Hi All,
http://entertainment.upperdeck.com/COMMUNITY/files/32/wow-faqs/default.aspx
Click on the link above for the following official FAQ documents. All but the Archive are also copied below:
* Fields of Honor
* Intro (Seven pages of answers to new player questions)
* Blood of Gladiators
* Drums of War
* Archive (Specific card entries from earlier sets)
Please reply to this thread with any suggestions for improvements to these FAQs. Please don't reply to this thread with rules questions not related to these FAQs.
Thanks!
PR
------- Fields of Honor FAQ transcript:
This set is legal for
sanctioned Constructed play from July 10, 2009.
1. New character keywords
·
Escape Artist
Mayla
Finksputter, 3, Alliance, Ally—Gnome Mage, 3 [Arcane] ATK / 1 Health
(Honor-109C)
Escape Artist (When this ally becomes targeted by an opposing card or effect,
you may put it into its owner's hand.) <p> When Mayla leaves play, you
may draw a card.
Example: There are three
Maylas in your party. Your opponent attacks one with an ally with 1 ATK. This
doesn’t target Mayla, so her escape artist
power doesn’t trigger. After that combat concludes, Mayla is destroyed by fatal
damage, and you choose to draw a card as she leaves play. Later, your opponent targets
another Mayla with Touch of the Arcane, triggering her escape artist power. You choose to put her into your hand and draw
another card. Then, with Touch of the Arcane still on the chain, you Spell
Ricochet it onto your remaining Mayla, triggering her escape artist power (because your opponent still controls the Touch
of the Arcane, even though you chose the new target). You choose to put her
into your hand and draw another card. Finally, Touch of the Arcane tries to
resolve, but is interrupted because its target is no longer legal. Your
opponent draws no cards.
Spell
Ricochet, 2, Instant Ability—Arcane Protection (Drums-105C)
You may change the target of an ability card with a single target.
Touch of
the Arcane, 3, Mage, Instant Ability—Arcane (Legion-53C)
Your hero deals 1 arcane damage to target hero or ally. Draw a card for each
damage dealt this way.
·
Find Treasure
Darok Steelstrike, 3, Alliance, Ally—Dwarf Rogue, 4
[Melee] ATK / 2 Health (Honor-96C)
Find Treasure (When this ally enters play, you may draw a card. If you do,
discard a card.)
Example: When Darok
Steelstrike enters play under your control, you have the option to draw a card.
If you do, you must discard a card. No player gets priority between you drawing
and discarding.
·
Will of the Forsaken
Charkov, 5, Horde, Ally—Undead
Priest, 3 [Shadow] ATK / 4 Health (Honor-123C)
Will of the Forsaken (This ally can't leave play unless it has fatal damage or
0 health.)
When Charkov enters play, each player puts an ally from his party into its
owner's hand.
Sivandra Darklust, 3, Horde,
Ally—Undead Warlock, 3 [Shadow] ATK / 3 Health (Honor-146C)
Will of the Forsaken (This ally can't leave play unless it has fatal damage or
0 health.)
When Sivandra enters play, draw a card, then destroy an ally in your party.
Example: Late in a game,
your opponent controls one ally and you control none. You play Sivandra Darklust
and draw a card, but she can’t be destroyed because she can’t leave play. Next,
you play Charkov. Your opponent must put his ally into his hand, but neither of
your allies can leave play. You can’t pay costs requiring you to destroy either
of your allies or otherwise remove them from play. If either of your allies is
Hibernated, it enters your resource row (because that’s not leaving play).
Hibernate,
2, Druid, Instant Ability—Balance (Drums-23C)
Put target non-token ally into its owner's resource row face down, then exhaust
it.
2. Specific cards
Adam Eternum,
3, Alliance, Ally—Human Warrior, Unique, 5 [Melee] ATK / 3 Health (Honor-92R)
Pay (2) or remove an honor counter from a card you control >>> Remove
Adam from the game. Put him into play at the start of the next turn.
This power can be
used only while Adam is in play. As part of Adam leaving play, any counters or
damage on him are removed, all of his attachments are destroyed, he becomes an
illegal target to any links targeting him, and he is removed from any combat. He
returns to play only if he was removed from the game and remained in that zone
continuously until his return. He returns to play ready, but unable to attack
that turn (unless he somehow gains ferocity).
Backlash, 2,
Warlock, Instant Ability—Destruction Talent (Honor-68R)
Destruction Hero Required
Ongoing: [Activate] >>> If an opposing hero or ally dealt damage to
your hero this turn, draw a card.
That opposing hero
or ally need not be in play as this effect resolves. Backlash need not have
been in play as that damage was dealt.
Bangle of
Endless Blessings, 12, Item, Trinket (2) (Honor-165R)
When Bangle of Endless Blessings enters play, put each face-down resource into
its owner's hand. <p> Players can't place resources face down.
The only
resources that can be placed are face-up locations and face-up quests.
Blackened
Spear, 4, Horde, Two-Handed Weapon—Polearm, Melee (1), 3 ATK, 1 Strike
(Honor-185R)
Blackened Spear has +1 ATK if an ally with arcane torrent is in your party.
This is also true for berserking, hardiness, war stomp, and will of the
forsaken.
Count each
keyword only once, for a maximum of +5 ATK. An ally with two different
applicable keywords counts twice.
Blackout
Truncheon, 2, Instant Weapon—Mace, Melee (1), 3 ATK, 2 Strike (Honor-171R)
When Blackout Truncheon enters play, exhaust target hero or ally. That
character can't ready during its controller's next ready step.
That character
can't ready even if Blackout Truncheon has left your party or lost its powers.
Blind Faith,
3, Priest, Ability—Discipline (Honor-47R)
Ongoing: At the start of your turn, you may discard your hand. If you do,
reveal the top three cards of your deck. Put a revealed ability card into hand
and the rest on the bottom of your deck.
You may
successfully discard an empty hand.
Blood Frenzy,
1, Warrior, Ability—Arms Talent (Honor-76R)
Arms Hero Required
Ongoing: Heroes and allies in your party have +1 ATK while in combat with
heroes and allies with an attachment.
Characters in
your party have only +1 ATK while in combat with a character with multiple
attachments. If you control two copies of Blood Frenzy, applicable characters
have +2 ATK, and so on.
Bulwark of the
Amani Empire, 4, Armor—Shield, Off-Hand (1), 3 DEF (Honor-155R)
Bulwark of the Amani Empire can prevent damage that would be dealt to allies in
your party.
This can only
prevent damage from a single packet as usual but, unusually, it can be a packet
that would deal damage to an ally in your party. It can also prevent damage
that would be dealt to your hero as usual.
Burgle, 7,
Rogue, Instant Ability—Subtlety Combo (Honor-54R)
Target any number of opposing abilities, allies, and equipment. You control
them until the end of your turn.
You will usually
play Burgle during an opponent's turn, and its modifier will last until your
next turn's wrap-up step. Burgle doesn't ready any cards.
Call to Arms:
Alterac Valley, Quest—Battleground (Honor-187C)
Pay (4) to complete this quest. <p> Reward: Draw a card. You pay (4) less
to complete your next quest this turn. You may add an honor counter to a
Battleground card you control.
If you complete
one of these quests in response to another one (paying (4) for each), you pay
(8) less to complete your next quest, and so on.
Concentration
Aura, 2, Paladin, Instant Ability—Holy, Aura (1) (Honor-42U)
Ongoing: Your ability cards are instant and can't be interrupted.
This modifier
doesn't apply until Concentration Aura is in play.
Cremate, 1,
Warlock, Ability—Destruction (Honor-69C)
Your hero deals 2 fire damage to target hero or ally. If that character would
be destroyed this turn, remove it from the game instead.
If that character
would be destroyed by any means this turn, remove it from the game instead. It isn’t
destroyed and doesn't enter a graveyard.
Defusing the
Threat, Quest (Honor-192C)
If an opponent completed a quest this turn, pay (1) to complete this quest.
<p> Reward: Draw a card.
Defusing the
Threat need not have been in play as that quest was completed.
Dimzer the
Prestidigitator, 5, Alliance, Ally—Gnome Warlock, 5 [Shadow] ATK / 6 Health
(Honor-97R)
Gnome Hero Required <p> Escape Artist
When you play Dimzer or another ally, you may put 1 damage on it as it enters
play. If you do, draw a card.
This power
doesn’t trigger off an ally entering play; it triggers off an ally being
played. You choose whether or not to put 1 damage as that ally enters play. If
you do, you draw a card before any player gets priority. If such an ally is
interrupted, you can’t draw a card because the "if you do" fails. If
you control two Dimzers and play an ally, you can put 2 damage on it as it
enters play and draw two cards. However, if that ally has 1 health, you can't
draw a second card because you can’t put more than fatal damage on it.
Similarly, you can’t put damage on an ally with printed health 0.
Dundee, 3,
Hunter, Ally—Crocolisk, Pet (1), 4 [Melee] ATK / 4 Health (Honor-27R)
As each turn starts, prevent the next damage that Dundee would be dealt this
turn.
Dundee’s
prevention modifier is created immediately as each turn starts, so there’s no
chance to respond with damage before it starts applying. It prevents the next
packet of damage, not just the next 1 damage.
Elemental
Weapons, 4, Shaman, Ability—Enhancement Talent (Honor-63R)
Enhancement Hero Required
Ongoing: Each of your weapons becomes a [Nature] weapon and has +X ATK, where X
is its cost.
If you control
two copies of Elemental Weapons, your weapons have +2X ATK, and so on. Applicable
weapons are no longer [melee] weapons but they're still Melee (1) weapons if
they were previously.
Endina the
Hunted, 2, Alliance, Ally—Night Elf Druid, 2 [Melee] ATK / 2 Health (Honor-99C)
Protector <p> While Endina is exhausted, opposing heroes and allies can
attack only Endina if able.
If Endina somehow
becomes exhausted in response to a combat proposal, that proposal could be
interrupted. However, if she exhausts to protect, it won’t impact the legality
of the current combat.
Everlasting
Cold, 1, Mage, Ability—Frost (Honor-34C)
Attach to target hero or ally. <p> Ongoing: At the start of your turn,
your hero deals 1 frost damage to attached character, or 2 if that character
didn't attack on its controller's last turn.
If Everlasting
Cold is attached to your hero, you can attack with it each turn to avoid the
extra frost damage, even if it has 0 ATK.
Firemaul of
Destruction, 6, Two-Handed Weapon—Mace, Melee (1), 5 ATK, 3 Strike (Honor-172U)
You pay (3) less to strike with Firemaul of Destruction if an opposing card was
destroyed this turn.
Firemaul of
Destruction need not have been in play as that card was destroyed.
Frostwolf
Insignia, 2, Horde, Item—Battleground, Trinket (2) (Honor-168U)
When you play a card, add an honor counter. If there are six or more on
Frostwolf Insignia, destroy it. <p> When Frostwolf Insignia is destroyed
this way, your hero heals 10 damage from target hero or ally.
Frostwolf
Insignia adds an honor counter to itself every time you play a card, but
destroys itself only if there are six or more honor counters on it as its
triggered effect resolves. If something other than this effect adds an honor
counter to it, nothing else happens.
Gladiator's
Maul, 2, Druid, Arena Two-Handed Weapon—Mace, Melee (1), 1 ATK, 2 Strike
(Honor-173R)
You can place the top card of your deck face down (as your one resource per
turn).
Placing a
resource from the top of your deck is otherwise identical to placing one from
your hand. Unless otherwise specified, you can't look at it before deciding
whether or not to place it. Once it's in your resource row, you can look at it
as usual.
Gladiator's
Sanctuary, 8, Druid, Arena Armor Set—Leather, 6 DEF (Honor-158E)
When you place a resource, you may put the top card of your deck into your
resource row face down and ready. <p> [Activate] >>> Attach a
Balance ability token with three wind counters to target hero or ally. That
ability has "Ongoing: Attached character can't attack or protect. At the
start of your turn, remove a wind counter. If none remain, destroy this
ability."
The counters are
put on that token rather than the host character to which it’s attached. Such a
token continues to function independently even if Gladiator’s Sanctuary leaves
your party or loses its powers.
Gnomeregan,
Alliance, Location—City (Honor-206R)
Gnome Hero Required <p> Gnomes in your party are irradiated. (When this
character deals combat damage to an ally that's not irradiated, it becomes
irradiated.) <p> [Activate] >>> Destroy target irradiated ally.
Irradiated is a
keyword power that characters can have. An ally in any party irradiated by this
keyword's triggered effect stays irradiated until it leaves play. Such an ally
can irradiate other allies even if there's no Gnomeregan in play.
Gromble the
Apt, 2, Alliance, Ally—Dwarf Hunter, 1 [Ranged] ATK / 3 Health (Honor-100U)
Find Treasure (When this ally enters play, you may draw a card. If you do,
discard a card.)
Your hero can be exhausted to pay costs as though it were a resource.
Your hero doesn’t
become a resource.
Grugthar
Sharpblade, 1, Horde, Ally—Orc Rogue, 3 [Melee] ATK / 1 Health (Honor-130C)
At the start of your turn, choose a hero or ally in your party. Other
characters can't attack this turn.
You can choose an
untargetable character. Choosing a character that "can't attack"
doesn't let it attack.
Hatchet Totem,
2, Shaman, Ability—Enhancement, Air Totem (1), 1 Health (Honor-64R)
Ongoing: When Hatchet Totem enters play, put an Axe weapon token into play with
4 [Melee] ATK, 1 strike cost, and Melee (1) if Hatchet Totem is in play. When
Hatchet Totem leaves play, remove that Axe from the game.
Remove that Axe
from the game even if Hatchet Totem has no powers as it leaves play.
Heartless, 3,
Weapon—Sword, Melee (1), 3 ATK, 3 Strike (Honor-174U)
Your hero has dual wield.
Put 1 damage on an ally in your party >>> You pay (1) less the next
time you strike with Heartless this turn.
You can't put
more than fatal damage on a character.
Heartrazor, 2,
Rogue, Weapon—Dagger, Melee (1), 2 ATK, 1 Strike (Honor-175U)
(1), Destroy Heartrazor >>> Target hero can't deal damage this turn.
This modifier
stops that hero from dealing any damage this turn, including unpreventable
damage.
Hellforged
Halberd, 7, Alliance, Two-Handed Weapon—Polearm, Melee (1), 5 ATK, 1 Strike
(Honor-184R)
You pay (1) less to play Hellforged Halberd if an ally with diplomacy is in
your party. This is also true for escape artist, inspiring presence,
shadowmeld, and find treasure.
See Blackened Spear.
Hesriana, 3,
Warlock, Ally—Succubus Demon, Pet (1), 2 [Shadow] ATK / 3 Health (Honor-73R)
When Hesriana enters play, you may remove target opposing ally from the game,
and Hesriana has that card's printed powers while it remains removed from the
game.
That card stays
removed from the game unless something else moves it. If that doesn’t happen,
Hesriana has its printed powers until she leaves play. Hesriana can't activate unless
she has been in her current party continuously since the start of her
controller’s most recent turn as usual. Gaining an “enters play” power this way
does nothing because Hesriana has already entered play.
Holy Strike,
2, Paladin, Ability—Retribution (Honor-44C)
Your hero deals 2 melee damage and 2 unpreventable holy damage to target ally.
Your hero deals a
total of 4 damage in two simultaneous packets to the same target.
Illiyana
Moonblaze, 8, Alliance, Ally—Night Elf Rogue, Unique, 9 [Melee] ATK / 9 Health
(Honor-102E)
At the start of your turn, each opponent destroys a [Horde] card he controls.
Opponents must
destroy their Horde heroes if they control no other Horde cards in play.
Keldor the
Lost, 3, Horde, Ally—Undead Warlock, Unique, 4 [Shadow] ATK / 3 Health
(Honor-132R)
Pay (2) or remove an honor counter from a card you control >>>
Interrupt target ally card. If you do, remove it from the game, and its owner
puts it into his party at the start of his next turn.
That ally card
briefly enters a graveyard as part of being interrupted before it’s removed
from the game. No player gets priority while it’s in that graveyard. It returns
to play only if it was removed from the game and remained in that zone
continuously until its return. It returns to play ready, but unable to attack
that turn (unless it has ferocity).
Kelm Hargunth,
8, Horde, Ally—Orc Warrior, Unique, 9 [Melee] ATK / 9 Health (Honor-133E)
When Kelm attacks, each opponent destroys an [Alliance] card he controls.
See Illiyana Moonblaze.
Kinivus the
Focused, Alliance, Hero—Draenei Shaman (Enhancement), Alchemy/Engineering, 28
Health (Honor-3)
(3), Flip Kinivus >>> You can't discard cards this turn.
If you can't
discard cards then you can't discard your hand, even if your hand is empty.
Larrington
Zarus, 6, Alliance, Ally—Human Mage, 9 [Frost] ATK / 6 Health (Honor-106R)
When Larrington is destroyed while not an Undead, target opponent puts him into
his party, and Larrington is also an Undead.
Larrington gains
the Undead tag until he next leaves play.
Legendary
Heroes, Quest (Honor-195C)
Pay (1) to complete this quest.
Reward: Draw a card unless target opponent turns his hero or one of his
resources face down.
Turning a hero face
down doesn't use its flip power (rather, doing so “wastes” it). Master heroes
can’t be turned face down.
Marundal the
Kindred, 4, Alliance, Ally—Night Elf Druid, 4 [Arcane] ATK / 4 Health
(Honor-108R)
Each ally has ATK and health equal to its cost, and can't gain or lose ATK or
health.
An ally that
can't lose health can still be damaged as usual.
Mist of
Corrosion, 1, Priest, Ability—Shadow (Honor-48C)
Choose "ability," "ally," or "equipment." Target
opponent destroys a card of that kind he controls unless he discards a card of
that kind.
If target
opponent doesn't control a card in play of the chosen kind, he may still
discard a card of that kind, but he isn't forced to.
Morkad
Sharptooth, 3, Horde, Ally—Orc Warlock, 5 [Fire] ATK / 3 Health (Honor-136C)
At the start of your turn, choose a hero or ally in your party. Other
characters can't attack this turn.
Nazguk
Sharptongue, 5, Horde, Ally—Orc Shaman, 7 [Frost] ATK / 5 Health (Honor-138R)
At the start of your turn, choose a hero or ally in your party. Other characters
can't attack this turn.
(2), Destroy another ally in your party >>> Nazguk has ferocity this
turn.
See Grugthar Sharpblade.
Omen of
Clarity, 3, Druid, Ability—Restoration Talent (Honor-22R)
Restoration Hero Required <p> Ongoing: At the start of your turn, you may
reveal the top card of your deck. If you do, you pay (2) less the next time you
play or complete a card with that name this turn.
You usually draw
the revealed card during your draw step. If you reveal a quest, you pay (2)
less the next time you complete any quest with that name this turn, even if you
don't place that revealed quest.
Pin, 1,
Instant Ability—Marksmanship Subtlety Combo (Honor-88C)
Target player can't play allies this turn.
Pin can't
interrupt an already-played ally card (and so you’ll usually play it during the
target's start phase). Instant allies can be played in response.
Piñata, 2,
Item (Honor-166R)
Friendly allies can attack Piñata as though it were an opposing ally. <p>
When Piñata defends, destroy it. If you do, draw two cards.
Piñata is not an
ally. Its modifier lets each friendly ally attack Piñata even though Piñata is (a)
not a character and (b) not opposed to that ally. It doesn't break any other
rules. As usual, a protector opposed to the attacker may protect Piñata.
Plainsrunner
Marun, 1, Horde, Ally—Tauren Druid, 1 [Melee] ATK / 1 Health (Honor-139C)
Ferocity (Can attack immediately.) <p> When Marun attacks, you pay (1) less
to complete your next quest this turn.
For example, if
you play Marun on your first turn, you can attack with him and then pay (0) to
complete a quest that costs (1) to complete.
Plainswatcher
Taro, 7, Horde, Ally—Tauren Warrior, 5 [Melee] ATK / 5 Health (Honor-140R)
Protector
While you control four or more cards in play with the same name, you may play
Taro without paying his cost.
This counts
tokens, but not face-down resources (because they have no name).
Planned
Assault, 1, Hunter, Instant Ability—Survival (Honor-30R)
You can play target ability card from your graveyard this turn if able. If an
ability card would enter your graveyard this turn, remove it from the game
instead.
Playing a card
from your graveyard is otherwise identical to playing it from hand. You can
play the target card only if it has remained in your graveyard continuously
since Planned Assault resolved. If it leaves your graveyard for any reason, it
becomes a different card and can no longer be played from your graveyard this
turn. As Planned Assault resolves, it's removed from the game directly from the
chain. While its replacement modifier applies, you can't destroy or discard an
ability card to pay a cost.
Royal Guardian
Jameson, 5, Alliance, Ally—Human Paladin, 4 [Melee] ATK / 5 Health (Honor-115R)
Protector <p> At the end of your turn, exhaust target ready opposing
ally. If you do, you may have it deal melee damage equal to its ATK to a second
target ally.
This effect
requires two target allies, the first of which must be ready and opposing.
Spark, 4,
Shaman, Ability—Elemental (Honor-65U)
This turn, your hero has "Exhaust a card in play you control >>>
This hero deals 1 fire damage to target hero or ally."
Cards in play you
control include your hero and your resources. This fire damage is not dealt
"with an ability" even if you exhaust an ability to pay this cost.
Exhausting a card this way isn’t activating it, so you can exhaust an ally regardless
of how long it’s been under your control.
Stormpike
Insignia, 2, Alliance, Item—Battleground, Trinket (2) (Honor-167U)
When you play a card, add an honor counter. If there are six or more on
Stormpike Insignia, destroy it. <p> When Stormpike Insignia is destroyed
this way, your hero deals 5 frost damage to target hero or ally.
See Frostwolf Insignia.
A Taste of
Divinity, 1, Priest, Ability—Holy (Honor-50R)
Your hero deals 2 unpreventable holy damage to target ally. If that ally
doesn't have fatal damage, put A Taste of Divinity into its owner's hand.
If that ally
doesn't have fatal damage, this card returns to hand directly from the chain.
If damage equal to or greater than the target's health is dealt with this card,
or this card is interrupted, it enters your graveyard from the chain as usual.
Tithe, 2,
Priest, Instant Ability—Shadow (Honor-51U)
Ready target opposing ally. This turn, it's a protector and you control it.
That ally can't
attack this turn unless it has ferocity (and it’s your turn).
United Front,
1, Priest, Instant Ability—Discipline (Honor-52C)
Target a friendly hero and a friendly ally. The next time each of them would be
dealt damage this turn, prevent it.
This ability
requires two targets. It prevents the next packet of damage that would be dealt
to each of them this turn (not necessarily the next damage that would be dealt
to both of them simultaneously).
Vengeful
Gladiator's Cleaver, 4, Arena Weapon—Axe, Melee (1), 4 ATK, 2 Strike
(Honor-180R)
Your hero has dual wield. <p> You can strike with Vengeful Gladiator's
Cleaver while an ally in your party is in combat. (If you do, that ally gains
this card's ATK and damage type this combat.)
You can strike
with this weapon during any defend window in which a hero or ally from your party is in combat. If you do, that character
gains this weapon’s ATK and damage type this combat.
Wand of
Prismatic Focus, 4, Weapon—Wand, Wand (1), 1 [Shadow] ATK, 1 Strike
(Honor-181U)
When Wand of Prismatic Focus enters play, your hero deals 1 arcane, 1 fire, 1
frost, 1 nature, and 1 shadow damage to target ally.
Your hero deals a
total of 5 damage in five simultaneous packets to the same target.
Wavestorm
Totem, 2, Shaman, Ability—Restoration, Water Totem (1), 1 Health (Honor-66C)
Ongoing: When an opposing ability, ally, or equipment readies, put it into its
owner's hand.
(Totems can be attacked or targeted like allies.)
Each such card
may be exhausted by its controller (to pay costs, for example) before leaving
play.
Wub's Cursed
Hexblade, 2, Weapon—Dagger, Melee (1), 1 ATK, 2 Strike (Honor-182R)
(2), Destroy Wub's Cursed Hexblade >>> Destroy target ally. If an
opponent went first this game, put a card with the same name as that ally from
a graveyard into your party.
This uses the
name that ally had as it left play. If that ally had no name, you can't
retrieve a card from a graveyard. Alternately, if it was an Essence of the
Martyr copying an ally, you can't retrieve a card named Essence of the Martyr; you
can only retrieve a card with the same name as that ally.
------- Intro FAQ transcript:
1. General
Can I attack with more than one character at a time?
Can I attack an exhausted or untargetable character?
Can I attack a hero directly even if there are allies in its party?
When does a character attack? Defend? Protect? When do attackers and defenders enter combat?
Can an elusive character protect? How about an ally I just played? Can a character protect itself?
When can I strike with a weapon? Can I strike with a weapon while my hero is exhausted?
Do exhausted defenders deal combat damage? Are elusive characters dealt combat damage?
See Combat.
When can I use a power? When can I complete a quest?
Unless otherwise specified, you can use a power or complete a quest any time you could play an instant card, including during opponents’ turns.
When can I attack with an ally? When can I use an ally’s activated ( ) powers?
You can propose an ally as an attacker or use its activated ( ) powers only if it’s been in its current party continuously since the start of its controller’s most recent turn. Only allies have this restriction.
An ally with ferocity can be proposed as an attacker regardless of how long it’s been in its current party, but its activated powers remain restricted as above.
Can I flip an exhausted hero? Can I turn a face-down hero face up again?
You can flip an exhausted hero, but you can’t turn a hero face up again unless a card explicitly says you can. Your hero doesn’t turn face up during your ready step.
Can I complete an exhausted quest?
Yes. In addition, you can exhaust a ready quest to help pay its own completion cost.
Can I exhaust a resource for a resource point to spend later?
No. Resources can’t be exhausted to pay future costs.
Can I exhaust armor to prevent non-combat damage (such as damage dealt with an ability)?
Yes. Armor can be exhausted to prevent any kind of preventable damage that would be dealt to a hero.
Can I exhaust more than one armor to prevent a single packet of damage?
Yes. You can exhaust any number of armor until you reduce a packet of damage to 0.
Is armor damaged by the damage it prevents?
No. Only characters can accumulate damage.
Can a character accumulate damage greater than its health?
A character can be dealt damage in excess of its health, but damage can’t be put on a character in excess of its health. For example, if Kemistra has 6 damage, her power can’t be used. However, if she’s targeted with Mind Blast, she’s still dealt the full 2 damage, and so her controller discards two cards.
Acolyte Kemistra, 5, Alliance, Ally—Human Warlock, 3 [Shadow] ATK / 7 Health (Illidan-117U)
(1), Put 2 damage on Kemistra >>> Draw a card.
Mind Blast, 5, Priest, Ability—Shadow (Azeroth-80R)
Your hero deals 2 shadow damage to target hero or ally. Its controller discards a card for each damage dealt.
Can I control more than one card with the same name?
Unless otherwise specified, you can control any number of cards with the same name, including attachments. Cards with the Unique tag are an exception. If you control two or more Unique cards with the same name, you must immediately destroy all but one of them. You choose which one to keep.
What’s the difference between destroying, discarding, and interrupting a card?
· Destroying a card puts it from play into a graveyard. Only cards in play can be destroyed.
· Discarding a card puts it from hand into a graveyard. Only cards in hand can be discarded.
· Interrupting a card puts it from the chain into a graveyard. Only cards on the chain can be interrupted.
What’s the difference between an ally and an ally card?
If text refers to an ally, it’s referring to an ally card (or ally token) in play. If text is referring to an ally card in one or more zones, at least one of which is a non-play zone, it will refer to an ally card in those zones. For example, Withdraw can target only an ally in play.
Withdraw, 3, Instant Ability (Azeroth-172C)
Put target ally into its owner's hand.
What’s the deal with Totems?
· A Totem is an ability with “Totem” on its type line, so a Totem that loses its powers is still a Totem.
· Totems aren’t allies, but they can be attacked and targeted as though they were allies while in play.
· Totems proposed as defenders can be protected as usual. Totems that gain protector can protect as usual.
· Totems have no printed ATK, can’t gain ATK, and can’t be proposed as attackers.
· Attachments attached to Totems are destroyed immediately as part of pre-priority processing.
Example: You can target a Totem with Bloody Welcome and ready up to two of your resources as usual. You can’t target a Totem with Call the Spirit because it’s only targetable as an ally while it’s in play. You can’t ready a Totem by completing Sunfury Briefings because a Totem isn’t an ally and Sunfury Briefings doesn’t use the word “target.” Similarly, Frost Nova deals no damage to Totems. You can attach Spell Suppression to a Totem, but the attachment is destroyed immediately.
Bloody Welcome, 2, Hunter, Instant Ability—Marksmanship (Legion-34C)
Your hero deals 3 ranged damage to target ally. If that ally entered play this turn, ready up to two of your resources.
Call the Spirit, 2, Ability (Azeroth-157C)
Put target ally card from your graveyard into hand.
Frost Nova, 4, Mage, Instant Ability—Frost (Azeroth-55R)
Your hero deals 1 frost damage to each opposing hero and ally. A character dealt damage this way can't attack this turn.
Spell Suppression, 1, Mage, Ability—Arcane (Drums-40C)
Attach to target ability, ally, equipment, or resource. <p> Ongoing: Attached card loses and can't have powers.
Sunfury Briefings, Quest (Betrayer-246C)
Aldor Reputation <p> Pay (5) to complete this quest. <p> Reward: Ready an ally in your party.
What does and doesn’t use the chain?
Playing a card or placing a resource adds that card to the chain. Using a power, completing a quest, proposing a combat, or striking with a weapon (collectively called “playing an effect”) all add an effect to the chain. Cards or effects on the chain are also called links.
Exhausting a character to protect or exhausting an armor to prevent damage doesn’t use the chain. Damage isn’t added to the chain (although links that deal damage are added to the chain as usual). Paying the cost of adding a link doesn’t use the chain and happens before any player gets priority again.
Example: You destroy Durdin to pay the cost of using his power. You’re the next player to get priority. As you do, Durdin is already in your graveyard and his effect is on the chain.
Durdin Hammerhand, 3, Alliance, Ally—Dwarf Paladin, 3 [Melee] ATK / 3 Health (Dark Portal-162C)
Destroy Durdin >>> Exhaust target hero or ally.
What is priority?
A player’s option to add a link to the chain is called priority. The player with priority may add a link or pass.
Priority is like a baton that gets passed from player to player. Only one player can hold it at a time. If you're holding it, you have priority, and nobody can take it away from you without your permission (regardless of whose turn it is or what's on the chain). There are only four rules for passing the baton:
1) As a priority window opens, the turn player gets priority.
2) If the player with priority chooses to play a card or effect, that player gets priority again.
3) If the player with priority chooses to pass, priority passes left.
4) If all players pass in succession:
· while the chain isn’t empty, the topmost link resolves, and then the turn player gets priority, regardless of whose link just resolved or what else is still on the chain. Note that only the topmost link resolves; the chain doesn’t resolve “all at once,” so players can respond between links resolving.
· while the chain is empty, the current priority window closes and the game advances.
Can I interrupt an effect by destroying its source?
No. Once an effect is on the chain, destroying its source won’t interrupt it. For example, if you activate Tim to target a hero, but Tim is destroyed in response, his effect still deals 1 damage to that hero as it resolves.
Tim, 3, Alliance, Ally—Human Mage, 1 [Arcane] ATK / 1 Health (Dark Portal-192C)
Elusive <p> [Activate] >>> Tim deals 1 arcane damage to target hero or ally.
What happens at the start of a turn?
As a turn starts, the turn player readies all of his cards in play. This doesn’t use the chain, and no player gets priority before this happens. This means that no player can play a card or effect after a turn starts but before the turn player readies his cards. Next, a priority window opens and any waiting triggered effects (including start-of-turn effects) are added to the chain. After that window closes, the turn player draws a card.
What happens at the end of a turn?
As an end phase starts, a priority window opens and any waiting triggered effects (including end-of-turn effects) are added to the chain. As a result, all players get a chance to respond to effects that trigger at end of turn before that turn wraps up.
After that window closes, the wrap-up step starts, during which no players get priority. The turn player must discard down to his maximum hand size (usually seven cards), modifiers that last until end of turn expire, and then the turn ends.
2. Combat
2.1 Proposing
· To propose a combat, choose a ready hero or ally in your party to be the proposed attacker, and anything it can attack to be the proposed defender. Only one attacker and one defender can be proposed in a single combat. This doesn’t target anything. The proposed attacker doesn’t exhaust yet.
· A hero can be proposed as an attacker whether or not its controller has a weapon. A hero can be proposed as a defender even if there are allies in that hero’s party. A character can be proposed as a defender even if it’s exhausted.
· You can propose a combat any time you have priority during your non-combat action phase while the chain is empty. Proposing a combat puts a proposal effect on the chain.
· Next, you get priority to add to the chain (which you rarely will do). After you pass, other players get priority. This is their chance to interrupt your proposal by exhausting your proposed attacker, or playing cards that say the proposed attacker can’t attack or the proposed defender can’t be attacked.
· If your proposal effect is no longer legal as it tries to resolve, it’s interrupted and you get priority in your action phase. Otherwise, a combat step starts. Non-instant cards can’t be played during a combat step.
2.2 Attacking
· As a combat step starts, the proposed attacker exhausts and becomes an attacker. As it does, it attacks, and starts attacking (but is not yet attacking anything). No characters are attacking before this time.
· Next, the attack window opens. As it does, any effects that triggered when the attacker attacked (such as Voss Treebender’s) are added to the chain, and then the turn player gets priority.
Voss Treebender, 1, Horde, Ally—Tauren Druid, 2 [Nature] ATK / 1 Health (Azeroth-266C)
When Voss Treebender attacks, you may exhaust target hero or ally.
2.3 Protecting
· After the attack window closes, any player opposed to the attacker may exhaust a character in his party that can protect the proposed defender against the attacker. If he does, the proposed defender stops being the proposed defender and that protector becomes the proposed defender. None of this uses the chain.
· This is called the protect point.and is the only time a character can protect. For example, you can’t protect against damage dealt with an ability or power.
· A character protects and starts protecting as it exhausts during the protect point. No characters are protecting before this time, even if they have the protector keyword.
· Only one character can protect each combat. A character can protect whether or not it can be attacked by the attacker. A proposed defender can't protect itself.
· Protecting with a character is not using an activated ( ) power, so an ally can protect regardless of how long it’s been in its current party.
2.4 Defending
· Immediately after the protect point, the proposed defender becomes a defender (whether it protected or was proposed as a defender).
· As it does, it defends and starts defending against the attacker (and the attacker starts attacking it). The attacker and defender also enter combat with each other at this time, and are in combat with each other from this time onwards. No characters are defending or in combat before this time.
· Next, the defend window opens. As it does, any effects that triggered when a character defended, protected, or entered combat are added to the chain, and then the turn player gets priority.
Example: If Himul attacks Sanva, Himul’s triggered effect is added to the chain as the attack window opens, but Sanva’s waits until the defend window opens, after the protect point.
Himul Longstrider, 2, Horde, Ally—Tauren Shaman, 3 [Frost] ATK / 2 Health (Drums-170C)
War Stomp (When this ally attacks or defends, you may exhaust target opposing hero or ally.)
Sanva, 7, Horde, Ally—Tauren Shaman, 6 [Frost] ATK / 6 Health (Drums-192C)
War Stomp (When this ally attacks or defends, you may exhaust target opposing hero or ally.)
Example: You attack Baranka with Saurfang. Immediately after the protect point, both powers trigger. Saurfang’s effect is added to the chain first because it’s your turn, so Baranka’s resolves first. As it does, both Baranka and Saurfang are destroyed.
Grunt Baranka, 2, Horde, Ally—Orc Warrior, 2 [Melee] ATK / 2 Health (Dark Portal-212C)
Protector <p> When Grunt Baranka defends against an ally, destroy her. If you do, destroy all attacking allies.
High Overlord Saurfang, 8, Horde, Ally—Orc Warrior, Unique, 9 [Melee] ATK / 4 Health (Dark Portal-214E)
Protector <p> When an ally enters combat with High Overlord Saurfang, destroy that ally.
2.5 Striking
· You can strike with a weapon only while a defend window is open and your hero is in combat.
· To strike with a weapon, pay its strike cost and exhaust it. You can strike with a weapon only if it’s ready. However, you can strike whether your hero is ready or exhausted, because striking doesn’t exhaust your hero.
· As your weapon’s strike effect resolves, add that weapon’s ATK and damage type to your hero.
2.6 Concluding
· After the defend window closes, the combat concludes. During combat conclusion, no player gets priority. The attacker and defender deal combat damage to each other, but only if both are still in play. Armor can be exhausted to prevent damage to heroes as usual. None of this uses the chain.
· Attackers and defenders deal combat damage during combat conclusion whether ready or exhausted. An elusive character that attacked or protected is dealt combat damage as usual.
· If both an attacker and defender have long-range as a combat concludes, the defender deals no combat damage and the attacker deals combat damage as usual.
· Finally, the combat step ends and an action phase priority window opens. Any effects that triggered during combat conclusion are added to the chain, and then the turn player gets priority.
3. Inspire: [card]
This is a keyword power that characters can have. It means:
As each other player’s ready step starts, you may ready an exhausted [card] in play you control.
· This doesn’t use the chain and happens at the same time that the other player readies his cards.
Example: You control two exhausted copies of Kaldel as your turn ends. As the next player readies, you may ready up to two of your exhausted allies because you control characters with two “inspire: ally” powers. This doesn’t use the chain.
Vindicator Kaldel, 2, Ally—Draenei Paladin, 3 [Holy] ATK / 2 Health (Legion-222C)
Aldor Reputation <p> Inspire: Ally
· Only an exhausted card can be inspired. You can’t choose to inspire a ready card or the same card more than once each turn.
Example: You control two copies of Glous and one exhausted quest as your turn ends. As the next player readies, you may ready that quest, and pay (1) less to complete it this turn. You can’t choose a ready quest and pay (1) less to complete it this turn, nor can you choose that exhausted quest twice and pay (2) less to complete it this turn.
Marksman Glous, 2, Ally—Draenei Hunter, 3 [Ranged] ATK / 2 Health (Betrayer-191R)
Aldor Reputation <p> Inspire: Quest <p> When a quest is inspired this way, you pay (1) less to complete it this turn.
· Some powers allow you to inspire more than one card. If you control a character with such a power during another player’s ready step, you may inspire any, all, or none of those cards.
Example: You control Orelis, a hero, and six resources. All are exhausted as your turn ends. As the next player readies, you may ready any, all, or none of Orelis, your hero, and one of your resources.
Exarch Orelis, 6, Ally—Draenei Paladin, Unique, 5 [Holy] ATK / 7 Health (Betrayer-189E)
Aldor Reputation <p> Inspire: Ability, ally, equipment, hero, and resource
4. Resistance
This is a keyword power that characters can have, preceded by a damage type. It means:
Prevent all damage of that type that this character would be dealt.
Example: You control Illia. Your opponent controls four Brodiens, of which three are elusive and one is untargetable. You play The More, the Scarier, choosing 4 and targeting Illia and the three elusive Brodiens. As it resolves, the three opposing allies are dealt fatal damage, but all fire damage that would be dealt to Illia is prevented. Next, you attack the remaining Brodien with Illia. As that combat concludes, the defender is dealt fatal damage, but all fire damage that would be dealt to Illia is again prevented.
Brodien, 4, Alliance, Ally—Gnome Mage, 4 [Fire] ATK / 4 Health (Illidan-120U)
As Brodien enters play, choose whether he is elusive or untargetable.
Illia the Bitter, 5, Horde, Ally—Blood Elf Hunter, 6 [Ranged] ATK / 4 Health (Illidan-157C)
Fire Resistance (Prevent all fire or [Fire] damage that this ally would be dealt.)
The More, the Scarier, X, Mage, Ability—Fire (Illidan-51R)
Your hero deals X fire damage to each of X target allies.
5. Finishing move
This is now a keyword power that cards can have, optionally followed by a [description]. If no [description] is specified, the default is “Combo.” It means:
As an additional cost to play, remove X [description] cards in your graveyard from the game, where X is 5 or less.
6. Sabotage: [thing]
This is a keyword power that characters can have. Such a character can propose either a sabotage combat against a [thing] or a normal combat against a character. In both cases, the proposed defender must not be controlled by a player friendly to the proposed attacker. A character that “can’t attack” can’t sabotage.
As a sabotage combat concludes, no combat damage is dealt, and powers that trigger “when [the attacker] sabotages” do so, even if it has 0 ATK. If a character protects during a sabotage, it stops being a sabotage.
Example 1: You control Avelena and an opponent controls Stoneclaw Totem and Tyrennius. Avelena can’t attack Tyrennius because she’s able to attack the Totem. She may propose either a sabotage or a normal combat against the Totem. If she sabotages the Totem, then as that combat concludes, no combat damage is dealt and her power triggers, putting the Totem on top of its owner’s deck. However, if Tyrennius protects, that combat stops being a sabotage, and combat damage is dealt normally as it concludes.
Example 2: You control Avelena and an opponent controls Tyrennius with Warrior Training attached. Avelena can’t propose a sabotage combat against Warrior Training because she is able to propose a (normal) combat against Tyrennius.
Arcanist Avelena, 1, Ally—Blood Elf Mage, 1 [Arcane] ATK / 2 Health (Legion-230C)
Scryer Reputation <p> Sabotage: Ability <p> When Avelena sabotages an ability, put it on top of its owner's deck.
Stoneclaw Totem, 3, Shaman, Ability—Elemental, Earth Totem (1), 5 Health (Legion-100C)
Ongoing: Opposing heroes and allies can attack only Stoneclaw Totem if able.
When a hero or ally deals combat damage to Stoneclaw Totem, that character can't ready during its controller's next ready step.
Tyrennius Scatheblade, 2, Horde, Ally—Blood Elf Paladin, 3 [Holy] ATK / 2 Health (Legion-206C)
Protector
Warrior Training, 1, Warrior, Ability—Protection (Legion-124U)
Attach to target friendly ally. <p> Ongoing: Opposing heroes and allies can attack only attached ally if able.
7. Reputation
Some cards have bold text that reads, “Aldor Reputation” or “Scryer Reputation.” These are neither keywords nor powers; they are deckbuilding restrictions.
In Constructed tournaments, a player’s main deck and side deck can include cards of one reputation only if neither deck contains cards of any other reputation.
8. Traitors
Traitor heroes have the Traitor tag and no talent specialization. As a result:
· You can’t include cards with the Talent tag in Traitor hero decks.
· You can include Traitor Hero Required cards only in Traitor hero decks.
Each Traitor hero also has italicized text specifying the group responsible for that hero’s treachery (such as Grimtotem). This is purely for flavor and has no impact on game play.
9. Links
· Starter rulebook: entertainment.upperdeck.com/wow/en/howtoplay/default.aspx
· Comprehensive rules: ude.com/wow/rules
· Community forums: ude.com/wow/community
------- Blood of Gladiators FAQ transcript:
This set is legal for sanctioned Constructed play from April 3, 2009.
1. Arena
· An Arena card is a card with the “arena” tag.
· This tag isn’t an ally type, so it can’t be chosen by PX-238 Winter Wondervolt.
PX-238 Winter Wondervolt, 3, Ability (Winter Veil-2R)
Choose an ally type. <p> Ongoing: All allies also have that type.
1.1 Arena locations
· Each Arena location has:
o A power that adds an Arena counter to that location when a hero or ally in your party deals damage. If multiple applicable damage packets are dealt at the same time, such a power triggers multiple times.
o A capacity in its lower right corner. Each location can’t have Arena counters in excess of its capacity.
2. New character keywords
· Arcane torrent is a keyword power that characters can have. It means:
When this character enters play, target opposing card in play loses and can't have powers this turn.
o The target’s payment powers may be used in response to this triggered effect.
o A resource that loses its powers is still a resource that may be exhausted to pay resource costs.
· Hardiness is a keyword power that characters can have. It means:
If this character would be dealt damage, prevent 1 of it.
o Two instances of this keyword prevent 2 damage, and so on.
· Inspiring presence is a keyword power that characters can have. It means:
If a hero or ally in your party would deal non-combat damage, it deals that much +1 instead.
o Two instances of this keyword mean that applicable characters deal that much +2, and so on.
3. The Ring of Blood quests
· Each of these quests has a cost to place it face up. You can place any of these quests face down without paying that cost.
· Placing a resource uses the chain. However, paying a cost doesn’t use the chain and happens before any player gets priority again, so it can't be responded to.
Example: To place The Ring of Blood: Brokentoe face up onto the chain, you must discard another card. You’re the next player to get priority. As you do, that other card is already in your graveyard.
The Ring of Blood: Brokentoe, Arena Quest (Gladiators-195C)
As a cost to place this quest face up, discard a card. <p> Pay (3) to complete this quest. <p> Reward: Draw two cards.
3. Specific cards
Andarius the Damned, Horde, Hero—Undead Warlock (Affliction), Alchemy/Jewelcrafting, 28 Health (Gladiators-10)
(2), Flip Andarius >>> Put an attached ability you control into its owner's hand.
Attached ability means “ability attached to anything” rather than “ability attached to Andarius.”
Antonidas's Aegis of Rapt Concentration, 3, Instant Armor—Shield, Off-Hand (1), 2 DEF (Gladiators-157R)
Your ability cards can't be interrupted. <p> Your abilities are untargetable.
A link is interrupted if all of its targets have become illegal as it tries to resolve, even if it “can't be interrupted.” Only your abilities in play are untargetable. However, if you play this card in response to a link about to interrupt one of your ability cards, this modifier will stop that link from interrupting that card.
Broll Bearmantle, 4, Alliance, Horde, Arena Ally—Night Elf Druid, Unique, 0 [Nature] ATK / 0 Health (Gladiators-147E)
Broll has +1 ATK / +1 health for each Arena card in play you control.
Broll counts himself, so he has 1 ATK / 1 health if you control no other Arena cards in play.
“Chillhands” Spigotgulp, 6, Alliance, Ally—Gnome Mage, 5 [Frost] ATK / 3 Health (Gladiators-94U)
If you would draw a card, you may skip drawing it instead.
When you skip drawing a card this way, target ally can't attack this turn.
Skipping is optional. If you can't draw cards, you can't choose to skip. You can't look at a card before deciding whether to skip drawing it. If you skip drawing two cards, this power triggers twice, and so on.
Chloe Mithrilbolt, Alliance, Hero—Gnome Warrior (Protection), Skinning/Engineering, 30 Health (Gladiators-2)
(1), Flip Chloe >>> When Chloe protects this turn, ready her.
Chloe can't protect unless she gains the power to do so.
Clutch Shot, 1, Hunter, Instant Ability—Marksmanship (Gladiators-28C)
Target ally has +2 ATK this turn. A second target ally has -2 ATK this turn.
This card requires two (different) targets. If one becomes illegal in response, the other is still affected.
Combustion, 4, Mage, Ability—Fire Talent (Gladiators-34R)
Fire Hero Required <p> Your hero deals X fire damage to each hero and ally, where X is target ally's health.
If the target is no longer legal as this card tries to resolve (or it has 0 or less health), no damage is dealt.
“Cracklehands” Spigotgulp, 1, Alliance, Ally—Gnome Warlock, 2 [Arcane] ATK / 1 Health (Gladiators-95C)
If you would draw a card, you may skip drawing it instead.
When you skip drawing a card this way, Cracklehands deals 2 arcane damage to target ally.
See “Chillhands” Spigotgulp.
The Crash of Tides, 1, Shaman, Instant Ability—Elemental (Gladiators-61U)
Your hero deals 1 nature damage to target hero or ally and heals 1 damage from a second target hero or ally for each damage dealt this way.
This card requires two (different) targets. If the second becomes illegal in response, the first is still dealt damage, but no damage is healed. If the first becomes illegal in response, nothing happens.
Dark Justice, 2, Warlock, Instant Ability—Affliction (Gladiators-70C)
Remove target ally from the game and put damage on your hero equal to that ally's ATK.
Put damage on your hero equal to the ATK that ally had as it left play.
Defiance, 3, Warrior, Ability—Protection Talent (Gladiators-77R)
Protection Hero Required <p> Ongoing: Only one character can attack on each opponent's turn.
Once any character has become an attacker (normal or sabotage) on an opponent's turn, no other character can be proposed as an attacker (neither normal nor sabotage) that turn. That character can attack multiple times that turn if it somehow readies. If an opponent’s hero attacks, and then that opponent plays a Master hero, that Master hero continues to be the one character who can attack that turn (if it somehow readies).
Divine Justice, 2, Paladin, Instant Ability—Retribution (Gladiators-42C)
Exhaust target ready opposing ally. If you do, you may have it deal melee damage equal to its ATK to a second target ally.
This card requires two (different) targets. If the second becomes illegal in response, the first is still exhausted, but no damage is dealt. If the first becomes illegal in response, nothing happens.
Echo Totem, 4, Shaman, Ability—Elemental, Air Totem (1), 1 Health (Gladiators-62R)
Ongoing: At the start of your turn, you may remove a non-ongoing ability card in your graveyard from the game. If you do, you can play that card without paying its cost this turn.
Playing that card without paying its cost is an alternate cost, so you can’t choose any other alternate cost it might have (nor can you choose to pay its resource cost). Playing a card from your RFG zone is otherwise the same as doing so from your hand. For example, any additional costs must still be paid and any restrictions must still be observed. If you don't play that card this turn, it stays in your RFG zone.
Emerald Ripper, 4, Weapon—Dagger, Melee (1), 1 ATK, 1 Strike (Gladiators-176R)
Your hero has dual wield. <p> (3) >>> Emerald Ripper has +X ATK this turn, where X is its ATK.
X is locked in as this payment effect resolves.
A Final Sacrifice, 1, Warrior, Instant Ability—Fury (Gladiators-78C)
Target hero or ally in your party has +3 ATK / +3 health this turn. At the start of the next turn, destroy it.
If you target your hero, then play a Master hero, you still lose the game at the start of the next turn because these modifiers continue to apply to that Master hero.
Foam Sword Rack, 4, Ability (Gladiators-92R)
Ongoing: Each hero has “(1) >>> This hero deals ½ melee damage to target hero.”
This card has received errata. The bold text above updates the printed text and clarifies which hero deals this damage, and that this damage isn’t dealt “with an ability.”
This is the only way that a fractional amount of damage can be dealt. You can't divide integer amounts of damage into fractional amounts. A character with ½ damage is “damaged.” However, modifiers that do something “for each damage” on a character, or “for each damage” dealt, healed, or prevented a certain way ignore fractions. For example, an ally with berserking and 1½ damage has only +1 ATK while attacking.
Focused Will, 7, Priest, Ability—Discipline Talent (Gladiators-49R)
Discipline Hero Required
Ongoing: At the start of your turn, switch all damage on your hero with the damage on target opposing hero.
This effect isn’t optional. It removes and puts damage as applicable; it neither deals nor heals damage. If target hero has 0 damage as this effect resolves, remove all damage from your hero and put it on the target. If the target becomes illegal in response, or either hero isn’t in play on resolution, nothing happens.
Fork Lightning, 5, Shaman, Ability—Elemental (Gladiators-63C)
Your hero deals 5 nature damage to target hero and 5 nature damage to target ally.
This card requires two (different) targets. If one becomes illegal in response, the other is still affected.
Gladiator Addisyn, 2, Horde, Arena Ally—Blood Elf Paladin, 2 [Holy] ATK / 2 Health (Gladiators-124C)
As Addisyn enters play, choose arcane, fire, frost, nature, or shadow. <p> Arena allies in your party have the chosen resistance.
Opponents can respond while Addisyn is on the chain as usual. However, once you choose a damage type as he enters play, there's no chance for them to respond before the chosen resistance starts applying.
Gladiator Emek, 3, Horde, Arena Ally—Undead Priest, 3 [Shadow] ATK / 3 Health (Gladiators-127C)
When an Arena ally in your party is destroyed, you may discard a card. If you do, target player discards a card.
This power triggers off Emek’s own destruction.
Gladiator Kileana, 5, Horde, Arena Ally—Blood Elf Warlock, 5 [Fire] ATK / 4 Health (Gladiators-129C)
When Kileana or another Arena ally enters your party, it may deal 1 fire damage to each hero and ally other than itself.
This card has received errata. The bold text above updates the printed text, and clarifies that that ally may deal damage to each hero and ally other than itself rather than each hero and ally other than Kileana.
Gladiator Kinivus, 1, Alliance, Arena Ally—Draenei Shaman, 1 [Nature] ATK / 2 Health (Gladiators-102C)
When an opposing card or effect causes you to discard an Arena ally card, you may put it from your graveyard into hand.
This power triggers only while Kinivus is in play. If you discard two such cards, it triggers twice, and so on.
Gladiator Sepirion, 7, Horde, Arena Ally—Troll Shaman, 3 [Nature] ATK / 7 Health (Gladiators-130C)
When each Arena ally in your party attacks for the first time each turn, you may pay (1). If you do, ready it.
This power triggers when an applicable ally exhausts to attack. It triggers only once per ally per turn.
Gladiator Zophos, 8, Alliance, Arena Ally—Draenei Paladin, 8 [Holy] ATK / 6 Health (Gladiators-108C)
When an Arena ally in your party is dealt damage, it deals 3 unpreventable holy damage to its source.
That ally deals 3 damage even if it was destroyed by the damage that triggered this power.
Gladiator's Aegis, 9, Paladin, Arena Armor Set—Plate, 8 DEF (Gladiators-163E)
If an ally in your party would be dealt non-fatal damage, prevent it.
[Activate] >>> Exhaust target hero or ally, and it can't ready during its controller's next ready step. Draw a card.
If damage would be dealt to an ally in your party that would leave that ally's damage at less than its health, prevent it. The target can’t ready during its controller's next ready step even if it was already exhausted. If the target is no longer legal as this effect tries to resolve, you don’t draw a card.
Greater Chain Heal, 3, Shaman, Ability—Restoration (Gladiators-64U)
Target up to five heroes and/or allies. Your hero heals 5, 4, 3, 2, and 1 damage from them, respectively.
You can’t target the same character twice. Amounts are locked in as you target. For example, if you target two characters, your hero will heal 5 and 4 damage from them, respectively. If the character you targeted for 5 becomes illegal in response, your hero heals 4 damage from the remaining legal character.
Grismare, 8, Horde, Ally—Tauren Druid, 6 [Nature] ATK / 6 Health (Gladiators-133U)
(1), Destroy an ally token in your party >>> Grismare deals nature damage equal to that token's ATK to target hero or ally.
Damage is dealt equal to the ATK that token had as it left play.
Improvised Weaponry, 3, Hunter, Ability—Marksmanship (Gladiators-29R)
Attach to target Melee weapon. <p> Ongoing: Attached weapon loses Melee (1), has Ranged (1), becomes a [Ranged] weapon, and has "When you strike with this weapon, your hero has long-range this combat."
Attached weapon loses any other damage types as this card attaches. A weapon's ATK and damage type are added to a hero as its strike effect resolves. You can’t strike with both a Melee weapon and a Ranged weapon during the same combat, even if they’re the same weapon.
Kazamon Steelskin, 4, Horde, Ally—Orc Warlock, 5 [Shadow] ATK / 1 Health (Gladiators-137R)
Orc Hero Required <p> Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness
If Kazamon would be dealt damage, prevent 20 of it.
Kristina Soulcinder, 3, Alliance, Ally—Human Warlock, 0 [Shadow] ATK / 3 Health (Gladiators-110C)
At the start of your turn, target ally has +2 ATK / -2 health this turn.
This effect isn’t optional. You must target a friendly ally if no opposing allies are targetable.
Lo'Gosh, 5, Alliance, Horde, Arena Ally—Human Warrior, Unique, 4 [Melee] ATK / 4 Health (Gladiators-148E)
Protector <p> Opposing heroes and allies have -1 ATK / -1 health while in combat with Lo'Gosh for each Arena ally in your party.
Lo’Gosh counts himself. For example, if Lo’Gosh is the only Arena ally in your party and attacks an ally with 5 ATK / 5 health, both allies are destroyed by fatal damage as that combat concludes.
Mana Ruby, 5, Mage, Ability—Arcane (Gladiators-36R)
Ongoing: (2), Destroy Mana Ruby >>> Draw cards until you reach your maximum hand size.
As this effect resolves, if your hand size is already at or above its maximum, nothing happens.
Melissa Gerrard, 1, Horde, Ally—Undead Warlock, 1 [Shadow] ATK / 1 Health (Gladiators-139C)
When Melissa attacks, target hero or ally has -1 health this turn.
If the target is destroyed by this health loss, that happens before the protect point.
Mogor's Anointing Club, 4, Arena Weapon—Mace, Melee (1), 1 ATK, 3 Strike (Gladiators-181R)
On your turn: [Activate], Destroy an ally in your party >>> Put an ally card with lower cost than that ally from your graveyard into play.
This effect doesn't target. Choose an applicable ally card as it resolves.
Poof!, 2, Instant Ability—Arcane Subtlety (Gladiators-88C)
Target ally's controller removes it from the game. At the start of the next turn, he puts it into his party.
As that ally leaves play, its attachments are destroyed and its counters and damage are removed. That player puts it into his party even if he doesn’t own it. It enters play ready.
"Quickhands" Spigotgulp, 4, Alliance, Ally—Gnome Warrior, 3 [Melee] ATK / 4 Health (Gladiators-116C)
Protector <p> If you would draw a card, you may skip drawing it instead.
When you skip drawing a card this way, opposing allies have -1 ATK / -1 health this turn.
See “Chillhands” Spigotgulp.
Reckoning of the Light, 3, Paladin, Ability—Retribution (Gladiators-44R)
Destroy each ability and equipment with which damage was dealt to your hero this game.
Applicable cards are destroyed only if they have remained in play continuously since that damage was dealt. If your hero is dealt damage with such a card, and then you play a Master hero, a modifier that checks if “damage was dealt to your hero this game” with that card remains true.
Reforestation, 5, Druid, Ability—Balance (Gladiators-21U)
Destroy target ability or equipment. Put three Treant ally tokens into play with 1 [Melee] ATK / 1 health.
If the target is no longer legal as this card tries to resolve, no Treants enter play.
Rehgar Earthfury, 6, Alliance, Horde, Arena Ally—Orc Shaman, Unique, 5 [Frost] ATK / 5 Health (Gladiators-149E)
[Alliance] allies in your party have +1 health. <p> [Horde] allies in your party have +1 ATK. <p> When Rehgar attacks, gain control of target ally.
Rehgar has both factions, so he has 6 ATK / 6 health in the absence of any other modifiers. You gain control of target ally for the rest of the game, even if Rehgar leaves your party or loses his powers.
The Rewards of Faith, 1, Paladin, Instant Ability—Holy (Gladiators-45U)
Your hero deals 1 unpreventable holy damage to target hero or ally. For each damage dealt this way, prevent the next 1 damage that would be dealt to a second hero or ally this turn.
If your hero deals more than 1 damage this way, choose only one hero or ally for the prevention modifier, not one per damage dealt.
The Ring of Blood, Location—Arena (Gladiators-202U)
As a cost to place this location face up, reveal an Arena card from your hand.
[Activate] >>> You pay (2) less to complete your next quest this turn.
If you have no other Arena cards in hand, you can't place this location face up.
The Ring of Blood: Brokentoe, Arena Quest (Gladiators-195C)
As a cost to place this quest face up, discard a card. <p> Pay (3) to complete this quest. <p> Reward: Draw two cards.
If you have no other cards in hand, you can't place this quest face up.
The Ring of Blood: Rokdar the Sundered Lord, Arena Quest (Gladiators-197C)
As a cost to place this quest face up, remove 2 damage from an opposing hero. <p> Pay (2) to complete this quest.
Reward: Draw a card.
If no opposing heroes have 2 or more damage, you can't place this quest face up.
Ritual of Summoning, 8, Warlock, Ability—Demonology (Gladiators-74R)
Ongoing: On your turn: Exhaust your hero and two allies in your party >>> Put an ally card from your collection into play.
In a tournament, your collection is your side deck. In casual play, your collection includes all cards in your possession but excludes the cards with which you started the current game. Any time you're told to choose a card from your collection and put it into a game zone, you must choose a legal card.
The Ruins of Lordaeron, Location—Arena (3) (Gladiators-205C)
When a hero or ally in your party deals damage, add an arena counter.
[Activate], Remove three arena counters >>> Put up to three target cards from one player's graveyard on the bottom of his deck.
That player puts those cards on the bottom of his deck in the order of his choice (without revealing them).
Sandbox Tiger, 2, Ally—Tiger, 1 [Melee] ATK / 1 Health (Gladiators-153U)
Sandbox Tiger has +1 ATK / +1 health for each Loot card in play you control.
A loot card is a card with the word "loot" in its collector number. Unscratched loot cards aren’t legal in any sanctioned tournament.
The Seal of Danzalar, 3, Item, Ring (2) (Gladiators-169R)
At the start of your turn, your hero deals shadow damage to target hero equal to the number of cards in your hand minus the number of cards in that hero's controller's hand.
This effect resolves before your draw step. Count cards as it resolves.
Seth's Graphite Fishing Pole, 6, Two-Handed Weapon—Fishing Pole, Melee (1), 0 ATK, 6 Strike (Gladiators-183R)
[Activate] >>> Put the card tenth from the top of your deck into hand.
Don't look at any other cards in your deck. If there are less than ten cards in your deck, nothing happens.
Starshot, 2, Druid, Ability—Balance (Gladiators-23C)
Your hero deals 3 arcane damage to target ally. <p> Draw a card.
If the target is no longer legal as this card tries to resolve, you don’t draw a card.
Talisman of the Alliance, 3, Alliance, Item, Trinket (2) (Gladiators-170U)
[Activate], Destroy Talisman of the Alliance >>> Destroy all abilities and equipment that have or share the lowest cost among abilities and equipment in play.
Talisman of the Horde, 3, Horde, Item, Trinket (2) (Gladiators-171U)
[Activate], Destroy Talisman of the Horde >>> Destroy all abilities and equipment that have or share the highest cost among abilities and equipment in play.
As either of these effects resolves, look at the pool of all abilities and equipment in play, find the lowest/highest cost in that pool, then destroy all cards in that pool with that cost.
Tempest of Chaos, 3, Weapon—Sword, Melee (1), 1 ATK, 3 Strike (Gladiators-185R)
At the start of your turn, target a random opposing hero or ally. Put a chaos counter on Tempest of Chaos, and then your hero deals 1 fire damage to that character for each chaos counter.
First identify the set of possible targets (for example, by excluding untargetable cards) and then randomly choose from that set. If the target is no longer legal as this effect tries to resolve, don't add a chaos counter.
Thoros the Savior, Horde, Hero—Blood Elf Paladin (Holy), Alchemy/Engineering, 29 Health (Gladiators-16)
(4), Flip Thoros >>> Thoros heals 2 damage from target hero or ally. Draw a card.
You can target an undamaged character. You draw a card even if no damage is healed. However, if the target is no longer legal as this card tries to resolve, you don’t draw a card.
Tremor Shock, 3, Shaman, Instant Ability—Elemental (Gladiators-67R)
Your hero deals 1 frost damage and 1 nature damage to target hero or ally. An ally dealt damage this way can't attack this turn. If a hero was dealt damage this way, you may interrupt an ability card played by its controller.
This card deals 2 damage in two separate packets to one target. The modifiers that follow apply if either packet deals damage to an applicable target. You may interrupt an applicable card only if it's on the chain as this card resolves. You may interrupt only one such card, even if both packets deal damage to a hero.
Tribemother Torra, Horde, Hero—Tauren Shaman (Restoration), Engineering/Jewelcrafting, 29 Health (Gladiators-17)
(3), Flip Torra >>> Target up to three heroes and/or allies. Torra heals 3, 2, and 1 damage from them, respectively.
See Greater Chain Heal.
Twinblade of the Phoenix, 5, Two-Handed Weapon—Sword, Melee (1), 4 ATK, 1 Strike (Gladiators-186R)
You can play Twinblade of the Phoenix from your graveyard.
This card’s power is active while it’s in your graveyard; you don't need a second one in play. Playing a card from your graveyard is otherwise the same as doing so from your hand. For example, any costs must still be paid and any restrictions must still be observed.
Uncatalogued Species, Quest (Gladiators-200C)
Pay (1) to complete this quest. <p> Reward: Name a standard race, then reveal the top four cards of your deck. Put a revealed ally card of that race into hand and the rest on the bottom of your deck.
There are ten standard races. The Alliance races are: draenei, dwarf, gnome, human, and night elf. The Horde races are: blood elf, orc, tauren, troll, and undead. No other tag is a race.
Utopia, 7, Druid, Ability—Balance (Gladiators-25R)
Destroy all tokens. Put each other ability, ally, and equipment into its owner's resource row face down, then exhaust them.
This also affects friendly cards. No abilities, allies, or equipment leave play or become exhausted – they’re already face-down resources by the time they become exhausted.
A card in play that enters a resource row becomes a different card. Any modifiers previously affecting it no longer do so unless they specify that they do. Any counters or damage are removed as part of it changing rows, and its attachments are destroyed.
Vengeful Gladiator's Felshroud, 7, Warlock, Arena Armor Set—Cloth, 5 DEF (Gladiators-167E)
On your turn, you can play ability cards that are removed from the game.
[Activate] >>> Put target opposing ally into its owner's hand.
This includes opposing ability cards. Playing a card from an RFG zone is otherwise the same as doing so from your hand. For example, any costs must still be paid and any restrictions must still be observed.
Victimize, 5, Ability—Subtlety Affliction (Gladiators-90C)
Target player discards two cards and you draw two cards.
The target need not have two or more cards in hand. You draw two cards even if no cards are discarded.
Yoink!, 3, Rogue, Ability—Subtlety (Gladiators-60R)
Attach to target equipment. <p> Ongoing: You control attached equipment.
Move that equipment to your hero row. It functions normally whether or not it shares any trait icons with your hero, and regardless of any other deck-building restrictions it has (such as Fire Hero Required).
------- Drums of War FAQ transcript:
This set is legal for sanctioned Constructed play from November 14, 2008.
1. Locations
· Locations are a new card type. Like quests, they can’t be played; they can only be placed as resources. Unlike quests, a location stays face up in your resource row even after you use its power(s).
· Any time you control more than one location, choose one to remain face up and turn the rest face down.
1.1 Capacity
· Some locations have a capacity value and tower icon in their lower right corner. Such a location will also have a power that “adds” one or more [description] counters. This means you put that many counters on that location. A location can’t have [description] counters in excess of its capacity.
· Any time you control a face-down resource with counters, remove those counters.
2. New character keywords
· Berserking is a keyword power that characters can have. It means:
This character has +1 ATK for each damage on it.
· Conspicuous is a keyword power that characters can have. It means:
Opposing heroes and allies can protect against this character.
· Diplomacy is a keyword power that characters can have, followed by a [description]. It means:
You pay (1) less to play [description] allies, to a minimum of (1).
· Shadowmeld is a keyword power that characters can have. It means:
This character is elusive and untargetable while ready.
· War stomp is a keyword power that characters can have. It means:
When this character attacks or defends, you may exhaust target opposing hero or ally.
3. Finishing move
· Finishing move is now a keyword power that abilities can have, optionally followed by a [description]. If no [description] is specified, the default is “Combo.” It means:
As an additional cost to play, remove X [description] cards in your graveyard from the game, where X is 5 or less.
4. On your turn:
Some payment powers are preceded by a colon. The text to the left of that colon restricts when that power can be used. For example, a power preceded by “On your turn:” has the same restriction as one followed by “Use only on your turn.” Powers with either wording function identically.
5. Specific cards
Alexi Barov, 5, Horde, Ally—Undead Rogue, Unique, 5 [Melee] ATK / 5 Health
At the start of your turn, put three Peasant ally tokens into play with 1 [Melee] ATK / 1 health and ferocity. At the end of the next turn, destroy them.
Destroy them even if Alexi has left play or lost his powers.
Aquatic Form, 1, Druid, Instant Ability—Feral, Form (1)
Ongoing: You may complete quest cards from your graveyard. As you do, remove them from the game as an additional cost.
All costs (other than turning the quest face down) must still be paid, and any other restrictions on completing it must still be observed. A cost of “destroy this quest” can’t be paid from a non-play zone. Corki’s Ransom has received errata to clarify that its cost can be paid only from play.
Arcanite Dragonling, 1, Item, Trinket (2)
(1) >>> Arcanite Dragonling is also an ally with 2 [Melee] ATK / 2 health and protector this turn.
Arcanite Dragonling can attack if it’s been in its current party continuously since the start of its controller’s most recent turn (even if it hasn’t been an ally all that time). Its modifier never overwrites any earlier modifiers that add to or subtract from Arcanite Dragonling’s ATK or health. As this turn ends, any damage is removed from Arcanite Dragonling, and any of its “attached ally”or “attached character” attachments are destroyed.
Arena Master, Arena Quest
Pay (4) to complete this quest.
Reward: Each player chooses an ally in his party. If you chose the ally with the highest ATK, draw two cards.
You draw cards only if your ally has the outright highest ATK. (Nothing happens in the event of a tie.) You draw cards even if no other player has an ally in his party. (In that case, you draw cards even if the only ally in your party has 0 ATK.)
Aura of Accuracy, 3, Paladin, Ability—Holy, Aura (1)
Ongoing: You pay (1) less to play cards and effects with one or more targets, to a minimum of (1).
You don’t pay less to play a card that has a payment power (like Myriam) or a triggered power (like Tatulla) that targets because, in each case, it’s the effect that has one or more targets, not that card itself.
Battle Tactics, 7, Warrior, Ability—Protection
Ongoing: Opposing heroes and allies must attack each turn if able. <p> When an opponent proposes a combat, you may change the proposed defender. (It must be a legal choice for the attacker.)
If you choose to change a proposed defender, that proposal effect is updated before it resolves. If the proposed attacker is a saboteur, you can’t change a proposed sabotage into a non-sabotage, or vice versa.
Continuum Blade, 5, Weapon—Sword, Melee (1), 1 ATK, 2 Strike
At the start of each player's turn, if he didn't take the last turn, he takes an extra turn after this one.
Let’s consider a sequence of turns in the middle of a game between players A and B. If player A plays Continuum Blade during the first turn, the sequence will be ABBAABB, and so on until the Blade leaves play. However, if player B destroys the Blade during the second turn of this sequence (after it triggers for the first time), the sequence becomes ABBABAB, and so on. In other words, when the Blade triggers and grants an extra turn, that turn is still taken even if the Blade leaves play before it starts.
Consul Rhys Lorgrand, 3, Alliance, Ally—Human Priest, 3 [Holy] ATK / 3 Health
Human Hero Required <p> Diplomacy: [Alliance] allies <p> Rhys has +1 ATK / +1 health for each different [Alliance] race among allies in your party other than Human. (Draenei, Dwarf, Gnome, and Night Elf)
Rhys counts each different Alliance race among allies in your party (whether or not those allies have an Alliance icon) other than human for a maximum of +4 ATK / +4 health.
Crusader Strike, 5, Paladin, Instant Ability—Retribution Talent
Retribution Hero Required <p> Your hero deals melee damage to target hero or ally equal to 3 plus the ATK of one of your Melee weapons. <p> You may put an ongoing Judgement or Seal card from your graveyard into play.
Judgement of Light and Judgement of Wisdom have received errata. Both now have the Judgement tag.
Enemies, Old and New, Horde, Quest
Pay (3) to complete this quest. <p> Reward: Draw a card. You may remove a counter from target card in play.
You can’t remove damage (even if damage is being represented by counters).
Enslaved Abyssal, 4, Warlock, Ally—Abyssal Demon, Pet (1), 5 [Fire] ATK / 7 Health
Fire Resistance <p> At the end of your turn, if you didn't play a Demon or Demonology card this turn, choose an opponent. He gains control of Enslaved Abyssal, and it loses this power.
Enslaved Abyssal doesn’t lose fire resistance. It doesn’t regain the lost power while it remains in play, so it doesn’t change control again (unless something else causes it to change control).
Feral Charge, 2, Druid, Instant Ability—Feral Talent
Feral Hero Required <p> Play only if your hero is in bear form. <p> Interrupt target card.
Cards that have been placed on the chain can’t be targeted for interruption.
The Final Message to the Wildhammer, Horde, Quest
On your turn, pay (2) to complete this quest.
Reward: Draw a card. Put a Message item token into play with "If your hero would be dealt damage, it's dealt that much +1 instead." At the start of your next turn, remove that item from the game.
This is the first card that puts a non-ally token into play.
Gladiator's Regalia, 8, Mage, Arena Armor Set—Cloth, Chest (1), Hands (1), Head (1), Legs (1), Shoulder (1), 5 DEF
Opposing allies lose and can't have powers. <p> [Activate] >>> Your hero deals 2 fire damage to target hero or ally.
Each armor set is one card with five uniqueness tags: Chest (1), Hands (1), Head (1), Legs (1), and Shoulder (1). Controlling any other armor with one of these tags causes a uniqueness violation as usual.
Greater Chain Lightning, 7, Shaman, Ability—Elemental
Target up to five heroes and/or allies. Your hero deals 5, 4, 3, 2, and 1 nature damage to them, respectively.
Damage amounts are assigned to targets as you play Greater Chain Lightning.
Grounding Totem, 1, Shaman, Ability—Enhancement, Air Totem (1), 4 Health
Ongoing: Opposing cards and effects must target Grounding Totem if able.
Grounding Totem is a “magnet.” While a magnet is in play, any opponent who adds a link with one or more targets must choose that magnet as one of those targets if it can be legally chosen. If two or more magnets are in play, that player must choose so as to include the maximum possible number of magnets.
Hibernate, 2, Druid, Instant Ability—Balance
Put target non-token ally into its owner's resource row face down, then exhaust it.
As a card in play enters your resource row face down, it loses its name, powers, text, types, tags, and traits.
It also becomes a different card (even though it hasn’t changed zones). This means that any modifiers affecting it or that would have affected it previously don't affect it in your resource row unless they specify that they do, any counters or damage on it are removed as part of it becoming a resource, its attachments are destroyed by the game, it becomes an illegal target for any links targeting it, and it’s removed from any combat. Modifiers that persist while that card “remains in your party” expire.
Ice Barbed Spear, 5, Two-Handed Weapon—Polearm, Melee (1), 3 ATK, 2 Strike
Each opponent can't draw cards unless he pays (1) for each card.
Cards are drawn one at a time, so if an opponent would draw two cards, for example, he may pay (1) to draw one of them, look at it, and then decide whether to pay another (1) to draw the second.
Immobilize, 4, Ability—Balance Subtlety
Attach to target ability, ally, equipment, or resource and exhaust it. <p> Ongoing: Attached card can't ready during its controller's ready step.
All attachments (including Immobilize) attached to a Totem are destroyed as part of PPP.
In Defense of Halaa, Alliance, Quest
Pay (3) to complete this quest.
Reward: Draw a card. You may choose a counter on target card in play and add another of those counters to it.
You can’t add damage (even if damage is being represented by counters).
Keward Rocksalt, 3, Alliance, Ally—Dwarf Warrior, 3 [Melee] ATK / 2 Health
Protector <p> Opposing allies have -1 health while Keward is defending.
If an undamaged ally with 4 health attacks Keward, it will be destroyed during that combat’s conclusion.
Lohn'goron, Bow of the Torn-heart, 6, Weapon—Bow, Ranged (1), 3 ATK, 3 Strike
When you strike with Lohn'goron, your hero has long-range this combat.
Exhaust an ally in your party >>> It deals 1 ranged damage to target hero.
Allies can be exhausted to use this power regardless of how long they’ve been in your party.
Lolly the Unsuspecting, 4, Alliance, Ally—Gnome Mage, 2 [Arcane] ATK / 3 Health
All targets are chosen at random.
For each target description a link has, first identify the set of legal targets (for example, by excluding untargetable cards), and then randomly choose from that set. If that set contains one or more magnets (cards that must be targeted if able), randomly choose from among only those magnets unless all of those magnets have already been chosen for that link.
Maleo the Blur, Horde, Hero—Tauren Druid (Feral), Alchemy/Jewelcrafting, 28 Health
(2), Flip Maleo >>> This turn, Maleo is in cat form and has Form (1) until you strike with a weapon or play a non-Feral ability.
If you control another Form while your hero has Form (1), you must immediately destroy that Form (or your hero) to repair the uniqueness violation. Maleo loses both cat form and Form (1) if you strike with a weapon or play a non-Feral ability.
Masquerade Gown, 6, Armor—Cloth, Chest (1), 0 DEF
[Activate] >>> Target ally in your party becomes a copy of a second target ally in your party this turn.
If either target is illegal on resolution, nothing happens. As a card becomes a copy of a second card, the first card loses all of its printed information, and then its printed information becomes identical to that of the second card. The first card is still the same card. Any links targeting it continue to do so. Modifiers to that card still apply within their durations, but they modify its new printed information. If a non-token card becomes a copy of a token, that card doesn’t become a token, and vice versa.
Medallion of the Alliance, 2, Alliance, Item, Trinket (2), 1 DEF
(1), Put Medallion of the Alliance on the bottom of your deck >>> Interrupt target ability card that's targeting your hero if it was played by a [Horde] player. <p> (This item can prevent damage like an armor.)
Medallion of the Horde, 2, Horde, Item, Trinket (2), 1 DEF
(1), Put Medallion of the Horde on the bottom of your deck >>> Interrupt target ability card that's targeting your hero if it was played by an [Alliance] player. <p> (This item can prevent damage like an armor.)
These are the first non-armor cards with DEF values. An Alliance player is one who controls an Alliance hero, and a Horde player is one who controls a Horde hero.
Merciless Gladiator's Battlegear, 8, Warrior, Arena Armor Set—Plate, Chest (1), Hands (1), Head (1), Legs (1), Shoulder (1), 8 DEF
If your hero would deal damage with a weapon, it deals double that much instead.
[Activate] >>> Exhaust target hero or ally, and your hero deals 1 melee damage to it.
See Gladiator’s Regalia.
Moonflare, 3, Druid, Ability—Balance
Ongoing: When a resource enters play under your control, your hero may deal 1 arcane damage to target ally.
A card entering your resource row from play doesn’t trigger Moonflare’s power.
Mystic Denial, 5, Mage, Instant Ability—Arcane
Interrupt target card.
Ongoing: When an opponent plays a card, destroy Mystic Denial. If you do, interrupt that card.
Cards that have been placed on the chain can’t be targeted for interruption.
Natural Conduit, 3, Shaman, Instant Ability—Elemental
Your hero deals 3 nature damage to target ally and heals 3 damage from itself.
No damage is healed if the target is illegal on resolution.
Netherbane, 1, Weapon—Axe, Melee (1), 2 ATK, 2 Strike
Cards in play you control can't be removed from the game.
Cards in play you control can still be destroyed or put into their owners’ hands.
Nyn'jah's Tabi Boots, 6, Armor—Leather, Feet (1), 1 DEF
Other players can't use payment powers during your turn.
You can use the payment powers of any cards in play during your turn (including opposing cards).
Quest reward powers are not payment powers. Using a power of an opposing card is otherwise identical to using a power of a card you control. Such a power is read from your perspective (the player using the power), so “opposing” means opposed to you, and so on. Any resource costs must be paid with your resources as usual.
You may flip an opposing hero to use its flip power, exhaust an opposing ally to use its activated power (as long as that card has been in its current party continuously since the start of its controller’s most recent turn), or pay even more exotic costs (like removing poison counters from an opposing Form of the Serpent or destroying an opposing Bringer of Death).
Oakenclaw, Alliance, Hero—Night Elf Druid (Feral), Alchemy/Engineering, 27 Health
(1), Flip Oakenclaw >>> This turn, Oakenclaw is in bear form and has Form (1) until you strike with a weapon or play a non-Feral ability.
See Maleo the Blur.
The Oathkeeper, 4, Two-Handed Weapon—Mace, Melee (1), 6 ATK, 2 Strike
When The Oathkeeper enters play, choose an oath: "I won't play cards;" or "I won't draw cards."
You can't break the oath you took.
This card has received errata. The chosen oath applies only to the oathtaker (the player under whose control The Oathkeeper entered play). While The Oathkeeper is under that player’s control, the second power creates a modifier that says he or she either “can’t play cards” or “can’t draw cards.” While The Oathkeeper is under another player’s control, no player is bound by that weapon’s oath.
Primal Totem, 1, Shaman, Instant Ability—Elemental, Earth Totem (1), 1 Health
Ongoing: When one of your Totems is destroyed, it deals 1 nature damage to each opposing hero and ally.
When Primal Totem itself is destroyed, it deals 1 nature damage to each opposing hero and ally.
Ransack, 4, Rogue, Ability—Assassination
Destroy the card with the lowest cost among abilities, allies, and equipment in play. If two or more are tied, destroy all with that cost.
Look at all abilities, allies, and equipment in play as a single set, determine the lowest cost among them, and then destroy all cards in that set with that cost.
A Rare Bean, Quest
Pay (2) to complete this quest. <p> Reward: Choose a rarity, then reveal the top three cards of your deck. Put a revealed card with that rarity into hand and the rest on the bottom of your deck.
The color of a card’s collector number represents that card’s rarity: white for common, green for uncommon, blue for rare, purple for epic, and orange for legendary.
Resourcefulness, 4, Hunter, Ability—Survival Talent
Survival Hero Required
Ongoing: Heroes and non-token allies in your party can be exhausted to pay costs as though they were resources.
Affected characters are not resources. Affected allies can be exhausted this way regardless of how long they’ve been in your party.
Rune of Metamorphosis, 1, Druid, Item, Trinket (2)
Your Forms aren't destroyed by abilities you play. (You can still have only one card with Form (1) in play.)
For example, this means that Shred isn’t destroyed when you play a non-Feral ability. However, if you play an ability that destroys all cards in play, your Forms will be destroyed as usual.
Snipe, 2, Hunter, Instant Ability—Marksmanship
When the next ability, ally, or equipment enters play this turn, destroy it.
Any powers or modifiers that trigger off that card entering play will still trigger. That card can be exhausted or destroyed to pay a cost before it’s destroyed. If Snipe is played in response to card A, but an applicable card B enters play after Snipe resolves but before card A does, Snipe will destroy card B.
Spell Ricochet, 2, Instant Ability—Arcane Protection
You may change the target of an ability card with a single target.
An “ability card with a single target” is one that had a single target as it was added to the chain. As Spell Ricochet resolves, choose such a card on the chain, and you may change its target to any other legal target (reading that card’s target description from its controller’s perspective, so “opposing” continues to mean opposed to that player, and so on). You can’t change the target of an “interrupt” card to target itself, but you can change its target to Spell Ricochet to effectively disable it.
Spell Suppression, 1, Mage, Ability—Arcane
Attach to target ability, ally, equipment, or resource. <p> Ongoing: Attached card loses and can't have powers.
Only powers are lost. An attached ally can still attack, an attached weapon can still strike, an attached resource can still exhaust to pay resource costs, and so on. All attachments (including Spell Suppression) attached to a Totem are destroyed as part of PPP
Spirits of Auchindoun, Quest
Turn one of your other face-up resources face down to complete this quest. <p> Reward: Draw a card.
You must also turn this quest face down to complete it as usual. If you turn another quest face down to complete this one, there’s no way to simultaneously complete that other quest.
The Staff of Twin Worlds, 6, Two-Handed Weapon—Staff, Melee (1), 1 ATK, 3 Strike
Other cards in play have their printed text a second time.
“Text” refers only to text in a card’s text box. Most keywords don’t do anything extra while doubled, but berserking, cat form, diplomacy, inspire, and war stomp do. In general, doubling a payment power does nothing extra unless it can be used only once per [period], in which case the doubled power can also be used once per [period]. If two Staffs are in play, the second one does nothing (except double the printed text of the first), because all other cards in play already have their printed text a second time.
Each power on a card that triggers “when” that card enters play is doubled just before it triggers, so each such power triggers twice. However, a power on a card that does something “as” that card enters play does nothing extra. Similarly, each card with a power that says it enters play with a specified number of counters or damage continues to enter play with that specified number (not double that number).
Sudden Shot, 3, Hunter, Instant Ability—Marksmanship
You pay (1) less to play Sudden Shot for each other ability you've played this turn.
Your hero deals 3 ranged damage to target hero or ally.
You pay (1) less for each other ability you’ve played this turn, even if it was also named Sudden Shot.
Suspended Curse, 2, Warlock, Ability—Affliction Curse
Attach to target ability, ally, or equipment. <p> Ongoing: At the start of your turn, remove attached card from the game.
All attachments (including Suspended Curse) attached to a Totem are destroyed as part of PPP.
Tinker Bixy Blue, 3, Alliance, Ally—Gnome Rogue, 1 [Melee] ATK / 4 Health
If Bixy is undamaged: [Activate] >>> Target player discards a card and you draw a card.
Tinker Burnfizzle, 6, Alliance, Ally—Gnome Warlock, 4 [Fire] ATK / 5 Health
If Burnfizzle is undamaged: [Activate] >>> Burnfizzle deals 3 fire damage to each opposing hero and ally.
Damaging either Tinker in response to its activated effect doesn’t interrupt or otherwise impact that effect. Damage is checked only as the power is used.
Transfigure, 4, Mage, Ability—Arcane
Ongoing: [Activate] >>> Target weapon's ATK becomes equal to its strike cost this turn.
This will overwrite any earlier-timestamped modifiers to that weapon’s ATK. Later modifiers can still change its ATK as usual.
Unending Breath, 2, Warlock, Ability—Demonology
Ongoing: Play with the top card of your deck revealed.
You may complete quest cards from the top of your deck. As you do, remove them from the game as an additional cost.
See Aquatic Form.
Unholy Power, 4, Warlock, Ability—Demonology Talent
Demonology Hero Required <p> Ongoing: Demons in your party have +3 ATK / +3 health.
This card has received errata. The word “Ongoing” was omitted.
Vengeful Gladiator's Vestments, 7, Rogue, Arena Armor Set—Leather, Chest (1), Hands (1), Head (1), Legs (1), Shoulder (1), 6 DEF
When you play a finishing move, you may interrupt target card.
[Activate] >>> Put the top card of your deck into your resource row face down and ready.
See Feral Charge and Gladiator’s Regalia.
Veteran's Pendant, 1, Item, Neck (1)
If you win this game, you decide who goes first next game.
In a two-player game, if your opponent concedes while Veteran’s Pendant is on the chain, or if your opponent loses after it leaves play, he or she decides who goes first next game as usual. In a tournament, this modifier applies only to the next game if it’s in the same match.
War of Attrition, 3, Warrior, Ability—Fury
Put any amount of damage divided as you choose on allies in your party. Each opponent divides that much damage among allies in his party. Players can't put more than fatal damage on an ally this way.
Players can put exactly fatal damage on an ally (and opponents must do so if no alternative exists). All allies with fatal damage are destroyed simultaneously by the first PPP check after this card resolves.
Water Breathing, 2, Shaman, Ability—Enhancement
Ongoing: You may complete quest cards from your hand. As you do, remove them from the game as an additional cost.
See Aquatic Form.
Weldon Barov, 5, Alliance, Ally—Human Warrior, Unique, 5 [Melee] ATK / 5 Health
At the end of your turn, put three Peasant ally tokens into play with 1 [Melee] ATK / 1 health and protector. At the end of the next turn, destroy them.
Destroy them even if Weldon has left play or lost his powers.
Wyler Surestrike, 2, Alliance, Ally—Night Elf Rogue, 2 [Melee] ATK / 1 Health
Shadowmeld <p> When Wyler deals combat damage to a defending ally, destroy that ally.
Destroy that ally even if Wyler was destroyed by the exchange of combat damage that triggered his power.
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UDE TCG Rules