator Relentless H 6 6 8 1 4 4 8 1 7 8 185 Poison Sting Special Attack Range 1. Attack 4. If Sujoah inflicts at least 1 wound with Poison Sting Special Attack, roll the 20‑sided die for Poison Damage. If you roll a 1‑9, the defending figure received no additional wounds for Poison Damage. If you roll a 10‑19, add 1 additional wound marker to the defending figures Army Card, and roll again for Poison Damage. If you roll a 20, destroy the defending figure. + Flying When counting spaces for Sujoah's movement, ignore elevations. Sujoah may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Sujoah starts to fly, if he is engaged he will take any leaving engagement attacks. +
2
596503
Ticalla Jungle FS-TJ Classic 2008‑06 Fyorlag Spiders AC-TJ01 Aquilla C Valhalla Arachnid Scout Scouts Wild S 2 1 7 1 2 2 7 1 2 2 40 Climb X3 When moving up or down levels of terrain, Fyorlag Spiders may triple their height. + Entangling Web After moving and before attacking, you may choose any one small or medium opponent's figure that is engaged with at least three Fyorlag Spiders that you control. Roll the 20‑sided die. If you roll a 16 or higher, remove one unrevealed order marker at random from the chosen figure's Army Card (or cards if your opponent has more than one Common Army Card for that figure). + Predator Bonding Before taking a turn with Fyorlag Spiders, you may first take a turn with any Predator you control. + +
1
1
1
596261
Defenders of Kinsland FS-DK Classic 2008‑06 10th Regiment of Foot AC-DK01 Einar C Earth Human Soldier Soldiers Disciplined M 5 1 5 6 2 2 5 6 2 2 75 Wait Then Fire If none of the 10th Regiment of Foot move this turn, add 1 die to their attack. + + + Melee Defense 1 When rolling defense dice against a normal attack from an adjacent figure, a Soldier in the 10th Regiment of Foot adds 1 to his defense dice. + Bayonet Attack 1 When rolling attack dice against an adjacent figure, a Soldier in the 10th Regiment of Foot adds 1 to his attack dice. A Soldier in the 10th Regiment of Foot can only use Bayonet Attack if he moved at least one space this turn. + +
1
1
1
1
595936
Wolves of Badru AC-DK05 Utgar C Feylund Wolf Hunter Hunters Relentless S 3 1 6 1 3 3 6 1 4 3 80 Darklord Bonding Before taking a turn with Wolves of Badru, you may first take a turn with any Darklord you control. + + Climb X2 When moving up or down levels of terrain, Wolves of Badru may double their height. + Pounce Special Attack Range 3. Attack 5. A Wolf of Badru that moved but did not attack normally may use Pounce Special Attack. To pounce, choose a non‑adjacent small or medium figure whose base is not higher or lower than 5 levels from the base of the attacking Wolf. If the figure is destroyed, immediately place the attacking Wolf on the space the figure occupied. If the figure is not destroyed, destroy the attacking Wolf. + + +
1
1
1
532146
Grok Riders AC-DK08 Utgar C Marr Marro Hunter Hunters Menacing L 5 1 7 1 3 3 7 1 3 4 130 Marro Warlord Bonding Before taking a turn with Grok Riders, you may first take a turn with any Marro Warlord you control. + + Mark of the Warlord When attacking a figure that is adjacent to any Marro Warlord you control, Grok Riders add 2 to their attack dice. + Grok Training Marro Hive cannot rebirth Grok Riders with its Marro Rebirth special power.
2
2
2
595933
Ulginesh AC-DK11 Ullar U Feylund Elf Wizard Tricky L 6 5 7 6 3 3 7 6 3 5 150 Mind Link Instead of taking a turn with Ulginesh, you may take a turn with up to 2 different Elf Wizards you control. Ulginesh cannot be one of the 2 Elf Wizards. Any Elf Wizard that is taking a turn instead of Ulginesh must be within 6 clear site spaces of Ulginesh before moving. + + + Flying When counting spaces for Ulginesh's movement, ignore elevations. Ulginesh may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Ulginesh starts to fly, if he is engaged he will take any leaving engagement attacks. +
2
600961
Arkmer AC-DK12 Ullar U Feylund Elf Wizard Tricky M 5 3 5 5 4 2 5 5 4 5 50 Staff of Lerkintin When defending with Arkmer, add as many defense dice as the number of Elves you control adjacent to Arkmer. + Engagement Strike 13 If an opponent's small or medium figure moves adjacent to Arkmer, roll the 20‑sided die. If you roll a 13 or higher, the opponent's figure receives one wound. Figures may be targeted only as they move into engagement with Arkmer. + +
1
671433
Emirroon AC-DK13 Ullar U Feylund Elf Wizard Tricky M 5 5 5 1 3 3 5 1 3 6 80 Elven Summoning Spell After moving and before attacking, you may roll the 20‑sided die. Add the number of elves you control adjacent to Emirroon to your die roll. If you roll 1‑4, nothing happens. If you roll 5‑11, you may place 1 Elf you control adjacent to Emirroon. If you roll 12‑17, you may place up to 2 Elves you control adjacent to Emirroon. If you roll 18‑20, you may place up to 3 Elves you control adjacent to Emirroon. If the summoning Elves are engaged, they will not take any leaving engagement attacks. Emirroon cannot summon an Elf that he is already adjacent to. +
1
671452
Jorhdawn AC-DK14 Ullar U Feylund Elf Wizard Valiant M 4 6 5 1 3 2 5 7 5 5 100 Rain of Flame Special Attack Range 7. Attack 1 + Special. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Rain of Flame Special Attack. Add 1 to Jorhdawn's attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Jorhdawn, up to a maximum of +3 dice. Roll attack dice once for all affected figures. Each affected figure rolls defense dice separately. Jorhdawn cannot be affected by her own Rain of Flame Special Attack. + +
1
671459
Moriko AC-DK15 Ullar U Earth Human Ninja Disciplined M 4 4 6 1 4 4 6 1 5 6 110 Phantom Walk Moriko can move through all figures and is never attacked when leaving an engagement. + Saber Storm Special Attack Range 1. Attack 1, 2, or 3. Moriko starts each turn with 6 attack dice. Choose any adjacent figure and attack by rolling 1, 2 or 3 attack dice. Moriko may keep making special attacks with 1, 2 or 3 attack dice until she has rolled all 6 attack dice. Moriko may target the same or different figures with each attack. +
1
596664
Sir Dupuis AC-DK16 Jandar U Earth Human Knight Valiant L 6 6 8 1 4 3 8 1 5 6 150 Knight's Courage Add 1 to Sir Dupuis' attack dice for every Knight you control within 4 clear sight spaces of Sir Dupuis up to a maximum of +3 dice. + + Tactical Disengagement 7 When Sir Dupuis receives one or more wounds from a leaving engagement attack, immediately roll the 20‑sided die. If you roll a 7 or higher, ignore any wounds from that leaving engagement attack. + Chalice of Fortitude If Sir Dupuis has 4 or more wounds on his Army Card, add 1 to his defense dice. +
2
595943
Otonashi AC-DK17 Vydar U Earth Human Ninja Tricky M 4 1 6 1 2 3 8 1 4 3 10 Tricky Speed 4 If Otonashi starts her turn adjacent to any figure you control who has a tricky personality, she may move 4 additional spaces. + Phantom Walk Otonashi can move through all figures and is never attacked when leaving an engagement. + Attack the Wild 2 When attacking a figure who has a wild personality, Otonashi rolls 2 additional attack dice. +
1
596655
Chardris AC-DK18 Ullar U Feylund Elf Wizard Valiant M 5 6 5 1 3 2 5 7 5 4 90 Fire Strike Special Attack Range 6. Attack 2 + Special. When Chardris attacks with Fire Strike Special Attack, add 1 to Chardris’ attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Chardris, up to a maximum of +3 dice. + +
1
672059
Kato Katsuro AC-DK19 Einar U Earth Human Daimyo Disciplined M 5 5 6 1 4 4 6 1 4 7 200 Kato Katsuro's Command Instead of taking a turn with Kato Katsuro, you may take a turn with one of the following that you control: 1 Samurai Hero; or 1 Samurai Squad; or 1 Ashigaru Harquebus Squad and/or 1 Ashigaru Yari Squad. You may choose which Squad to activate first. Any figure in the above list that is taking a turn instead of Kato Katsuro must be within clear sight of Kato Katsuro before moving. + + +
1
595938
Skahen's Rescue FS-SR Classic 2008‑08 Agent Skahen AC-SR01 Vydar U Earth Human Agent Tricky M 4 3 6 7 3 3 6 7 4 4 120 Double Attack When Agent Skahen attacks, she may attack one additional time. + + Cover Fire When attacking an opponent's figure, if Agent Skahen inflicts one or more wounds, you may move one Tricky figure you control who follows Vydar and is within 8 clear sight spaces of Agent Skahen up to 4 spaces. You cannot use Cover Fire to move Agent Skahen. + Stealth Dodge When Agent Skahen rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage. + +
1
647558
Blackmoon's Siege FS-BS Classic 2009‑07 Mohican River Tribe AC-BS01 Aquilla C Earth Human Scout Scouts Fearsome M 5 1 5 6 2 1 5 6 2 1 70 Battle Fury If a Mohican River Tribesman is engaged, add 1 to his attack dice and 2 to his defense dice. + + War Cry After taking a turn with the Mohican River Tribe, if at least two Mohican River Tribesmen you control are engaged, you may immediately take a turn with one Unique Tribesman Hero you control. + + Concealment 19 If a Mohican River Tribesman you control is targeted and receives one or more wounds from an attacking figure who is not adjacent, you must roll the 20‑sided die. Count the minimum number of spaces between the attacker and the Mohican River Tribesman. Add this number to your die roll. If you roll a 19 or higher, ignore any wounds the Mohican River Tribesman just received. +
1
1
1
828655
Capuan Gladiators AC-BS04 Einar C Earth Human Gladiator Gladiators Rebellious M 5 1 5 1 3 3 5 1 3 3 70 Human Gladiator Hero Bonding Before taking a turn with the Capuan Gladiators, you may first take a turn with any Human Gladiator Hero you control. + + Initiative Advantage If all of your order markers are on Gladiator Army Cards, you may add 1 to your initiative roll for every order marker on the Capuan Gladiators' Army Card, up to a maximum of +3 for Initiative Advantage. + +
1
1
1
840024
Axegrinders of Burning Forge AC-BS07 Aquilla C Feylund Dwarf Fighter Fighters Fearless S 3 1 4 1 3 3 4 1 3 3 70 Dwarven Strategic Bonding Before taking a turn with The Axegrinders of Burning Forge, you may first take a turn with any Dwarf Hero you control. If you do not take a turn with any Dwarf Hero you control, add 2 to the Axegrinders' move number. + + Fearless Advantage An Axegrinder of Burning Forge rolls an additional die when attacking or defending against large or huge figures. + + Climb X2 When moving up or down levels of terrain, The Axegrinders of Burning Forge may double their Height. +
1
1
1
1
832209
Omnicron Repulsors AC-BS11 Jandar C Alpha Prime Soulborg Repulsor Repulsors Precise S 3 1 5 7 1 3 5 7 2 2 40 Circuitry Overload After moving and before attacking, you must roll the 20‑sided die once for each Soulborg figure adjacent to any Omnicron Repulsors you control. If the figure is a Squad figure and you roll a 13 or higher, destroy that figure. If the figure is a Hero figure and you roll a 16 or higher, that figure receives a wound. Omnicron Repulsors are not affected by Circuitry Overload. + Targeting Beacon When attacking a non‑adjacent figure, all Soulborg figures you control who follow Jandar add 1 die to their attack if at least one Omnicron Repulsor you control is adjacent to the defending figure. + EMP Response If an Omnicron Repulsor you control successfully defends against an attack by a Soulborg figure, you must roll the 20‑sided die. If you roll a 14 or higher, the attacking figure must immediately end its turn and all order markers must be removed from its Army Card (or cards if your opponent has more than one Common Army Card for that figure). + +
1
1
1
834222
Protectors of Ullar AC-BS14 Ullar C Valhalla Kyrie Protector Protectors Confident M 6 1 4 5 3 3 4 5 4 3 110 Combined Arbalest When attacking with a Protector of Ullar, roll 1 additional attack die for every wound that has been inflicted on the defending figure this turn by Protectors of Ullar you control. + Flying When counting spaces for a Protector of Ullar's movement, ignore elevations. A Protector of Ullar may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Protector of Ullar starts to fly, if he is engaged he will take any leaving engagement attacks. +
1
1
1
835549
Marro Dividers AC-BS17 Utgar C Marr Marro Divider Dividers Wild M 4 1 5 1 3 3 5 1 3 3 50 Cell Divide When a Marro Divider you control receives one or more wounds from a Normal or Special Attack by an opponent's figure, you may roll the 20‑sided die before removing that figure. If you roll a 17 or higher, ignore any wounds that figure just received and, if possible, place one of your previously destroyed Marro Dividers on a same‑level space adjacent to the defending Marro Divider. + Self‑Replicating Marro Hive cannot rebirth Marro Dividers with its Marro Rebirth special power.
1
1
1
829546
Kumiko AC-BS20 Jandar U Earth Human Ninja Tricky M 4 3 6 1 3 5 5 1 4 6 80 Ninjutsu Barrage Special Attack Range 1. Attack 3. Instead of moving and attacking normally with Kumiko, you may move Kumiko up to 3 spaces. Kumiko can attack up to 3 times with Ninjutsu Barrage Special Attack at any point before, during, or after this move as long as Kumiko is on a space where she could end her movement. Kumiko cannot attack the same figure more than once on a single turn. + + Phantom Walk Kumiko can move through all figures and is never attacked when leaving an engagement. +
1
839217
Brave Arrow AC-BS21 Aquilla U Earth Human Tribesman Fearsome M 5 4 5 1 4 3 5 6 2 3 50 Tracking While moving, Brave Arrow may add 2 to his move number. If he does, he cannot attack this turn. + + Scout Melee Attack Enhancement All friendly Scouts adjacent to Brave Arrow receive an additional attack die when attacking a figure adjacent to them. + Concealment 10 If Brave Arrow is targeted and receives one or more wounds from an attacking figure who is not adjacent, you must roll the 20‑sided die. Count the minimum number of spaces between the attacker and Brave Arrow. Add this number to your die roll. If you roll a 10 or higher, ignore any wounds Brave Arrow just received. +
1
828653
Atlaga the Kyrie Warrior AC-BS22 Ullar U Valhalla Kyrie Warrior Confident M 6 4 5 5 4 3 4 5 4 3 90 Kyrie Leadership All Kyrie you control, except Atlaga, move one additional space. + Ullar's Bolt of the Witherwood After moving and before attacking with Atlaga, you may choose any opponent's figure within 5 clear sight spaces of Atlaga. Roll the 20‑sided die. If you roll a 1‑15, nothing happens. If you roll a 16 or higher, the chosen figure is destroyed. Atlaga may attempt to use this power only once per game. + + Flying When counting spaces for Atlaga's movement, ignore elevations. Atlaga may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Atlaga starts to fly, if he is engaged he will take any leaving engagement attacks. +
1
835553
Migol Ironwill AC-BS23 Aquilla U Feylund Dwarf Leader Resolute S 3 5 5 1 2 4 4 1 4 6 110 Deadly Strike When attacking with Migol Ironwill, each skull rolled counts as one additional hit. + One Shield Defense When rolling defense dice, if Migol Ironwill rolls at least one shield, the most wounds Migol Ironwill can take for this attack is one. + Climb X2 When moving up or down levels of terrain, Migol Ironwill may double his Height. +
1
832204
Tul‑Bak‑Ra AC-BS24 Utgar U Marr Marro Overlord Terrifying M 5 6 5 1 4 4 5 1 5 7 130 Mind Blast Special Attack Range 3. Attack 3. Tul‑Bak‑Ra does not need clear line of sight to attack with Mind Blast Special Attack. + Teleportation Instead of moving Tul‑Bak‑Ra normally, you may choose any empty space that is on the same level and within 10 spaces of Tul‑Bak‑Ra. Place Tul‑Bak‑Ra on the chosen space. When Tul‑Bak‑Ra starts to Teleport, if he is engaged he will not take any leaving engagement attacks. + Teleport Reinforcements When Tul‑Bak‑Ra receives one or more wounds from an opposing figure's Normal or Special Attack but is not destroyed, you may choose one friendly Marro Squad figure for every wound Tul‑Bak‑Ra just received. Place the chosen figure(s) on any empty space(s) adjacent to Tul‑Bak‑Ra. If the teleported figure(s) are engaged, they will not take any leaving engagement attacks. +
1
829556
Valkrill's Gambit FS-VG Classic 2009‑11 Granite Guardians AC-VG01 Aquilla C Valhalla Elementar Guard Guards Dauntless M 5 1 3 1 3 5 6 1 3 5 100 Rock Throw If a Granite Guardian has a height advantage on an opponent's figure, it may add 2 to its range when attacking that figure. + + Landslide A Granite Guardian with a height advantage on an adjacent opponent's figure rolls an additional attack die when attacking that figure. + Gain High Ground After taking a turn with Granite Guardians, you may move each Granite Guardian you control up to 1 space. This space may be up to 4 levels higher. +
1
1
1
949440
Quasatch Hunters AC-VG04 Aquilla C Valhalla Quasatch Hunter Hunters Ferocious M 5 1 5 1 3 4 4 1 4 6 100 Feral Rage When a Quasatch Hunter attacks, it may attack up to 2 additional times. A Quasatch Hunter cannot attack the same figure more than once per turn. + Techno Hatred When attacking a Soulborg figure, Quasatch Hunters receive 1 additional attack die. + Jungle Tracking If a Quasatch Hunter begins its turn adjacent to an Evergreen Tree or Jungle Piece, it may move 2 additional spaces. +
1
1
1
949483
Battle for the Underdark FS-BU Classic (Dungeons & Dragons) 2010‑01 Deepwyrm Drow AC-BU01 Utgar C Toril Drow Warrior Warriors Tricky M 5 1 6 1 3 3 6 1 4 3 70 Poison Weapons Each time a Deepwyrm Drow attacks a small, medium, or large Hero with a normal attack or a leaving engagement attack and inflicts at least 1 wound, roll the 20‑sided die. If you roll a 1‑11, nothing happens. If you roll a 12 or higher, add 1 additional wound to the defending figure. + Hide In Darkness If a Deepwyrm Drow is attacked with a normal attack and at least 1 skull is rolled, roll the 20‑sided die. If that Deepwyrm Drow is on a dungeon space, add 3 to your die roll. If it is on a shadow space, add 6 to your die roll. If you roll 1‑15, roll defense dice normally. If you roll a 16 or higher, ignore all damage that would be inflicted by the attack. +
1
1
1
976064
Pelloth AC-BU04 Utgar U Toril Drow Arachnomancer Devout M 5 4 6 5 3 3 6 5 5 3 100 Lolth's Wrath Special Attack Range Special. Attack 3. Choose a Drow figure you control that is within 5 clear sight spaces of Pelloth and roll 3 attack dice. One at a time for each skull rolled, you may inflict 1 wound on any small or medium figure that is within 2 clear sight spaces of the chosen Drow figure. You may inflict more than 1 wound on a single figure using Lolth's Wrath Special Attack. Figures affected by Lolth's Wrath Special Attack cannot roll any defense dice. After attacking with Lolth's Wrath Special Attack, destroy the chosen Drow figure. + + Lurk In The Shadows If Pelloth is on a shadow space, opponent's figures must be adjacent to attack him with a normal attack. +
1
976065
Feral Troll AC-BU05 Utgar Uc Toril Troll Hunter Ferocious L 7 8 5 1 3 1 5 1 4 7 90 Blood Frenzy When attacking with this Feral Troll, it receives 1 extra attack die for each wound marker on the defending figure's Army Card, to a maximum of 3 additional attack dice for Blood Frenzy. + Regenerate After taking a turn with this Feral Troll, remove 1 Wound Marker from this Feral Troll's Army Card. +
2
976783
Othkurik The Black Dragon AC-BU06 Utgar U Toril Dragon Young Tricky L 6 5 6 1 4 3 6 1 6 6 140 Acid Spray Special Attack Range 4. Attack 4. Choose a figure to attack. You may also choose up to two other figures adjacent to the targeted figure to be affected by Acid Spray Special Attack. Roll attack once for all affected figures. Each figure rolls defense dice seperately. + Lurking Ambush If Othkurik starts his turn unengaged and on at least one shadow or swamp water space, for this turn add 1 to Othkurik's movement and add 3 to his attack value. + + Flying When counting spaces for Othkurik's movement, ignore elevations. Othkurik may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If Othkurik is engaged when he starts to fly, he will take any leaving engagement attacks. +
2
976776
Ana Karithon AC-BU07 Einar U Toril Human Cleric Merciful M 5 5 5 4 2 3 5 4 2 7 100 Turn Undead Special Attack Range 4. Attack 4. Turn Undead Special Attack can be used to attack only Undead figures. + Protection from Evil Aura All small or medium figures you control within 3 clear sight spaces of Ana Karithon add 1 to their defense dice when rolling defense against an attack from a figure who follows Utgar. Ana Karithon's Protection from Evil Aura does not affect Ana Karithon. + + Healing Word After revealing an Order Marker on a wounded small or medium Hero figure you control that is adjacent to Ana Karithon, and before using any other special powers on any Army Card or Glyph, you may first roll the 20‑sided die. If you roll a 1‑12, nothing happens. If you roll a 13 or higher, remove up to 2 wound markers from that Hero's Army Card. +
1
976802
Erevan Sunshadow AC-BU08 Jandar U Toril Eladrin Wizard Precise M 5 5 6 1 2 2 7 5 4 3 80 Fire Blast Special Attack Range 5. Attack Special. Each time you attack with Erevan Sunshadow's Fire Blast Special Attack, you may choose to roll 2, 3, or 4 attack dice. If a skull is rolled on every die, you may attack again with Everan Sunshadow's Fire Blast Special Attack. You may continue attacking with Everan Sunshadow's Fire Blast Special Attack until you do not roll a skull on every die. + + Fey Step Once per game, Erevan Sunshadow may use Fey Step. Before moving normally with Erevan Sunshadow, you may place him on any empty space within 5 spaces of his current location. If Erevan Sunshadow is engaged when he uses Fey Step, he will not take any leaving engagement attacks. +
1
976812
Tandros Kreel AC-BU09 Einar U Toril Human Fighter Disciplined M 5 7 5 5 2 4 5 1 5 6 120 +2 Broadsword If Tandros Kreel is attacking an adjacent figure, add 2 dice to Tandros Kreel's attack. + Cleave When Tandros Kreel attacks an adjacent figure, you may choose one Squad figure that is also adjacent to Tandros Kreel. If the defending figure receives any wounds from Tandros Kreel's attack, the chosen figure receives one wound. + Combat Challenge If an opponent's figure that is adjacent to Tandros Kreel attacks with a normal or special attack, it must attack Tandros Kreel. +
1
976794
Darrak Ambershard AC-BU10 Aquilla U Toril Dwarf Rogue Tricky M 4 4 5 1 4 2 5 1 5 3 60 Sneak Attack 2 If Darrak Ambershard is attacking an opponent's figure that is adjacent to at least one other figure you control, add 2 dice to Darrak Ambershard's attack. + Disarm Traps When you roll the 20‑sided die for a Treasure Glyph trap with Darrak Ambershard, you may add 4 to your die roll. + Hide In Darkness If Darrak Ambershard is attacked with a normal attack and at least 1 skull is rolled, roll the 20‑sided die. If Darrak Ambershard is on a dungeon space, add 3 to your die roll. If he is on a shadow space, add 6 to your die roll. If you roll 1‑15, roll defense dice normally. If you roll a 16 or higher, ignore all damage that would be inflicted by the attack. +
1
978853
Champions of Forgotten Realms FS-FR Classic (Dungeons & Dragons) 2010‑03 Fen Hydra AC-FR01 Utgar Uc Toril Hydra Marauder Ferocious H 8 4 5 1 4 6 5 1 8 3 120 Hydra Heads When this Fen Hydra attacks, it may attack up to 4 times. Reduce the number of times this Fen Hydra can attack by 1 for each wound marker on this Army Card. + Reach If an opponent's figure is within 2 spaces of this Fen Hydra, and its base is no more than 3 levels above this Fen Hydra's height or 3 levels below this Fen Hydra's base, this Fen Hydra may add 1 to its Range when attacking that figure. + + Slither The Fen Hydra does not have to stop its movement when entering water spaces. +
2
1047796
Sahuagin Raider AC-FR02 Utgar C Toril Sahuagin Raider Ferocious M 4 1 6 1 2 3 6 1 5 2 25 Blood Frenzy When attacking with a Sahuagin Raider, it receives 1 extra attack die for each wound marker on the defending figure's Army Card, to a maximum of 3 additional attack dice for Blood Frenzy. + Amphibious While a Sahuagin Raider is on a water space, add 2 to its Defense. If a Sahuagin Raider starts its turn on a water space, add 1 to its movement for that turn. A Sahuagin Raider does not have to stop its movement when entering a water space. + +
1
1045114
Phantom Knights AC-FR03 Utgar C Toril Undead Knight Knights Tormented M 5 1 6 1 3 4 6 1 3 6 70 Insubstantial 3 A Phantom Knight adds 3 additional defense dice when rolling defense against a normal attack from a figure who is not adjacent. + + Stealth Flying When counting spaces for a Phantom Knight's movement, ignore elevations. A Phantom Knight may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Phantom Knight is engaged when it starts to fly, it will not take any leaving engagement attacks. + +
1
1
1
1045095
Wyvern AC-FR06 Aquilla Uc Toril Wyvern Predator Ferocious L 7 4 7 1 4 4 7 1 6 3 100 Talon Grab While this Wyvern is flying, you may choose one opponent's small or medium figure that it passed over this turn. Place the chosen figure on an empty same‑level space adjacent to this Wyvern at the end of its move. If the chosen figure is engaged when it is moved by Talon Grab, it will not take any leaving engagement attacks. Figures under overhangs can never be moved by Talon Grab. + Venomous Sting When rolling attack dice, if this Wyvern rolls a skull on every die, the defending figure cannot roll any defense dice. Venomous Sting does not affect destructible objects. + Flying When counting spaces for a Wyvern's movement, ignore elevations. A Wyvern may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Wyvern is engaged when it starts to fly, it will take any leaving engagement attacks. +
2
1045085
Air Elemental AC-FR07 Jandar C Toril Elemental Construct Relentless M 4 1 5 1 3 3 5 1 5 4 30 Swirling Vortex When an opponent's small or medium figure moves onto a space within 2 clear sight spaces of an Air Elemental you control, that figure must end its move there. Figures can never move through any figure affected by Swirling Vortex. + Air Mastery Figures that have the Flying or Stealth Flying special power subtract 1 from their defense dice when attacked by an Air Elemental. + Stealth Flying When counting spaces for an Air Elemental's movement, ignore elevations. An Air Elemental may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If an Air Elemental is engaged when it starts to fly, it will not take any leaving engagement attacks. + +
1
1047059
Water Elemental AC-FR08 Aquilla C Toril Elemental Construct Resolute M 4 1 4 5 3 4 5 5 4 4 30 Water Mastery While a Water Elemental is on a water space, add 1 to its Attack and Defense. + + Water Tunnel If a Water Elemental ends its normal movement on a water space, you may immediately place it on any empty same‑level water space within 5 spaces. If a Water Elemental is engaged when it starts its Water Tunnel, it will not take any leaving engagement attacks. +
1
1047010
Earth Elemental AC-FR09 Einar C Toril Elemental Construct Fearless M 5 1 4 1 4 4 5 1 4 5 35 Earth Slam Special Attack Range 1. Attack 3. Any non‑flying figure adjacent to this Earth Elemental is affected by Earth Slam Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense separately. + Underground Movement Instead of moving normally with an Earth Elemental, you may immediately place it on any empty non‑water space that is within 4 spaces of that Earth Elemental and is no higher than 1 level above that Earth Elemental's height or 3 levels below that Earth Elemental's base. If an Earth Elemental is engaged when it starts its Underground Movement, it will take any leaving engagement attacks. +
1
1047023
Fire Elemental AC-FR10 Utgar C Toril Elemental Construct Mindless M 4 1 5 1 4 4 5 1 5 3 35 Lava Resistant A Fire Elemental never rolls for molten lava damage or lava field damage and it does not have to stop on molten lava spaces. + + Searing Intensity After moving and before attacking, you must roll the 20‑sided die once for each figure adjacent to at least one Fire Elemental you control. If you roll a 14 or higher, that figure receives 1 wound. Figures with the Lava Resistant special power are not affected by Searing Intensity. + Negative Element A Fire Element can never roll defense dice while it is on a water space. +
1
1045521
Greater Ice Elemental AC-FR11 Jandar Uc Toril Elemental Construct Dauntless H 8 4 5 1 6 4 5 1 7 5 130 Ice Cold While a Greater Ice Elemental is on a water or ice space, that space and all same‑level water spaces adjacent to that Greater Ice Elemental are considered normal ice spaces. Figures do not have to stop their movement on normal ice spaces. + Ice Spikes 15 If an opponent's figure moves adjacent to this Greater Ice Elemental, roll the 20‑sided die. If this Greater Ice Elemental is on at least one ice or snow space, add 2 to your die roll. If you roll a 15 or higher, the opponent's figure receives 1 wound. Figures can be affected by Ice Spikes only as they move into engagement with this Greater Ice Elemental. + + Cold Healing After taking a turn with this Greater Ice Elemental, if it is on at least one snow or ice space, remove 1 wound marker from this Greater Ice Elemental's Army Card. +
2
1045525
Greenscale Warriors AC-FR12 Ullar C Toril Lizardfolk Warrior Warriors Loyal M 5 1 6 1 2 3 6 1 4 4 60 Loyalty to the Lizard King At the start of the game, choose a Unique Lizardfolk Hero you control, or a Unique large or huge Dragon Hero you control, to be the Greenscale Warriors' Lizard King. A Greenscale Warrior rolls 1 additional attack and defense die when its chosen Lizard King is within 2 clear sight spaces. You can choose only one Lizard King for all the Greenscale Warriors you control. + + + Lizard King Bonding Before taking a turn with the Greenscale Warriors, you may first take a turn with their chosen Lizard King if it is still under your control. + +
1
1
1
1045080
Drow Chainfighter AC-FR15 Utgar C Toril Drow Guard Wild M 4 1 6 1 4 4 6 1 4 3 25 Chain Grab After moving and before attacking with a Drow Chainfighter, you may choose one opponent's small or medium figure within 3 clear sight spaces whose base is no more than 6 levels above that Drow Chainfighter's height or 6 levels below that Drow Chainfighter's base. Roll the 20‑sided die. If you roll a 9 or higher, place the chosen figure on any empty same‑level space adjacent to that Drow Chainfighter. If the chosen figure is engaged when it is moved by Chain Grab, it will not take any leaving engagement attacks. + Hide In Darkness If a Drow Chainfighter is attacked with a normal attack and at least 1 skull is rolled, roll the 20‑sided die. If that Drow Chainfighter is on a dungeon space, add 3 to your die roll. If he is on a shadow space, add 6 to your die roll. If you roll a 1‑15, roll defense dice normally. If you roll a 16 or higher, ignore all damage that would be inflicted by the attack. +
1
1045595
Torin AC-FR16 Utgar U Toril Cyclops Hewer Terrifying L 7 5 5 1 4 4 5 1 6 4 120 Battleaxe If Torin is attacking a small or medium figure, add 2 dice to Torin's attack. + Evil Eye Protection When Torin, or any friendly small or medium Utgar figure adjacent to Torin, rolls defense dice against a normal attack from a non‑adjacent attacking figure, all excess shields count as unblockable hits inflicted by Torin on the attacking figure. + + +
2
1047719
Mogrimm Forgehammer AC-FR17 Aquilla U Toril Dwarf Warlord Inspiring M 4 6 5 1 4 2 5 1 5 4 120 Combat Leader If at least one order marker is on Mogrimm Forgehammer, you may add 3 to your initiative roll. + + Commander's Strike After moving and before attacking with Mogrimm Forgehammer, you may choose any opponent's figure within 5 clear site spaces that is engaged with any other figure you control. Roll the 20‑sided die. If you roll a 15 or higher, the chosen figure receives 1 wound. + + Tough When rolling defense dice against a normal attack, Mogrimm Forgehammer always adds 1 automatic shield to whatever is rolled. +
1
1045100
Brandis Skyhunter AC-FR18 Ullar U Toril Half‑Elf Ranger Precise M 5 5 6 5 3 3 6 6 4 4 90 Sky Watcher If Brandis Skyhunter is attacking a non‑adjacent figure that has the Flying or Stealth Flying special power, add 2 dice to Brandis Skyhunter's attack. + + Archer's Glory Each time Brandis Skyhunter destroys an opponent's non‑adjacent Unique Hero, you may take another turn with Brandis Skyhunter. + + +
1
1048033
Sharwin Wildborn AC-FR19 Ullar U Toril Eladrin Battle Mage Tricky M 5 5 6 1 2 3 6 5 6 5 110 Arcane Bolt Special Attack Range 5 + Special. Attack 3. The first target of Arcane Bolt Special Attack must be within a Range of 5. After attacking with Arcane Bolt Special Attack, if the defending figure receives at least 1 wound, you may choose a figure that was adjacent to the defending figure at the beginning of that attack and attack that chosen figure with Arcane Bolt Special Attack. You may continue attacking with Arcane Bolt Special Attack in this manner until you fail to inflict a wound. A figure cannot be attacked more than once in a turn with Arcane Bolt Special Attack. + + Arcane Riposte When Sharwin Wildborn rolls defense dice against a normal attack, all excess shields count as unblockable hits on the attacking figure. + + Shocking Grasp When rolling attack dice for a normal attack, Sharwin Wildborn always adds 1 automatic skull to whatever is rolled. +
1
1048543
Estivara AC-FR20 Utgar U Toril Drow Arachnomancer Tricky M 4 4 5 1 3 3 5 5 6 5 80 Venom Ray Special Attack Range 5. Attack 3. If Estivara inflicts at least 1 wound with Venom Ray Special Attack, roll the 20‑sided die for Venom Damage. If you roll a 1‑9, the defending figure receives no additional wounds for Venom Damage. If you roll a 10‑19, add 1 additional wound marker to the defending figure's Army Card, and roll again for Venom Damage. If you roll a 20, destroy the defending figure. + + Lolth's Judgement Aura All Arachnid figures you control within 6 clear sight spaces of Estivara roll 1 additional attack die when attacking normally. + + Cloud of Darkness After taking a turn with Estivara, you may roll the 20‑sided die. If you roll a 16 or higher, while she remains on that space, Estivara has no visible Hit Zone until the next time you reveal an order marker. +
1
1047618
Warriors of Eberron FS-WE Classic (Dungeons & Dragons) 2010‑08 Iron Golem AC-WE01 Vydar Uc Eberron Golem Construct Mindless L 7 3 5 1 6 6 6 1 4 7 100 Iron Tough When rolling defense dice against a special attack, this Iron Golem always adds 2 automatic shields to whatever is rolled. + Lava Resistant This Iron Golem never rolls for molten lava damage or lava field damage, and it does not have to stop on molten lava spaces. + +
2
1148579
White Wyrmling AC-WE02 Jandar C Eberron Dragon Wyrmling Ferocious S 3 1 6 1 3 4 5 4 3 3 30 Fledgling Ice Shards Special Attack Range 5. Attack 2. When a White Wyrmling attacks with its Fledgling Ice Shards Special Attack, it may attack 1 additional time. It cannot attack the same figure more than once this turn. + + Wyrmling Bonding After revealing an order marker on a White Wyrmling Army Card, before taking that White Wyrmling's turn, you may take a turn with one other Wyrmling you control. + + Flying When counting spaces for a White Wyrmling's movement, ignore elevations. A White Wyrmling may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a White Wyrmling is engaged when it starts to fly, it will take any leaving engagement attacks. +
1
1148864
Red Wyrmling AC-WE03 Einar C Eberron Dragon Wyrmling Disciplined S 3 1 5 1 3 3 5 1 3 3 30 Fledgling Fires Special Attack Range 5. Attack 3. Common Squad figures roll 2 fewer defense dice against Fledgling Fires Special Attack. + + Wyrmling Bonding After revealing an order marker on a Red Wyrmling Army Card, before taking that Red Wyrmling's turn, you may take a turn with one other Wyrmling you control. + + Flying When counting spaces for a Red Wyrmling's movement, ignore elevations. A Red Wyrmling may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Red Wyrmling is engaged when it starts to fly, it will take any leaving engagement attacks. +
1
1148599
Blue Wyrmling AC-WE04 Aquilla C Eberron Dragon Wyrmling Precise S 3 1 5 1 4 3 5 4 3 3 35 Fledgling Lightning Breath Special Attack Range 4 + Special. Attack 2. Choose a figure to attack. You may also choose one other figure within 3 clear sight spaces of the targeted figure to be affected by Fledgling Lightning Breath Special Attack. Roll attack dice once for both figures. Each figure rolls defense dice separately. Fledgling Lightning Breath Special Attack does not affect destructible objects. + + Wyrmling Bonding After revealing an order marker on a Blue Wyrmling Army Card, before taking that Blue Wyrmling's turn, you may take a turn with one other Wyrmling you control. + + Flying When counting spaces for a Blue Wyrmling's movement, ignore elevations. A Blue Wyrmling may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Blue Wyrmling is engaged when it starts to fly, it will take any leaving engagement attacks. +
1
1148591
Black Wyrmling AC-WE05 Vydar C Eberron Dragon Wyrmling Wild S 3 1 6 1 3 3 5 4 3 3 30 Fledgling Acid Breath Instead of attacking with a Black Wyrmling, you may choose one small or medium figure within 4 clear sight spaces of it. Roll the 20‑sided die. If you roll a 1‑10, nothing happens. If you roll an 11‑15, the chosen figure receives 1 wound. If you roll a 16 or higher, the chosen figure receives 2 wounds. + + Wyrmling Bonding After revealing an order marker on a Black Wyrmling Army Card, before taking that Black Wyrmling's turn, you may take a turn with one other Wyrmling you control. + + Flying When counting spaces for a Black Wyrmling's movement, ignore elevations. A Black Wyrmling may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Black Wyrmling is engaged when it starts to fly, it will take any leaving engagement attacks. +
1
1148876
Werewolf Lord AC-WE06 Utgar Uc Eberron Lycanthrope Darklord Relentless H 9 6 6 1 4 4 5 1 6 6 140 Lycanthropy This Werewolf Lord starts the game with 3 green Lycanthropy markers on its Army Card. If an opponent's Unique Hero receives at least 1 wound from this Werewolf Lord, you may place a Lycanthropy marker on that figure's Army Card. For the duration of the game, that figure loses its Species, Class, and Personality. Instead, it has the following characteristics: Species: Hybrid, Class: Hunter, Personality: Tormented. Lycanthropy never affects Constructs, Lycanthropes, Soulborgs, and destructible objects. + Moon Frenzy After revealing an order marker on this Werefolf Lord, before taking this Werewolf Lord's turn, roll the 20‑sided die. If you roll an 11 or higher, you may first take a turn with any Hybrid Hero in play. If you take a turn with an opponent's Hybrid Hero, you control that hero for the duration of its turn. At the end of its turn, control of the Hybrid Hero returns to its previous owner. All order markers that were on the figure's Army Card will stay on the Army Card. + +
2
1148608
Warforged Soldiers AC-WE07 Vydar C Eberron Warforged Soldier Soldiers Loyal M 5 1 5 1 3 2 5 1 3 5 80 Tactical Switch When a Warforged Soldier you control attacks an opponent's small or medium figure, before rolling the attack dice, you may switch that Warforged Soldier with the defending figure. After switching spaces, the Warforged Soldier must continue the attack, if possible, and cannot attack any other figure this turn. Figures moved by Tactical Switch never take any leaving engagement attacks. An opponent's figure may be moved by Tactical Switch only once per turn. + Warforged Resolve When rolling defense dice against a normal or special attack, a Warforged Soldier always adds 1 automatic shield to whatever is rolled. +
1
1
1
1148612
Mind Flayer Mastermind AC-WE10 Utgar Uc Eberron Mind Flayer Psychic Terrifying M 5 4 5 1 4 4 5 1 4 4 100 Psionic Blast Special Attack Range 3. Attack 3. This Mind Flayer Mastermind does not need clear line of sight to attack with Psionic Blast Special Attack. If a figure receives 1 or more wounds from Psionic Blast Special Attack, remove one unrevealed order marker at random from that figure's Army Card (or cards if your opponent has more than one Common card for the figure). + Enslave 17 When revealing an order marker on this Mind Flayer Mastermind, after taking this Mind Flayer Mastermind's turn, you may choose any Unique Hero figure within 4 clear sight spaces of this Mind Flayer Mastermind. Roll the 20‑sided die. If you roll a 17 or higher, take temporary control of the chosen Hero and immediately take a turn with that Hero. At the end of that turn, control of the chosen Hero returns to its previous owner. All order markers that were on the figure's Army Card will stay on the Army Card. Enslave does not affect Mind Flayers. + +
1
1149703
Ogre Warhulk AC-WE11 Utgar Uc Eberron Ogre Warhulk Wild L 7 8 5 1 5 3 6 1 7 5 150 Flail Hurricane After moving and before attacking with this Ogre Warhulk, you must roll the 20‑sided die. If you roll a 1‑10, it may attack normally. If you roll an 11 or higher, instead of attacking normally, it must attack each figure adjacent to it, if possible. Roll each attack separately. + Mine! When you roll the 20‑sided die for a Treasure Glyph trap with this Ogre Warlhulk, you must subtract 4 from your role.
2
1148616
Goblin Cutters AC-WE12 Utgar C Eberron Goblin Cutter Cutters Skittish S 3 1 6 1 2 1 6 1 2 2 50 Mob Attack When attacking with a Goblin Cutter you control, if the defending figure is engaged with at least 2 other Goblin Cutters you control, it subtracts 2 from its defense dice. + Scurry When a Goblin Cutter you control is destroyed by a normal attack from an opponent's figure, you may move any 2 Goblin Cutters you control up to 4 spaces each, and all Goblin Cutters you control no longer have any visible Hit Zones for the duration of the attacking figure's turn while they remain unengaged. Goblin Cutters will never take any leaving engagement attacks while using Scurry. + + Scale When moving up or down levels of terrain, Goblin Cutters may add 2 to their height. +
1
1
1
1
1148917
Shurrak AC-WE16 Utgar U Eberron Giant Warrior Militaristic H 8 6 6 1 5 4 5 1 7 6 160 Sweeping Sword Special Attack Range 1. Attack 5. Choose a figure to attack. Any figures adjacent to both Shurrak and the chosen figure are also affected by Sweeping Sword Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. + Knockback 14 When a small or medium figure rolls defense dice and is not destroyed by a normal or special attack by Shurrak, immediately roll the 20‑sided die. If you roll a 14 or higher, you may Knockback the figure by placing it on any empty space within 3 clear sight spaces of Shurrak. The space must be on the same level as or lower than its current location. A figure moved by Knockback never takes any leaving engagement attacks. A non‑flying figure moved lower by Knockback can receive any falling damage that may apply. + + + Lava Resistant Shurrak never rolls for molten lava damage or lava field damage, and he does not have to stop on molten lava spaces. + +
2
1148908
Mika Connour AC-WE17 Vydar U Eberron Human Shadow Assassin Tricky M 5 5 6 1 4 4 6 1 5 6 110 Shadow Ambush If Mika Connour starts her turn unengaged and on a shadow space, add 3 dice to her attack this turn. + + Shadow Dance If Mika Connour starts her turn on a shadow space, instead of moving normally, you may place her on any other empty shadow space within 8 spaces of her current location. If Mika Connour is engaged when she starts her Shadow Dance, she will take any leaving engagement attacks. + Blend Into Shadow Mika Connour starts each game with up to 2 shadow tiles on her Army Card. If Mika Connour ends her turn on an empty land space, you may place a shadow tile from her Army Card onto the space she occupies if the shadow tile fits normally onto that space.
1
1148737
Heirloom AC-WE18 Vydar U Eberron Warforged Wizard Tricky M 5 4 5 1 4 2 5 5 4 5 90 Force Orb Special Attack Range 5. Attack 3. Choose an opponent's figure to attack. Each opponent's figure adjacent to the chosen figure is also affected by Force Orb Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. + + Mage Hand After moving and before attacking with Heirloom, you may choose a Treasure Glyph on an unoccupied space within 4 spaces of Heirloom. You may move that Treasure Glyph onto any empty same‑level space adjacent to Heirloom. Symbol‑side‑up Treasure Glyphs cannot be revealed, and a power‑side‑up Treasure Glyph must be placed power‑side‑up when moved by Mage Hand. + Warforged Resolve When rolling defense dice against a normal or special attack, Heirloom always adds 1 automatic shield to whatever is rolled. +
1
1148638
Rhogar Dragonspine AC-WE19 Aquilla U Eberron Dragonborn Paladin Ferocious M 5 6 5 1 4 4 5 1 5 7 110 Dragon Breath Special Attack Range Special. Attack 3. Choose 3 spaces in a straight line from Rhogar Dragonspine. All figures on those spaces that are in line of sight are affected by Dragon Breath Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. + + Lay on Hands After moving and before attacking with Rhogar Dragonspine, you may choose a wounded friendly Hero figure adjacent to Rhogar Dragonspine and roll the 20‑sided die. If you roll a 6 or higher, remove 1 wound marker from the chosen figure's Army Card. + +
1
1148631
Kurrok the Elementalist AC-WE20 Utgar U Eberron Hobgoblin Sorcerer Devout M 5 5 5 1 3 3 5 1 3 6 120 Summon Elemental After moving and before attacking with Kurrok the Elementalist, you may roll the 20‑sided die. If you roll an 11 or higher, you may if possible, place one of your previously destroyed small or medium Elementals on an empty space within 3 clear sight spaces of Kurrok the Elementalist. + Master of the Elements After revealing an order marker on Kurrok the Elementalist, instead of taking that turn with Kurrok, you may take a turn with up to three small or medium Elementals you control that are within 8 clear sight spaces of Kurrok the Elementalist. + + +
1
1148625
Moltenclaw's Invasion FS-MI Classic (Dungeons & Dragons) 2010‑11 Horned Skull Brutes AC-MI01 Valkrill C Eberron Goblin Brute Brutes Merciless M 5 1 5 1 4 4 6 1 4 4 75 Expendable Rabble If a Horned Skull Brute you control is attacked with a normal attack by an opponent's figure and receives 1 or more wounds, you may destroy a small Goblin figure you control that is adjacent to that Horned Skull Brute to ignore any wounds that Horned Skull Brute just received. + Barge into Battle After moving and before attacking, if a Horned Skull Brute you control ends its movement unengaged, you may choose an engaged small or medium friendly Squad figure within 3 clear sight spaces of that Horned Skull Brute whose base is no more that 2 levels higher or lower than the base of that Horned Skull Brute. You may switch that Horned Skull Brute with the chosen Squad figure. Figures moved by Barge into Battle never take any leaving engagement attacks. +
1
1
1
1255235
Death Chasers of Thesk AC-MI04 Valkrill C Toril Orc Hunter Hunters Wild M 5 1 5 1 4 2 6 1 4 3 55 Taskmaster Bonding Before taking a turn with the Death Chasers of Thesk, you may first take a turn with any large wild Hero you control. + + Orc Battle Rush At the start of the first round of the game, after all order markers have been placed, you may move all Death Chasers of Thesk you control up to 5 spaces each. They must end their Orc Battle Rush movement on an empty space. +
1
1
1
1254961
Ogre Pulverizer AC-MI07 Utgar Uc Toril Ogre Pulverizer Wild L 6 6 5 1 4 3 5 1 6 4 100 Double Attack When this Ogre Pulverizer attacks, it may attack one additional time. + + Lumbering Bully When attacking with this Ogre Pulverizer, all excess shields rolled by the defending figure count as unblockable hits inflicted by the defending figure on this Ogre Pulverizer. + +
1
1254429
Mezzodemon Warmongers AC-MI08 Valkrill C Toril Demon Warmonger Warmongers Ferocious M 5 1 5 4 3 3 5 5 3 3 65 Poison Cloud When a Mezzodemon Warmonger attacks a common figure, add 1 to its Attack value. + Exoskeleton At the start of the game, place 1 copper Exoskeleton marker on a Mezzodemon Warmongers Army Card for each Mezzodemon Warmonger figure in your Army. After a Mezzodemon Warmonger rolls defense dice against a normal attack, you may remove 1 Exoskeleton marker from its Army Card to ignore all wounds inflicted by that attack. +
1
1
1254437
Death Knights of Valkrill AC-MI10 Valkrill C Toril Undead Death Knight Death Knights Tormented M 5 1 5 1 2 5 5 1 5 4 60 Soul Weapons Figures attacked by a Death Knight of Valkrill subtract 2 from their defense dice. Destructible objects are not affected by Soul Weapons. + Unholy Bonding Before taking a turn with the Death Knights of Valkrill, you may first take a turn with any small, medium, or large relentless Hero you control. + +
1
1
1255252
Frost Giant of Morh AC-MI12 Utgar Uc Eberron Giant Brute Fearless H 9 6 5 1 4 4 6 1 6 6 140 Indomitable If this Frost Giant of Morh begins its turn unengaged, add 2 to its Move value this turn. If it begins its turn engaged, add 2 to its Attack value this turn. + + Battle Frenzy After attacking with this Frost Giant of Morh, roll the 20‑sided die. If you roll a 16 or higher, you may attack again with this Frost Giant of Morh. + Dying Swipe If this Frost Giant of Morh is attacked with a normal attack by an opponent's figure and receives enough wounds to be destroyed, roll 3 attack dice. One at a time for each skull rolled, you may inflict 1 wound on any figure that is adjacent to this Frost Giant of Morh. Figures affected by Dying Swipe cannot roll any defense dice and can receive more than 1 wound each. After using Dying Swipe, remove this Frost Giant of Morh from the battlefield. +
1
1254907
Ice Troll Berserker AC-MI13 Utgar Uc Eberron Troll Beast Ferocious L 5 4 5 1 5 2 5 1 4 5 85 Ice Troll Charge After moving and before attacking with this Ice Troll Berserker, roll the 20‑sided die. If this Ice Troll Berserker is on a snow or ice space, add 3 to your die roll. If you roll a 13 or higher, you may move this Ice Troll Berserker again. + Cold Regenerate After taking a turn with this Ice Troll Berserker, remove 1 wound marker from this Ice Troll Berserker's Army Card. If it is on a snow or ice space, remove 1 additional wound marker. +
1
1254939
Master of the Hunt AC-MI14 Einar Uc Toril Firbolg Hunter Bold L 6 6 6 4 4 4 6 1 8 4 140 Mortal Strike After attacking an opponent's Unique Hero with this Master of the Hunt's normal attack, roll 1 attack die for each wound inflicted in that attack. For each additional skull rolled, place 1 additional wound marker on the defending figure's Army Card. + Javelin After moving and before attacking with this Master of the Hunt, you may roll the 20‑sided die. If you roll a 16 or higher, add 3 to this Master of the Hunt's Range value for the duration of its turn. +
1
1256011
Evar Scarcarver AC-MI15 Vydar U Toril Human Frostrager Reckless M 5 5 5 4 2 3 5 1 6 7 110 Double Assault When Evar Scarcarver attacks an adjacent figure or destructible object, he may attack one additional time. + + Frost Rage When revealing a numbered order marker on Evar Scarcarver's Army Card, you may also reveal an "X" order marker that is on Evar Scarcarver's Army Card to activate Frost Rage for the duration of the round. While Frost Rage is active, add 1 to Evar Scarcarver's Attack and Defense values for each wound marker on his Army Card. + +
1
1254438
Eltahale AC-MI16 Jandar U Toril Goliath Warden Fearless M 5 6 6 1 5 4 6 1 6 5 140 Thunder Ram Assault Special Attack Range 1 + Special. Attack 4. Choose a figure to attack. You may also choose up to two other figures within 2 clear sight spaces of the targeted figure to be affected by Thunder Ram Assault Special Attack. Roll attack dice once for all affected figures. Each figures rolls defense dice separately. You can only use Thunder Ram Assault Special Attack if Eltahale was not adjacent to the targeted figure at the start of this turn. You cannot use Thunder Ram Assault Special Attack if you used Thunder Step this turn. + + Thunder Step Instead of moving Eltahale normally, you may choose an oppnent's figure within 5 clear sight spaces of Eltahale. Place Eltahale on any empty space adjacent to the chosen figure. For the duration of Eltahale's turn, add 1 to her attack value. At the end of her turn, roll 1 attack die. If a skull is rolled, place 1 wound marker on Eltahale's Army Card. If Eltahale is engaged when she starts Thunder Step, she will not take any leaving engagement attacks. + +
1
1254440
Siege AC-MI17 Vydar U Eberron Warforged Juggernaut Stoic M 5 5 5 1 5 5 5 1 4 8 120 Crag of Steel When revealing a numbered order marker on Siege's Army Card, you may also reveal an "X" order marker that is on Siege's Army Card to activate Crag of Steel for the duration of the round. While Crag of Steel is active, add 3 to Siege's Defense value and subtract 2 from Siege's Attack and Move values. When Siege attacks while Crag of Steel is active, he may attack any or all figures adjacent to him. Roll each attack separately. + + +
1
1254428
Moltenclaw AC-MI18 Utgar U Eberron Dragon Prince Fearless H 8 6 5 1 5 3 6 7 6 7 170 Burning Breath Special Attack Range 4 + Special. Attack 4. Choose a figure to attack. You may also choose 4 spaces in a straight line from the targeted figure. All figures on those spaces that are within line of sight of Moltenclaw are affected by Burning Breath Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Moltenclaw is not affected by Burning Breath Special Attack. + + Lava Resistant Moltenclaw never rolls for molten lava damage or lava field damage, and he does not have to stop on molten lava spaces. + + Flying When counting spaces for Moltenclaw's movement, ignore elevations. Moltenclaw may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If Moltenclaw is engaged when he starts to fly, he will take any leaving engagement attacks. +
1
1254905
Forever Valiant FS-VL Classic 2010‑11 Samuel Brown AC-VL01 Jandar U Earth Human Patriot Valiant M 5 4 5 7 3 3 5 7 4 4 60 Fire and Rush Special Attack Range Special. Attack Special. If Samuel Brown begins his turn unengaged, instead of moving and attacking normally, he may use his Fire and Rush Special Attack. Choose a figure within 5 spaces of Samuel Brown to attack and roll 3 attack dice. If the defending figure receives one or more wounds from that attack, you may move Samuel Brown up to 5 spaces. If Samuel Brown ends that move engaged, he may attack again by rolling 4 attack dice. + + +
1
1271802
The Conflict Begins FS-CB Comic Superheroes (Marvel) 2007‑07 Captain America AC-CB01 Good U Earth Human Soldier Valiant M 5 5 5 1 6 6 5 1 6 8 220 Shield Throw Special Attack Range 5. Attack 4. When Captain America attacks with his Shield Throw Special Attack, he may attack 2 additional times. He cannot attack the same figure more than once. + + Tactician All friendly figures adjacent to Captain America add 1 extra die to their attack, and 1 extra die to their defense. + + Counter Strike When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. + +
1
290820
Incredible Hulk AC-CB02 Good U Earth Human Creature Angry M 6 8 5 1 6 6 6 1 8 10 370 Rage Smash 5 When Incredible Hulk attacks using a normal attack, he receives one extra attack die for each Wound Marker he has, up to a maximum of 5 extra attack dice for Rage Smash. + Super Leap Instead of his normal move, Incredible Hulk may Super Leap. Super Leap has a move of 10. When counting spaces for Hulk's Super Leap movement, ignore elevations. Hulk may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Hulk may not leap more than 50 levels up or down in a single leap. If Hulk is engaged when he starts to leap, he will take any leaving engagement attacks. Hulk rolls 3 less attack dice on any turn that he chooses to Super Leap. + Stomp Special Attack Range 1. Attack 3. Any figure adjacent to Incredible Hulk is affected by the Stomp Special Attack. Roll 3 attack dice once for all affected figures. Each figure rolls defense separately. Hulk cannot attack using his Stomp Special Attack on the same turn he uses Super Leap. + Super Strength Incredible Hulk does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Incredible Hulk ignores any automatic shields when attacking a Destructible Object. + +
1
290827
Iron Man AC-CB03 Good U Earth Human Adventurer Arrogant M 5 4 6 6 4 6 6 6 6 8 240 Double Attack When Iron Man attacks, he may attack one additional time. + + Flying When counting spaces for Iron Man's movement, ignore elevations. Iron Man may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Iron Man starts to fly, if he is engaged he will take any leaving engagement attacks. + Super Strength Iron Man does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Iron Man ignores any automatic shields when attacking a Destructible Object. + +
1
290824
Spider‑Man AC-CB04 Good U Earth Human Crime Fighter Tricky M 5 5 6 1 4 4 6 1 4 7 160 Spidey‑Sense 11 If Spider‑Man is attacked by an opponent's figure and at least 1 skull is rolled, roll the 20‑sided die. If you roll 1‑10, roll defense dice normally. If you roll 11‑20, Spider‑Man takes no damage and may immediately move using his Swing Line 4 Special Power + + Swing Line 4 Instead of a normal move, Spider‑Man may use his Swing Line. Swing Line has a move of 4. When counting spaces for Spider‑Man's Swing Line movement, ignore elevations. Spider‑Man may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Spider‑Man may not Swing Line more than 40 levels up or down in a single Swing Line. If Spider‑Man is engaged when he starts to Swing Line, he will not take any leaving engagement attacks. + Web Special Attack Range 4. Attack 3. Figures roll 1 less defense die when defending against Spider‑Man's Web Special Attack. + + Super Strength Spider‑Man does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Spider‑Man ignores any automatic shields when attacking a Destructible Object. + +
1
290825
Silver Surfer AC-CB05 Good U Zenn‑La Zenn‑Lavian Herald Valiant M 5 6 6 4 4 7 7 4 6 10 320 Stealth Flying When counting spaces for Silver Surfer's movement, ignore elevations. Silver Surfer may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Silver Surfer starts to fly, if he is engaged he will not take any leaving engagement attacks. + + Cosmic Force Blast Special Attack Range 6. Attack 6. If an opponent's Unique Hero receives at least one wound from the Cosmic Force Blast Special Attack, roll the 20‑sided die. If you roll a 16 or higher, you may remove one unrevealed Order Marker at random from that Unique Hero's Army Card. + + Hyper Speed 5 After taking a turn with Silver Surfer, Silver Surfer may move up to an additional 5 spaces. Silver Surfer cannot use Hyper Speed 5 if he attacked with his Cosmic Force Blast Special Attack during that turn. + Super Strength Silver Surfer does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Silver Surfer ignores any automatic shields when attacking a Destructible Object. + +
1
290830
Abomination AC-CB06 Evil U Earth Human Creature Ferocious M 6 8 5 1 7 6 6 1 7 10 320 Super Leap Instead of his normal move, Abomination may Super Leap. Super Leap has a move of 10. When counting spaces for Abomination's Super Leap movement, ignore elevations. Abomination may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Abomination may not leap more than 50 levels up or down in a single leap. If Abomination is engaged when he starts to leap, he will take any leaving engagement attacks. Abomination rolls 3 less attack dice on any turn that he chooses to Super Leap. + Stomp Special Attack Range 1. Attack 3. Any figure adjacent to Abomination is affected by the Stomp Special Attack. Roll 3 attack dice once for all affected figures. Each figure rolls defense separately. Abomination cannot attack using his Stomp Special Attack on the same turn he uses Super Leap. + Super Strength Abomination does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Abomination ignores any automatic shields when attacking a Destructible Object. + +
1
290829
Thanos AC-CB07 Evil U Titan Eternal Conqueror Nihilist M 5 6 6 6 6 7 6 6 7 10 360 Rejected by Death At the start of each of your turns after Thanos has been destroyed, roll the 20‑sided die. If you roll a 19 or higher, immediately place Thanos on a space adjacent to any figure you control and remove all Wound Markers on Thanos' card. + Flying When counting spaces for Thanos' movement, ignore elevations. Thanos may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Thanos starts to fly, if he is engaged he will take any leaving engagement attacks. + Super Strength Thanos does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Thanos ignores any automatic shields when attacking a Destructible Object. + +
1
290819
Venom AC-CB08 Evil U Earth Symbiote Vigilante Ferocious M 5 5 6 1 6 4 6 1 6 7 150 Spider‑Sense 14 If Venom is attacked by an opponent's figure and at least 1 skull is rolled, roll the 20‑sided die. If you roll 1‑13, roll defense dice normally. If you roll 14‑20, Venom takes no damage and instead may immediately move using his Swing Line 4 Special Power + + Swing Line 4 Instead of a normal move, Venom may use his Swing Line. Swing Line has a move of 4. When counting spaces for Venom's Swing Line movement, ignore elevations. Venom may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. Venom may not Swing Line more than 40 levels up or down in a single Swing Line. If Venom is engaged when he starts to Swing Line, he will not take any leaving engagement attacks. + Web Special Attack Range 4. Attack 3. Figures roll 1 less defense die when defending against Venom's Web Special Attack. + + Super Strength Venom does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Venom ignores any automatic shields when attacking a Destructible Object. + +
1
290826
Red Skull AC-CB09 Evil U Earth Clone Mastermind Ruthless M 5 5 5 5 4 3 5 5 5 7 190 Master Manipulator After revealing an Order Marker on Red Skull's card, instead of taking that turn with Red Skull, you may take a turn with any Unique Hero you control within clear sight of Red Skull. + + Dust‑of‑Death After moving and before attacking, you may either 1) Roll the 20‑sided die once for each figure adjacent to Red Skull, or 2) Roll the 20‑sided die once for any one figure up to 3 clear sight spaces away. If you roll a 19 or higher, that figure is destroyed. + +
1
290818
Doctor Doom AC-CB10 Evil U Earth Human Ruler Egomanical M 5 4 6 6 5 6 6 6 6 8 245 Mind Exchange 17 After taking a turn with Doctor Doom, you may choose any Unique Hero figure within 4 clear sight spaces of Doctor Doom. Roll the 20‑sided die. If you roll a 17 or higher, take temporary control of that hero and immediately take a turn with the chosen Hero. At the end of that turn, control of the chosen Hero returns to the player who controlled the Hero before the Mind Exchange. All Order Markers that were on the chosen Hero's card will stay on the card. + + + Flying When counting spaces for Doctor Doom's movement, ignore elevations. Doctor Doom may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Doctor Doom starts to fly, if he is engaged he will take any leaving engagement attacks. + Super Strength Doctor Doom does not roll for damage from a fall or major fall, but does roll for damage from an extreme fall (see Master Game Guide). Doctor Doom ignores any automatic shields when attacking a Destructible Object. + +
1
290821
Arena of the Planeswalkers FS-AP Magic: The Gathering 2015‑07 Gideon Jura, Combat Mage AC-AP01 White U Planeswalker M 5 6 6 1 3 5 350 Avatar of Justice Gideon gets +X power, where X is the number of opponents' figures within 2 clear sight spaces of Gideon. 2 + Counter Strike When rolling dice for Gideon on defense against an attack from an adjacent attacking figure, each excess shield you roll counts as an unblockable hit on the attacking figure. +
1
2034993
Jace Beleren, Mindmage AC-AP02 Blue U Planeswalker M 4 7 6 7 5 3 340 Focused Thoughts Look at the top card of your library. You may put that card on the bottom of your library. Use this ability once per turn. Mind Stealer At the end of Jace's turn, you may choose target Planeswalker within 4 clear sight spaces of Jace. Roll the 20‑sided die. If you roll a 16 or higher, you control that Planeswalker and you may use abilities, move, and attack with the Planeswalker. Afterward, return control of the Planeswalker. + 4 +
1
2034994
Liliana Vess, Necromancer AC-AP03 Black U Planeswalker M 4 7 6 6 4 3 325 Zombie Toughness All Zombies you control within 4 clear sight spaces of Liliana get +1 toughness. 4 +1 Snuff Out Destroy target squad creature that has 1 or more damage markers and is within 6 clear sight spaces of Liliana. Use this ability once per turn. 6 +
1
2034996
Chandra Nalaar, Pyromancer AC-AP04 Red U Planeswalker M 4 6 6 5 3 4 365 Double Attack Whenever Chandra attacks for the first time each turn, she can attack an additional time this turn. + Super Heated Discard a red card to deal 1 damage to target creature within 6 clear sight spaces of Chandra. Use this ability once per turn. 6 +
1
2034992
Nissa Revane, Animist AC-AP05 Green U Planeswalker M 4 7 5 7 3 4 335 Keen Sight Each green creature you control with a range of 2 or more that's within 4 clear sight spaces of Nissa gets +2 range. 4 +2 Sprint At the end of Nissa's turn, you may move her up to 3 spaces. 8
1
2034997
Rhox Veterans AC-AP06 White U Rhino Soldier Rhino Soldiers M 4 3 5 1 3 2 90 Battle Formation Each Rhox Veteran gets +1 toughness for each Rhox Veteran you control adjacent to it. 4 Trample While attacking, if a Rhox Veteran would assign enough damage to destroy a defending figure, you may have it assign the rest of its damage to a figure adjacent to the defending figure. +
1
1
1
2035101
Kor Hookmasters AC-AP09 White U Kor Soldier Kor Soldiers M 4 3 5 3 3 2 60 Detain When you summon the Kor Hookmasters squad, choose target squad an opponent controls. That squad and each other squad that opponent controls with the same name as that squad can't take a turn during the opponent's next turn.
1
1
1
2035100
Leyline Phantoms AC-AP12 Blue U Illusion Illusions M 4 3 6 1 3 5 95 Phantom Walk Leyline Phantoms can move through other figures and can't be attacked when leaving engagement. +
1
1
1
2035103
Blighted Reavers AC-AP15 Black U Zombie Zombies M 4 3 5 1 3 3 115 Necrotic Stench Each non‑Zombie creature within 2 clear sight spaces of any Blighted Reaver gets ‑2 toughness. 2 ‑2
1
1
1
2035105
Restless Zombies AC-AP18 Black U Zombie Zombies M 4 1 5 1 3 1 60 Darkness Arises At the start of the turn of a black Planeswalker you control, if all Restless Zombies are in your figure graveyard, you may roll the 20‑sided die. If you roll a 12 or higher, return each Restless Zombie from your figure graveyard to the battlefield on an empty space within 4 clear sight spaces of that Planeswalker. 4 +
1
1
1
2035104
Blazing Firecats AC-AP21 Red U Elemental Cat Elemental Cats L 4 2 7 1 3 4 100 Haste When you summon the Blazing Firecats squad, you may immediately attack with a Blazing Firecat. + Intense Strike Whenever a Blazing Firecat attacks, if you roll at least 2 crossed weapons symbols for its attack, it gets +1 hit. +
2
2
2
2035094
Flamewing Phoenixes AC-AP24 Red U Phoenix Phoenixes M 5 1 6 1 2 1 35 Flying When counting movement spaces for Flamewing Phoenixes, ignore elevations. Flamewing Phoenixes may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Flamewing Phoenix starts to fly, it will take any leaving‑engagement attacks. + Rebirth Whenever you play a red sorcery, if you have at least one Flamewing Phoenix on the battlefield, return a Flamewing Phoenix from you figure graveyard to the battlefield on an empty space adjacent to a red Planeswalker you control at the end of your turn. Use this ability once per turn. +
1
1
1
2035085
Pummelroot Elementals AC-AP27 Green U Elemental Elementals M 5 3 5 1 4 3 90 Trample While attacking, if a Pummelroot Elemental would assign enough damage to destroy a defending figure, you may have it assign the rest of its damage to a figure adjacent to the defending figure. +
1
1
1
2035097
Elf Rangers AC-AP30 Green U Elf Scout Elf Scouts M 4 3 5 5 3 1 80 Sprint At the end of Elf Rangers' turn, you may move each Elf Ranger up to 3 spaces. 8
1
1
1
2035099
Arena of the Planeswalkers SS-AP Magic: The Gathering 2015‑07 Solemn Offering SC-AP01 White Sorcery 25 Destroy target face‑up or face‑down enchantment. 2035523 Inspired Charge SC-AP02 White Sorcery 20 All creatures you control within 8 clear sight spaces of a white Planeswalker you control get +2 power and +1 toughness until end of turn. 8 +2 +1 2035512 Healing Salve SC-AP03 White Sorcery 10 Remove up to 2 damage markers from a friendly creature. Draw a card. +2 2035509 Near‑Death Experience SC-AP04 White Sorcery 10 Remove up to 2 damage markers from a friendly Planeswalker. +2 2035518 Swift Justice SC-AP05 White Sorcery 5 A creature you control gains lifelink until end of turn. Lifelink: While attacking with this figure, for each damage it deals to the defending figure, remove a damage marker from this figure. + 2035524 Gideon's Phalanx SC-AP06 White Enchantment Planeswalker 10 All white creatures you control within 4 clear sight spaces of enchanted Planeswalker get +1 toughness. +1 2035507 Honor of the Pure SC-AP07 White Enchantment Unique Squad 35 As long as you control only white creatures, all undamaged white creatures you control get +1 power and +1 toughness. +1 +1 2035510 Divine Favor SC-AP08 White Enchantment Unique Squad 25 Enchanted squad gets +1 power and +1 toughness. +1 +1 2035398 Sanctified Charge SC-AP09 White Enchantment Unique Squad 10 Whenever a white Planeswalker you control deals damage on its turn, remove a damage marker from a creature in enchanted squad. + 2035398 Blessing SC-AP10 White Hidden Enchantment Unique Squad 30 Flip Blessing over when a creature in enchanted squad is attacked by a figure an opponent controls. Enchanted squad gets +1 power and +2 toughness. +1 +2 2035397 Battlewise Valor SC-AP11 White Hidden Enchantment Unique Squad 10 Flip Battlewise Valor over when a creature in enchanted squad is attacked by a figure an opponent controls. Enchanted squad gets +4 toughness until end of turn. Destroy Battlewise Valor. +4 2035396 Marked by Honor SC-AP12 White Hidden Enchantment Unique Squad 10 Flip Marked by Honor over when a creature in enchanted squad is attacked by a figure an opponent controls. Enchanted squad gets +1 toughness. +1 2035515 Talent of the Telepath SC-AP13 Blue Sorcery 45 Play target sorcery from an opponent's graveyard. Then return that sorcery to its owner's graveyard. 2035483 Misdirection SC-AP14 Blue Sorcery 25 Move target face‑up Enchant Squad or face‑up Enchant Planeswalker to a new target. Does the type of new target (army card) have to be the same type as current target (army card)? For example, current army card is a Planeswalker so new army card must also be a Planeswalker. It doesn't specify uniqe/common for Enchant Squad, so can current army card be a Unique Squad and new army card be a Common Squad? I'm dissapointed this sorcery does not also work for Heroes. Here's how I would have written it: Move any face-up Enchantment to a different army card of the same type that is in play. 2035486 Twisted Image SC-AP15 Blue Sorcery 25 Switch target squad's Power and Toughness (including modifiers) until end of turn. 2035481 Mind Control SC-AP16 Blue Sorcery 10 You may move and attack with target squad creature an opponent controls that is within 4 clear sight spaces of a blue Planeswalker you control. + 4 + 2035488 Unsummon SC-AP17 Blue Sorcery 10 Target a unique squad creature within 4 clear sight spaces of a blue Planeswalker you control. Return that squad to its owner's reserve. 4 2035477 Jace's Erasure SC-AP18 Blue Sorcery 5 Target player puts the top two cards from his or her library into his or her graveyard. 2035489 Project Self SC-AP19 Blue Sorcery 5 Move a blue Planeswalker you control to an empty space that's adjacent to another figure you control. 2035498 Selective Memory SC-AP20 Blue Sorcery 5 Search you library for a sorcery. Reveal that sorcery to all players and put it into your hand. Then shuffle you library. 2035485 Psychic Rebuttal SC-AP21 Blue Hidden Enchantment Planeswalker 20 Flip Psychic Rebuttal over the next time an opponent plays a sorcery. Counter that sorcery. Destroy Psychic Rebuttal. 2035497 Scatter Arc SC-AP22 Blue Hidden Enchantment Planeswalker 20 Flip Scatter Arc over the next time an opponent plays an enchantment. Counter that enchantment. Destroy Scatter Arc. 2035495 Aetherspouts SC-AP23 Blue Hidden Enchantment Planeswalker 15 Flip Aetherspouts over when enchanted Planeswalker is attacked by a unique squad creature an opponent controls. Return the attacking squad to its owner's reserve. Destroy Aetherspouts. 2035493 Call to Heel SC-AP24 Blue Hidden Enchantment Unique Squad 15 Flip Call to Heel over when a creature in enchanted squad is attacked by a unique squad creature an opponent controls. Return the attacking squad to its owner's reserve. Destroy Call to Heel. 2035491 Killing Wave SC-AP25 Black Sorcery 40 Choose a black Planeswalker you control. Deal 3 damage to all non‑Zombie squad creatures adjacent to that Planeswalker. 3 2035425 Altar's Reap SC-AP26 Black Sorcery 25 Destroy a creature you control that's adjacent to a friendly black Planeswalker. Remove up to 4 damage markers from that Planeswalker. +4 2035478 Rise of the Dark Realms SC-AP27 Black Sorcery 25 Return a squad creature from your figure graveyard to the battlefield on an empty space adjacent to a black Planeswalker you control. + 2035422 Bone Splinters SC-AP28 Black Sorcery 10 Destroy a creature you control that's adjacent to target creature an opponent controls. Deal 4 damage to the target creature. 4 2035480 Corrupt SC-AP29 Black Sorcery 10 Deal 1 damage to target creature within 5 clear sight spaces of a black Planeswalker you control. Remove 1 damage marker from that Planeswalker. +1 5 1 2035476 Liliana's Caress SC-AP30 Black Sorcery 5 Target opponent discards a card at random. 2035424 Despise SC-AP31 Black Enchantment Planeswalker 10 Enchanted Planeswalker gets ‑1 power. ‑1 2035484 Crippling Blight SC-AP32 Black Enchantment Unique Squad 25 Enchanted squad gets ‑1 power and ‑1 toughness. ‑1 ‑1 2035434 Dark Harvest SC-AP33 Black Enchantment Unique Squad 15 Dark Harvest can enchant only a unique squad you control. When you enchant a squad with Dark Harvest, destroy a creature in that squad. Enchanted squad gets +3 power. +3 2035433 Duress SC-AP34 Black Enchantment Unique Squad 15 Enchanted squad gets +1 power. When a creature in enchanted squad deals combat damage to a Planeswalker an opponent controls, that opponent discards a card at random. +1 2035430 Strangling Soot SC-AP35 Black Hidden Enchantment Unique Squad 15 Flip Strangling Soot over when a creature in enchanted squad is attacked by a nonblack squad creature. Destroy the attacking creature and Strangling Soot. + 2035482 Mental Agony SC-AP36 Black Hidden Enchantment Unique Squad 5 Flip Mental Agony over when a creature in enchanted squad is attacked by a figure. The attacking player discards a card at random. Destroy Mental Agony. 2035423 Dual Casting SC-AP37 Red Sorcery 45 Play a red sorcery from your graveyard that you played this turn. 2035591 Incinerate SC-AP38 Red Sorcery 25 Deal 3 damage to target creature adjacent to a red Planeswalker you control. 3 2035593 Twinflame SC-AP39 Red Sorcery 15 Choose a squad creature you control. Each crossed weapons symbol you roll for that creature this turn counts as +1 hit. + 2035596 Flames of the Firebrand SC-AP40 Red Sorcery 10 Deal one damage to each of up to 2 different target creatures within 2 clear sight spaces of a red Planeswalker you control. 2 2 2035598 Pyroclasm SC-AP41 Red Sorcery 10 Deal 1 damage to target red creature you control and each figure without flying that is adjacent to that creature. + 2035594 Seize the Day SC-AP42 Red Sorcery 10 You may move and attack with a red squad creature you control. + + 2035595 Chandra's Outrage SC-AP43 Red Sorcery 5 Deal 1 damage to target creature an opponent controls that's adjacent to a figure you control. 1 2035585 Circle of Flame SC-AP44 Red Sorcery 5 Deal 1 damage to target figure adjacent to a figure you control that has one or more damage markers. 1 2035585 Stoke the Flames SC-AP45 Red Enchantment Planeswalker 15 Stoke the Flames can enchant only a Planeswalker you control. All figures you control within 4 clear sight spaces of enchanted Planeswalker get +1 power. 4 +1 2035601 Chandra's Fury SC-AP46 Red Enchantment Planeswalker 10 Enchanted Planeswalker gets +1 power as long as it's unengaged. +1 2035584 Firebreathing SC-AP47 Red Enchantment Unique Squad 30 Enchanted squad gets +2 power while attacking adjacent figures. +2 2035592 Power of Fire SC-AP48 Red Enchantment Unique Squad 20 Enchanted squad gets +1 power. +1 2035600 Primeval Light SC-AP49 Green Sorcery 35 Destroy all face‑up and face‑down enchantments. 2035535 Overrun SC-AP50 Green Sorcery 25 Until end of turn, a squad you control gets +2 power and trample while attacking adjacent figures. Trample: While attacking, if this creature would assign enough damage to destroy a defending figure, you may have it assign the rest of its damage to a figure adjacent to the defending figure. +2 2035544 Bountiful Harvest SC-AP51 Green Sorcery 15 Remove up to 3 damage markers from a friendly green Planeswalker. +3 2035567 Groundswell SC-AP52 Green Sorcery 10 A Planeswalker you control gets +3 power until end of turn. +3 2035540 Nissa's Expedition SC-AP53 Green Sorcery 10 A Planeswalker you control gets +3 move and disengage until end of turn. Disengage: A figure with disengage is never attacked when leaving an engagement. +3 2035537 Snare the Skies SC-AP54 Green Sorcery 10 A squad you control with range greater than 1 gets +2 range and +1 power until end of turn. +2 +1 2035543 Titanic Growth SC-AP55 Green Sorcery 10 A creature you control within 6 clear sight spaces of a green Planeswalker you control gets +3 power until end of turn. +3 2035542 Skyreaping SC-AP56 Green Sorcery 5 Choose a green creature you control. Deal 1 damage to all creatures with flying that are adjacent to that creature and draw a card. 1 2035534 Leaf Arrow SC-AP57 Green Enchantment Planeswalker 20 Enchanted Planeswalker gets +1 power as long as it is unengaged. Before enchanted Planeswalker attacks, you may destroy Leaf Arrow. If you do, enchanted Planeswalker gets +2 power until end of turn. +2 2035539 Paths Revealed SC-AP58 Green Enchantment Unique Squad 15 Enchanted squad gets +3 move. +3 2035536 Fog SC-AP59 Green Hidden Enchantment Unique Squad 25 Flip Fog over when a creature in enchanted squad is attacked by a figure an opponent controls. Prevent all damage that would be dealt to enchanted squad this turn. Destroy Fog. + 2035566 Naturalize SC-AP60 Green Hidden Enchantment Unique Squad 20 Flip Naturalize over when a creature in enchanted squad is attacked by a figure an opponent controls. Destroy all face‑up and face‑down enchantments attached to the attacking figure's army card. Destroy Naturalize. 2035564 Battle for Zendikar FS-BZ Magic: The Gathering 2015‑12 Kiora, the Rising Tide AC-BZ01 Green Blue U Planeswalker M 5 6 5 6 4 4 345 Sea Born Kiora may move through water spaces without stopping movement, and she gets +2 toughness while in water. + 6 Carry by Waves At the start of Kiora's turn, move a creature you control up to 4 spaces. +4 Bident of Thassa Once per game, when Kiora ends her turn in a water space, you may reveal the top 2 cards of your library. Put a sorcery from among them into your hand and the rest on the bottom of your library in any order.
1
2071228
Ob Nixilis, Demon of Spite AC-BZ02 Black U Planeswalker M 5 8 6 1 5 4 385 Flying When counting movement spaces for Ob Nixilis, ignore elevations. Ob Nixilis may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Ob Nixilis starts to fly, he will take any leaving‑engagement attacks. + At Any Price Destroy target squad creature adjacent to Ob Nixilis. Its controller draws a card. Use this ability once per turn. +
1
2071223
Kor Aeronaut Captain AC-BZ03 White U Kor Soldier M 5 6 6 1 6 3 100 Flying When counting movement spaces for Kor Aeronaut Captain, ignore elevations. Kor Aeronaut Captain may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Kor Aeronaut Captain starts to fly, it will take any leaving‑engagement attacks. + Ride the Currents Whenever Kor Aeronaut Captain moves to a lower elevation during its movement for the first time each turn, it gets +3 move until end of turn. 9 Air Raid Before moving Kor Aeronaut Captain, choose an adjacent small or medium squad creature you control. After you move Kor Aeronaut Captain, place the chosen squad creature on an empty space adjacent to Kor Aeronaut Captain. Use this ability once per turn. +
1
2071227
Merfolk Roilmage AC-BZ04 Blue U Merfolk Wizard M 4 6 5 6 4 3 100 Sea Born Merfolk Roilmage may move through water spaces without stopping movement, and it gets +2 toughness while in water. + Part Waters Friendly figures may move through empty water spaces adjacent to Merfolk Roilmage without stopping movement. +
1
2071225
Malakir Bloodchasers AC-BZ05 Black U Vampire Warrior Vampire Warriors M 5 2 6 1 4 3 100 Lifelink While attacking with a Malakir Bloodchaser, for each damage it deals to the defending figure, remove a damage marker from the Malakir Bloodchaser. + Scent of Blood While attacking, a Malakir Bloodchaser gets +1 hit if the defending figure has a damage marker on it. +
1
1
1
2071226
Goblin Javelineers AC-BZ08 Red U Goblin Warrior Goblin Warriors S 3 3 5 1 4 2 100 Volatile Hedron Javelin Choose a Goblin Javelineer you control and a target creature up to 6 clear sight spaces away from it. Roll the 20‑sided die: 1‑3, Deal 1 damage to the chosen Goblin Javelineer. 4‑15, Deal 1 damage to the chosen target creature. 16‑20, Deal 2 damage to the chosen target creature. Use this ability once per turn. 6 +
1
1
1
2071229
Path Wardens AC-BZ11 Green U Elf Warrior Elf Warriors M 4 3 6 1 3 5 100 Escort Each small or medium creature you control adjacent to a Path Warden can be attacked only by adjacent figures. +
1
1
2071222
Eldrazi Ruiner AC-BZ13 Colorless U Eldrazi H 10 8 5 1 6 3 150 Lash of Tentacles At the start of Eldrazi Ruiner's turn, deal 1 damage to all adjacent non‑Eldrazi creatures. + Otherworldly While being attacked by a non‑adjacent creature, Eldrazi Ruiner gets +2 toughness. 5 Shepherd of Scions Deal 1 damage to Eldrazi Ruiner and place an Eldrazi Scion creature from your figure graveyard on an adjacent empty space. Use this ability once per turn. +
2
2071231
Eldrazi Scions AC-BZ14 Colorless U Eldrazi Scion Eldrazi Scions M 4 2 7 1 3 3 55 Devour for Speed At the start of the turn of an Eldrazi hero creature you control, you may destroy an Eldrazi Scion creature you control. If you do, that Eldrazi hero creature gets +4 move until end of turn. Use this ability once per turn. +4 Devour for Strength At the start of the turn of an Eldrazi hero creature you control, you may destroy an Eldrazi Scion creature you control. If you do, that Eldrazi hero creature gets +2 power until end of turn. Use this ability once per turn. +2
1
1
1
2071230
Battle for Zendikar SS-BZ Magic: The Gathering 2015‑12 Sunlance SC-BZ01 White Sorcery 30 Destroy target squad creature that was attacked this turn. + 2071207 Seize the Initiative SC-BZ02 White Sorcery 10 Target creature gets first strike until end of turn. First Strike: Whenever a creature you control with first strike attacks, if you roll more hits for it than the defending creature has toughness, the defending player rolls no dice this attack. + 2071211 Stasis Snare SC-BZ03 White Enchantment Unique Squad 20 Whenever a creature in enchanted squad destroys a creature while attacking, creatures in enchanted squad can't attack again this turn. 2071210 Roilmage's Trick SC-BZ04 Blue Sorcery 35 Target creature you control gets +X power until end of turn, where X is the number of cards in target opponent's hand. X can't be greater than 4. +4 2071213 Scatter to the Winds SC-BZ05 Blue Sorcery 20 Put target face‑down or face‑up enchantment on top of its owner's library. 2071212 Anticipate SC-BZ06 Blue Sorcery 10 Each player draws 2 cards. 2071221 Virulent Swipe SC-BZ07 Black Sorcery 40 Deal 1 damage to each creature in a squad you control. That squad gets deathtouch until end of turn. Deathtouch: Any amount of combat damage an attacking creature with deathtouch deals to a defending squad creature is enough to destroy it. + 2071205 Painful Truths SC-BZ08 Black Sorcery 20 You may deal 2 damage to a figure you control. If you do, draw 2 cards. 2071215 Demonic Appetite SC-BZ09 Black Enchantment Unique Squad 20 Whenever a creature in enchanted squad destroys a creature while attacking, enchanted squad's controller discards a card at random. 2071220 Goblin War Paint SC-BZ10 Red Sorcery 10 You may play Goblin War Paint only if a creature was destroyed this turn. Move a squad you control up to 4 spaces. 4 2071216 Stubborn Resilience SC-BZ11 Red Enchantment Unique Squad 30 Stubborn Resilience can be played only on a squad with one creature remaining. Enchanted squad gets +2 power, +2 toughness, and +2 move. +2 +2 +2 2071209 Sure Strike SC-BZ12 Red Enchantment Unique Squad 25 You may play Sure Strike only if a creature was destroyed in combat this turn. Enchanted squad gets +1 power and +1 move. +1 +1 2071206 Earthen Arms SC-BZ13 Green Sorcery 30 Remove up to 2 damage markers from a friendly her creature. It gets +2 power until end of turn. +2 +2 2071218 Elvish Blade Finesse SC-BZ14 Green Sorcery 20 Deal 2 damage to target figure adjacent to at least two Elves you control. 2 2071217 Rapid Withdrawal SC-BZ15 Green Enchantment Unique Squad 5 Creatures in enchanted squad don't take leaving‑engagement attacks from creatures with power less than the power of enchanted squad. + 2071214 Shadows over Innistrad FS-SI Magic: The Gathering 2016‑07 Sorin of the Eternal Thirst AC-SI01 White Black U Planeswalker M 5 6 6 1 5 4 350 Vampiric Thirst Whenever Sorin destroys a figure an opponent controls in combat, remove up to 2 damage markers from his army card. + Blade Master When Sorin attacks, he may attack each adjacent figure once. +
1
2100782
Nahiri, Fury in Stone AC-SI02 Red White U Planeswalker M 4 7 4 4 3 4 345 Bulwark Nahiri gets +1 toughness while defending with a height advantage. 5 Pass Through Stone After moving Nahiri for the first time each turn, you may move her to a space of equal terrain elevation within 4 spaces of her. If you do, you may roll the 20‑sided die: 1, Deal 1 damage to Nahiri. 2‑15, Nothing happens. 16‑20, Deal 1 damage to all adjacent creatures. 8 Lithomancy At the start of the game, place 2 single‑hex sand tiles on this army card. After moving, Nahiri may place 1 of those tiles on a non‑water space Nahiri occupies.
1
2100783
Arlinn Kord, Goldnight Outcast AC-SI03 Red Green U Planeswalker M 4 6 5 7 3 3 340 Archmage's Assault At the end of Arlinn Kord's turn, if a creature was destroyed this turn, you may deal 1 damage to a figure within 7 clear sight spaces of Arlinn Kord. 7 + Transform At the end of Arlinn Kord's turn, you may transform her into Arlinn, Moon‑Blessed. If you do, replace the Arlinn Kord figure with the Arlin, Moon‑Blessed figure (height 5). 7 1 5 4 5 Howl (Arlinn, Moon‑Blessed) At the end of Arlinn's turn, if she dealt combat damage this turn, choose a unique squad you control. Put a +1 power counter on that squad. +1 Transform (Arlinn, Moon‑Blessed) At the end of Arlinn's turn, you may transform her into Arlinn Kord, Goldnight Outcast. If you do, replace the Arlinn figure with the Arlinn Kord, Goldnight Outcast figure.
1
2100785
Jace, Investigator AC-SI04 Blue U Planeswalker M 4 6 5 6 4 4 345 Search for Answers Name a sorcery and reveal the top card of an opponent's library. If it's the named card, you may play it, then return it to the top of that library afterward. If it's not the named card or you choose not to play it, put it on the bottom of that library. Use this ability only once per game. Wealth of Knowledge The maximum total cost of spell cards you may include in your library is increased by 25 points.
1
2100793
Avacyn, On Bloodied Wings AC-SI05 White U Angel M 4 6 6 1 4 3 100 Flying When counting movement spaces for Avacyn, ignore elevations. Avacyn may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Avacyn starts to fly, she will take any leaving‑engagement attacks. + The Madness of Angels At the end of Avacyn's turn, you may deal 1 damage to all adjacent creatures you don't control. +
1
2100790
Avacynian Inquisitors AC-SI06 White U Human Soldier Human Soldiers M 4 2 5 1 3 3 85 In Avacyn's Name When you summon the Avacynian Inquisitors squad, put a +1 power counter on another unique squad you control. +1 Righteous Purge Each Avacynian Inquisitor gets +1 power while attacking a non‑Human creature. 4
1
1
1
2100791
Necro‑Alchemist AC-SI09 Blue U Human Wizard M 4 7 5 5 3 3 125 Geist‑Powered Apparatus Whenever you play a spell, if there are fewer than 3 charge counters on Necro‑Alchemist, put a charge counter on Necro‑Alchemist. It Works! At the start of Necro‑Alchemist's turn, you may remove a charge counter from Necro‑Alchemist. If you do, Necro‑Alchemist gets +2 power until end of turn. 5
1
2100794
Lantern Geists AC-SI10 Blue U Spirit Spirits M 4 4 5 1 2 4 30 Flicker At the start of the turn of a blue Planeswalker you control, you may return this squad from the battlefield to your reserve. Eerie Observation When you summon the Lantern Geists squad, look at the top card of an opponent's library. You may put that card on the bottom of that player's library.
1
1
2100792
Ghoul Vanguard AC-SI12 Black U Zombie M 4 5 5 1 4 4 100 Wake the Dead At end of turn, return each squad creature destroyed in combat by Ghoul Vanguard this turn to the battlefield on an empty space adjacent to Ghoul Vanguard. Those creatures loose all their squad characteristics and become Zombies with life 1, power 3, toughness 3, move 4, and range 1. 1 4 1 3 3 Shambling Ranks of the Dead At the start of Ghoul Vanguard's turn, you may move and attack with a Zombie returned to the battlefield with Wake the Dead or a Zombie squad creature you control. When Ghoul Vanguard is destroyed, return all Zombies returned to the battlefield with Wake the Dead to their owners' figure graveyards. + +
1
2100789
Skirsdag Cultists AC-SI13 Black U Human Cleric Human Clerics M 4 2 5 1 3 1 50 Dark Bargain At the start of Skirsdag Cultists' turn, you may deal 1 damage to a Cleric creature you control. If you do, each Skirsdag Cultist gets +1 power until end of turn. +1 Indoctrination Whenever a Skirsdag Cultist destroys a squad creature in combat, you may return a Skirsdag Cultist from your figure graveyard to an empty space adjacent to the attacking Skirsdag Cultist at end of turn. +
1
1
1
2100788
Mad Prophet AC-SI16 Red U Human Shaman M 4 6 5 1 3 4 70 Haste When you summon Mad Prophet, you may immediately attack with it. + Insistent Ravings Mad Prophet gets +2 power while attacking a hero creature or Planeswalker. 5
1
2100786
Bloodline Nobles AC-SI16 Red U Vampire Warriors M 4 2 6 1 3 2 70 Arrogant Strike When a Bloodline Noble is attacking, if the defending figure has power less than the power of that Bloodline Noble, the Bloodline Noble gets +1 power. 4
1
1
1
2100787
Kessig Rangers AC-SI19 Green U Human Werewolf Human Werewolves M 4 3 5 5 3 2 90 Hunt at Dawn At the start of Kessig Rangers' turn, choose one of them. Whenever that Kessig Ranger attacks a non‑adjacent figure for the first time each turn, it can attack an additional time this turn. + Transform At the end of Kessig Rangers' turn, you may transform them into Kessig Ravagers. If you do, replace the Kessig Rangers figures with the Kessig Ravagers figures (height 5). 6 1 3 4 5 Hunt at Dusk (Kessig Ravagers) At the start of Kessig Ravagers' turn, choose one of them. Whenever that Kessig Ravager attacks an adjacent figure for the first time each turn, it can attack an additional time this turn. + Transform (Kessig Ravagers) At the end of Kessig Ravagers' turn, you may transform them into Kessig Rangers. If you do, replace the Kessig Ravagers figures with the Kessig Rangers figures.
1
1
2100784
Shadows over Innistrad SS-SI Magic: The Gathering 2016‑07 Fell the Mighty SC-SI01 White Sorcery 45 Destroy all nonwhite squad creatures adjacent to a white Planeswalker you control. + 2100872