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&lt;span&gt;The UDE Team&lt;/span&gt;</description></item><item><title>Comprehensive Rules v4.0</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/922986.aspx</link><pubDate>Thu, 15 Nov 2007 04:48:37 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:922986</guid><dc:creator>1120110</dc:creator><slash:comments>39</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/922986.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=922986</wfw:commentRss><description>&lt;p&gt;Hi All,&lt;/p&gt;
&lt;p&gt;An update to the comprehensive rules has been posted at:&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.ude.com/wow/rules"&gt;&lt;font color="#99aa99"&gt;www.ude.com/wow/rules&lt;/font&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Your feedback is very welcome in this thread.&lt;/p&gt;
&lt;p&gt;Thanks to all who contributed!&lt;br&gt;PR&lt;/p&gt;
&lt;p&gt;------- Log of major changes between v3.21 and v4.0:&lt;/p&gt;&lt;p&gt;--&lt;br&gt;QUICK UPDATES&lt;br&gt;--&lt;br&gt;&lt;br&gt;100.2e A deck can include a Master hero with a certain name only if it contains no Master heroes with any other name.&lt;br&gt;&lt;br&gt;200.1 Self-references include “this ability, “this ally,” and so on.&lt;br&gt;&lt;br&gt;202.4 Arena is NOT an ally type.&lt;br&gt;&lt;br&gt;206.1a A card shares a class with another card only if each has that tag on its type line.&lt;br&gt;&lt;br&gt;301.4 Some Master heroes have a power that triggers “when your hero becomes [name].” Such a power triggers only when such a hero enters play while your hero is not named [name].&lt;br&gt;&lt;br&gt;302.3 A Mount ally can be identified by the word “Mount” on its type line. Mounts can’t be proposed as attackers or defenders.&lt;br&gt;&lt;br&gt;401.1 A player controls a card type if he controls a card in play of that type. &lt;br&gt;&lt;br&gt;404.1a If a card says to “add” a counter but doesn’t specify where, it means to put that counter on itself.&lt;br&gt;&lt;br&gt;415.8e&amp;nbsp;&amp;nbsp;&amp;nbsp; Some modifiers tell you to “exchange” control of two cards. To exchange control of two cards, they must be in play and controlled by different players. Otherwise, nothing happens.&lt;br&gt;&lt;br&gt;717.6 Some modifiers divide a packet into one or more packets by allowing its damage to be “divided as you choose among any number of [characters] instead.” &lt;br&gt;&lt;br&gt;GLOSSARY: Add, Assault, Death Rattle, Exchange, Invincible, Mend, Mount, Printed.&lt;br&gt;&lt;br&gt;--&lt;br&gt;LESS QUICK UPDATES&lt;br&gt;--&lt;br&gt;&lt;br&gt;206.1c If a card has a trait icon or “[Trait] Hero” followed by a colon and text, that card has that text only if its controller’s hero has that trait. If this results in a triggered power with no triggered effect, that power can’t trigger.&lt;br&gt;&lt;br&gt;The above rule has been tweaked to handle the new cycle of multi-class equipment (and to explain what happens if certain equipment is stolen by the "wrong" class).&lt;br&gt;&lt;br&gt;--&lt;br&gt;&lt;br&gt;412.1b As a non-resource in play becomes a face-down resource, it loses all of these things and becomes a different card.&lt;br&gt;&lt;br&gt;The above rule has been tweaked to clarify that it doesn't apply to face-up resources that turn face down.&lt;br&gt;&lt;br&gt;--&lt;br&gt;&lt;br&gt;703.3-4 These rules have been extensively rewritten to:&lt;br&gt;&lt;br&gt;a) Better define "active" and "inactive"&lt;br&gt;&lt;br&gt;b) Welcome Death Rattle&lt;br&gt;&lt;br&gt;c) Clarify that 703.4 is applicable in only a small number of situations&lt;br&gt;&lt;br&gt;--&lt;br&gt;&lt;br&gt;706.1b&amp;nbsp;&amp;nbsp;&amp;nbsp; Some target descriptions allow cards in non-play zones to be targeted. Unless a description specifies one or more such zones, cards in non-play zones can’t be targeted. However, only cards on the chain can be targeted for interruption. This is an exception to this rule.&lt;br&gt;&lt;br&gt;The above rule has been added to supplement the following existing rule:&lt;br&gt;&lt;br&gt;712.4&amp;nbsp;&amp;nbsp;&amp;nbsp; Some modifiers affect cards in zones other than play. Such modifiers specify what zones they affect cards in. Unless a modifier specifies that it affects cards in another zone, or unless it can only function by doing so, modifiers only affect cards in play.&lt;br&gt;&lt;br&gt;Together, these two rules mean that "stuff only happens to cards in play unless other zones are specified" and they replace the over-lapping (and more confusing) rules that said "ally" means ally-in-play but "ally card" means ally-in-some-other-zone. &lt;br&gt;&lt;br&gt;--&lt;br&gt;&lt;br&gt;709.2c&amp;nbsp;&amp;nbsp;&amp;nbsp; If some (but not all) of the link’s targets are illegal as it resolves, it affects only those targets that are still legal, and can copy information from only those targets that are still legal. &lt;br&gt;&lt;br&gt;The above rule has been tweaked because it was aimed at cards like Masquerade Gown but not cards like Chain Purge.&lt;br&gt;&lt;/p&gt;&lt;p&gt;------- Log of major changes between v3.2 and v3.21:&lt;/p&gt;
&lt;p&gt;303.2 If more than one wielder you control is in combat, you must choose one. (See &lt;a href="http://entertainment.upperdeck.com/wow/community/forums/2/1776368/ShowThread.aspx" target="_blank" title="http://entertainment.upperdeck.com/wow/community/forums/2/1776368/ShowThread.aspx"&gt;this thread&lt;/a&gt;.)&lt;/p&gt;
&lt;p&gt;408.3d Tweaked to play nice with wielders. (See &lt;a href="http://entertainment.upperdeck.com/wow/community/forums/thread/1791352.aspx" target="_blank" title="http://entertainment.upperdeck.com/wow/community/forums/thread/1791352.aspx"&gt;this thread&lt;/a&gt;.)&lt;/p&gt;
&lt;p&gt;717.4 Some modifiers replace “the next time” a character would deal OR BE DEALT (a specified type of) damage.&lt;/p&gt;
&lt;p&gt;------- Log of major changes between v3.12 and v3.2:&lt;br&gt;&lt;br&gt;303.2&amp;nbsp;&amp;nbsp;&amp;nbsp; You can strike with some weapons “while an ally in your party is in combat.”&lt;br&gt;&lt;br&gt;706.2&amp;nbsp;&amp;nbsp;&amp;nbsp; Some modifiers tell a player to “change” the single target of a link to a second target. This triggers any powers or modifiers that trigger off that second target becoming targeted.&lt;br&gt;&lt;br&gt;717.2c&amp;nbsp;&amp;nbsp;&amp;nbsp; Some equipment “can prevent damage that would be dealt to allies in your party.” &lt;br&gt;&lt;br&gt;GLOSSARY: Escape Artist, Find Treasure, Irradiated, Will Of The Forsoken&lt;br&gt;&lt;/p&gt;
&lt;p&gt;------- Log of major changes between v3.11 and v3.12:&lt;/p&gt;
&lt;p&gt;301.2b Most heroes have the same ATK and health on their other side, but some don’t.&lt;/p&gt;
&lt;p&gt;400.5 In addition to its attach description, each attachment has a host description, which is the “attached [thing]” specified in its powers. If no “attached [thing]” is specified, its host description is the same as its attach description.&lt;/p&gt;
&lt;p&gt;410.6c Attachment destruction&lt;br&gt;• Each attachment attached to a Totem is destroyed by the game.&lt;br&gt;• Each other attachment checks whether it’s attached to a host matching its host description. If it’s not, it’s destroyed by the game. Its attach description is ignored.&lt;/p&gt;
&lt;p&gt;700.3 Some modifiers cause a card in play to lose its powers. Such a card effectively has a blank text box for the duration of such a modifier. However, an ongoing ability remains ongoing, and an attachment remains an attachment and retains both its attach and host descriptions.&lt;/p&gt;
&lt;p&gt;GLOSSARY: Host, Host description, Preparation&lt;/p&gt;
&lt;p&gt;------- Log of major changes between v3.1 and v3.11:&lt;/p&gt;
&lt;p&gt;103.3 Destruction, removal, or interruption "by the game" can’t be replaced.&lt;/p&gt;
&lt;p&gt;202.1b A card with a multi-word tag also counts as the last word of that tag, but not the first word. For example, a Fel Orc ally also counts as an Orc ally, but not a Fel ally.&lt;/p&gt;
&lt;p&gt;202.4 An ally type is any tag printed on the left side of a printed ally’s type line, following the dash, or any tag specified for an ally token as it’s created. If a card asks you to choose an ally type, you can choose a multi-word tag, but you can’t choose part of a multi-word tag unless that part is also an ally type.&lt;/p&gt;
&lt;p&gt;707.1d If the link has a variable number of targets, you must first choose that number and then choose those targets. If the link requires information from the game to determine the number of targets that can be chosen, that information is locked in first.&lt;/p&gt;
&lt;p&gt;713.2a If a modifier tells you to draw cards until a limit is reached, and you’re affected by a modifier that replaces drawing a card...&lt;/p&gt;
&lt;p&gt;Keyword: A card with a power that can be represented by a keyword doesn’t necessarily have that keyword.&lt;/p&gt;
&lt;p&gt;This Way: If a card’s text refers to [something] being done “this way,” it’s referring only to [something] being done by that card’s text, and not by any other card with the same name or text.&lt;/p&gt;
&lt;p&gt;------- Log of major changes between v3.01 and v3.1:&lt;/p&gt;
&lt;p&gt;204.3&amp;nbsp;A loot card is a card with the word “loot” in its collector number.&lt;/p&gt;
&lt;p&gt;405.6&amp;nbsp;Some modifiers say something happens “for each damage” on a character, or “for each damage” dealt, healed, or prevented a certain way. Such a modifier counts only integer amounts of damage. Any fractions are ignored.&lt;/p&gt;
&lt;p&gt;405.7&amp;nbsp;Some modifiers say to “switch” all damage on one character with the damage on a second character.&lt;/p&gt;
&lt;p&gt;712.3a&amp;nbsp;If text says to do something to “that [thing],” it’s done to whatever [thing] was last explicitly mentioned in that text, even if “that [thing]” doesn't currently describe it.&lt;/p&gt;
&lt;p&gt;712.3b&amp;nbsp;However, if information is to be read from “that ally” (rather than “that ally card”), that information is read from the last time that card was in play, if applicable. This rule also applies to other card types and descriptors.&lt;/p&gt;
&lt;p&gt;713.2&amp;nbsp;Some modifiers tell you to do something “until” a specified limit is reached. If that limit has already been reached (or exceeded) as such a modifier is created, you do nothing.&lt;/p&gt;
&lt;p&gt;GLOSSARY: Arcane Torrent, AWESOME!, Hardiness, Inspiring Presence&lt;/p&gt;
&lt;p&gt;------- Log of major changes between v3.0 and v3.01:&lt;/p&gt;
&lt;p&gt;103.3 RFG added to list of things that can be done "by the game."&lt;/p&gt;
&lt;p&gt;405.3 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.&lt;/p&gt;
&lt;p&gt;410.6c PPP update: Each attachment checks whether it’s attached to the “attached [thing]” specified in its powers. If it’s not, or if it’s attached to a Totem, it’s destroyed by the game. Its attach description is ignored.&lt;/p&gt;
&lt;p&gt;415.10a The "zone change" rule has essentially become the "different card" rule, and now includes cards in play becoming resources:&lt;/p&gt;
&lt;p&gt;A card that changes zones becomes a different card, even if it returns to the previous zone. In addition, a card in play that enters a resource row from a non-resource row becomes a different card, even though it hasn’t changed zones. Any modifiers affecting it or that would have affected it previously don't affect it in the new zone/row unless they specify that they do. Any counters or damage are removed as part of it changing zones/rows, and its attachments are destroyed by the game. It becomes an illegal target for any links targeting it. It’s removed from any combat. A card that changes controllers, orientation, or enters a non-resource row while in play is still the same card, and has not changed zones.&lt;/p&gt;
&lt;p&gt;603.2 A series of pre-priority checks now takes place as a combat concludes so that characters are destroyed by combat damage while they're still attacking or defending.&lt;/p&gt;
&lt;p&gt;714.3b [cardname] hasn’t remained [that way] if it becomes a different card.&lt;/p&gt;
&lt;p&gt;GLOSSARY&lt;/p&gt;
&lt;p&gt;Bear Form: A keyword power that heroes can have. Each instance of the “bear form” power means your hero has both protector and “When you play a non-Feral ability or strike with a weapon, destroy each ability that’s the source of a modifier granting your hero bear or cat form.”&lt;/p&gt;
&lt;p&gt;Cat Form: A keyword power that heroes can have. Each instance of the “cat form” power means your hero has both “+1 ATK while attacking” and “When you play a non-Feral ability or strike with a weapon, destroy each ability that’s the source of a modifier granting your hero bear or cat form.”&lt;/p&gt;
&lt;p&gt;------- Log of major changes between v2.22 and v3.0:&lt;/p&gt;
&lt;p&gt;--&lt;br&gt;ERRATA&lt;br&gt;--&lt;/p&gt;
&lt;p&gt;Corki's Ransom, Alliance (Outland-227C)&lt;br&gt;Quest&lt;br&gt;Put Corki's Ransom FROM PLAY into its owner's hand and pay (2) to complete this quest. &amp;lt;p&amp;gt; Reward: Draw a card.&lt;/p&gt;
&lt;p&gt;Judgement of Light, 2, Paladin (Legion-58R)&lt;br&gt;Ability—Holy JUDGEMENT&lt;/p&gt;
&lt;p&gt;Judgement of Wisdom, 5, Paladin (Legion-59R)&lt;br&gt;Ability—Holy JUDGEMENT&lt;/p&gt;
&lt;p&gt;--&lt;br&gt;FUNCTIONAL UPDATES (existing rules that have received functional changes)&lt;br&gt;--&lt;/p&gt;
&lt;p&gt;* The rules for reattaching a card in play and retargeting a card on the chain have been synchronized. In each case, that card's attach/target description is read from the perspective of that card's current controller (rather than the player doing the reattaching/retargeting). The applicable rules are:&lt;/p&gt;
&lt;p&gt;400.6b If that description refers to “you,” it’s read from the perspective of that attachment’s controller (if it’s currently in play) or the player moving that attachment into play (if it’s not).&lt;/p&gt;
&lt;p&gt;706.2 Some modifiers tell a player to “change” the single target of a link to a second target. To do so, that player targets that second target with that link, but its target description continues to be read from the perspective of that link’s controller (so “opposing” continues to mean opposed to that player, and so on).&lt;/p&gt;
&lt;p&gt;--&lt;/p&gt;
&lt;p&gt;* Party now refers to all cards in play under a player's control, not just characters:&lt;/p&gt;
&lt;p&gt;415.9b Cards in play under a player’s control are collectively called his or her party.&lt;/p&gt;
&lt;p&gt;--&lt;br&gt;NEW HOTNESS&lt;br&gt;--&lt;/p&gt;
&lt;p&gt;206.1b An Alliance player is one who controls an Alliance hero and a Horde player is one who controls a Horde hero.&lt;/p&gt;
&lt;p&gt;307.4 Some locations have a capacity value in their lower right corner.&lt;/p&gt;
&lt;p&gt;706.5 Some links target randomly.&lt;/p&gt;
&lt;p&gt;New glossary entries: Berserking, Capacity, Conspicuous, Diplomacy, Finishing Move, Shadowmeld, War Stomp&lt;/p&gt;
&lt;p&gt;------- Log of major changes between v2.21 and v2.22:&lt;/p&gt;
&lt;p&gt;This update is irregular in that it's relatively major, but not associated with one of the three big sets of the year. Instead, it's associated with three smaller sets of cards, namely the Black Temple raid, the Badge of Justice trinkets, and the Darkmoon Faire product. Because of this irregularity, and also because this update will impact DMF New Jersey and the World Championships, I'm going to be a bit more verbose than usual in describing the changes below.&lt;/p&gt;
&lt;p&gt;--&lt;br&gt;ERRATA&lt;br&gt;--&lt;/p&gt;
&lt;p&gt;* Silas Darkmoon has recieved errata to clarify that his power adds to his stats rather than wipes them, which is important in a few corner cases. While we're on the subject of Silas, rules buffs will be interested to note that he's the first card to actually road test the dependency rules that have been lurking at the tail end of the comp rules, so an example has been added there.&lt;/p&gt;
&lt;p&gt;Silas Darkmoon, 6, Ally—Gnome Ringleader, Unique, 0 [Melee] ATK / 0 Health&lt;br&gt;Silas has ADDITIONAL ATK equal to the combined ATK of all other allies in your party, and ADDITIONAL health equal to the combined health of all other allies in your party.&lt;/p&gt;
&lt;p&gt;--&lt;/p&gt;
&lt;p&gt;* The three cards that "double" ATK have been functionally changed to clear up confusion caused by differing interpretations of how that word worked in the context of a continuous modifier. The new wording clarifies that the size of the buff is locked on resolution, and stays locked for the rest of the turn (so if a weapon strike takes your hero to 3 ATK, for example, then Avenging Wrath will give that hero +3 ATK this turn, even after that combat concludes).&lt;/p&gt;
&lt;p&gt;Avenging Wrath, 4, Paladin (Betrayer-68U) &lt;br&gt;Instant Ability—Retribution &lt;br&gt;Double your hero's ATK this turn.&lt;/p&gt;
&lt;p&gt;-&amp;gt; Your hero has +X ATK this turn, where X is its ATK. &lt;br&gt;&amp;nbsp; &lt;br&gt;Bloodstained Ravager Gauntlets, 7, HuSh (Legion-256R) &lt;br&gt;Armor—Mail, Hands (1), 2 DEF &lt;br&gt;[Activate] &amp;gt;&amp;gt;&amp;gt; Double target weapon's ATK this turn.&lt;/p&gt;
&lt;p&gt;-&amp;gt; Target weapon has +X ATK this turn, where X is its ATK. &lt;br&gt;&amp;nbsp; &lt;br&gt;Ripper, 1, Hunter (Legion-38U) &lt;br&gt;Ally—Ravager, Pet (1), 1 ATK (Melee), 1 Health &lt;br&gt;(3) &amp;gt;&amp;gt;&amp;gt; Double Ripper's ATK this turn.&lt;/p&gt;
&lt;p&gt;-&amp;gt; Ripper has +X ATK this turn, where X is its ATK.&lt;/p&gt;
&lt;p&gt;--&lt;/p&gt;
&lt;p&gt;* Noali's Imps how have damage type fire. This is because (a) going forward, every "non-standard" ally in play (including tokens) will have an explicit damage type rather than rely on the melee-default rule, and (b) if we're going to give Imps an explicit damage type then melee doesn't make a lot of sense :)&lt;/p&gt;
&lt;p&gt;Imp Mistress Noali, 6, Horde, Ally—Blood Elf Warlock, 4 [Fire] ATK / 4 Health&lt;br&gt;Your face-down resources are also Imp Demon allies with 1 [FIRE] ATK / 1 health.&lt;/p&gt;
&lt;p&gt;--&lt;br&gt;NEW HOTNESS&lt;br&gt;--&lt;/p&gt;
&lt;p&gt;* Locations are a new card type, so they get their own set of rules (307) and are also responsible for the following updates:&lt;/p&gt;
&lt;p&gt;300.1 There are eight card types: ability, ally, armor, hero, item, location, quest, and weapon&lt;/p&gt;
&lt;p&gt;410.6g&amp;nbsp; During PPP, each player who controls more than one location must choose one and turn the rest face down&lt;/p&gt;
&lt;p&gt;--&lt;/p&gt;
&lt;p&gt;* Master Heroes, while technically not a new card type, are still kind of a big deal, so they also get their own rules (301.4) as well as these updates:&lt;/p&gt;
&lt;p&gt;205.1 A card can gain additional damage types, and packets can have more than one damage type (because Illidan has damage type melee and can gain additional types from any non-melee weapon with which he strikes)&lt;/p&gt;
&lt;p&gt;301.5 A hero can't enter a party from an RFG zone if there's already another hero in that party (to cover unlikely-but-possible Cheat Death shenanigans)&lt;/p&gt;
&lt;p&gt;--&lt;/p&gt;
&lt;p&gt;* New rules (402.2) are required for Essence of the Martyr, the first card that can become a copy of another card, so section 402 has been created for "copying", and the existing rules for copying a link have been moved there as well.&lt;/p&gt;
&lt;p&gt;--&lt;/p&gt;
&lt;p&gt;* Darkmoon Card: Madness is an advance teaser for the new way that all applicable payment powers will be worded from now on. A new rule (701.1) explains that powers that formerly ended with "Use only on your turn", for example, now start with "On your turn:". Why the change? Apart from saving a few characters (which is never unimportant) this moves the restriction up front which (a) is where it more properly "belongs" since such restrictions impact how a power is used rather than how it resolves, and (b) hopefully means it's less likely to be missed/forgotten.&lt;/p&gt;
&lt;p&gt;--&lt;br&gt;FUNCTIONAL UPDATES (existing rules that have received functional changes)&lt;br&gt;--&lt;/p&gt;
&lt;p&gt;* A trio of related rules changes revolve around the never-dull topic of replacements. First, the zone-change exception that used to hang around at the end of what is now section 415.10 has been completely removed. Why? Well, generally, the fewer exceptions in the rules, the better. And, specifically, because the only reason this rule existed was because of an awkward desire for costs and if-you-do checks to "kind of still work" despite zone-change replacements. With this update, the decision has been made to let go of this desire and simultaneously tighten/simplify rules 707.1e (which now says that you can't pay any cost that would be replaced) and 709.2f (which now says that an "if you do" check fails if any part of it was replaced in any way). The good news is that 709.2f has an example that illustrates pretty much everything discussed in this paragraph, which I'll copy here:&lt;/p&gt;
&lt;p&gt;Example: You control Dramla Lifebender, Grunt Baranka, and Ritual Sacrifice. You can’t use Ritual Sacrifice’s power while Dramla is in your party. In addition, when Baranka defends against an opposing ally, her power triggers and tries to destroy her, but Dramla’s modifier replaces the destruction event by removing Baranka from the game. Baranka’s “if you do” is not satisfied, and so the attacking ally is not destroyed.&lt;/p&gt;
&lt;p&gt;--&lt;/p&gt;
&lt;p&gt;* Semi-related to the last point is a simplification to 415.10d, which now says that any and all events that put a card into a graveyard from play are destroy events. (Previously, attachments falling off a host were sometimes exceptions.) Now you can always be confident that play to graveyard = destroy, and destroy = play to graveyard.&lt;/p&gt;
&lt;p&gt;-- &lt;/p&gt;
&lt;p&gt;* A new PPP check has been added at 410.6f: all counters on face-down resources are removed.&lt;/p&gt;
&lt;p&gt;--&lt;/p&gt;
&lt;p&gt;* Finally, 415.9b clarifies that a non-character card in play that becomes a character (like Essence of the Martyr, or one of Noali's Imps) neither enters play nor enters a party. (Previously, an argument could be made for it entering a party.)&lt;/p&gt;
&lt;p&gt;------- Log of major changes between v2.2 and v2.21:&lt;/p&gt;
&lt;p&gt;105.1/501.1 Only physically exhausted cards can be readied, and vice versa (Shadowstep)&lt;/p&gt;
&lt;p&gt;413.8 To remove a card from the game, first reveal it unless it’s being removed face down (Bimble Blackout)&lt;/p&gt;
&lt;p&gt;703.6 Triggered powers that are active in non-public zones (Bimble Blackout)&lt;/p&gt;
&lt;p&gt;------- Log of major changes between v2.1 and v2.2:&lt;/p&gt;
&lt;p&gt;100.2d Deckbuilding rules&lt;/p&gt;
&lt;p&gt;306.2d Smoke or Croak rules&lt;/p&gt;
&lt;p&gt;307.2 A quest is “neutral” if it has neither the Alliance nor the Horde trait icon&lt;/p&gt;
&lt;p&gt;405. Dual shield and sextuple wield&lt;/p&gt;
&lt;p&gt;411.3 A player searching a zone for “a card” can’t fail to find a card unless that zone is empty&lt;/p&gt;
&lt;p&gt;413.4 Playing with the top card of your deck revealed&lt;/p&gt;
&lt;p&gt;703.1a Powers that trigger when an event “next” happens&lt;/p&gt;
&lt;p&gt;Glossary: Class, Damaged, Deckbuilding, Dual Shield, Loyal, Neutral, Race, Random, Rarity, Reattach, Resistance, Sextuple Wield, Text, Thrown, Undamaged&lt;/p&gt;
&lt;p&gt;------- Log of major changes between v2.01 and v2.1:&lt;/p&gt;
&lt;p&gt;**UPDATED RULES**&lt;/p&gt;
&lt;p&gt;101 Opening hands are "put" not drawn; mulligans are performed simultaneously.&lt;/p&gt;
&lt;p&gt;403.2a Tokens entering, leaving, or in play are cards in all respects.&lt;/p&gt;
&lt;p&gt;413.8b A card in an RFG zone is face up and public, unless it was removed by a modifier that specified that it was removed “face down,” or removed while it was a face-down resource. In both cases, it remains face down in that RFG zone, and only its owner may look at it. A face-down card is effectively blank—it has no name, type, tags, or text—while in an RFG zone. If a face-down card from an RFG zone enters play, it enters play as a face-down resource.&lt;/p&gt;
&lt;p&gt;706.2 Some modifiers let a player “change” the single target of a link to a second target. To do so, that player targets that second target with that link, but its target description is read from that player’s perspective (so “opposing” means opposed to that player, and so on). If no legal second target can be chosen, that link is not changed.&lt;/p&gt;
&lt;p&gt;**NEW RULES**&lt;/p&gt;
&lt;p&gt;104.3 "Double"&lt;/p&gt;
&lt;p&gt;200.3 "Make up" a name&lt;/p&gt;
&lt;p&gt;205.1d “Becomes” a [damage type icon] card&lt;/p&gt;
&lt;p&gt;206.1 A hero is a traitor if it has that word on its type line; otherwise it’s loyal.&lt;/p&gt;
&lt;p&gt;300.1a “Becomes” a different card type&lt;/p&gt;
&lt;p&gt;405 Two-Handed dual wield&lt;/p&gt;
&lt;p&gt;413.9b If multiple resources appear identical (because they’re all face down, or all face up with the same name) but some are affected differently by modifiers, those affected resources must be clearly distinguished while they remain so affected.&lt;/p&gt;
&lt;p&gt;500.5 End the turn&lt;/p&gt;
&lt;p&gt;501.1b&amp;nbsp;Inspire &lt;/p&gt;
&lt;p&gt;• Only an exhausted card can be inspired, and no more than once each turn. You can’t choose to inspire a ready card or the same card more than once each turn.&lt;/p&gt;
&lt;p&gt;• Some characters allow you to inspire more than one card. If you control such a character during another player’s ready step, you may inspire any, all, or none of those cards.&lt;/p&gt;
&lt;p&gt;706.4&amp;nbsp;Some characters say that opposing links “must target” them if able. &lt;/p&gt;
&lt;p&gt;714.1&amp;nbsp;Continuous modifiers are either definite or indefinite.&lt;/p&gt;
&lt;p&gt;717.5&amp;nbsp;Some modifiers prevent “the first” X damage that a character would be dealt each turn.&lt;/p&gt;
&lt;p&gt;800.3&amp;nbsp;Lady Katrana Prestor&lt;/p&gt;
&lt;p&gt;------- Log of major changes between v2.0 and v2.01:&lt;/p&gt;
&lt;p&gt;103.3 Links that can't be interrupted &lt;/p&gt;
&lt;p&gt;403/404 Damage no longer follows rules for counters&lt;/p&gt;
&lt;p&gt;409.6f All damage on non-characters is removed by PPP&lt;br&gt;&amp;nbsp; &lt;br&gt;801 Major change to mandatory loop rules (with Withering Shout example)&lt;/p&gt;
&lt;p&gt;&lt;/p&gt;
&lt;p&gt;NEW/UPDATED GLOSSARY ENTRIES&lt;/p&gt;
&lt;p&gt;* Shuffle: If a modifier says to shuffle one zone into another, first combine the cards from the source zone into the destination zone, then shuffle that combined pile, even if one of those zones is empty.&lt;/p&gt;
&lt;p&gt;&lt;/p&gt;
&lt;p&gt;------- Log of major changes between v1.21 and v2.0:&lt;/p&gt;
&lt;p&gt;100.2 Reputation&lt;/p&gt;
&lt;p&gt;400. New section: Attachments (including new rules for Moving Attachments)&lt;/p&gt;
&lt;p&gt;405. New section: Dual Wield (including Ranged Dual Wield)&lt;/p&gt;
&lt;p&gt;409.6 PPP updated&lt;/p&gt;
&lt;p&gt;501.1a Inspire&lt;/p&gt;
&lt;p&gt;6. Sabotage added to combat rules&lt;/p&gt;
&lt;p&gt;702. Completion powers renamed to reward powers&lt;/p&gt;
&lt;p&gt;704.1b "Definite" continuous powers generate modifiers “as” events happen&lt;/p&gt;
&lt;p&gt;705.6 Copying a card on the chain&lt;/p&gt;
&lt;p&gt;NEW/UPDATED GLOSSARY ENTRIES&lt;/p&gt;
&lt;p&gt;* Ally type = &lt;span&gt;Any tag on the left side of an ally’s type line, following the dash.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;* Flip power = &lt;span&gt;A hero’s payment power that involves flipping that hero.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;* Keyword = Words in type lines are no longer keywords. Most bold words are keywords, except for Ongoing, Reward, and Aldor/Scryer Reputation.&lt;/p&gt;</description></item><item><title>Official FAQ (Scourgewar)</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/417428.aspx</link><pubDate>Wed, 06 Dec 2006 02:10:58 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:417428</guid><dc:creator>1120110</dc:creator><slash:comments>208</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/417428.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=417428</wfw:commentRss><description>&lt;p&gt;Hi All,&lt;/p&gt;
&lt;p&gt;&lt;a href="/COMMUNITY/files/32/wow-faqs/default.aspx"&gt;http://entertainment.upperdeck.com/COMMUNITY/files/32/wow-faqs/default.aspx&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Click on the link&amp;nbsp;above for&amp;nbsp;the following official FAQ documents. All but the Archive are also copied below:&lt;/p&gt;
&lt;p&gt;* Scourgewar&lt;/p&gt;&lt;p&gt;* Fields of Honor&lt;br&gt;&lt;/p&gt;&lt;p&gt;* Intro (Seven pages of answers to new player questions)&lt;/p&gt;
&lt;p&gt;* Blood of Gladiators&lt;/p&gt;
&lt;p&gt;* Drums of War&lt;/p&gt;
&lt;p&gt;* Archive (Specific card entries from earlier sets)&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;Thanks!&lt;br&gt;PR&lt;/p&gt;&lt;p class="MyGlossary"&gt;------- Scourgewar FAQ transcript:&lt;/p&gt;&lt;p class="MyGlossary"&gt;&lt;br&gt;&lt;/p&gt;&lt;p class="MyGlossary"&gt;&lt;b&gt;This set is legal for sanctioned Constructed
play from November 20, 2009.&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;

&lt;p class="MyOutline2"&gt;1. New keyword powers&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;b&gt;1.1 Assault and Mend&lt;/b&gt;&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Assault 1 means &lt;i&gt;“This card has +1 ATK on your turn.”&lt;/i&gt;&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Mend 1 means &lt;i&gt;“At
the start of your turn, this character may heal 1 damage from target hero or
ally.”&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;o&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;This effect is optional. You can target any hero
or ally (including opposing characters).&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Having “Assault 1” twice is effectively the same
as having Assault 2. Having “Mend 1” twice is different from having Mend 2. At
the start of its controller’s turn, a character with Mend 2 may heal 2 damage
from a single target, whereas a character with “Mend 1” twice may heal 1 damage
from one target and 1 damage from the same or a different target.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Some modifiers say a character has “Assault X” or
“Mend X.” Such a modifier grants neither Assault nor Mend to that character if
X equals 0. Such a modifier grants Assault 1 or Mend 1 (as applicable) to that
character if X equals 1, and so on.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;b&gt;1.2 Death Rattle&lt;/b&gt;&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;A card with Death Rattle has a power that
triggers &lt;i&gt;“When this card enters a
graveyard.”&lt;/i&gt;&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Death Rattle powers function only in graveyards.
As a result, when a card with such a power enters a graveyard, that power
triggers no matter where that card came from or whether it had powers there.
For example, that power triggers even if that card is:&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;o&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;destroyed while it has no powers (including while
it’s a face-down resource)&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;o&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;discarded&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;o&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;interrupted&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;o&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;put into a graveyard from a deck or RFG zone&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;However, Death Rattle powers don’t trigger if
keywords have been sabotaged.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;A triggered effect from a card’s Death Rattle
power is controlled by that card’s owner.&lt;/p&gt;

&lt;p class="MyOutline2"&gt;2. Nerubian reputation&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Reputations are neither keywords nor powers;
they are deckbuilding restrictions.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;A deck can include cards of one reputation only
if it contains no cards of any other reputation.&lt;/p&gt;

&lt;p class="MyOutline2"&gt;3. Mounts&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Mounts are allies that can’t attack or be
attacked. This is a rule rather than a power, so a Mount can’t attack or be
attacked even if it loses its powers. Mounts don’t have Elusive.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Some Mounts have a power that triggers “when you
place a resource face up.” Such a triggered effect resolves before that
resource enters play. Such a power doesn’t trigger if a face-up resource enters
your resource row any other way.&lt;/p&gt;

&lt;b&gt;&lt;span&gt;&lt;br&gt;
&lt;/span&gt;&lt;/b&gt;

&lt;p class="MyOutline2"&gt;4. Specific cards&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Anarchist Bladewalker, 5, Alliance, Ally—Human Rogue, 5 [Melee] / 4
Health (Scourgewar-125U)&lt;br&gt;
Finishing Move (To play, remove X Combo cards in your graveyard from the game,
where X is 5 or less.)&lt;br&gt;
When this ally enters play, she may deal X melee damage to target hero or ally.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;This
is the first non-ability Finishing Move. Like other Finishing Moves:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span&gt;She’s a Finishing
Move in all zones.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span&gt;X is locked in as
you play her. If she enters play any other way, X is 0.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Arcane Tactics, 4, Mage, Ability—Arcane (Scourgewar-51C)&lt;br&gt;
Ongoing: When you draw a card, your hero may deal 1 arcane damage to target
ally.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;Cards are drawn one at a
time, so this power triggers twice if you draw two cards, and so on. You may
choose a different target for each triggered effect.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Army of the Dead, 6, Death Knight, Ability—Unholy
(Scourgewar-22R)&lt;br&gt;
Destroy all allies. For each ally destroyed this way, you put a 3 [Melee] / 3
[Health] Ghoul ally token into play.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;You put a Ghoul into play
for each friendly and opposing ally destroyed this way. No other player puts Ghouls
into play.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Call of the Grove, 4, Druid, Ability—Restoration
(Scourgewar-34U)&lt;br&gt;
Ongoing: Each turn, you can place an additional resource if you've placed a
quest that turn.&lt;br&gt;
Death Rattle (When this ability enters your graveyard from anywhere): Reveal
the top three cards of your deck. Put a revealed quest into your hand and the
rest on the bottom of your deck.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;Additional resources can be
placed face up or down. Multiple copies of this card are cumulative. For
example, if you control two, you can place two additional resources if you've
placed a quest that turn, and so on. To determine if you can place an additional
resource, check if the number of additional resources you’ve already placed this
turn is less than the number of copies of Call of the Grove you currently
control. Once a resource has been placed on the chain, it can’t be interrupted
by removing a Call of the Grove from play in response, nor will such removal
cause any resources to be destroyed.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Chimera Shot, 3, Hunter, Ability—Marksmanship Talent
(Scourgewar-43R)&lt;br&gt;
Marksmanship Hero Required &amp;lt;p&amp;gt; You may choose a different one for each
different name among Stings you control: Destroy target ally; destroy target
equipment; or destroy target resource.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;For
example, if there are two applicable names, you may choose zero, one, or two different
modes. Modes and targets are locked in as you play this card. Removing Stings from
play in response has no impact.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;Both Serpent Sting and Viper
Sting have received errata. They now have the Sting tag.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Conqueror Jarano, 6, Horde, Ally—Tauren Druid, 6 [Melee]
/ 6 Health (Scourgewar-168U)&lt;br&gt;
When this ally enters play, you may destroy target [Death Knight] ability or
equipment.&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Conqueror Neusuada, 2, Horde, Ally—Blood Elf Rogue, 3
[Melee] / 2 Health (Scourgewar-169U)&lt;br&gt;
When this ally attacks, you may destroy target non-hero Warlock or [Warlock]
equipment.&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Conqueror Yun'zon, 5, Horde, Ally—Troll Mage, 5 [Fire] /
5 Health (Scourgewar-170U)&lt;br&gt;
Opposing Warriors and [Warrior] cards in play lose and can't have powers.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;A card is a [class icon]
card if that icon appears on that card outside of its text box, regardless of
the class of its controller’s hero.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;i&gt;&lt;span&gt;&lt;br&gt;
&lt;/span&gt;&lt;/i&gt;

&lt;p class="MyExampleCard"&gt;Crimson Cranium Crusher, 4, Weapon—Mace, Melee (1), 4
ATK, 2 Strike (Scourgewar-233R)&lt;br&gt;
When an opposing resource turns face down, you may draw a card.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;This does &lt;i&gt;not &lt;/i&gt;trigger when a card enters an
opponent’s resource row face down. It usually &lt;i&gt;does&lt;/i&gt; trigger when an opponent completes a quest or turns a duplicate
location face down.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Dagger of Betrayal, 2, Rogue, Weapon—Dagger, Melee (1),
2 ATK, 1 Strike (Scourgewar-234R)&lt;br&gt;
On your turn: [Activate] &amp;gt;&amp;gt;&amp;gt; Target opponent chooses an ally he
controls. Exchange control of that ally and this weapon.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;To exchange control of two
cards, they must be in play and controlled by different players. Otherwise,
nothing happens. Exchanging control readies neither this weapon nor that ally.
You control that ally until it leaves play, even if this weapon leaves that
opponent's control or loses its powers.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Dark Penance, 4, Priest, Ability—Shadow (Scourgewar-68C)&lt;br&gt;
Target opponent discards a random card and destroys a random ally he controls.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;If that opponent controls an
ally that can’t be destroyed, it’s included in the randomization. If such an
ally is chosen, nothing happens to it.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;The Darkspeaker's Footpads, 2, Armor—Cloth, Feet (1), 1
DEF (Scourgewar-219C)&lt;br&gt;
[Activate] &amp;gt;&amp;gt;&amp;gt; Ready a resource you control.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;You can’t pay part of a
cost, ready a resource you control, then continue paying that same cost.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Deadly Throw, 3, Rogue, Ability—Assassination
(Scourgewar-80R)&lt;br&gt;
Finishing Move &amp;lt;p&amp;gt; Daggers you control have Thrown and +X ATK this turn.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;If X is 0, your Daggers still have Thrown this turn. &lt;b&gt;&lt;span&gt;Thrown&lt;/span&gt;&lt;/b&gt;&lt;span&gt; &lt;/span&gt;&lt;span&gt;means “&lt;/span&gt;When
you strike with this weapon, your hero has &lt;b&gt;Long-Range&lt;/b&gt;
this combat. At the end of this turn, put this weapon into its owner's hand.”&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Death and Decay, 4, Death Knight, Ability—Unholy
(Scourgewar-24U)&lt;br&gt;
Ongoing: When your hero enters combat with a hero or ally, it deals 1 shadow
damage to that character.&lt;br&gt;
Death Rattle: When your hero enters combat with a hero or ally this turn, it
deals 1 shadow damage to that character.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;An attacker and a defender
enter combat with each other immediately after the protect point.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Death Pact, 2, Death Knight, Ability—Blood
(Scourgewar-26U)&lt;br&gt;
As an additional cost to play, destroy an ally you control.&lt;br&gt;
Your hero heals damage from itself equal to that ally's health and has +X ATK
this turn, where X was that ally's ATK.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;This locks in that ally’s
ATK and health immediately before it leaves play.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Death to the Traitor King, Quest (Scourgewar-249C)&lt;br&gt;
Nerubian Reputation&lt;br&gt;
On your turn: Declare an opposing hero or ally the Traitor King this turn and
pay (3) to complete this quest.&lt;br&gt;
Reward: Draw a card. Heroes and allies you control have Assault 1 while
attacking the Traitor King this turn.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;Applicable characters effectively
have Assault 2 if you've completed two of these that turn, and so on. The
Traitor King designation is neither a keyword nor a power and can’t be removed.
It’s possible for more than one character to be the Traitor King at the same
time.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Disarm Trap, 1, Rogue, Instant Ability—Subtlety
(Scourgewar-81C)&lt;br&gt;
Interrupt target instant.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;You can target only a card
on the chain with the Instant tag.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Dragonflight Great-Ring, 13, Item, Ring (2)
(Scourgewar-228E)&lt;br&gt;
At the start of your turn, destroy target hero.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;This effect isn’t optional.
If there are no other legal targets, you must target your hero.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Encrusted Zombie Finger, 3, Weapon—Wand, Ranged (1), 1
[Frost], 0 Strike (Scourgewar-236R)&lt;br&gt;
When your hero attacks, you may point and make a Zombie noise. If you do, this
weapon has Assault 1 this turn.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;Wands are now Ranged (1) and
are no longer Wand (1). All previous Wands have received this errata.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Enveloping Shadows, 3, Rogue, Ability—Subtlety Talent
(Scourgewar-82R)&lt;br&gt;
Subtlety Hero Required &amp;lt;p&amp;gt; Ongoing: [Activate] &amp;gt;&amp;gt;&amp;gt; Target ally
can't deal damage this turn.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;This modifier stops that ally
from dealing any damage this turn, including unpreventable damage. Damage that
can’t be dealt can’t be replaced.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Flint Shadowmore, 3, Alliance, Ally—Human Rogue, Unique,
5 [Melee] / 3 Health (Scourgewar-133E)&lt;br&gt;
If this ally would deal combat damage, he may deal that much divided as you
choose among any number of opposing heroes and/or allies instead.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;This modifier potentially
allows one packet to be replaced with multiple packets. Any attributes not
specifically modified remain unchanged in the modified packet(s) (for example,
combat damage). Because it's a "redirection" modifier, any
non-prevention and non-redirection modifiers must be applied first, and the
timing of its application is decided by the destination player (so that player
may apply prevention or other redirection beforehand). However, once it's
applied, all other choices (how that packet is divided and among which
characters) are made by the source player. That player must specify a division
such that each point of damage is assigned to a character. None, some, or all
of that damage can be allocated to the original destination character. None of
this uses the chain or targets any characters.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Justicar Gavin Shadesticker, 4, Alliance, Ally—Dwarf
Rogue, 4 [Melee] / 4 Health (Scourgewar-141U)&lt;br&gt;
Opposing Warlocks and [Warlock] cards can't ready.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;This power does &lt;i&gt;not&lt;/i&gt; exhaust any cards. A card is a [class
icon] card if that icon appears on that card outside of its text box,
regardless of the class of its controller’s hero.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Kel'Thuzad, 10, Master Hero—Lich, 3 [Frost] / 33 Health
(Scourgewar-21E)&lt;br&gt;
[Hunter], [Mage], [Rogue], [Warlock], or [Warrior] Hero Required &amp;lt;p&amp;gt; When
your hero becomes Kel'Thuzad, target an opponent. Gain control of an ally he
controls. Search his zones for one ally each and put any number of them into
play.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;This
power triggers only when Kel'Thuzad enters play while your hero is not named
Kel’Thuzad. You choose up to one ally from each of the target’s deck,
graveyard, hand, and RFG zones.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;Master heroes start the game
in a deck. A deck can include a Master hero with a certain name only if it
contains no Master heroes with any other name. A Master hero enters a party
face up with the same attachments, counters, damage, and ready/exhausted state
as that party’s previous hero, and then that previous hero is removed from the
game. A Master hero can’t be flipped or turned face down, and a hero removed
from the game this way can’t leave that RFG zone. Any links targeting that
previous hero now target the Master hero, and any modifiers to that previous
hero now apply to the Master hero within their durations.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Kilix the Unraveler, 7, Ally—Nerubian, Unique, 7
[Nature] / 7 Health (Scourgewar-209R)&lt;br&gt;
Nerubian Reputation &amp;lt;p&amp;gt; Protector &amp;lt;p&amp;gt; When this ally enters play,
put up to three cards from the top of your deck into your graveyard. Then, draw
a card if an ability is in your graveyard, draw a card if an ally is in your
graveyard, and draw a card if an equipment is in your graveyard.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;You must specify how many cards
before you put any into your graveyard. You draw cards based on all the cards
in your graveyard, not just those you put there when this ally entered play.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;King Varian Wrynn, 9, Alliance, Ally—Human Warrior King,
Unique, 9 [Melee] / 9 Health (Scourgewar-144E)&lt;br&gt;
Protector &amp;lt;p&amp;gt; Opposing heroes and allies have -1 / -1 for each different
card type you control.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;The eight card types are
ability, ally, armor, hero, item, location, quest, and weapon. Opposing heroes
and allies usually have a minimum of -2/-2 because "ally" and
"hero" are types among cards you control. Face-down resources usually
have no card type.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Klannoc Macleod, 4, Ally—Human Warrior, Unique, 4
[Melee] / 5 Health (Scourgewar-210E)&lt;br&gt;
(1), Put 1 damage on a Warrior you control &amp;gt;&amp;gt;&amp;gt; It has +1 ATK this
turn.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;You can’t put damage on a
character in excess of its health.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Lord Jorach Ravenholdt, 4, Ally—Human Rogue, Unique, 5
[Melee] / 4 Health (Scourgewar-212E)&lt;br&gt;
(1), Exhaust a Rogue you control &amp;gt;&amp;gt;&amp;gt; Exhaust target hero or ally.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;This power is not activated.
You can exhaust this or any other Rogue to use it the turn he enters your party.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Gathering of Wits, 7, Priest, Ability—Shadow
(Scourgewar-72R)&lt;br&gt;
Gain control of any number of target opposing allies with combined cost less
than or equal to the number of resources you control.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;The number of targets is
locked in as you play this card. As it tries to resolve, compare the combined
cost of all targets that are still legal with the number of resources you
control at that time. For example, if you control seven resources and target
three allies with costs 5, 1, and 1, but then you lose a resource in response,
the combined cost of your legal targets is too great on resolution, and so this
card is interrupted.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Mirror Image, 2, Mage, Ability—Arcane (Scourgewar-56R)&lt;br&gt;
Put three 0 [Arcane] / 1 [Health] Mirror ally tokens into play with “If damage
would be dealt to your hero, it's dealt to a random hero or Mirror you control
instead.”&lt;/p&gt;

&lt;p class="MyGlossary"&gt;You may apply other redirection or prevention modifiers
before this one. &lt;span&gt;If you control three Mirrors,
and damage would be dealt to your hero, apply one of the three modifiers. Then,
if damage would still be dealt to your hero (because it was chosen randomly
from the four possibilities), apply one of the two remaining modifiers. Then,
if damage would still be dealt to your hero (because it was again chosen
randomly from the four possibilities), apply the final modifier.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Nathanos Blightcaller, 4, Horde, Ally—Undead Ranger,
Unique, 2 [Ranged] / 2 Health (Scourgewar-186E)&lt;br&gt;
When this ally enters play, put two 2 [Melee] / 2 [Health] Blighthound ally
tokens into play with Protector. &amp;lt;p&amp;gt;&lt;br&gt;
This ally can't be destroyed while you control a Blighthound.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;This ally&lt;span&gt; is destroyed by
uniqueness even if you control a Blighthound. His power checks if you control
any Blighthound, not necessarily one that entered play with this ally.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Offering to the Nether, 4, Warlock, Ability—Destruction
(Scourgewar-99C)&lt;br&gt;
Ongoing: At the start of your turn, remove this ability from the game. If you
do, you may remove target ability, ally, or equipment from the game.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;This effect isn’t optional. You
must remove this ability from the game as it resolves. If there are no other
legal targets, you must target this ability.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Oracle Talisman of Ablution, 1, Item, Trinket (2)
(Scourgewar-227U)&lt;br&gt;
Allies you control that share a class with your hero have Assault 1.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;The ten classes are Death Knight,
Druid, Hunter, Mage, Paladin, Priest, Rogue, Shaman, Warlock, and Warrior. A
card shares a class with another card only if each has that tag on its type
line. For example, a &lt;/span&gt;
 
 
  
  
  
  
  
  
  
  
  
  
  
  
 
 
 

 
&lt;img width="18" height="18"&gt;&lt;span&gt;&lt;span&gt;&amp;nbsp;&lt;/span&gt;Pet doesn't share a class with a Hunter hero.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Plunder, 4, Rogue, Ability—Subtlety (Scourgewar-84R)&lt;br&gt;
Attach to target location or quest. &amp;lt;p&amp;gt; Ongoing: You control attached
resource.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;This ability&lt;span&gt; is interrupted
if its target turns face down in response. However, once attached, it stays
attached even if its host turns face down.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;The Restless Dead, Quest (Scourgewar-263C)&lt;br&gt;
On your turn: Pay (3) to complete this quest.&lt;br&gt;
Reward: Each player shuffles his graveyard into his deck, and then you draw a
card.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;Each player must shuffle his
deck, even if his graveyard is empty.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;i&gt;&lt;span&gt;&lt;br&gt;
&lt;/span&gt;&lt;/i&gt;

&lt;p class="MyExampleCard"&gt;Souldrinker Bogmara, Horde, Hero—Orc Warlock
(Affliction), Tailoring/Inscription, 28 Health (Scourgewar-16)&lt;br&gt;
If you control another Warlock: Flip Bogmara &amp;gt;&amp;gt;&amp;gt; Bogmara deals 1
shadow damage to target hero or ally and heals 1 damage from herself.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;This heals even if the
shadow damage is prevented (but not if the target is illegal as this tries to
resolve).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Spectral Kitten, 3, Ally—Tiger, Pet (1), 4 [Melee] / 4
Health (Scourgewar-214R, Scourgewar Loot-3L)&lt;br&gt;
[Horde] allies you control have +1 ATK. &amp;lt;p&amp;gt; [Alliance] allies you control have +1
[Health]. &amp;lt;p&amp;gt;&lt;br&gt;
Other non-[Horde], non-[Alliance]
allies you control have +1 / +1.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;Allies you control that are
both Horde and Alliance
receive both applicable buffs.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Stifling Decree, 2, Paladin, Ability—Protection
(Scourgewar-65C)&lt;br&gt;
Attach to target ability or weapon. &amp;lt;p&amp;gt; Ongoing: Prevent all damage that
would be dealt with attached card.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;Attaching this to an ability
that increases the ATK of a hero (like Cat Form), does &lt;i&gt;not&lt;/i&gt; prevent combat damage that would be dealt by that hero because
it wouldn’t “be dealt with attached card.” Attaching this to a weapon does
prevent combat damage that a hero would deal after striking with that weapon.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Touch of Unlife, 3, Weapon—Wand, Ranged (1), 1 [Shadow],
1 Strike (Scourgewar-245U)&lt;br&gt;
At the start of your turn, your hero deals 1 shadow damage to target hero or
ally. If damage is dealt this way, your hero heals 1 damage from itself.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;Wands are now Ranged (1) and
are no longer Wand (1). All previous Wands have received this errata.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Vengeance of the Light, 1, Paladin, Ability—Holy
(Scourgewar-66U)&lt;br&gt;
Destroy target Death Knight, Ghoul, or Undead ally.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;&lt;span&gt;The target must be an ally.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class="MyExampleCard"&gt;Vengeance Wrap, 3, Armor—Cloth, Back (1), 1 DEF
(Scourgewar-226U)&lt;br&gt;
When this armor enters play, you may remove an ally in a graveyard from the
game. &amp;lt;p&amp;gt;&lt;br&gt;
[Activate] &amp;gt;&amp;gt;&amp;gt; Your hero deals 1 melee damage to target hero or ally
that shares a class or race with that ally.&lt;/p&gt;

&lt;p class="MyGlossary"&gt;You may remove an ally from any graveyard. Its class and
race are locked in as it leaves play, and they remain locked even if it leaves
that RFG zone. &lt;span&gt;The ten classes are Death Knight,
Druid, Hunter, Mage, Paladin, Priest, Rogue, Shaman, Warlock, and Warrior. The
ten races are Blood Elf, Draenei, Dwarf, Gnome, Human, Night Elf, Orc, Tauren, Troll,
and Undead. A card shares a class or race with another card only if each has
that tag on its type line. For example, a &lt;/span&gt;
 
&lt;img width="18" height="18"&gt;&lt;span&gt;&lt;span&gt;&amp;nbsp;&lt;/span&gt;Pet doesn't share a class with a Hunter hero. A
target that shares both a class and a race with that ally is dealt only 1
damage (not 2).&lt;/span&gt;&lt;/p&gt;

------- Fields of Honor FAQ transcript:&lt;p&gt;&lt;/p&gt;

&lt;strong&gt;&lt;/strong&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MyGlossary"&gt;&lt;b&gt;&lt;span&gt;This set is legal for
sanctioned Constructed play from July 10, 2009.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;


&lt;p class="MyOutline2"&gt;&lt;b&gt;&lt;span&gt;1. New character keywords&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;b&gt;&lt;span&gt;Escape Artist&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Mayla
Finksputter, 3, Alliance, Ally—Gnome Mage, 3 [Arcane] ATK / 1 Health
(Honor-109C)&lt;br&gt;
Escape Artist (When this ally becomes targeted by an opposing card or effect,
you may put it into its owner's hand.) &amp;lt;p&amp;gt; When Mayla leaves play, you
may draw a card.&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyExample"&gt;&lt;b&gt;&lt;span&gt;Example&lt;/span&gt;&lt;/b&gt;&lt;span&gt;: There are three
Maylas in your party. Your opponent attacks one with an ally with 1 ATK. This
doesn’t target Mayla, so her &lt;b&gt;escape artist&lt;/b&gt;
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 &lt;b&gt;escape artist&lt;/b&gt; 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 &lt;b&gt;escape artist&lt;/b&gt; 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.&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Spell
Ricochet, 2, Instant Ability—Arcane Protection (Drums-105C)&lt;br&gt;
You may change the target of an ability card with a single target.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;i&gt;Touch of
the Arcane, 3, Mage, Instant Ability—Arcane (Legion-53C)&lt;br&gt;

Your hero deals 1 arcane damage to target hero or ally. Draw a card for each
damage dealt this way.&lt;/i&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;b&gt;&lt;span&gt;Find Treasure&lt;/span&gt;&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Darok Steelstrike, 3, Alliance, Ally—Dwarf Rogue, 4
[Melee] ATK / 2 Health (Honor-96C)&lt;br&gt;
Find Treasure (When this ally enters play, you may draw a card. If you do,
discard a card.)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyExample"&gt;&lt;b&gt;&lt;span&gt;Example&lt;/span&gt;&lt;/b&gt;&lt;span&gt;: 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.&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;b&gt;&lt;span&gt;Will of the Forsaken&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Charkov, 5, Horde, Ally—Undead
Priest, 3 [Shadow] ATK / 4 Health (Honor-123C)&lt;br&gt;
Will of the Forsaken (This ally can't leave play unless it has fatal damage or
0 health.)&lt;br&gt;
When Charkov enters play, each player puts an ally from his party into its
owner's hand.&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Sivandra Darklust, 3, Horde,
Ally—Undead Warlock, 3 [Shadow] ATK / 3 Health (Honor-146C)&lt;br&gt;
Will of the Forsaken (This ally can't leave play unless it has fatal damage or
0 health.)&lt;br&gt;
When Sivandra enters play, draw a card, then destroy an ally in your party.&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyExample"&gt;&lt;b&gt;&lt;span&gt;Example&lt;/span&gt;&lt;/b&gt;&lt;span&gt;: 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).&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Hibernate,
2, Druid, Instant Ability—Balance (Drums-23C)&lt;br&gt;
Put target non-token ally into its owner's resource row face down, then exhaust
it.&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;
&lt;b&gt;&lt;span&gt;&lt;/span&gt;&lt;/b&gt;&lt;b&gt;&lt;span&gt;2. Specific cards&lt;/span&gt;&lt;/b&gt;

&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Adam Eternum,
3, Alliance, Ally—Human Warrior, Unique, 5 [Melee] ATK / 3 Health (Honor-92R)&lt;br&gt;
Pay (2) or remove an honor counter from a card you control &amp;gt;&amp;gt;&amp;gt; Remove
Adam from the game. Put him into play at the start of the next turn.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Backlash, 2,
Warlock, Instant Ability—Destruction Talent (Honor-68R)&lt;br&gt;
Destruction Hero Required&lt;br&gt;
Ongoing: [Activate] &amp;gt;&amp;gt;&amp;gt; If an opposing hero or ally dealt damage to
your hero this turn, draw a card.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Bangle of
Endless Blessings, 12, Item, Trinket (2) (Honor-165R)&lt;br&gt;
When Bangle of Endless Blessings enters play, put each face-down resource into
its owner's hand. &amp;lt;p&amp;gt; Players can't place resources face down.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;The only
resources that can be placed are face-up locations and face-up quests.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Blackened
Spear, 4, Horde, Two-Handed Weapon—Polearm, Melee (1), 3 ATK, 1 Strike
(Honor-185R)&lt;br&gt;
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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;Count each
keyword only once, for a maximum of +5 ATK. An ally with two different
applicable keywords counts twice.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Blackout
Truncheon, 2, Instant Weapon—Mace, Melee (1), 3 ATK, 2 Strike (Honor-171R)&lt;br&gt;
When Blackout Truncheon enters play, exhaust target hero or ally. That
character can't ready during its controller's next ready step.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;That character
can't ready even if Blackout Truncheon has left your party or lost its powers.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Blind Faith,
3, Priest, Ability—Discipline (Honor-47R)&lt;br&gt;
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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;You may
successfully discard an empty hand.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Blood Frenzy,
1, Warrior, Ability—Arms Talent (Honor-76R)&lt;br&gt;
Arms Hero Required&lt;br&gt;
Ongoing: Heroes and allies in your party have +1 ATK while in combat with
heroes and allies with an attachment.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;i&gt;&lt;span&gt;&lt;br&gt;
&lt;/span&gt;&lt;/i&gt;

&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Bulwark of the
Amani Empire, 4, Armor—Shield, Off-Hand (1), 3 DEF (Honor-155R)&lt;br&gt;

Bulwark of the Amani Empire can prevent damage that would be dealt to allies in
your party.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Burgle, 7,
Rogue, Instant Ability—Subtlety Combo (Honor-54R)&lt;br&gt;
Target any number of opposing abilities, allies, and equipment. You control
them until the end of your turn.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Call to Arms:
Alterac Valley, Quest—Battleground (Honor-187C)&lt;br&gt;
Pay (4) to complete this quest. &amp;lt;p&amp;gt; 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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Concentration
Aura, 2, Paladin, Instant Ability—Holy, Aura (1) (Honor-42U)&lt;br&gt;
Ongoing: Your ability cards are instant and can't be interrupted.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;This modifier
doesn't apply until Concentration Aura is in play.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Cremate, 1,
Warlock, Ability—Destruction (Honor-69C)&lt;br&gt;
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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Defusing the
Threat, Quest (Honor-192C)&lt;br&gt;
If an opponent completed a quest this turn, pay (1) to complete this quest.
&amp;lt;p&amp;gt; Reward: Draw a card.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;Defusing the
Threat need not have been in play as that quest was completed.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Dimzer the
Prestidigitator, 5, Alliance, Ally—Gnome Warlock, 5 [Shadow] ATK / 6 Health
(Honor-97R)&lt;br&gt;

Gnome Hero Required &amp;lt;p&amp;gt; Escape Artist&lt;br&gt;

When you play Dimzer or another ally, you may put 1 damage on it as it enters
play. If you do, draw a card.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Dundee, 3,
Hunter, Ally—Crocolisk, Pet (1), 4 [Melee] ATK / 4 Health (Honor-27R)&lt;br&gt;
As each turn starts, prevent the next damage that Dundee would be dealt this
turn.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;i&gt;&lt;span&gt;&lt;br&gt;
&lt;/span&gt;&lt;/i&gt;

&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Elemental
Weapons, 4, Shaman, Ability—Enhancement Talent (Honor-63R)&lt;br&gt;
Enhancement Hero Required&lt;br&gt;
Ongoing: Each of your weapons becomes a [Nature] weapon and has +X ATK, where X
is its cost.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Endina the
Hunted, 2, Alliance, Ally—Night Elf Druid, 2 [Melee] ATK / 2 Health (Honor-99C)&lt;br&gt;
Protector &amp;lt;p&amp;gt; While Endina is exhausted, opposing heroes and allies can
attack only Endina if able.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Everlasting
Cold, 1, Mage, Ability—Frost (Honor-34C)&lt;br&gt;
Attach to target hero or ally. &amp;lt;p&amp;gt; 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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Firemaul of
Destruction, 6, Two-Handed Weapon—Mace, Melee (1), 5 ATK, 3 Strike (Honor-172U)&lt;br&gt;
You pay (3) less to strike with Firemaul of Destruction if an opposing card was
destroyed this turn.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;Firemaul of
Destruction need not have been in play as that card was destroyed.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Frostwolf
Insignia, 2, Horde, Item—Battleground, Trinket (2) (Honor-168U)&lt;br&gt;
When you play a card, add an honor counter. If there are six or more on
Frostwolf Insignia, destroy it. &amp;lt;p&amp;gt; When Frostwolf Insignia is destroyed
this way, your hero heals 10 damage from target hero or ally.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Gladiator's
Maul, 2, Druid, Arena Two-Handed Weapon—Mace, Melee (1), 1 ATK, 2 Strike
(Honor-173R)&lt;br&gt;
You can place the top card of your deck face down (as your one resource per
turn).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Gladiator's
Sanctuary, 8, Druid, Arena Armor Set—Leather, 6 DEF (Honor-158E)&lt;br&gt;
When you place a resource, you may put the top card of your deck into your
resource row face down and ready. &amp;lt;p&amp;gt; [Activate] &amp;gt;&amp;gt;&amp;gt; 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."&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Gnomeregan,
Alliance, Location—City (Honor-206R)&lt;br&gt;
Gnome Hero Required &amp;lt;p&amp;gt; Gnomes in your party are irradiated. (When this
character deals combat damage to an ally that's not irradiated, it becomes
irradiated.) &amp;lt;p&amp;gt; [Activate] &amp;gt;&amp;gt;&amp;gt; Destroy target irradiated ally.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Gromble the
Apt, 2, Alliance, Ally—Dwarf Hunter, 1 [Ranged] ATK / 3 Health (Honor-100U)&lt;br&gt;
Find Treasure (When this ally enters play, you may draw a card. If you do,
discard a card.)&lt;br&gt;
Your hero can be exhausted to pay costs as though it were a resource.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;Your hero doesn’t
become a resource.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Grugthar
Sharpblade, 1, Horde, Ally—Orc Rogue, 3 [Melee] ATK / 1 Health (Honor-130C)&lt;br&gt;
At the start of your turn, choose a hero or ally in your party. Other
characters can't attack this turn.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;You can choose an
untargetable character. Choosing a character that "can't attack"
doesn't let it attack.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Hatchet Totem,
2, Shaman, Ability—Enhancement, Air Totem (1), 1 Health (Honor-64R)&lt;br&gt;
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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;Remove that Axe
from the game even if Hatchet Totem has no powers as it leaves play.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Heartless, 3,
Weapon—Sword, Melee (1), 3 ATK, 3 Strike (Honor-174U)&lt;br&gt;
Your hero has dual wield.&lt;br&gt;
Put 1 damage on an ally in your party &amp;gt;&amp;gt;&amp;gt; You pay (1) less the next
time you strike with Heartless this turn.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;You can't put
more than fatal damage on a character.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Heartrazor, 2,
Rogue, Weapon—Dagger, Melee (1), 2 ATK, 1 Strike (Honor-175U)&lt;br&gt;
(1), Destroy Heartrazor &amp;gt;&amp;gt;&amp;gt; Target hero can't deal damage this turn.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;This modifier
stops that hero from dealing any damage this turn, including unpreventable
damage.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Hellforged
Halberd, 7, Alliance, Two-Handed Weapon—Polearm, Melee (1), 5 ATK, 1 Strike
(Honor-184R)&lt;br&gt;
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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;See &lt;i&gt;Blackened Spear&lt;/i&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Hesriana, 3,
Warlock, Ally—Succubus Demon, Pet (1), 2 [Shadow] ATK / 3 Health (Honor-73R)&lt;br&gt;
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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Holy Strike,
2, Paladin, Ability—Retribution (Honor-44C)&lt;br&gt;
Your hero deals 2 melee damage and 2 unpreventable holy damage to target ally.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;Your hero deals a
total of 4 damage in two simultaneous packets to the same target.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Illiyana
Moonblaze, 8, Alliance, Ally—Night Elf Rogue, Unique, 9 [Melee] ATK / 9 Health
(Honor-102E)&lt;br&gt;
At the start of your turn, each opponent destroys a [Horde] card he controls.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;Opponents must
destroy their Horde heroes if they control no other Horde cards in play.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;i&gt;&lt;span&gt;&lt;br&gt;
&lt;/span&gt;&lt;/i&gt;

&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Keldor the
Lost, 3, Horde, Ally—Undead Warlock, Unique, 4 [Shadow] ATK / 3 Health
(Honor-132R)&lt;br&gt;
Pay (2) or remove an honor counter from a card you control &amp;gt;&amp;gt;&amp;gt;
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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Kelm Hargunth,
8, Horde, Ally—Orc Warrior, Unique, 9 [Melee] ATK / 9 Health (Honor-133E)&lt;br&gt;
When Kelm attacks, each opponent destroys an [Alliance] card he controls.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;See &lt;i&gt;Illiyana Moonblaze&lt;/i&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Kinivus the
Focused, Alliance, Hero—Draenei Shaman (Enhancement), Alchemy/Engineering, 28
Health (Honor-3)&lt;br&gt;
(3), Flip Kinivus &amp;gt;&amp;gt;&amp;gt; You can't discard cards this turn.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;If you can't
discard cards then you can't discard your hand, even if your hand is empty.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Larrington
Zarus, 6, Alliance, Ally—Human Mage, 9 [Frost] ATK / 6 Health (Honor-106R)&lt;br&gt;
When Larrington is destroyed while not an Undead, target opponent puts him into
his party, and Larrington is also an Undead.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;Larrington gains
the Undead tag until he next leaves play.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Legendary
Heroes, Quest (Honor-195C)&lt;br&gt;
Pay (1) to complete this quest.&lt;br&gt;
Reward: Draw a card unless target opponent turns his hero or one of his
resources face down.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;Turning a hero face
down doesn't use its flip power (rather, doing so “wastes” it). Master heroes
can’t be turned face down.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Marundal the
Kindred, 4, Alliance, Ally—Night Elf Druid, 4 [Arcane] ATK / 4 Health
(Honor-108R)&lt;br&gt;
Each ally has ATK and health equal to its cost, and can't gain or lose ATK or
health.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;An ally that
can't lose health can still be damaged as usual.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Mist of
Corrosion, 1, Priest, Ability—Shadow (Honor-48C)&lt;br&gt;
Choose "ability," "ally," or "equipment." Target
opponent destroys a card of that kind he controls unless he discards a card of
that kind.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Morkad
Sharptooth, 3, Horde, Ally—Orc Warlock, 5 [Fire] ATK / 3 Health (Honor-136C)&lt;br&gt;
At the start of your turn, choose a hero or ally in your party. Other
characters can't attack this turn.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Nazguk
Sharptongue, 5, Horde, Ally—Orc Shaman, 7 [Frost] ATK / 5 Health (Honor-138R)&lt;br&gt;
At the start of your turn, choose a hero or ally in your party. Other characters
can't attack this turn.&lt;br&gt;
(2), Destroy another ally in your party &amp;gt;&amp;gt;&amp;gt; Nazguk has ferocity this
turn.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;See &lt;i&gt;Grugthar Sharpblade&lt;/i&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;i&gt;&lt;span&gt;&lt;br&gt;
&lt;/span&gt;&lt;/i&gt;

&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Omen of
Clarity, 3, Druid, Ability—Restoration Talent (Honor-22R)&lt;br&gt;
Restoration Hero Required &amp;lt;p&amp;gt; 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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Pin, 1,
Instant Ability—Marksmanship Subtlety Combo (Honor-88C)&lt;br&gt;
Target player can't play allies this turn.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Piñata, 2,
Item (Honor-166R)&lt;br&gt;
Friendly allies can attack Piñata as though it were an opposing ally. &amp;lt;p&amp;gt;
When Piñata defends, destroy it. If you do, draw two cards.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Plainsrunner
Marun, 1, Horde, Ally—Tauren Druid, 1 [Melee] ATK / 1 Health (Honor-139C)&lt;br&gt;
Ferocity (Can attack immediately.) &amp;lt;p&amp;gt; When Marun attacks, you pay (1) less
to complete your next quest this turn.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Plainswatcher
Taro, 7, Horde, Ally—Tauren Warrior, 5 [Melee] ATK / 5 Health (Honor-140R)&lt;br&gt;
Protector&lt;br&gt;
While you control four or more cards in play with the same name, you may play
Taro without paying his cost.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;This counts
tokens, but not face-down resources (because they have no name).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Planned
Assault, 1, Hunter, Instant Ability—Survival (Honor-30R)&lt;br&gt;
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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Royal Guardian
Jameson, 5, Alliance, Ally—Human Paladin, 4 [Melee] ATK / 5 Health (Honor-115R)&lt;br&gt;
Protector &amp;lt;p&amp;gt; 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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;This effect
requires two target allies, the first of which must be ready and opposing.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Spark, 4,
Shaman, Ability—Elemental (Honor-65U)&lt;br&gt;
This turn, your hero has "Exhaust a card in play you control &amp;gt;&amp;gt;&amp;gt;
This hero deals 1 fire damage to target hero or ally."&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;i&gt;&lt;span&gt;&lt;br&gt;
&lt;/span&gt;&lt;/i&gt;

&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Stormpike
Insignia, 2, Alliance, Item—Battleground, Trinket (2) (Honor-167U)&lt;br&gt;

When you play a card, add an honor counter. If there are six or more on
Stormpike Insignia, destroy it. &amp;lt;p&amp;gt; When Stormpike Insignia is destroyed
this way, your hero deals 5 frost damage to target hero or ally.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;See &lt;i&gt;Frostwolf Insignia&lt;/i&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;A Taste of
Divinity, 1, Priest, Ability—Holy (Honor-50R)&lt;br&gt;
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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Tithe, 2,
Priest, Instant Ability—Shadow (Honor-51U)&lt;br&gt;
Ready target opposing ally. This turn, it's a protector and you control it.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;That ally can't
attack this turn unless it has ferocity (and it’s your turn).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;United Front,
1, Priest, Instant Ability—Discipline (Honor-52C)&lt;br&gt;
Target a friendly hero and a friendly ally. The next time each of them would be
dealt damage this turn, prevent it.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Vengeful
Gladiator's Cleaver, 4, Arena Weapon—Axe, Melee (1), 4 ATK, 2 Strike
(Honor-180R)&lt;br&gt;
Your hero has dual wield. &amp;lt;p&amp;gt; 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.)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;You can strike
with this weapon during any defend window in which a hero &lt;i&gt;or ally&lt;/i&gt; from your party is in combat. If you do, that character
gains this weapon’s ATK and damage type this combat.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Wand of
Prismatic Focus, 4, Weapon—Wand, Wand (1), 1 [Shadow] ATK, 1 Strike
(Honor-181U)&lt;br&gt;
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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;Your hero deals a
total of 5 damage in five simultaneous packets to the same target.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Wavestorm
Totem, 2, Shaman, Ability—Restoration, Water Totem (1), 1 Health (Honor-66C)&lt;br&gt;
Ongoing: When an opposing ability, ally, or equipment readies, put it into its
owner's hand.&lt;br&gt;
(Totems can be attacked or targeted like allies.)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;Each such card
may be exhausted by its controller (to pay costs, for example) before leaving
play.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;i&gt;&lt;span&gt;Wub's Cursed
Hexblade, 2, Weapon—Dagger, Melee (1), 1 ATK, 2 Strike (Honor-182R)&lt;br&gt;
(2), Destroy Wub's Cursed Hexblade &amp;gt;&amp;gt;&amp;gt; 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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;


&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;/span&gt;&lt;/p&gt;


&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;o:p&gt;&lt;br&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;


&lt;p&gt;------- Intro FAQ transcript:&lt;/p&gt;
&lt;p class="MyOutline2"&gt;&lt;strong&gt;&lt;font size="5"&gt;1. General&lt;/font&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;strong&gt;Can I attack with more than one character at a time?&lt;o:p&gt;&lt;/o:p&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;Can I attack an exhausted or untargetable character?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;Can I attack a hero directly even if there are allies in its party?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;When does a character attack? Defend? Protect? When do attackers and defenders enter combat?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;Can an elusive character protect? How about an ally I just played? Can a character protect itself?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;When can I strike with a weapon? Can I strike with a weapon while my hero is exhausted?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;Do exhausted defenders deal combat damage? Are elusive characters dealt combat damage?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;See &lt;b&gt;&lt;i&gt;Combat&lt;/i&gt;&lt;/b&gt;.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;When can I use a power? When can I complete a quest?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;Unless otherwise specified, you can use a power or complete a quest any time you could play an instant card, including during opponents’ turns.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;When can I attack with an ally? When can I use an ally’s activated ( ) powers?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyOutline3"&gt;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.&lt;/p&gt;
&lt;p class="MyOutline3"&gt;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.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;Can I flip an exhausted hero? &lt;/b&gt;&lt;b&gt;Can I turn a face-down hero face up again?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;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.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;Can I complete an exhausted quest?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;Yes. In addition, you can exhaust a ready quest to help pay its own completion cost.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;Can I exhaust a resource for a resource point to spend later?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;No. Resources can’t be exhausted to pay future costs.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;Can I exhaust armor to prevent non-combat damage (such as damage dealt with an ability)?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;Yes. Armor can be exhausted to prevent any kind of preventable damage that would be dealt to a hero.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;Can I exhaust more than one armor to prevent a single packet of damage?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;Yes. You can exhaust any number of armor until you reduce a packet of damage to 0.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;Is armor damaged by the damage it prevents?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;No. Only characters can accumulate damage.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;span&gt;&lt;br&gt;&lt;/span&gt;&lt;/b&gt;&amp;nbsp;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;Can a character accumulate damage greater than its health?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;A character can be &lt;i&gt;dealt&lt;/i&gt; damage in excess of its health, but damage can’t be &lt;i&gt;put&lt;/i&gt; 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.&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Acolyte Kemistra, 5, Alliance, Ally—Human Warlock, 3 [Shadow] ATK / 7 Health (Illidan-117U)&lt;br&gt;(1), Put 2 damage on Kemistra &amp;gt;&amp;gt;&amp;gt; Draw a card.&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Mind Blast, 5, Priest, Ability—Shadow (Azeroth-80R)&lt;br&gt;Your hero deals 2 shadow damage to target hero or ally. Its controller discards a card for each damage dealt.&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;Can I control more than one card with the same name?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;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.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;What’s the difference between destroying, discarding, and interrupting a card?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Destroying a card puts it from play into a graveyard. Only cards in play can be destroyed.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Discarding a card puts it from hand into a graveyard. Only cards in hand can be discarded.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Interrupting a card puts it from the chain into a graveyard. Only cards on the chain can be interrupted.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;What’s the difference between an ally and an ally card?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;If text refers to an &lt;i&gt;ally&lt;/i&gt;, 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 &lt;i&gt;ally card&lt;/i&gt; in those zones. For example, Withdraw can target only an ally in play.&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Withdraw, 3, Instant Ability (Azeroth-172C)&lt;br&gt;Put target ally into its owner's hand.&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;What’s the deal with Totems?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;A Totem is an ability with “Totem” on its type line, so a Totem that loses its powers is still a Totem.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Totems aren’t allies, but they can be attacked and targeted as though they were allies while in play.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Totems proposed as defenders can be protected as usual. Totems that gain protector can protect as usual.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Totems have no printed ATK, can’t gain ATK, and can’t be proposed as attackers.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Attachments attached to Totems are destroyed immediately as part of pre-priority processing.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;b&gt;&lt;i&gt;Example&lt;/i&gt;&lt;/b&gt;&lt;i&gt;: 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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Bloody Welcome, 2, Hunter, Instant Ability—Marksmanship (Legion-34C)&lt;br&gt;Your hero deals 3 ranged damage to target ally. If that ally entered play this turn, ready up to two of your resources.&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Call the Spirit, 2, Ability (Azeroth-157C)&lt;br&gt;Put target ally card from your graveyard into hand.&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Frost Nova, 4, Mage, Instant Ability—Frost (Azeroth-55R)&lt;br&gt;Your hero deals 1 frost damage to each opposing hero and ally. A character dealt damage this way can't attack this turn.&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Spell Suppression, 1, Mage, Ability—Arcane (Drums-40C)&lt;br&gt;Attach to target ability, ally, equipment, or resource. &amp;lt;p&amp;gt; Ongoing: Attached card loses and can't have powers.&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Sunfury Briefings, Quest (Betrayer-246C)&lt;br&gt;Aldor Reputation &amp;lt;p&amp;gt; Pay (5) to complete this quest. &amp;lt;p&amp;gt; Reward: Ready an ally in your party.&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;span&gt;&lt;br&gt;&lt;/span&gt;&lt;/b&gt;&amp;nbsp;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;&lt;span&gt;What does and doesn’t use the chain?&lt;/span&gt;&lt;/b&gt;&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;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.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;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.&lt;/p&gt;
&lt;p class="MyExample"&gt;&lt;em&gt;&lt;b&gt;Example&lt;/b&gt;: 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.&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Durdin Hammerhand, 3, Alliance, Ally—Dwarf Paladin, 3 [Melee] ATK / 3 Health (Dark Portal-162C)&lt;br&gt;Destroy Durdin &amp;gt;&amp;gt;&amp;gt; Exhaust target hero or ally.&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;What is priority?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;A player’s option to add a link to the chain is called priority. The player with priority may add a link or pass.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;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:&lt;/p&gt;
&lt;p class="MyGlossary"&gt;1) As a priority window opens, the turn player gets priority.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;2) If the player with priority chooses to play a card or effect, that player gets priority again.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;3) If the player with priority chooses to pass, priority passes left.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;4) If all players pass in succession:&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;while the chain isn’t empty, the topmost link resolves, and then the &lt;i&gt;turn player&lt;/i&gt; 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.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;while the chain is empty, the current priority window closes and the game advances.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;Can I interrupt an effect by destroying its source?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;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.&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Tim, 3, Alliance, Ally—Human Mage, 1 [Arcane] ATK / 1 Health (Dark Portal-192C)&lt;br&gt;Elusive &amp;lt;p&amp;gt; [Activate] &amp;gt;&amp;gt;&amp;gt; Tim deals 1 arcane damage to target hero or ally.&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;What happens at the start of a turn?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;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.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;What happens at the end of a turn?&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;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.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;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.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;span&gt;&lt;br&gt;&lt;/span&gt;&lt;/b&gt;&amp;nbsp;&lt;/p&gt;
&lt;p class="MyOutline2"&gt;&lt;strong&gt;&lt;font size="5"&gt;2. Combat&lt;/font&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;strong&gt;2.1 Proposing&lt;o:p&gt;&lt;/o:p&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;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.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;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.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;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.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;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.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;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 &lt;b&gt;combat step&lt;/b&gt; starts. Non-instant cards can’t be played during a combat step.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;2.2 Attacking&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;As a combat step starts, the proposed attacker exhausts and becomes an attacker. As it does, it &lt;i&gt;attacks&lt;/i&gt;, and starts &lt;i&gt;attacking &lt;/i&gt;(but is not yet attacking anything). No characters are attacking before this time.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Next, the &lt;b&gt;attack window &lt;/b&gt;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.&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Voss Treebender, 1, Horde, Ally—Tauren Druid, 2 [Nature] ATK / 1 Health (Azeroth-266C)&lt;br&gt;When Voss Treebender attacks, you may exhaust target hero or ally.&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;b&gt;2.3 Protecting&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;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.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;This is called the &lt;b&gt;protect point&lt;/b&gt;.and is the only time a character can protect. For example, you can’t protect against damage dealt with an ability or power.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;A character &lt;i&gt;protects&lt;/i&gt; and starts &lt;i&gt;protecting&lt;/i&gt; as it exhausts during the protect point. No characters are protecting before this time, even if they have the protector keyword.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;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.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;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.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;span&gt;&lt;br&gt;&lt;/span&gt;&lt;/b&gt;&amp;nbsp;&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;b&gt;2.4 Defending&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Immediately after the protect point, the proposed defender becomes a defender (whether it protected or was proposed as a defender).&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;As it does, it &lt;i&gt;defends&lt;/i&gt; and starts &lt;i&gt;defending&lt;/i&gt; against the attacker (and the attacker starts attacking it). The attacker and defender also &lt;i&gt;enter combat&lt;/i&gt; with each other at this time, and are &lt;i&gt;in combat&lt;/i&gt; with each other from this time onwards. No characters are defending or in combat before this time.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Next, the &lt;b&gt;defend window &lt;/b&gt;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.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;b&gt;&lt;i&gt;Example&lt;/i&gt;&lt;/b&gt;&lt;i&gt;: 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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Himul Longstrider, 2, Horde, Ally—Tauren Shaman, 3 [Frost] ATK / 2 Health (Drums-170C)&lt;br&gt;War Stomp (When this ally attacks or defends, you may exhaust target opposing hero or ally.)&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Sanva, 7, Horde, Ally—Tauren Shaman, 6 [Frost] ATK / 6 Health (Drums-192C)&lt;br&gt;War Stomp (When this ally attacks or defends, you may exhaust target opposing hero or ally.)&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExample"&gt;&lt;em&gt;&lt;b&gt;Example&lt;/b&gt;: 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.&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Grunt Baranka, 2, Horde, Ally—Orc Warrior, 2 [Melee] ATK / 2 Health (Dark Portal-212C)&lt;br&gt;Protector &amp;lt;p&amp;gt; When Grunt Baranka defends against an ally, destroy her. If you do, destroy all attacking allies.&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;High Overlord Saurfang, 8, Horde, Ally—Orc Warrior, Unique, 9 [Melee] ATK / 4 Health (Dark Portal-214E)&lt;br&gt;Protector &amp;lt;p&amp;gt; When an ally enters combat with High Overlord Saurfang, destroy that ally.&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;b&gt;2.5 Striking&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;You can strike with a weapon only while a defend window is open and your hero is in combat.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;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.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;As your weapon’s strike effect resolves, add that weapon’s ATK and damage type to your hero.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;2.6 Concluding&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;After the defend window closes, the combat concludes. During &lt;b&gt;combat conclusion&lt;/b&gt;, 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.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;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.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;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.&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;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.&lt;/p&gt;
&lt;p&gt;&lt;span&gt;&lt;br&gt;&lt;/span&gt;&amp;nbsp;&lt;/p&gt;
&lt;p class="MyOutline2"&gt;&lt;strong&gt;&lt;font size="5"&gt;3. Inspire: [card]&lt;/font&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;This is a keyword power that characters can have. It means:&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;&lt;i&gt;As each other player’s ready step starts, you may ready an exhausted [card] in play you control.&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;This doesn’t use the chain and happens at the same time that the other player readies his cards.&lt;/p&gt;
&lt;p class="MyExample"&gt;&lt;em&gt;&lt;b&gt;Example&lt;/b&gt;: 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.&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Vindicator Kaldel, 2, Ally—Draenei Paladin, 3 [Holy] ATK / 2 Health (Legion-222C)&lt;br&gt;Aldor Reputation &amp;lt;p&amp;gt; Inspire: Ally&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;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.&lt;/p&gt;
&lt;p class="MyExample"&gt;&lt;em&gt;&lt;b&gt;Example&lt;/b&gt;: 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.&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Marksman Glous, 2, Ally—Draenei Hunter, 3 [Ranged] ATK / 2 Health (Betrayer-191R)&lt;br&gt;Aldor Reputation &amp;lt;p&amp;gt; Inspire: Quest &amp;lt;p&amp;gt; When a quest is inspired this way, you pay (1) less to complete it this turn.&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;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.&lt;/p&gt;
&lt;p class="MyExample"&gt;&lt;em&gt;&lt;b&gt;Example&lt;/b&gt;: 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.&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Exarch Orelis, 6, Ally—Draenei Paladin, Unique, 5 [Holy] ATK / 7 Health (Betrayer-189E)&lt;br&gt;Aldor Reputation &amp;lt;p&amp;gt; Inspire: Ability, ally, equipment, hero, and resource&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyOutline2"&gt;&lt;strong&gt;&lt;font size="5"&gt;4. Resistance&lt;/font&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;This is a keyword power that characters can have, preceded by a damage type. It means:&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;&lt;i&gt;Prevent all damage of that type that this character would be dealt.&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyExample"&gt;&lt;em&gt;&lt;b&gt;Example&lt;/b&gt;: You control &lt;span&gt;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.&lt;/span&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Brodien, 4, Alliance, Ally—Gnome Mage, 4 [Fire] ATK / 4 Health (Illidan-120U)&lt;br&gt;As Brodien enters play, choose whether he is elusive or untargetable. &lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Illia the Bitter, 5, Horde, Ally—Blood Elf Hunter, 6 [Ranged] ATK / 4 Health (Illidan-157C)&lt;br&gt;Fire Resistance (Prevent all fire or [Fire] damage that this ally would be dealt.) &lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;The More, the Scarier, X, Mage, Ability—Fire (Illidan-51R)&lt;br&gt;Your hero deals X fire damage to each of X target allies.&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyOutline2"&gt;&lt;strong&gt;&lt;font size="5"&gt;5. Finishing move&lt;/font&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;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:&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;&lt;i&gt;As an additional cost to play, remove X [description] cards in your graveyard from the game, where X is 5 or less.&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;span&gt;&lt;br&gt;&lt;/span&gt;&lt;/b&gt;&amp;nbsp;&lt;/p&gt;
&lt;p class="MyOutline2"&gt;&lt;strong&gt;&lt;font size="5"&gt;6. Sabotage: [thing]&lt;/font&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;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.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;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.&lt;/p&gt;
&lt;p class="MyExample"&gt;&lt;em&gt;&lt;b&gt;Example 1&lt;/b&gt;: 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.&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyExample"&gt;&lt;em&gt;&lt;b&gt;Example 2&lt;/b&gt;: 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.&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Arcanist Avelena, 1, Ally—Blood Elf Mage, 1 [Arcane] ATK / 2 Health (Legion-230C)&lt;br&gt;Scryer Reputation &amp;lt;p&amp;gt; Sabotage: Ability &amp;lt;p&amp;gt; When Avelena sabotages an ability, put it on top of its owner's deck.&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Stoneclaw Totem, 3, Shaman, Ability—Elemental, Earth Totem (1), 5 Health (Legion-100C)&lt;br&gt;Ongoing: Opposing heroes and allies can attack only Stoneclaw Totem if able.&lt;br&gt;When a hero or ally deals combat damage to Stoneclaw Totem, that character can't ready during its controller's next ready step.&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Tyrennius Scatheblade, 2, Horde, Ally—Blood Elf Paladin, 3 [Holy] ATK / 2 Health (Legion-206C)&lt;br&gt;Protector &lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;Warrior Training, 1, Warrior, Ability—Protection (Legion-124U)&lt;br&gt;Attach to target friendly ally. &amp;lt;p&amp;gt; Ongoing: Opposing heroes and allies can attack only attached ally if able. &lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyOutline2"&gt;&lt;strong&gt;&lt;font size="5"&gt;7. Reputation&lt;/font&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;Some cards have bold text that reads, “Aldor Reputation” or “Scryer Reputation.” These are neither keywords nor powers; they are deckbuilding restrictions.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;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.&lt;/p&gt;
&lt;p class="MyOutline2"&gt;&lt;strong&gt;&lt;font size="5"&gt;8. Traitors&lt;/font&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;Traitor heroes have the Traitor tag and no talent specialization. As a result:&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;You can’t include cards with the Talent tag in Traitor hero decks.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;You can include &lt;b&gt;Traitor Hero Required&lt;/b&gt; cards &lt;i&gt;only&lt;/i&gt; in Traitor hero decks.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;Each Traitor hero also has italicized text specifying the group responsible for that hero’s treachery (such as &lt;i&gt;Grimtotem&lt;/i&gt;). This is purely for flavor and has no impact on game play.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;&lt;span&gt;9. Links&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Starter rulebook:&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;a href="/wow/en/howtoplay/default.aspx"&gt;entertainment.upperdeck.com/wow/en/howtoplay/default.aspx&lt;/a&gt;&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Comprehensive rules:&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;a href="http://ude.com/wow/rules"&gt;ude.com/wow/rules&lt;/a&gt;&lt;/p&gt;
&lt;p class="MyBullet"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Community forums:&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;a href="http://ude.com/wow/community"&gt;ude.com/wow/community&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;&lt;p&gt;------- Blood of Gladiators FAQ transcript:&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;This set is legal for sanctioned Constructed play from April 3, 2009.&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyOutline2"&gt;&lt;strong&gt;&lt;font size="5"&gt;1. Arena&lt;/font&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;An Arena card is a card with the “arena” tag.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;This tag isn’t an ally type, so it can’t be chosen by PX-238 Winter Wondervolt.&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;PX-238 Winter Wondervolt, 3, Ability (Winter Veil-2R)&lt;br&gt;Choose an ally type. &amp;lt;p&amp;gt; Ongoing: All allies also have that type.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;1.1 Arena locations&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Each Arena location has:&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;o&lt;span&gt;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;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.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;o&lt;span&gt;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;A capacity in its lower right corner. Each location can’t have Arena counters in excess of its capacity.&lt;/p&gt;
&lt;p class="MyOutline2"&gt;&lt;strong&gt;&lt;font size="5"&gt;2. New character keywords&lt;/font&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;b&gt;Arcane torrent&lt;/b&gt; is a keyword power that characters can have. It means:&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;i&gt;When this character enters play, target opposing card in play loses and can't have powers this turn.&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;o&lt;span&gt;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;The target’s payment powers may be used in response to this triggered effect.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;o&lt;span&gt;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;A resource that loses its powers is still a resource that may be exhausted to pay resource costs.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;b&gt;Hardiness&lt;/b&gt; is a keyword power that characters can have. It means:&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;i&gt;If this character would be dealt damage, prevent 1 of it.&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;o&lt;span&gt;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Two instances of this keyword prevent 2 damage, and so on.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;b&gt;Inspiring presence&lt;/b&gt; is a keyword power that characters can have. It means:&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;i&gt;If a hero or ally in your party would deal non-combat damage, it deals that much +1 instead.&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;o&lt;span&gt;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Two instances of this keyword mean that applicable characters deal that much +2, and so on.&lt;i&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p class="MyOutline2"&gt;&lt;strong&gt;&lt;font size="5"&gt;3. The Ring of Blood quests&lt;/font&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;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.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;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.&lt;/p&gt;
&lt;p class="MyExample"&gt;&lt;em&gt;&lt;b&gt;Example&lt;/b&gt;: To place &lt;span&gt;The Ring of Blood: Brokentoe face up onto the chain, &lt;/span&gt;you must discard another card&lt;span&gt;. You’re the next player to get priority. As you do, that other card is already in your graveyard.&lt;/span&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;The Ring of Blood: Brokentoe, Arena Quest (Gladiators-195C)&lt;br&gt;As a cost to place this quest face up, discard a card. &amp;lt;p&amp;gt; Pay (3) to complete this quest. &amp;lt;p&amp;gt; Reward: Draw two cards.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;span&gt;&lt;br&gt;&lt;/span&gt;&lt;/b&gt;&amp;nbsp;&lt;/p&gt;
&lt;p class="MyOutline2"&gt;&lt;strong&gt;&lt;font size="5"&gt;3. Specific cards&lt;/font&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Andarius the Damned, Horde, Hero—Undead Warlock (Affliction), Alchemy/Jewelcrafting, 28 Health (Gladiators-10)&lt;br&gt;(2), Flip Andarius &amp;gt;&amp;gt;&amp;gt; Put an attached ability you control into its owner's hand.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;Attached ability means “ability attached to anything” rather than “ability attached to Andarius.”&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Antonidas's Aegis of Rapt Concentration, 3, Instant Armor—Shield, Off-Hand (1), 2 DEF (Gladiators-157R)&lt;br&gt;Your ability cards can't be interrupted. &amp;lt;p&amp;gt; Your abilities are untargetable.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Broll Bearmantle, 4, Alliance, Horde, Arena Ally—Night Elf Druid, Unique, 0 [Nature] ATK / 0 Health (Gladiators-147E)&lt;br&gt;Broll has +1 ATK / +1 health for each Arena card in play you control. &lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;Broll counts himself, so he has 1 ATK / 1 health if you control no other Arena cards in play.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;“Chillhands” Spigotgulp, 6, Alliance, Ally—Gnome Mage, 5 [Frost] ATK / 3 Health (Gladiators-94U)&lt;br&gt;If you would draw a card, you may skip drawing it instead.&lt;br&gt;When you skip drawing a card this way, target ally can't attack this turn.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Chloe Mithrilbolt, Alliance, Hero—Gnome Warrior (Protection), Skinning/Engineering, 30 Health (Gladiators-2)&lt;br&gt;(1), Flip Chloe &amp;gt;&amp;gt;&amp;gt; When Chloe protects this turn, ready her.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;Chloe can't protect unless she gains the power to do so.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Clutch Shot, 1, Hunter, Instant Ability—Marksmanship (Gladiators-28C)&lt;br&gt;Target ally has +2 ATK this turn. A second target ally has -2 ATK this turn.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;This card requires two (different) targets. If one becomes illegal in response, the other is still affected.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Combustion, 4, Mage, Ability—Fire Talent (Gladiators-34R)&lt;br&gt;Fire Hero Required &amp;lt;p&amp;gt; Your hero deals X fire damage to each hero and ally, where X is target ally's health.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;If the target is no longer legal as this card tries to resolve (or it has 0 or less health), no damage is dealt.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;“Cracklehands” Spigotgulp, 1, Alliance, Ally—Gnome Warlock, 2 [Arcane] ATK / 1 Health (Gladiators-95C)&lt;br&gt;If you would draw a card, you may skip drawing it instead.&lt;br&gt;When you skip drawing a card this way, Cracklehands deals 2 arcane damage to target ally.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;See &lt;i&gt;“Chillhands” Spigotgulp&lt;/i&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;The Crash of Tides, 1, Shaman, Instant Ability—Elemental (Gladiators-61U)&lt;br&gt;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.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Dark Justice, 2, Warlock, Instant Ability—Affliction (Gladiators-70C)&lt;br&gt;Remove target ally from the game and put damage on your hero equal to that ally's ATK.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;Put damage on your hero equal to the ATK that ally had as it left play.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;span&gt;&lt;br&gt;&lt;/span&gt;&lt;/i&gt;&amp;nbsp;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Defiance, 3, Warrior, Ability—Protection Talent (Gladiators-77R)&lt;br&gt;Protection Hero Required &amp;lt;p&amp;gt; Ongoing: Only one character can attack on each opponent's turn.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Divine Justice, 2, Paladin, Instant Ability—Retribution (Gladiators-42C)&lt;br&gt;Exhaust target ready opposing ally. If you do, you may have it deal melee damage equal to its ATK to a second target ally.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Echo Totem, 4, Shaman, Ability—Elemental, Air Totem (1), 1 Health (Gladiators-62R)&lt;br&gt;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.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Emerald Ripper, 4, Weapon—Dagger, Melee (1), 1 ATK, 1 Strike (Gladiators-176R)&lt;br&gt;Your hero has dual wield. &amp;lt;p&amp;gt; (3) &amp;gt;&amp;gt;&amp;gt; Emerald Ripper has +X ATK this turn, where X is its ATK.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;X is locked in as this payment effect resolves.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;A Final Sacrifice, 1, Warrior, Instant Ability—Fury (Gladiators-78C)&lt;br&gt;Target hero or ally in your party has +3 ATK / +3 health this turn. At the start of the next turn, destroy it.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Foam Sword Rack, 4, Ability (Gladiators-92R)&lt;br&gt;Ongoing: &lt;b&gt;Each hero has&lt;/b&gt; “(1) &amp;gt;&amp;gt;&amp;gt; This hero deals ½ melee damage to target hero.”&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;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.”&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Focused Will, 7, Priest, Ability—Discipline Talent (Gladiators-49R)&lt;br&gt;Discipline Hero Required&lt;br&gt;Ongoing: At the start of your turn, switch all damage on your hero with the damage on target opposing hero.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Fork Lightning, 5, Shaman, Ability—Elemental (Gladiators-63C)&lt;br&gt;Your hero deals 5 nature damage to target hero and 5 nature damage to target ally.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;This card requires two (different) targets. If one becomes illegal in response, the other is still affected.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Gladiator Addisyn, 2, Horde, Arena Ally—Blood Elf Paladin, 2 [Holy] ATK / 2 Health (Gladiators-124C)&lt;br&gt;As Addisyn enters play, choose arcane, fire, frost, nature, or shadow. &amp;lt;p&amp;gt; Arena allies in your party have the chosen resistance.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;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.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;span&gt;&lt;br&gt;&lt;/span&gt;&lt;/i&gt;&amp;nbsp;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Gladiator Emek, 3, Horde, Arena Ally—Undead Priest, 3 [Shadow] ATK / 3 Health (Gladiators-127C)&lt;br&gt;When an Arena ally in your party is destroyed, you may discard a card. If you do, target player discards a card.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;This power triggers off Emek’s own destruction.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Gladiator Kileana, 5, Horde, Arena Ally—Blood Elf Warlock, 5 [Fire] ATK / 4 Health (Gladiators-129C)&lt;br&gt;When Kileana or another Arena ally enters your party, it may deal 1 fire damage to each hero and ally &lt;b&gt;other than itself&lt;/b&gt;.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;This card has received errata. The bold text above updates the printed text, and clarifies that that&lt;span&gt; ally may deal damage to each hero and ally other than itself rather than each hero and ally other than Kileana.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Gladiator Kinivus, 1, Alliance, Arena Ally—Draenei Shaman, 1 [Nature] ATK / 2 Health (Gladiators-102C)&lt;br&gt;When an opposing card or effect causes you to discard an Arena ally card, you may put it from your graveyard into hand. &lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;This power triggers only while Kinivus is in play. If you discard two such cards, it triggers twice, and so on.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Gladiator Sepirion, 7, Horde, Arena Ally—Troll Shaman, 3 [Nature] ATK / 7 Health (Gladiators-130C)&lt;br&gt;When each Arena ally in your party attacks for the first time each turn, you may pay (1). If you do, ready it.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;This power triggers when an applicable ally exhausts to attack. It triggers only once per ally per turn.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Gladiator Zophos, 8, Alliance, Arena Ally—Draenei Paladin, 8 [Holy] ATK / 6 Health (Gladiators-108C)&lt;br&gt;When an Arena ally in your party is dealt damage, it deals 3 unpreventable holy damage to its source.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;That ally deals 3 damage even if it was destroyed by the damage that triggered this power.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Gladiator's Aegis, 9, Paladin, Arena Armor Set—Plate, 8 DEF (Gladiators-163E)&lt;br&gt;If an ally in your party would be dealt non-fatal damage, prevent it.&lt;br&gt;[Activate] &amp;gt;&amp;gt;&amp;gt; Exhaust target hero or ally, and it can't ready during its controller's next ready step. Draw a card.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Greater Chain Heal, 3, Shaman, Ability—Restoration (Gladiators-64U)&lt;br&gt;Target up to five heroes and/or allies. Your hero heals 5, 4, 3, 2, and 1 damage from them, respectively.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Grismare, 8, Horde, Ally—Tauren Druid, 6 [Nature] ATK / 6 Health (Gladiators-133U)&lt;br&gt;(1), Destroy an ally token in your party &amp;gt;&amp;gt;&amp;gt; Grismare deals nature damage equal to that token's ATK to target hero or ally.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;Damage is dealt equal to the ATK that token had as it left play.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Improvised Weaponry, 3, Hunter, Ability—Marksmanship (Gladiators-29R)&lt;br&gt;Attach to target Melee weapon. &amp;lt;p&amp;gt; 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."&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Kazamon Steelskin, 4, Horde, Ally—Orc Warlock, 5 [Shadow] ATK / 1 Health (Gladiators-137R)&lt;br&gt;Orc Hero Required &amp;lt;p&amp;gt; Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness Hardiness&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;If Kazamon would be dealt damage, prevent 20 of it.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Kristina Soulcinder, 3, Alliance, Ally—Human Warlock, 0 [Shadow] ATK / 3 Health (Gladiators-110C)&lt;br&gt;At the start of your turn, target ally has +2 ATK / -2 health this turn.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;This effect isn’t optional. You must target a friendly ally if no opposing allies are targetable.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;span&gt;&lt;br&gt;&lt;/span&gt;&lt;/i&gt;&amp;nbsp;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Lo'Gosh, 5, Alliance, Horde, Arena Ally—Human Warrior, Unique, 4 [Melee] ATK / 4 Health (Gladiators-148E)&lt;br&gt;Protector &amp;lt;p&amp;gt; Opposing heroes and allies have -1 ATK / -1 health while in combat with Lo'Gosh for each Arena ally in your party.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Mana Ruby, 5, Mage, Ability—Arcane (Gladiators-36R)&lt;br&gt;Ongoing: (2), Destroy Mana Ruby &amp;gt;&amp;gt;&amp;gt; Draw cards until you reach your maximum hand size.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;As this effect resolves, if your hand size is already at or above its maximum, nothing happens.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Melissa Gerrard, 1, Horde, Ally—Undead Warlock, 1 [Shadow] ATK / 1 Health (Gladiators-139C)&lt;br&gt;When Melissa attacks, target hero or ally has -1 health this turn.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;If the target is destroyed by this health loss, that happens before the protect point.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Mogor's Anointing Club, 4, Arena Weapon—Mace, Melee (1), 1 ATK, 3 Strike (Gladiators-181R)&lt;br&gt;On your turn: [Activate], Destroy an ally in your party &amp;gt;&amp;gt;&amp;gt; Put an ally card with lower cost than that ally from your graveyard into play.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;This effect doesn't target. Choose an applicable ally card as it resolves.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Poof!, 2, Instant Ability—Arcane Subtlety (Gladiators-88C)&lt;br&gt;Target ally's controller removes it from the game. At the start of the next turn, he puts it into his party. &lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;"Quickhands" Spigotgulp, 4, Alliance, Ally—Gnome Warrior, 3 [Melee] ATK / 4 Health (Gladiators-116C)&lt;br&gt;Protector &amp;lt;p&amp;gt; If you would draw a card, you may skip drawing it instead.&lt;br&gt;When you skip drawing a card this way, opposing allies have -1 ATK / -1 health this turn.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;See &lt;i&gt;“Chillhands” Spigotgulp&lt;/i&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Reckoning of the Light, 3, Paladin, Ability—Retribution (Gladiators-44R)&lt;br&gt;Destroy each ability and equipment with which damage was dealt to your hero this game.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Reforestation, 5, Druid, Ability—Balance (Gladiators-21U)&lt;br&gt;Destroy target ability or equipment. Put three Treant ally tokens into play with 1 [Melee] ATK / 1 health.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;If the target is no longer legal as this card tries to resolve, no Treants enter play.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Rehgar Earthfury, 6, Alliance, Horde, Arena Ally—Orc Shaman, Unique, 5 [Frost] ATK / 5 Health (Gladiators-149E)&lt;br&gt;[Alliance] allies in your party have +1 health. &amp;lt;p&amp;gt; [Horde] allies in your party have +1 ATK. &amp;lt;p&amp;gt; When Rehgar attacks, gain control of target ally.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;The Rewards of Faith, 1, Paladin, Instant Ability—Holy (Gladiators-45U)&lt;br&gt;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.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;The Ring of Blood, Location—Arena (Gladiators-202U)&lt;br&gt;As a cost to place this location face up, reveal an Arena card from your hand.&lt;br&gt;[Activate] &amp;gt;&amp;gt;&amp;gt; You pay (2) less to complete your next quest this turn.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;If you have no other Arena cards in hand, you can't place this location face up.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;The Ring of Blood: Brokentoe, Arena Quest (Gladiators-195C)&lt;br&gt;As a cost to place this quest face up, discard a card. &amp;lt;p&amp;gt; Pay (3) to complete this quest. &amp;lt;p&amp;gt; Reward: Draw two cards. &lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;If you have no other cards in hand, you can't place this quest face up.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;The Ring of Blood: Rokdar the Sundered Lord, Arena Quest (Gladiators-197C)&lt;br&gt;As a cost to place this quest face up, remove 2 damage from an opposing hero. &amp;lt;p&amp;gt; Pay (2) to complete this quest.&lt;br&gt;Reward: Draw a card.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;If no opposing heroes have 2 or more damage, you can't place this quest face up.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Ritual of Summoning, 8, Warlock, Ability—Demonology (Gladiators-74R)&lt;br&gt;Ongoing: On your turn: Exhaust your hero and two allies in your party &amp;gt;&amp;gt;&amp;gt; Put an ally card from your collection into play.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;The Ruins of Lordaeron, Location—Arena (3) (Gladiators-205C)&lt;br&gt;When a hero or ally in your party deals damage, add an arena counter.&lt;br&gt;[Activate], Remove three arena counters &amp;gt;&amp;gt;&amp;gt; Put up to three target cards from one player's graveyard on the bottom of his deck.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;That player puts those cards on the bottom of his deck in the order of his choice (without revealing them).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Sandbox Tiger, 2, Ally—Tiger, 1 [Melee] ATK / 1 Health (Gladiators-153U)&lt;br&gt;Sandbox Tiger has +1 ATK / +1 health for each Loot card in play you control.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;A loot card is a card with the word "loot" in its collector number. Unscratched loot cards aren’t legal in any sanctioned tournament.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;The Seal of Danzalar, 3, Item, Ring (2) (Gladiators-169R)&lt;br&gt;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.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;This effect resolves before your draw step. Count cards as it resolves.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Seth's Graphite Fishing Pole, 6, Two-Handed Weapon—Fishing Pole, Melee (1), 0 ATK, 6 Strike (Gladiators-183R)&lt;br&gt;[Activate] &amp;gt;&amp;gt;&amp;gt; Put the card tenth from the top of your deck into hand.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;Don't look at any other cards in your deck. If there are less than ten cards in your deck, nothing happens.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Starshot, 2, Druid, Ability—Balance (Gladiators-23C)&lt;br&gt;Your hero deals 3 arcane damage to target ally. &amp;lt;p&amp;gt; Draw a card.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;If the target is no longer legal as this card tries to resolve, you don’t draw a card.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;font size="2"&gt;&lt;em&gt;Talisman of the Alliance, 3, Alliance, Item, Trinket (2) (Gladiators-170U)&lt;br&gt;[Activate], Destroy Talisman of the Alliance &amp;gt;&amp;gt;&amp;gt; Destroy all abilities and equipment that have or share the lowest cost among abilities and equipment in play.&lt;/em&gt;&lt;/font&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Talisman of the Horde, 3, Horde, Item, Trinket (2) (Gladiators-171U)&lt;br&gt;[Activate], Destroy Talisman of the Horde &amp;gt;&amp;gt;&amp;gt; Destroy all abilities and equipment that have or share the highest cost among abilities and equipment in play.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Tempest of Chaos, 3, Weapon—Sword, Melee (1), 1 ATK, 3 Strike (Gladiators-185R)&lt;br&gt;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.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;span&gt;&lt;br&gt;&lt;/span&gt;&lt;/i&gt;&amp;nbsp;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Thoros the Savior, Horde, Hero—Blood Elf Paladin (Holy), Alchemy/Engineering, 29 Health (Gladiators-16)&lt;br&gt;(4), Flip Thoros &amp;gt;&amp;gt;&amp;gt; Thoros heals 2 damage from target hero or ally. Draw a card.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Tremor Shock, 3, Shaman, Instant Ability—Elemental (Gladiators-67R)&lt;br&gt;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.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Tribemother Torra, Horde, Hero—Tauren Shaman (Restoration), Engineering/Jewelcrafting, 29 Health (Gladiators-17)&lt;br&gt;(3), Flip Torra &amp;gt;&amp;gt;&amp;gt; Target up to three heroes and/or allies. Torra heals 3, 2, and 1 damage from them, respectively.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;See &lt;i&gt;Greater Chain Heal&lt;/i&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Twinblade of the Phoenix, 5, Two-Handed Weapon—Sword, Melee (1), 4 ATK, 1 Strike (Gladiators-186R)&lt;br&gt;You can play Twinblade of the Phoenix from your graveyard.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Uncatalogued Species, Quest (Gladiators-200C)&lt;br&gt;Pay (1) to complete this quest. &amp;lt;p&amp;gt; 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.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Utopia, 7, Druid, Ability—Balance (Gladiators-25R)&lt;br&gt;Destroy all tokens. Put each other ability, ally, and equipment into its owner's resource row face down, then exhaust them.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Vengeful Gladiator's Felshroud, 7, Warlock, Arena Armor Set—Cloth, 5 DEF (Gladiators-167E)&lt;br&gt;On your turn, you can play ability cards that are removed from the game.&lt;br&gt;[Activate] &amp;gt;&amp;gt;&amp;gt; Put target opposing ally into its owner's hand.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Victimize, 5, Ability—Subtlety Affliction (Gladiators-90C)&lt;br&gt;Target player discards two cards and you draw two cards.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;The target need not have two or more cards in hand. You draw two cards even if no cards are discarded.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;em&gt;&lt;font size="2"&gt;Yoink!, 3, Rogue, Ability—Subtlety (Gladiators-60R)&lt;br&gt;Attach to target equipment. &amp;lt;p&amp;gt; Ongoing: You control attached equipment.&lt;/font&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;------- Drums of War FAQ transcript:&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;This set is legal for sanctioned Constructed play from November 14, 2008.&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyOutline2"&gt;&lt;strong&gt;&lt;font size="5"&gt;1. Locations&lt;/font&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;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).&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Any time you control more than one location, choose one to remain face up and turn the rest face down.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;b&gt;1.1 Capacity&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;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.&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Any time you control a face-down resource with counters, remove those counters.&lt;/p&gt;
&lt;p class="MyOutline2"&gt;&lt;strong&gt;&lt;font size="5"&gt;2. New character keywords&lt;/font&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;b&gt;Berserking&lt;/b&gt; is a keyword power that characters can have. It means:&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;i&gt;This character has +1 ATK for each damage on it.&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;b&gt;Conspicuous&lt;/b&gt; is a keyword power that characters can have. It means:&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;i&gt;Opposing heroes and allies can protect against this character.&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;b&gt;Diplomacy&lt;/b&gt; is a keyword power that characters can have, followed by a [description]. It means:&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;i&gt;You pay (1) less to play [description] allies, to a minimum of (1).&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;b&gt;Shadowmeld&lt;/b&gt; is a keyword power that characters can have. It means:&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;i&gt;This character is &lt;b&gt;elusive&lt;/b&gt; and &lt;b&gt;untargetable&lt;/b&gt; while ready.&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;b&gt;War stomp&lt;/b&gt; is a keyword power that characters can have. It means:&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;i&gt;When this character attacks or defends, you may exhaust target opposing hero or ally.&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p class="MyOutline2"&gt;&lt;strong&gt;&lt;font size="5"&gt;3. Finishing move&lt;/font&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;&lt;span&gt;·&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;b&gt;Finishing move&lt;/b&gt; 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:&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;i&gt;As an additional cost to play, remove X [description] cards in your graveyard from the game, where X is 5 or less.&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p class="MyOutline2"&gt;&lt;strong&gt;&lt;font size="5"&gt;4. On your turn:&lt;/font&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;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.&lt;/p&gt;
&lt;p class="MyOutline2"&gt;&lt;strong&gt;&lt;font size="5"&gt;5. Specific cards&lt;/font&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Alexi Barov, 5, Horde, Ally—Undead Rogue, Unique, 5 [Melee] ATK / 5 Health&lt;br&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;Destroy them even if Alexi has left play or lost his powers.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Aquatic Form, 1, Druid, Instant Ability—Feral, Form (1)&lt;br&gt;Ongoing: You may complete quest cards from your graveyard. As you do, remove them from the game as an additional cost.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Arcanite Dragonling, 1, Item, Trinket (2)&lt;br&gt;(1) &amp;gt;&amp;gt;&amp;gt; Arcanite Dragonling is also an ally with 2 [Melee] ATK / 2 health and &lt;b&gt;protector&lt;/b&gt; this turn.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Arena Master, Arena Quest&lt;br&gt;Pay (4) to complete this quest.&lt;br&gt;Reward: Each player chooses an ally in his party. If you chose the ally with the highest ATK, draw two cards.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Aura of Accuracy, 3, Paladin, Ability—Holy, Aura (1)&lt;br&gt;Ongoing: You pay (1) less to play cards and effects with one or more targets, to a minimum of (1).&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;You don’t pay less to play a &lt;i&gt;card&lt;/i&gt; 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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Battle Tactics, 7, Warrior, Ability—Protection&lt;br&gt;Ongoing: Opposing heroes and allies must attack each turn if able. &amp;lt;p&amp;gt; When an opponent proposes a combat, you may change the proposed defender. (It must be a legal choice for the attacker.)&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;span&gt;&lt;br&gt;&lt;/span&gt;&lt;/i&gt;&amp;nbsp;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Continuum Blade, 5, Weapon—Sword, Melee (1), 1 ATK, 2 Strike&lt;br&gt;At the start of each player's turn, if he didn't take the last turn, he takes an extra turn after this one.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Consul Rhys Lorgrand, 3, Alliance, Ally—Human Priest, 3 [Holy] ATK / 3 Health&lt;br&gt;Human Hero Required &amp;lt;p&amp;gt; Diplomacy: [Alliance] allies &amp;lt;p&amp;gt; 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)&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Crusader Strike, 5, Paladin, Instant Ability—Retribution Talent&lt;br&gt;Retribution Hero Required &amp;lt;p&amp;gt; Your hero deals melee damage to target hero or ally equal to 3 plus the ATK of one of your Melee weapons. &amp;lt;p&amp;gt; You may put an ongoing Judgement or Seal card from your graveyard into play.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;Judgement of Light and Judgement of Wisdom have received errata. Both now have the Judgement tag.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Enemies, Old and New, Horde, Quest&lt;br&gt;Pay (3) to complete this quest. &amp;lt;p&amp;gt; Reward: Draw a card. You may remove a counter from target card in play.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;You can’t remove damage (even if damage is being represented by counters).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Enslaved Abyssal, 4, Warlock, Ally—Abyssal Demon, Pet (1), 5 [Fire] ATK / 7 Health&lt;br&gt;Fire Resistance &amp;lt;p&amp;gt; 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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;Enslaved Abyssal doesn’t lose &lt;b&gt;fire resistance&lt;/b&gt;. 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).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Feral Charge, 2, Druid, Instant Ability—Feral Talent&lt;br&gt;Feral Hero Required &amp;lt;p&amp;gt; Play only if your hero is in bear form. &amp;lt;p&amp;gt; Interrupt target card.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;Cards that have been &lt;i&gt;placed&lt;/i&gt; on the chain can’t be targeted for interruption.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;The Final Message to the Wildhammer, Horde, Quest&lt;br&gt;On your turn, pay (2) to complete this quest.&lt;br&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;This is the first card that puts a non-ally token into play.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Gladiator's Regalia, 8, Mage, Arena Armor Set—Cloth, Chest (1), Hands (1), Head (1), Legs (1), Shoulder (1), 5 DEF&lt;br&gt;Opposing allies lose and can't have powers. &amp;lt;p&amp;gt; [Activate] &amp;gt;&amp;gt;&amp;gt; Your hero deals 2 fire damage to target hero or ally.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Greater Chain Lightning, 7, Shaman, Ability—Elemental&lt;br&gt;Target up to five heroes and/or allies. Your hero deals 5, 4, 3, 2, and 1 nature damage to them, respectively.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;Damage amounts are assigned to targets as you play Greater Chain Lightning.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;span&gt;&lt;br&gt;&lt;/span&gt;&lt;/i&gt;&amp;nbsp;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Grounding Totem, 1, Shaman, Ability—Enhancement, Air Totem (1), 4 Health&lt;br&gt;Ongoing: Opposing cards and effects must target Grounding Totem if able.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Hibernate, 2, Druid, Instant Ability—Balance&lt;br&gt;Put target non-token ally into its owner's resource row face down, then exhaust it.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;As a card in play enters your resource row face down, i&lt;/span&gt;t loses its name, powers, text, types, tags, and traits.&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;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.&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Ice Barbed Spear, 5, Two-Handed Weapon—Polearm, Melee (1), 3 ATK, 2 Strike&lt;br&gt;Each opponent can't draw cards unless he pays (1) for each card.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Immobilize, 4, Ability—Balance Subtlety&lt;br&gt;Attach to target ability, ally, equipment, or resource and exhaust it. &amp;lt;p&amp;gt; Ongoing: Attached card can't ready during its controller's ready step.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;All attachments (including Immobilize) attached to a Totem are destroyed as part of PPP.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;In Defense of Halaa, Alliance, Quest&lt;br&gt;Pay (3) to complete this quest.&lt;br&gt;Reward: Draw a card. You may choose a counter on target card in play and add another of those counters to it.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;You can’t add damage (even if damage is being represented by counters).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Keward Rocksalt, 3, Alliance, Ally—Dwarf Warrior, 3 [Melee] ATK / 2 Health&lt;br&gt;Protector &amp;lt;p&amp;gt; Opposing allies have -1 health while Keward is defending.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;If an undamaged ally with 4 health attacks Keward, it will be destroyed during that combat’s conclusion.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Lohn'goron, Bow of the Torn-heart, 6, Weapon—Bow, Ranged (1), 3 ATK, 3 Strike&lt;br&gt;When you strike with Lohn'goron, your hero has long-range this combat.&lt;br&gt;Exhaust an ally in your party &amp;gt;&amp;gt;&amp;gt; It deals 1 ranged damage to target hero.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;Allies can be exhausted to use this power regardless of how long they’ve been in your party.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Lolly the Unsuspecting, 4, Alliance, Ally—Gnome Mage, 2 [Arcane] ATK / 3 Health&lt;br&gt;All targets are chosen at random.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;For each target description a link has, first identify the set of legal targets (for example, by excluding &lt;b&gt;untargetable&lt;/b&gt; 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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;span&gt;&lt;br&gt;&lt;/span&gt;&lt;/i&gt;&amp;nbsp;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Maleo the Blur, Horde, Hero—Tauren Druid (Feral), Alchemy/Jewelcrafting, 28 Health&lt;br&gt;(2), Flip Maleo &amp;gt;&amp;gt;&amp;gt; This turn, Maleo is in cat form and has Form (1) until you strike with a weapon or play a non-Feral ability.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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 &lt;b&gt;cat form&lt;/b&gt; and Form (1) if you strike with a weapon or play a non-Feral ability.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Masquerade Gown, 6, Armor—Cloth, Chest (1), 0 DEF&lt;br&gt;[Activate] &amp;gt;&amp;gt;&amp;gt; Target ally in your party becomes a copy of a second target ally in your party this turn.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;font size="2"&gt;&lt;em&gt;Medallion of the Alliance, 2, Alliance, Item, Trinket (2), 1 DEF&lt;br&gt;(1), Put Medallion of the Alliance on the bottom of your deck &amp;gt;&amp;gt;&amp;gt; Interrupt target ability card that's targeting your hero if it was played by a [Horde] player. &amp;lt;p&amp;gt; (This item can prevent damage like an armor.)&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/font&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Medallion of the Horde, 2, Horde, Item, Trinket (2), 1 DEF&lt;br&gt;(1), Put Medallion of the Horde on the bottom of your deck &amp;gt;&amp;gt;&amp;gt; Interrupt target ability card that's targeting your hero if it was played by an [Alliance] player. &amp;lt;p&amp;gt; (This item can prevent damage like an armor.)&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Merciless Gladiator's Battlegear, 8, Warrior, Arena Armor Set—Plate, Chest (1), Hands (1), Head (1), Legs (1), Shoulder (1), 8 DEF&lt;br&gt;If your hero would deal damage with a weapon, it deals double that much instead.&lt;br&gt;[Activate] &amp;gt;&amp;gt;&amp;gt; Exhaust target hero or ally, and your hero deals 1 melee damage to it.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;See &lt;i&gt;Gladiator’s Regalia&lt;/i&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Moonflare, 3, Druid, Ability—Balance&lt;br&gt;Ongoing: When a resource enters play under your control, your hero may deal 1 arcane damage to target ally.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;A card entering your resource row from play doesn’t trigger Moonflare’s power.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Mystic Denial, 5, Mage, Instant Ability—Arcane&lt;br&gt;Interrupt target card.&lt;br&gt;Ongoing: When an opponent plays a card, destroy Mystic Denial. If you do, interrupt that card.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;Cards that have been &lt;i&gt;placed&lt;/i&gt; on the chain can’t be targeted for interruption.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Natural Conduit, 3, Shaman, Instant Ability—Elemental&lt;br&gt;Your hero deals 3 nature damage to target ally and heals 3 damage from itself.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;No damage is healed if the target is illegal on resolution.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Netherbane, 1, Weapon—Axe, Melee (1), 2 ATK, 2 Strike&lt;br&gt;Cards in play you control can't be removed from the game.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;Cards in play you control can still be destroyed or put into their owners’ hands.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;span&gt;&lt;br&gt;&lt;/span&gt;&lt;/i&gt;&amp;nbsp;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Nyn'jah's Tabi Boots, 6, Armor—Leather, Feet (1), 1 DEF&lt;br&gt;Other players can't use payment powers during your turn.&lt;br&gt;You can use the payment powers of any cards in play during your turn (including opposing cards).&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;You may flip an opposing hero to use its flip power, exhaust an opposing ally to use its activated power (as long as that &lt;/span&gt;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).&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Oakenclaw, Alliance, Hero—Night Elf Druid (Feral), Alchemy/Engineering, 27 Health&lt;br&gt;(1), Flip Oakenclaw &amp;gt;&amp;gt;&amp;gt; This turn, Oakenclaw is in bear form and has Form (1) until you strike with a weapon or play a non-Feral ability.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;See &lt;i&gt;Maleo the Blur&lt;/i&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;The Oathkeeper, 4, Two-Handed Weapon—Mace, Melee (1), 6 ATK, 2 Strike&lt;br&gt;When The Oathkeeper enters play, choose an oath: "I won't play cards;" or "I won't draw cards."&lt;br&gt;You can't break &lt;b&gt;the oath you took&lt;/b&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Primal Totem, 1, Shaman, Instant Ability—Elemental, Earth Totem (1), 1 Health&lt;br&gt;Ongoing: When one of your Totems is destroyed, it deals 1 nature damage to each opposing hero and ally.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;When Primal Totem itself is destroyed, it deals 1 nature damage to each opposing hero and ally.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Ransack, 4, Rogue, Ability—Assassination&lt;br&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;A Rare Bean, Quest&lt;br&gt;Pay (2) to complete this quest. &amp;lt;p&amp;gt; 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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Resourcefulness, 4, Hunter, Ability—Survival Talent&lt;br&gt;Survival Hero Required&lt;br&gt;Ongoing: Heroes and non-token allies in your party can be exhausted to pay costs as though they were resources.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;Affected characters are &lt;i&gt;not&lt;/i&gt; resources. Affected allies can be exhausted this way regardless of how long they’ve been in your party.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;span&gt;&lt;br&gt;&lt;/span&gt;&lt;/i&gt;&amp;nbsp;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Rune of Metamorphosis, 1, Druid, Item, Trinket (2)&lt;br&gt;Your Forms aren't destroyed by abilities you play. (You can still have only one card with Form (1) in play.)&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Snipe, 2, Hunter, Instant Ability—Marksmanship&lt;br&gt;When the next ability, ally, or equipment enters play this turn, destroy it.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Spell Ricochet, 2, Instant Ability—Arcane Protection&lt;br&gt;You may change the target of an ability card with a single target.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Spell Suppression, 1, Mage, Ability—Arcane&lt;br&gt;Attach to target ability, ally, equipment, or resource. &amp;lt;p&amp;gt; Ongoing: Attached card loses and can't have powers.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;i&gt; &lt;/i&gt;All attachments (including Spell Suppression) attached to a Totem are destroyed as part of PPP&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Spirits of Auchindoun, Quest&lt;br&gt;Turn one of your other face-up resources face down to complete this quest. &amp;lt;p&amp;gt; Reward: Draw a card.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;The Staff of Twin Worlds, 6, Two-Handed Weapon—Staff, Melee (1), 1 ATK, 3 Strike&lt;br&gt;Other cards in play have their printed text a second time.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;“Text” refers only to text in a card’s text box. Most keywords don’t do anything extra while doubled, but &lt;b&gt;berserking&lt;/b&gt;, &lt;b&gt;cat form&lt;/b&gt;, &lt;b&gt;diplomacy&lt;/b&gt;, &lt;b&gt;inspire&lt;/b&gt;, and &lt;b&gt;war stomp&lt;/b&gt; 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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Sudden Shot, 3, Hunter, Instant Ability—Marksmanship&lt;br&gt;You pay (1) less to play Sudden Shot for each other ability you've played this turn.&lt;br&gt;Your hero deals 3 ranged damage to target hero or ally.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;You pay (1) less for each other ability you’ve played this turn, even if it was also named Sudden Shot.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Suspended Curse, 2, Warlock, Ability—Affliction Curse&lt;br&gt;Attach to target ability, ally, or equipment. &amp;lt;p&amp;gt; Ongoing: At the start of your turn, remove attached card from the game.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;All attachments (including Suspended Curse) attached to a Totem are destroyed as part of PPP.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;span&gt;&lt;br&gt;&lt;/span&gt;&lt;/i&gt;&amp;nbsp;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;font size="2"&gt;&lt;em&gt;Tinker Bixy Blue, 3, Alliance, Ally—Gnome Rogue, 1 [Melee] ATK / 4 Health&lt;br&gt;If Bixy is undamaged: [Activate] &amp;gt;&amp;gt;&amp;gt; Target player discards a card and you draw a card.&lt;o:p&gt;&lt;/o:p&gt;&lt;/em&gt;&lt;/font&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Tinker Burnfizzle, 6, Alliance, Ally—Gnome Warlock, 4 [Fire] ATK / 5 Health&lt;br&gt;If Burnfizzle is undamaged: [Activate] &amp;gt;&amp;gt;&amp;gt; Burnfizzle deals 3 fire damage to each opposing hero and ally.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Transfigure, 4, Mage, Ability—Arcane&lt;br&gt;Ongoing: [Activate] &amp;gt;&amp;gt;&amp;gt; Target weapon's ATK becomes equal to its strike cost this turn.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;This will overwrite any earlier-timestamped modifiers to that weapon’s ATK. Later modifiers can still change its ATK as usual.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Unending Breath, 2, Warlock, Ability—Demonology&lt;br&gt;Ongoing: Play with the top card of your deck revealed.&lt;br&gt;You may complete quest cards from the top of your deck. As you do, remove them from the game as an additional cost.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;See &lt;i&gt;Aquatic Form&lt;/i&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Unholy Power, 4, Warlock, Ability—Demonology Talent&lt;br&gt;Demonology Hero Required &amp;lt;p&amp;gt; Ongoing: Demons in your party have +3 ATK / +3 health.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;This card has received errata. The word “Ongoing” was omitted.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Vengeful Gladiator's Vestments, 7, Rogue, Arena Armor Set—Leather, Chest (1), Hands (1), Head (1), Legs (1), Shoulder (1), 6 DEF&lt;br&gt;When you play a finishing move, you may interrupt target card.&lt;br&gt;[Activate] &amp;gt;&amp;gt;&amp;gt; Put the top card of your deck into your resource row face down and ready.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;See &lt;i&gt;Feral Charge&lt;/i&gt; and &lt;i&gt;Gladiator’s Regalia&lt;/i&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Veteran's Pendant, 1, Item, Neck (1)&lt;br&gt;If you win this game, you decide who goes first next game.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;War of Attrition, 3, Warrior, Ability—Fury&lt;br&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;Players &lt;i&gt;can&lt;/i&gt; put &lt;i&gt;exactly&lt;/i&gt; 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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Water Breathing, 2, Shaman, Ability—Enhancement&lt;br&gt;Ongoing: You may complete quest cards from your hand. As you do, remove them from the game as an additional cost.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;See &lt;i&gt;Aquatic Form&lt;/i&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Weldon Barov, 5, Alliance, Ally—Human Warrior, Unique, 5 [Melee] ATK / 5 Health&lt;br&gt;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.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;Destroy them even if Weldon has left play or lost his powers.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyExampleCard"&gt;&lt;span&gt;&lt;em&gt;&lt;font size="2"&gt;Wyler Surestrike, 2, Alliance, Ally—Night Elf Rogue, 2 [Melee] ATK / 1 Health&lt;br&gt;Shadowmeld &amp;lt;p&amp;gt; When Wyler deals combat damage to a defending ally, destroy that ally.&lt;o:p&gt;&lt;/o:p&gt;&lt;/font&gt;&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MyGlossary"&gt;&lt;span&gt;Destroy that ally even if Wyler was destroyed by the exchange of combat damage that triggered his power.&lt;/span&gt;&lt;b&gt;&lt;/b&gt;&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;b&gt;&lt;/b&gt;</description></item><item><title>2009 updates to Official Card Reference</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/1016428.aspx</link><pubDate>Mon, 04 Feb 2008 18:36:55 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:1016428</guid><dc:creator>1120110</dc:creator><slash:comments>18</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/1016428.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=1016428</wfw:commentRss><description>Hi All,&lt;br&gt;
&lt;br&gt;
The current OCR can be downloaded from:&lt;br&gt;
&lt;br&gt;&lt;a href="http://ude.com/wow/rules" target="_blank" title="
http://ude.com/wow/rules"&gt;http://ude.com/wow/rules&lt;/a&gt;&lt;br&gt;
&lt;br&gt;
------- The following updates were made in 2009:&lt;br&gt;
&lt;br&gt;
1) Blood of Gladiators, Fields of Honor, Drums Crafted, Gladiators
Crafted, Arena Grand Melee, Death Knight Deluxe Starter, and Wrath of
the Lich King CE cards added&lt;br&gt;
&lt;br&gt;
2) Loot collector numbers added&lt;br&gt;
&lt;br&gt;
3) The Oathkeeper now clarifies that "You can't break the oath you took."&lt;br&gt;
&lt;br&gt;
4) From the Blood of Gladiators FAQ:&lt;br&gt;
&lt;br&gt;
&lt;i&gt;Foam Sword Rack, 4, Ability (Gladiators-92R)&lt;br&gt;
Ongoing: &lt;b&gt;Each hero has&lt;/b&gt; "(1) &amp;gt;&amp;gt;&amp;gt; This hero deals ½ melee damage to target hero."&lt;/i&gt;&lt;br&gt;
&lt;br&gt;
The bold text clarifies which hero deals this damage, and that this damage isn’t dealt "with an ability."&lt;br&gt;
&lt;br&gt;
&lt;i&gt;Gladiator Kileana, 5, Arena Ally—Blood Elf Warlock (Gladiators-129C)&lt;br&gt;
When Kileana or another Arena ally enters your party, it may deal 1
fire damage to each hero and ally &lt;b&gt;other than itself.&lt;/b&gt;&lt;/i&gt;&lt;br&gt;
&lt;br&gt;
The bold text clarifies that that ally may deal damage to each hero and
ally other than itself rather than each hero and ally other than
Kileana.&lt;br&gt;
&lt;br&gt;
5.1) Added ongoing to:&lt;br&gt;
&lt;br&gt;
&lt;i&gt;Icon of the Silver Crescent, 4, Item, Trinket (2) (Badge-4E)&lt;br&gt;
If a non-token ally in your party would be destroyed, attach it to a
hero instead. That ally loses all powers and becomes an ability with
"&lt;b&gt;Ongoing:&lt;/b&gt; At the start of your turn, your hero deals 1 fire
damage to attached hero."&lt;/i&gt;&lt;br&gt;
&lt;br&gt;
&lt;i&gt;Gladiator's Sanctuary, 8, Druid (Honor-158E)&lt;br&gt;
Arena Armor Set—Leather, Chest (1), Hands (1), Head (1), Legs (1), Shoulder (1), 6 DEF&lt;br&gt;
When you place a resource, you may put the top card of your deck into
your resource row face down and ready. &amp;lt;p&amp;gt; [Activate]
&amp;gt;&amp;gt;&amp;gt; Attach a Balance ability token with three wind counters to
target hero or ally. That ability has "&lt;b&gt;Ongoing:&lt;/b&gt; Attached
character can't attack or protect. At the start of your turn, remove a
wind counter. If none remain, destroy this ability."&lt;/i&gt;&lt;br&gt;
&lt;br&gt;
5.2) Removed ongoing from:&lt;br&gt;
&lt;br&gt;
&lt;i&gt;Grim Reach, 3, Warlock, Ability—Affliction Talent (Gladiators-71R)&lt;br&gt;
Affliction Hero Required &amp;lt;p&amp;gt; Opposing heroes and allies have -1 health this turn for each ability you control.&lt;/i&gt;&lt;br&gt;
&lt;br&gt;
6) Cremate has received the following errata:&lt;br&gt;
&lt;br&gt;
&lt;i&gt;Cremate, 1, Warlock (Honor-69C)&lt;br&gt;
Ability—Destruction&lt;br&gt;
Your hero deals 2 fire damage to target hero or ally. If &lt;b&gt;you
targeted a non-hero and it&lt;/b&gt; would be destroyed this turn, remove it
from the game instead.&lt;/i&gt;&lt;br&gt;
&lt;br&gt;
Full details in
&lt;a href="http://entertainment.upperdeck.com/WOW/COMMUNITY/forums/permalink/1774596/1777010/ShowThread.aspx#1777010" target="_blank" title="http://entertainment.upperdeck.com/WOW/COMMUNITY/forums/permalink/1774596/1777010/ShowThread.aspx#1777010"&gt;this
post&lt;/a&gt;.&lt;br&gt;
&lt;br&gt;
------- The following updates were made in 2008:&lt;br&gt;
&lt;br&gt;
1) Servants of the Betrayer, The Hunt for Illidan, Drums of War,
Magtheridon's Lair, Black Temple, Darkmoon Faire, and Badge of Justice
trinkets added&lt;br&gt;
&lt;br&gt;
2) Type line errata:&lt;br&gt;
&lt;br&gt;
- Haaroon, Demonology Talent Ally—Felguard Demon (added Demonology tag; moved Talent tag)&lt;br&gt;
&lt;br&gt;
- Mutilate, Instant Ability—Assassination Talent Combo (added Combo tag)&lt;br&gt;
&lt;br&gt;
- Shred, Instant Ability—Feral Combo (added Combo tag)&lt;br&gt;
&lt;br&gt;
- Judgement of Light, Ability—Holy Judgement (added Judgement tag)&lt;br&gt;
&lt;br&gt;
- Judgement of Wisdom, Ability—Holy Judgement (added Judgement tag)&lt;br&gt;
&lt;br&gt;
3) "At end of turn" errata:&lt;br&gt;
&lt;br&gt;
- Functional errata to Ancient Cornerstone Grimoire and Barov Peasant Caller&lt;br&gt;
&lt;br&gt;
- Clarifying errata to Adrenaline Rush, Bear Form, Cat Form, Corpse Run, Illusionary Rod, and Stealth&lt;br&gt;
&lt;br&gt;
- Full details in this post: http://entertainment.upperdeck.com/WOW/COMMUNITY/forums/post/1010924.aspx&lt;br&gt;
&lt;br&gt;
4) Tokens generated by Fire Elemental Totem and resources animated by Imp Mistress Noali have damage type [fire]:&lt;br&gt;
&lt;br&gt;
&lt;i&gt;Fire Elemental Totem, 2, Shaman (Outland-77C)&lt;br&gt;
Instant Ability—Elemental, Fire Totem (1), 1 Health&lt;br&gt;
Ongoing: When Fire Elemental Totem enters play, put a Fire Elemental
ally token with 2 [Fire] ATK / 1 health, and ferocity into play.
&amp;lt;p&amp;gt; (Totems can be attacked or targeted like allies.)&lt;/i&gt;&lt;br&gt;
&lt;br&gt;
&lt;i&gt;Imp Mistress Noali, 6, Horde (Legion-189R)&lt;br&gt;
Ally—Blood Elf Warlock, 4 [Fire] ATK / 4 Health&lt;br&gt;
Your face-down resources are also Imp Demon allies with 1 [Fire] ATK / 1 health.&lt;/i&gt;&lt;br&gt;
&lt;br&gt;
5) Silas Darkmoon's power adds to his stats rather than wipes them, which is important in a few corner cases:&lt;br&gt;
&lt;br&gt;
&lt;i&gt;Silas Darkmoon, 6, Ally—Gnome Ringleader, Unique, 0 [Melee] ATK / 0 Health&lt;br&gt;
Silas has ADDITIONAL ATK equal to the combined ATK of all other allies
in your party, and ADDITIONAL health equal to the combined health of
all other allies in your party.&lt;/i&gt;&lt;br&gt;
&lt;br&gt;
6) The three cards that "double" ATK have been functionally changed to
clear up confusion. The new wording clarifies that the size of the buff
is locked on resolution, and stays locked for the rest of the turn (so
if a weapon strike takes your hero to 3 ATK, for example, then Avenging
Wrath will give that hero +3 ATK this turn, even after that combat
concludes).&lt;br&gt;
&lt;br&gt;
&lt;i&gt;Avenging Wrath, 4, Paladin (Betrayer-68U)&lt;br&gt;
Instant Ability—Retribution&lt;br&gt;
Your hero has +X ATK this turn, where X is its ATK.&lt;/i&gt;&lt;br&gt;
&amp;nbsp;&lt;br&gt;
&lt;i&gt;Bloodstained Ravager Gauntlets, 7, HuSh (Legion-256R)&lt;br&gt;
Armor—Mail, Hands (1), 2 DEF&lt;br&gt;
[Activate] &amp;gt;&amp;gt;&amp;gt; Target weapon has +X ATK this turn, where X is its ATK.&lt;/i&gt;&lt;br&gt;
&amp;nbsp;&lt;br&gt;
&lt;i&gt;Ripper, 1, Hunter (Legion-38U)&lt;br&gt;
Ally—Ravager, Pet (1), 1 ATK (Melee), 1 Health&lt;br&gt;
(3) &amp;gt;&amp;gt;&amp;gt; Ripper has +X ATK this turn, where X is its ATK.&lt;/i&gt;&lt;br&gt;
&lt;br&gt;
7) Corki's Ransom can be completed only from play:&lt;br&gt;
&lt;br&gt;
&lt;i&gt;Corki's Ransom, Alliance (Outland-227C)&lt;br&gt;
Quest&lt;br&gt;
Put Corki's Ransom FROM PLAY into its owner's hand and pay (2) to complete this quest. &amp;lt;p&amp;gt; Reward: Draw a card.&lt;/i&gt;&lt;br&gt;
&lt;br&gt;
8) Unholy Power is ongoing:&lt;br&gt;
&lt;br&gt;
&lt;i&gt;Unholy Power, 4, Warlock (Drums-82R)&lt;br&gt;
Ability—Demonology Talent&lt;br&gt;
Demonology Hero Required &amp;lt;p&amp;gt; ONGOING: Demons in your party have +3 ATK / +3 health.&lt;/i&gt;&lt;br&gt;
&lt;br&gt;
Thanks,&lt;br&gt;
PR</description></item><item><title>Weapon and Attachment Question</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/1862548.aspx</link><pubDate>Mon, 23 Nov 2009 06:28:29 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:1862548</guid><dc:creator>888509</dc:creator><slash:comments>1</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/1862548.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=1862548</wfw:commentRss><description>If I have a "Retainer Blade" with a "Tidal Infusion" attachment in play. Then I play "Arm Blade of Augelmir". &lt;br /&gt;&lt;br /&gt;Q1: Can I get my Tida Infusion back to hand, when I decide to destroy my Arm Blade(due to Uniqueness)?&lt;br /&gt;&lt;br /&gt;Q2: Opponet destroy target weapon, targeting my Retainer Blade. Can I in response cast Arm Blade, to get back my Tidal Infusion to hand and have my Arm Blade in play(destroying Retainer due to Uniquesness)?&lt;br /&gt;&lt;br /&gt;Arm Blade of Augelmir - When this weapon enters play, you may put target ability into its owner's hand.&lt;br /&gt;&lt;br /&gt;Tidal Infusion - Attach to target ally or weapon you control. Ongoing: When attached card exhausts, you may draw a card.&lt;br /&gt;&lt;br /&gt;Thanks.</description></item><item><title>Defiling the Defilers</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/1862208.aspx</link><pubDate>Sun, 22 Nov 2009 15:42:08 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:1862208</guid><dc:creator>3075243</dc:creator><slash:comments>4</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/1862208.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=1862208</wfw:commentRss><description>I got really excited when I read this card, but my excitement died down once I read it more carefully. Now I would like to clarify. The quest reads:&lt;br /&gt;&lt;br /&gt;If allies you controlled dealt 5 or more damage this turn, pay 4 to complete this quest.&lt;br /&gt;Reward: Draw three cards.&lt;br /&gt;&lt;br /&gt;Does this mean, for me to complete this quest, the allies must no longer be in my control?</description></item><item><title>Ability's</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/1860630.aspx</link><pubDate>Thu, 19 Nov 2009 22:42:37 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:1860630</guid><dc:creator>3090535</dc:creator><slash:comments>15</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/1860630.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=1860630</wfw:commentRss><description>1. can you use an ability when your hero is fliped/exaughsted cause i finally got my drums of war decks and my hero is a mage and her power is flip jihan --&amp;gt; the next time jihan would deal dmg with an ability this turn, she deals that much +1 instead. 2.&amp;nbsp;oh and if you put a weapon on your hero and its you turn can you attack with that weapon right away?</description></item><item><title>Corpse Explosion vs Mograine's power</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/1862151.aspx</link><pubDate>Sun, 22 Nov 2009 09:44:30 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:1862151</guid><dc:creator>2235117</dc:creator><slash:comments>12</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/1862151.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=1862151</wfw:commentRss><description>So after I failed miserably in sneak preview, I have some questions :-)&lt;br /&gt;&lt;br /&gt;Opponent has Lord Mograine in play with 1 dmg, and some other allies, with 4 health or less. &lt;br /&gt;&lt;br /&gt;&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;br /&gt;(Pay) 1, Destroy a Death Knight you control -&gt; Put a 3 [Melee] / 3 [Health] Ghoul ally token into play.&lt;br /&gt;&lt;/div&gt;&lt;/BLOCKQUOTE&gt;&lt;br /&gt;&lt;br /&gt;I play Corpse Explosion, to try and clear the board.&lt;br /&gt;&lt;br /&gt;&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;br /&gt;Remove target ally in a graveyard from the game. If you do, your hero deals 4 shadow damage to each opposing hero and ally.&lt;br /&gt;&lt;/div&gt;&lt;/BLOCKQUOTE&gt;&lt;br /&gt;&lt;br /&gt;But my opponent foiled my plans, by using Mograine's power to turn the soon-to-be-dead allies into ghouls.&lt;br /&gt;We had some debate about whether he could do this so the ghouls would come into play after my Corpse Explosion.&lt;br /&gt;&lt;br /&gt;The judge ruled that he could, and I lost the game, but I'm not quite sure that was the correct ruling.&lt;br /&gt;&lt;br /&gt;Was this correct? Why or why not?</description></item><item><title>All Aboard for Undercity?</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/1862518.aspx</link><pubDate>Mon, 23 Nov 2009 04:32:05 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:1862518</guid><dc:creator>2163356</dc:creator><slash:comments>2</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/1862518.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=1862518</wfw:commentRss><description>&lt;P&gt;It's a new Scourgewar card that reads:&amp;nbsp; "Each player puts a horde ally from his graveyard into his hand."&lt;/P&gt;
&lt;P&gt;There's also an Alliance counterpart.&amp;nbsp; My questions is do both players have to have a horde ally in their graveyard for this card to be played?&lt;/P&gt;
&lt;P&gt;Thanks! ^__^&lt;/P&gt;</description></item><item><title>Assaulton a Hero</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/1862304.aspx</link><pubDate>Sun, 22 Nov 2009 20:48:10 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:1862304</guid><dc:creator>2449855</dc:creator><slash:comments>2</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/1862304.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=1862304</wfw:commentRss><description>This question just came up at our sneak. If a hero has Assault X (In this case, 1 from Bloodbane's Fall) and no weapon to strike with, is the damage considered melee automatically, or does it not have a type and can thus be prevented with something like Shield of Distortion?&lt;br&gt;</description></item><item><title>Extract of Necromantic Power - Does it stack?</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/1862117.aspx</link><pubDate>Sun, 22 Nov 2009 07:04:01 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:1862117</guid><dc:creator>891630</dc:creator><slash:comments>4</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/1862117.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=1862117</wfw:commentRss><description>The title explains it all.  Here is the text:&lt;br /&gt;&lt;br /&gt;As each turn starts,&lt;br /&gt;[Warlock] Hero: Prevent the next 3 melee ([Melee]) damage that would be dealt to your hero this turn.&lt;br /&gt;[Death Knight] Hero: Prevent the next 3 non-melee damage that would be dealt to your hero this turn.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;http://www.wowtcgdb.com/carddetail.aspx?id=2940&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;If I have 2 in play, can I prevent 6?  Also, is it all in 1 packet, or is it just as it comes?  That is, if someone attacks with a 2 fire damage ally do I have 1 more remaining to prevent?</description></item><item><title>Dreadsteed</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/1862211.aspx</link><pubDate>Sun, 22 Nov 2009 16:02:11 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:1862211</guid><dc:creator>2184749</dc:creator><slash:comments>2</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/1862211.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=1862211</wfw:commentRss><description>Hello, &lt;br&gt;I have just one question. I have new warlock mount Dreadsteed. Is he warlock or not? Can I use flip power of new sourgewar heroes when he is in play or not? &lt;br&gt;&lt;br&gt;Thank you very much for your answer. &lt;br&gt;Radek&lt;br&gt;</description></item><item><title>New cards for Obliveron from Scourgewar?</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/1862156.aspx</link><pubDate>Sun, 22 Nov 2009 10:16:09 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:1862156</guid><dc:creator>3024606</dc:creator><slash:comments>3</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/1862156.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=1862156</wfw:commentRss><description>I know for sure that you can use the following cards for Obliveron decks from Scourgewar:&lt;br /&gt;&lt;br /&gt;Jek'kresh&lt;br /&gt;http://www.wowtcgdb.com/carddetail.aspx?id=3091&lt;br /&gt;&lt;br /&gt;Rhuunom&lt;br /&gt;http://www.wowtcgdb.com/carddetail.aspx?id=3093&lt;br /&gt;&lt;br /&gt;Rhuunom is my new 1 drop, my friends who play Warrior can kiss their turn one Rends goodbye.  Jek'kresh doesn't seem to have as great utility but another 3 drop protector looks nice plus you never know when Shadow Prot may suddenly come in handy.&lt;br /&gt;&lt;br /&gt;I would really like to have some confirmation that we can use the following cards:&lt;br /&gt;&lt;br /&gt;Dreadsteed&lt;br /&gt;http://www.wowtcgdb.com/carddetail.aspx?id=3089&lt;br /&gt;&lt;br /&gt;Dreadsteed of Xoroth&lt;br /&gt;http://www.wowtcgdb.com/carddetail.aspx?id=2918&lt;br /&gt;&lt;br /&gt;These two cards?  Wow, just wow, I'm still trying to consider the possibilities, but I believe this just increases Obliveron's already insane resource curve AND adds recursion from the graveyard.  All those Demon-hating weapons/allies/whatever that think it's safe to just blow the demons to the graveyard?  HAHAHAHAHAHA!!!!!</description></item><item><title>Staff of Twin Worlds and Kel'Thuzad?</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/1861952.aspx</link><pubDate>Sun, 22 Nov 2009 01:24:05 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:1861952</guid><dc:creator>1189990</dc:creator><slash:comments>8</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/1861952.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=1861952</wfw:commentRss><description>Hi,&lt;br /&gt;&lt;br /&gt;&lt;img src="http://www.wowtcgdb.com/images/medium/the_staff_of_twin_worlds.jpg" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img src="http://ep.yimg.com/ca/I/yhst-99140670482918_2081_65585756" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;Does Staff of Twin Worlds double Kel'Thuzad's text when he enters play?&lt;br /&gt;&lt;br /&gt;Thanks.</description></item><item><title>Kel&amp;#180;Thuzad</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/1854270.aspx</link><pubDate>Sun, 08 Nov 2009 02:36:28 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:1854270</guid><dc:creator>1786538</dc:creator><slash:comments>15</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/1854270.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=1854270</wfw:commentRss><description>May I put Kel´thuzad and&amp;nbsp; Illidan Stormrage in my deck ? (my Hero is Vorna)&lt;br&gt;&lt;br&gt;If Yes, If I play Kelthuzad, next turn may I play Illidan ?&lt;br&gt;&lt;br&gt;thanks&lt;br&gt;</description></item><item><title>Rhuunom x2</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/1862074.aspx</link><pubDate>Sun, 22 Nov 2009 04:37:38 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:1862074</guid><dc:creator>1445017</dc:creator><slash:comments>3</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/1862074.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=1862074</wfw:commentRss><description>&lt;P&gt;In an Obliveron deck, I have Rhuunom x2 in play.&amp;nbsp; At the end of my turn, I target the one attachment with both of Rhuunom's powers.&amp;nbsp; Do I draw 1 card or 2?&lt;/P&gt;
&lt;P&gt;Rhuunom - At the end of your turn, you may destroy target attachment.&amp;nbsp; If you do, draw a card.&lt;/P&gt;</description></item><item><title>Untargetable hero = player?</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/1862125.aspx</link><pubDate>Sun, 22 Nov 2009 07:15:08 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:1862125</guid><dc:creator>3100041</dc:creator><slash:comments>1</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/1862125.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=1862125</wfw:commentRss><description>So my friend has a card. His hero is untargetable. &lt;br&gt;My card says target player... can i hit him with it?&lt;br&gt;</description></item><item><title>Conqueror Jarano &amp;amp; Extract of Necromantic Power </title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/1862083.aspx</link><pubDate>Sun, 22 Nov 2009 04:59:51 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:1862083</guid><dc:creator>2073957</dc:creator><slash:comments>2</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/1862083.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=1862083</wfw:commentRss><description>If my opponent is warlock and he has Extract of Necromantic Power in play, can i use Conqueror Jarano to destory Extract of Necromantic Power?&lt;br /&gt;&lt;br /&gt;Conqueror Jarano &lt;br /&gt;When this ally enters play, you may destroy target [Death Knight] ability or equipment.&lt;br /&gt;&lt;br /&gt;Extract of Necromantic Power &lt;br /&gt;As each turn starts,&lt;br /&gt;[Warlock] Hero: Prevent the next 3 melee ([Melee]) damage that would be dealt to your hero this turn.&lt;br /&gt;[Death Knight] Hero: Prevent the next 3 non-melee damage that would be dealt to your hero this turn.</description></item><item><title>Army of the Dead</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/1861245.aspx</link><pubDate>Fri, 20 Nov 2009 22:04:02 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:1861245</guid><dc:creator>2418628</dc:creator><slash:comments>6</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/1861245.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=1861245</wfw:commentRss><description>Real quick question.&lt;br&gt;&lt;br&gt;We're raiding Onyxia and it's stage 2, Onyxia flips and puts 10 Whelps in to play and then plays "Brood of Onyxia" putting a further 10 Whelps in to play. Does playing the "Army of the Dead" card in my hand apply and wipe those whelps, ignoring the fact there may be other allies out on the friendly side, and give me 20x 3/3 Ghoul allies ?&amp;nbsp; Doesn't say anything about the allies being non-token.&lt;br&gt;&lt;br&gt;If so I suppose that's potentially Stage 2 and Stage 3 wiped out in one card if Onyxia can't do anything about Ghoulies ... Pretty nasty.&lt;br&gt;</description></item><item><title>Damage prevention by Armor and the Chain</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/1861772.aspx</link><pubDate>Sat, 21 Nov 2009 17:27:31 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:1861772</guid><dc:creator>3100743</dc:creator><slash:comments>4</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/1861772.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=1861772</wfw:commentRss><description>Hi,&lt;br&gt;&lt;br&gt;I am new to WOW TCG and after reading the rulebook i have a question regarding damage prevention through armor.&lt;br&gt;&lt;br&gt;Maybe I simply overlooked it, but I couldn't seem to find the info if exausting armor to prevent damage uses the chain (kind of) in a way that my opponent could react to this by using for example a &lt;strong&gt;Sunder Armor&lt;/strong&gt; or the abilities of &lt;strong&gt;Liandra Rustshadow&lt;/strong&gt; or &lt;strong&gt;Blaine Roberts&lt;/strong&gt; to destroy the armor before I can use it.&lt;br&gt;&lt;br&gt;Thx for not flaming me . . . yet :P&lt;br&gt;</description></item><item><title>Echoes of Shifting Sand</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/1861712.aspx</link><pubDate>Sat, 21 Nov 2009 14:53:58 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:1861712</guid><dc:creator>1786538</dc:creator><slash:comments>1</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/1861712.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=1861712</wfw:commentRss><description>&lt;img src="http://www.wowtcgdb.com/images/medium/echoes_of_the_shifting_sands.jpg" border="0" /&gt;&lt;br&gt;&lt;br&gt;I play Echoes , so who put the allies in play first ? I or my opponent ?&lt;br&gt;&lt;br&gt;Because , I want to do this with this combo: opponent puts his allies in play (by Echoes)&amp;nbsp; then I reveal my deck and put Doomwalker and Horkin Figluster to destroy all his allies..... &lt;br&gt;&lt;br&gt;thanks&lt;br&gt;</description></item><item><title>Kray'zin effect timing question</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/1861590.aspx</link><pubDate>Sat, 21 Nov 2009 05:10:16 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:1861590</guid><dc:creator>2374925</dc:creator><slash:comments>4</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/1861590.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=1861590</wfw:commentRss><description>Couldn't see this particular answer in any of the threads about Kray'zin...&lt;br&gt;&lt;br&gt;&lt;b&gt;"&lt;/b&gt;&lt;span id="ctl00_body_FormView1_rulesLabel"&gt;&lt;b&gt;When Kray'zin or another ally enters your party, you may put any amount of non-fatal damage on it."&lt;/b&gt;&lt;br&gt;&lt;br&gt;At what point do you decide the amount of damage to put on an ally?&amp;nbsp; When the effect goes on the chain, or when it resolves?&lt;br&gt;&lt;br&gt;Can your opponent respond directly to the damage being put on?&amp;nbsp; ie by playing a damaging attack to kill off &lt;/span&gt;&lt;span id="ctl00_body_FormView1_rulesLabel"&gt;Kry'zin or ally x before you can continue with your turn.&lt;br&gt;&lt;br&gt;Not sure if it matters really, but it was nagging me :)&lt;br&gt;&lt;br&gt;Thanks,&lt;br&gt;Rob.&lt;br&gt;&lt;br&gt;Random question that just came to mind:&amp;nbsp; Is an ally that is reduced to 0 health (say by pugg) destroyed, or removed from play by the game?&lt;br&gt; &lt;/span&gt;</description></item><item><title>Dragonflight Great Ring question</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/1861665.aspx</link><pubDate>Sat, 21 Nov 2009 11:26:45 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:1861665</guid><dc:creator>2418439</dc:creator><slash:comments>3</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/1861665.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=1861665</wfw:commentRss><description>Since this ring triggers at the start of your turn,if someone responds to this with invisibility or blessing of freedom,do you have to targt your own hero?&lt;br&gt;</description></item><item><title>Gromble and Snipe</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/1861632.aspx</link><pubDate>Sat, 21 Nov 2009 06:59:25 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:1861632</guid><dc:creator>1287275</dc:creator><slash:comments>1</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/1861632.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=1861632</wfw:commentRss><description>If I play Gromble and my opponent plays Snipe, before Gromble dies, can I still use my hero to pay for a 1 cost instant?&lt;br&gt;</description></item><item><title>Kel'thuzad questions</title><link>http://entertainment.upperdeck.com/wow/community/forums/thread/1861602.aspx</link><pubDate>Sat, 21 Nov 2009 05:45:00 GMT</pubDate><guid isPermaLink="false">02b41859-1c05-4ac9-82ac-744f27f3c840:1861602</guid><dc:creator>1745287</dc:creator><slash:comments>2</slash:comments><comments>http://entertainment.upperdeck.com/wow/community/forums/thread/1861602.aspx</comments><wfw:commentRss>http://entertainment.upperdeck.com/wow/community/forums/commentrss.aspx?SectionID=122&amp;PostID=1861602</wfw:commentRss><description>&lt;P&gt;There are some new equipment that has specific effects for specific classes. This for example:&lt;/P&gt;
&lt;P&gt;&lt;img src="http://entertainment.upperdeck.com/ArticleImages/WoW/2009/Scourgewar/Previews/bootswhirling.jpg" border="0" /&gt;&lt;/P&gt;
&lt;P&gt;If I have out Kel'thuzad (or even Illidan) can I no longer use either of the powers?&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Also, with Kel'thuzad's power, can I choose to fail a search for an ally in&amp;nbsp;public zones. If my opponent has Sergeant Pugg in his RFG, can I choose to not gain control of it? Likewise for non-public zones?&lt;/P&gt;</description></item></channel></rss>