Hi All,
The official FAQ documents for:
* Year One (Heroes of Azeroth, Through the Dark Portal, and Fires of Outland)
* March of the Legion
* Servants of the Betrayer
can be found at http://entertainment.upperdeck.com/COMMUNITY/files/32/wow-faqs/default.aspx
Please reply to this thread with any suggestions for improvements to these FAQs. Please don't reply to this thread with rules questions not related to these FAQs.
Thanks!
PR
------- Servants of the Betrayer transcript:
This set is legal for sanctioned Constructed play from April 18, 2008.
1. Traitors
Traitor heroes have the Traitor tag and no talent specialization. As a result:
· You can’t include talent cards in Traitor hero decks.
· You can include Traitor Hero Required cards only in Traitor hero decks.
Each Traitor hero also has italicized text specifying the group responsible for that hero’s treachery (such as Grimtotem). This is purely for flavor and has no impact on game play.
2. Inspire: [card]
This is a keyword power that characters can have. It means:
As each other player’s ready step starts, you may ready an exhausted [card] in play you control.
· This doesn’t use the chain and happens at the same time that the other player readies his or her cards.
· 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.
Example: You control two copies of Marksman Glous and one exhausted quest as your turn ends. As the next player readies his or her cards, you may ready that quest, and you pay (1) less to complete it this turn. You can’t choose a ready quest and pay (1) less to complete it this turn, or choose that exhausted quest twice and pay (2) less to complete it this turn.
Marksman Glous, 2, Ally—Draenei Hunter, 3 ATK (Ranged), 2 Health
Aldor Reputation <p> Inspire: Quest
When a quest is inspired this way, you pay (1) less to complete it this turn.
3. Sabotage: [thing]
This is a keyword power that characters can have. Such a character can propose either a sabotage combat against a [thing] or a normal combat against a character.
In both cases, the proposed defender must not be controlled by a player friendly to the proposed attacker.
As a sabotage combat concludes, no combat damage is dealt, and powers that trigger “when [the attacker] sabotages” do so, even if that attacker has 0 ATK. If a character protects during a sabotage combat, it stops being a sabotage.
4. Specific cards
Alchemist Norrin'thal, 3, Horde, Ally—Blood Elf Mage, 3 ATK (Frost), 3 Health
(0) >>> Norrin'thal becomes an [Arcane] ally this turn. Use only once per turn.
(0) >>> Norrin'thal becomes a [Fire] ally this turn. Use only once per turn.
As Norrin'thal becomes a [damage type] ally, he loses all other damage types this turn.
Anchorite Fareena, 3, Ally—Draenei Priest, 3 ATK (Holy), 3 Health
Aldor Reputation <p> (0) >>> Attach target attachment to Fareena. Use only once per turn.
The target detaches from its current host and attaches to Fareena only if she matches its attach description.
Anchorite Onkoth, 5, Ally—Draenei Priest, 5 ATK (Holy), 4 Health
Aldor Reputation <p> Inspire: Ability, ally, equipment, hero, or resource
Onkoth may inspire only one card each turn. Contrast with Exarch Orelis.
Arcanist Alathana, 1, Ally—Blood Elf Mage, 2 ATK (Fire), 1 Health
Scryer Reputation <p> Sabotage: Ability <p> When Alathana sabotages an ability, put a depletion counter on it. <p> Abilities with depletion counters lose and can't have powers.
Depletion counters don't leave play as Alathana leaves play, but they don't do anything unless an Alathana is in play (not necessarily the same Alathana that added the counters). An ability can have more than one depletion counter on it, but the additional counters don’t have any additional effect.
Arcanist Dayvana, 2, Ally—Blood Elf Mage, 3 ATK (Fire), 1 Health
Scryer Reputation <p> Sabotage: Quest <p> When Dayvana sabotages a quest, you may complete it this turn.
Completing an opposing quest is the same as completing a quest from your resource row in all other ways. For example, its cost must still be paid, and any restrictions on when it can be completed must still be observed. That quest’s text is read from the perspective of the player completing the quest.
Example: You control Dayvana and a Horde hero. Dayvana sabotages The Defias Brotherhood in an opponent’s resource row. Any time there are four or more allies in your party this turn, you may pay (1) to complete that quest (regardless of how many allies are in that opponent’s party). You may do so even though your hero isn’t Alliance. As you do, turn that quest face down in that resource row.
The Defias Brotherhood, Alliance, Quest
If there are four or more allies in your party, pay (1) to complete this quest. <p> Reward: Draw two cards.
Atani of the Watch, 1, Ally—Draenei Paladin, 0 ATK (Melee), 4 Health
Aldor Reputation <p> If damage would be dealt to your hero, it's dealt to Atani instead.
This redirection is not optional. However, if you control more than one ally with this power, you choose which is dealt each packet that would be dealt to your hero. You may choose to redirect before or after a modifier would prevent damage. For example, you may exhaust an armor to prevent damage before redirecting. Prevention and redirection modifiers can be applied to a packet only after all modifiers that would increase its size (or change its damage type or preventability) have been applied.
Azure-Shield of Coldarra, 3, Armor—Shield, Off-Hand (1), 0 DEF
If your hero would be dealt damage, prevent all but 3 of it.
This modifier works whether this armor is ready or exhausted. Preventing damage this way doesn't exhaust this armor. If your hero would be dealt 3 or less damage, this modifier does nothing.
Bearlady Brala, 1, Alliance, Ally—Dwarf Hunter, 1 ATK (Ranged), 1 Health
When Brala enters play, make up a name.
At the start of your turn, put a unique Bear ally token with that name and 1 [Melee] ATK / 1 health into play.
To make up a name is to choose a name that doesn't exist in the World of Warcraft® TCG. Putting a Bear token into play causes a uniqueness violation if you still have a token with that name from a previous turn.
Bulvai of the Watch, 4, Ally—Draenei Paladin, 3 ATK (Melee), 5 Health
Aldor Reputation <p> Protector <p> If damage would be dealt to your hero, it's dealt to Bulvai instead.
See Atani of the Watch.
Choker of Vile Intent, 3, Item, Neck (1)
At the start of your turn, you may destroy an ability, ally, or equipment you control. If you do, each opponent destroys a card of that kind he controls.
This power doesn't target anything. If you choose to destroy an equipment, each opponent must destroy an equipment, but each can choose an armor, item, or weapon.
Cloak of Shadows, 1, Rogue, Instant Ability—Subtlety
Destroy any number of target abilities attached to your hero. <p> Your hero is untargetable this turn.
“Any number” can be zero. If you target one or more abilities and all of them are illegal on resolution, Cloak of Shadows is interrupted.
Eclipse, 5, Priest, Instant Ability—Traitor
Traitor Hero Required <p> Ongoing: When damage is healed from an opposing hero or ally, your hero deals double that much shadow damage to that character.
"That much" is the amount of damage actually healed from the opposing character, regardless of the size of the healing packet.
Exarch Orelis, 6, Ally—Draenei Paladin, Unique, 5 ATK (Holy), 7 Health
Aldor Reputation <p> Inspire: Ability, ally, equipment, hero, and resource
Orelis allows you to inspire more than one card. If he’s in your party during another player’s ready step, you may inspire any, all, or none of those cards. Contrast with Anchorite Onkoth.
Example: You have Orelis and a hero in your party, and you also control six resources. All of them are exhausted as your turn ends. As the next player readies his or her cards, you may ready any, all, or none of Orelis, your hero, and one of your resources.
Feign Death, 3, Hunter, Instant Ability—Survival
Play only if your hero is defending or the target of an opposing card or effect.
Interrupt all cards and effects, then end the turn.
To end the turn, follow these steps in order. No player gets priority during these steps.
· Interrupt all other links. This can’t be stopped, even if those links can’t be interrupted.
· Close the current priority window.
· Remove all attackers, defenders, proposed attackers, and proposed defenders from combat.
· End all modifiers with duration “this combat” or “this turn.”
· Skip to the start of the next turn. End-of-turn triggers are not triggered by this transition.
The wrap-up step of the current turn is always skipped, as is the conclusion of any combat step in progress.
Find Weakness, 2, Rogue, Ability—Assassination Talent
Assassination Hero Required <p> Ongoing: When you remove one or more Combo cards from your graveyard to play a Finishing Move, your hero deals that much melee damage to target hero or ally.
This effect resolves before the Finishing Move. It deals a single packet of melee damage.
Form of the Serpent, 3, Druid, Instant Ability—Traitor, Form (1)
Traitor Hero Required <p> Ongoing: When your hero attacks, put a poison counter on Form of the Serpent. Your hero has +1 ATK this combat for each poison counter. <p> Remove all poison counters >>> Your hero deals 1 nature damage to target ally for each counter removed this way.
If a card refers to a counter, it's referring to a counter on itself unless otherwise specified. The ATK bonus is locked in as the triggered effect resolves. For example, if you attack with your hero, add a third counter, and then remove all counters to deal 3 damage to a protector before the protect point, your hero still has +3 ATK this combat.
Frostbite, 2, Mage, Ability—Frost Talent
Frost Hero Required
Ongoing: (1), Discard a Frost or [Frost] card >>> Opponents pay (2) more to play cards this turn.
Resources are placed, not played. Any cards already on the chain are unaffected. Opponents can play instant cards in response to this effect without penalty. If this effect resolves twice in the same turn, opponents pay (4) more to play cards that turn, and so on.
Gift of Nature, 3, Druid, Ability—Restoration Talent
Restoration Hero Required <p> Ongoing: Allies in your party can't be destroyed by fatal damage. <p> At the end of each turn, destroy all allies in your party with fatal damage.
Allies in your party can still be destroyed by having their health reduced below 1.
Highlord Bolvar Fordragon, 8, Alliance, Ally—Human Paladin, Unique, 8 ATK (Holy), 8 Health
Opposing allies must attack if able and can attack only Bolvar if able. <p> Opposing cards and effects must target Bolvar if able.
If Bolvar is in your party, any opponent who adds a link with one or more targets must choose Bolvar as one of those targets if he can be legally chosen. If that link is modal, that opponent may choose a mode that can't target Bolvar.
Icemistress Gal'ha, 4, Horde, Ally—Troll Mage, 3 ATK (Frost), 5 Health
Each opponent's maximum hand size is reduced by one for each [Frost] ally in your party.
Each opponent discards down to maximum hand size only during his or her wrap-up step as usual; not immediately after a [Frost] ally enters your party.
Jezbella of Karabor, 3, Alliance, Ally—Draenei Mage, 1 ATK (Frost), 3 Health
Long-Range (Defenders deal no combat damage to this character.)
Exhaust an ally in your party >>> Jezbella has +1 ATK this turn.
Jezbella's power is not activated. You can exhaust her (or any other ally in your party) to use it the turn she enters your party.
Lady Katrana Prestor, 5, Ally—Black Dragon Traitor, Unique, 4 ATK (Fire), 5 Health
Traitor Hero Required <p> (15) >>> Remove all of your cards in all zones from the game and start an Onyxia Raid.
If you use Katrana’s power, follow these steps as that effect resolves. No player gets priority during these steps. If you can’t perform all of these steps, nothing happens, and then the turn player gets priority. Otherwise:
· Remove all cards you control or own from the game and put Onyxia Stage 1 into play. This can’t be stopped, even if one or more of those cards can’t leave their current zone.
· Shuffle the Onyxia’s Lair Main deck and Event deck. These decks can’t be customized. If you don’t have these decks, you can’t perform this step.
· Put the top seven cards of the Main deck into your hand. You may mulligan.
· End the current turn and skip to the start of your next turn. You skip your first draw step. Play proceeds following the World of Warcraft® Raid Rules.
Other players do nothing during these steps (other than possibly lose cards that you own and they control).
Lifemistress Tanagra, 6, Horde, Ally—Orc Shaman, 5 ATK (Nature), 5 Health
[Nature] allies in your party have +1 ATK for each other [Nature] ally in your party.
[Nature] allies in your party have +1 ATK for each [nature] ally in your party other than Tanagra.
Living Pyre, 3, Mage, Instant Ability—Fire
Attach to target hero or ally. <p> Ongoing: At the start of your turn, your hero deals 1 fire damage to attached character for each ability named Living Pyre attached to it.
Each Living Pyre attached to a character counts all abilities named Living Pyre attached to it, so two deal a total of 4 (two packets of 2), three deal a total of 9 (three packets of 3), and so on.
Marlowe the Felsworn, Alliance, Hero—Human Warlock (Traitor), Alchemy/Enchanting, 28 Health
(2), Flip Marlowe, destroy a friendly ally >>> Target hero or ally has -X health this turn, where X was that friendly ally's health. Use only on your turn.
X was that friendly ally's health just before it was destroyed. In a multiplayer game, you can destroy an ally in a friendly player's party without that player's permission.
Metalmorph, 1, Mage, Ability—Arcane
Attach to target equipment. <p> Ongoing: Attached equipment loses and can't have powers and can't be exhausted.
If Metalmorph attaches to an exhausted equipment, that equipment stays exhausted until it readies as usual.
Morn Salts-the-Land, Horde, Hero—Tauren Hunter (Traitor), Herbalism/Alchemy, 29 Health
(3), Flip Morn >>> You can play target ability card from an opponent's graveyard this turn.
Morn Walks-the-Path, Horde, Hero—Tauren Hunter (Survival), Herbalism/Alchemy, 29 Health
(3), Flip Morn >>> You can play target ability card from your graveyard this turn.
You can play that card only if it's been in that graveyard continuously since it was targeted. You can't play it more than once because it becomes a “different card” as it leaves that graveyard.
Niyore of the Watch, 6, Ally—Draenei Warrior, 5 ATK (Melee), 6 Health
Aldor Reputation <p> If damage would be dealt to your hero, it's dealt to Niyore instead. <p> When Niyore is dealt damage, he deals 2 melee damage to its source.
See Atani of the Watch.
Pathaleon the Calculator, 6, Ally—Blood Elf Mage Traitor, Unique, 6 ATK (Arcane), 5 Health
Traitor Hero Required <p> (2), Remove Pathaleon from the game >>> Put any number of cards from your hand on the bottom of your deck, then draw that many cards. You can use this power if Pathaleon is in your hand or party.
If you use this power while Pathaleon is in your hand, he's removed from the game before he can be chosen as one of the cards to be put on the bottom of your deck.
Plague Fleshbane, Horde, Hero—Undead Warlock (Demonology), Mining/Engineering, 28 Health
(2), Flip Plague >>> If Plague would be dealt damage this turn, you may choose a Demon in your party. If you do, that damage is dealt to that Demon instead.
See Atani of the Watch, except this redirection is optional. You may choose a different Demon for each packet that would be dealt to Plague this turn.
Preparing for War, Quest
Pay (X) to complete this quest.
Reward: Shuffle X target cards from any number of graveyards into their owners' decks.
This targets X cards in total rather than X cards from each graveyard.
Rain of Arrows, 2, Hunter, Ability—Marksmanship
Your hero deals ranged damage to target hero or ally equal to 2 plus the number of other abilities you've played this turn.
This counts the number of other ability cards you've added to the chain this turn, even if they were interrupted.
Ras'fari Bloodfrenzy, 6, Horde, Ally—Troll Warrior, 4 ATK (Melee), 6 Health
Ferocity (Can attack immediately.) <p> When Ras'fari attacks for the first time each turn, ready him if he has damage.
His power can trigger only once per turn. His damage is checked and he is readied during the attack window, long before combat conclusion.
Remba, Abbess of Ash, Alliance, Hero—Dwarf Priest (Traitor), Alchemy/Tailoring, 26 Health
(4), Flip Remba >>> Gain control of target ally with an attachment. Use only on your turn.
The target ally can have more than one attachment. Its attachments stay attached but don’t change control.
Retainer Cara, 6, Ally—Blood Elf Rogue, 6 ATK (Melee), 4 Health
Scryer Reputation (Can't put Aldor cards in your deck.) <p> Sabotage: Equipment (This ally can attack opposing equipment.) <p> When Cara sabotages an equipment, gain control of it.
You gain control of that equipment until it leaves play, regardless of whether or not Cara stays in your party. 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 or Aldor Reputation).
Ripped through the Portal, 5, Warlock, Ability—Traitor
Traitor Hero Required <p> Put an ally card that's removed from the game into play under your control.
This can't retrieve cards from your collection or side deck. It can retrieve cards from opposing RFG zones.
Sampron the Banisher, 2, Alliance, Ally—Gnome Warlock, 2 ATK (Shadow), 1 Health
[Activate] >>> Remove target opposing ally from the game.
When Sampron leaves play, the owner of each card removed this way puts that card into play.
Cards enter play ready and undamaged. If Sampron leaves play in response to his activated effect, that target stays removed from the game. If he loses all powers and then leaves play, no cards return to play.
Savage Fury, 3, Druid, Ability—Feral Talent
Feral Hero Required <p> Ongoing: When you play a Feral ability, if you control a Form, your hero may deal 2 melee damage to target ally.
If you control this ability but no Form, it doesn't trigger when you play a Feral Form. If you control a Form when you play this ability, it doesn't trigger (unless you already control other copies of this ability, in which case they trigger).
Shadow Silhouettes, 4, Priest, Ally—Shadow Silhouette, Pet (1), 6 ATK (Shadow), 6 Health
At the end of your turn, remove 6 damage from your hero and put 1 damage on Shadow Silhouettes for each damage removed this way.
If your hero has only 3 damage at the end of your turn, for example, remove that damage and put 3 damage on Shadow Silhouettes.
Sister Remba, Alliance, Hero—Dwarf Priest (Discipline), Alchemy/Tailoring, 26 Health
(1), Flip Remba >>> Target ally in your party with an attachment is elusive and untargetable this turn.
The target is legal if it has one or more attachments both on announcement and resolution of this effect. After resolution, it’s elusive and untargetable this turn, even if it loses all of its attachments.
Spymaster Thalodien, 5, Ally—Blood Elf Rogue, Unique, 4 ATK (Melee), 5 Health
Scryer Reputation, Sabotage: Deck <p> When Thalodien sabotages a deck, reveal cards from the top until you reveal a non-quest card. Remove that card from the game and put the rest on the bottom. You may play that card without paying its play cost this turn. (If it has X in its play cost, X is 0.)
Put the rest on the bottom in any order. Playing that card without paying its cost is an alternate cost, so you can’t choose any other alternate cost it might have. Playing a card from your RFG zone is the same as playing it from your hand in all other ways. For example, any restrictions on when it can be played must still be observed.
Survival Instincts, 3, Hunter, Ability—Survival Talent
Survival Hero Required <p> Ongoing: Prevent the first 4 damage that would be dealt to your hero each turn.
This doesn't heal or remove any damage already dealt the turn it enters play, nor does it prevent any further damage that turn if 4 damage has already been dealt to your hero, or if 4 damage that would have been dealt to your hero has already been prevented. More than one of these prevents only the first 4 damage that would be dealt to your hero each turn.
Titan's Grip, 1, Warrior, Instant Ability—Arms
Ongoing: Your hero has Two-Handed dual wield. (Your hero has dual wield. One or both of your weapons can be Two-Handed. You can have a Two-Handed weapon and an Off-Hand equipment.)
The controller of a hero with dual wield or Two-Handed dual wield can strike with two Melee weapons per combat. In addition, that player can have certain combinations of equipment that would normally violate uniqueness without violating uniqueness:
|
The controller of a hero with: |
Can have any of the following combinations: |
|
|
Dual wield |
One-Handed
Melee weapon |
One-Handed
Melee weapon |
|
|
Two-Handed
dual wield |
|
|
Two-Handed Melee weapon |
One-Handed Melee weapon |
|
|
Two-Handed Melee weapon |
Two-Handed Melee weapon |
|
|
Two-Handed Melee weapon |
Off-Hand equipment |
|
In each case, adding another Melee weapon or Off-Hand equipment causes a uniqueness violation, which must be repaired by destroying one of the violating equipment.
Totemic Recovery, 4, Shaman, Ability—Elemental
Put an Air, Earth, Fire, and Water Totem from your graveyard into play.
You can play this even if there are no Totems in your graveyard, or if you don’t have one of each of the four kinds in your graveyard. As it resolves, you must choose one of each kind that’s in your graveyard.
Unbalance, 2, Rogue, Ability—Combat Combo
Exhaust all opposing heroes and allies. If you have an equipment, each of them can't ready during its controller's next ready step.
This checks whether you have one or more equipment only as it resolves.
Voidfire Wand, 4, Weapon—Wand, Wand (1), 1 ATK (Frost), 1 Strike
When combat damage is dealt with Voidfire Wand to a hero, the next time that hero's controller would draw a card, he skips drawing it instead.
This modifier applies even if the next time that player would draw a card is during a later turn.
Wand of the Seer, 4, Weapon—Wand, Wand (1), 1 ATK (Nature), 1 Strike
When your hero deals damage with an ability to a hero, it also deals that much nature damage divided as you choose to any number of target allies.
The triggered effect isn't optional. If no opposing allies can be targeted, you must target one or more friendly allies.
Wrath of Turalyon, 4, Paladin, Instant Ability—Retribution
Destroy all allies that attacked this turn.
This destroys all allies that exhausted to attack this turn, including any currently attacking.
------- March of the Legion transcript:
This set is legal for sanctioned Constructed play from December 7, 2007.
1. Reputation
Some cards have bold text that reads, “Aldor Reputation” or “Scryer Reputation.” These are neither keywords nor powers; they are deckbuilding restrictions.
In Constructed tournaments, a player’s main deck and side deck can include Aldor cards only if neither deck contains Scryer cards (and Scryer cards only if neither deck contains Aldor cards).
In Limited tournaments, a player’s main deck can include Aldor cards only if it contains no Scryer cards (and vice versa). However, if a player’s card pool contains both Aldor and Scryer cards, he or she may side deck between Aldor/Scryer/neither as long as the main deck never contains both Aldor and Scryer cards.
2. Sabotage: [thing]
This is a keyword power that characters can have. Such a character can propose either a sabotage combat against a [thing] or a normal combat against a character. A character that “can’t attack” can’t sabotage.
As a sabotage combat concludes, no combat damage is dealt, and powers that trigger “when [the attacker] sabotages” do so, even if it has 0 ATK. If a character protects during a sabotage, it stops being a sabotage.
Example 1: You control Arcanist Avelena and an opponent controls Stoneclaw Totem and Tyrennius Scatheblade. Avelena can’t attack Tyrennius because she is able to attack the Totem. She may propose either a sabotage or a normal combat against the Totem.
If she sabotages the Totem, then as that combat concludes, no combat damage is dealt and her power triggers, putting the Totem on top of its owner’s deck. However, if Tyrennius protects, that combat stops being a sabotage, and combat damage is dealt normally as it concludes.
Example 2: You control Arcanist Avelena, and an opponent controls Tyrennius Scatheblade with Warrior Training attached. Avelena can’t propose a sabotage combat against Warrior Training because she is able to propose a (normal) combat against Tyrennius.
Arcanist Avelena, 1, Ally—Blood Elf Mage, 1 ATK (Arcane), 2 Health
Scryer Reputation (Can’t put Aldor cards in your deck.)
Sabotage: Ability (This ally can attack opposing abilities.)
When Avelena sabotages an ability, put it on top of its owner’s deck.
Stoneclaw Totem, 3, Shaman, Ability—Elemental, Earth Totem (1), 5 Health
Ongoing: Opposing heroes and allies can attack only Stoneclaw Totem if able.
When a hero or ally deals combat damage to Stoneclaw Totem, that character can’t ready during its controller’s next ready step.
Tyrennius Scatheblade, 2, Horde, Ally—Blood Elf Paladin, 3 ATK (Holy), 2 Health
Protector
Warrior Training, 1, Warrior, Ability—Protection
Attach to target friendly ally.
Ongoing: Opposing heroes and allies can attack only attached ally if able.
3. Inspire: [card]
This is a keyword power that characters can have. It means:
As each other player’s ready step starts, you may ready an exhausted [card] in play you control.
This doesn’t use the chain and happens at the same time that the other player readies his or her cards in play.
Example: You have two Vindicator Kaldels and one other ally in your party. All of them are exhausted as you end your turn. As the next player readies his or her cards in play, you may ready up to two of your exhausted allies because you control two cards with inspire: ally. This doesn’t use the chain.
Vindicator Kaldel, 2, Ally—Draenei Paladin, 3 ATK (Holy), 2 Health
Aldor Reputation (Can’t put Scryer cards in your deck.)
Inspire: Ally (Ready one of your allies during each other player’s ready step.)
4. Specific cards
Anchorite Jaliah, 5, Ally—Draenei Priest, 2 ATK (Holy), 7 Health
Aldor Reputation (Can’t put Scryer cards in your deck.)
When an ally in your party is destroyed, Jaliah heals 2 damage from each hero and ally in your party.
Jaliah’s destruction triggers her own power.
Anders Blankheart, 2, Alliance, Ally—Human Warlock, 2 ATK (Fire), 1 Health
Elusive
If damage would be dealt with an ability you control to a hero or ally it’s attached to, that much +1 is dealt instead.
Anders has received errata. The bold text above updates his printed text, and clarifies that it’s the ability attached to the character, not vice versa.
Ardent Defender, 6, Paladin, Ability—Protection Talent
Protection Hero Required
Ongoing: Prevent all damage that would be dealt to your hero while it has 25 or more damage.
If your hero has 24 or less damage and is dealt damage, this power doesn’t prevent any of it. Damage is prevented only if your hero already has 25 or more damage, in which case it is prevented completely.
Barkskin, 1, Druid, Instant Ability—Balance
Ongoing: Your ability, ally, and equipment cards can't be interrupted.
A link is interrupted if all of its targets have become illegal as it tries to resolve, even if it “can’t be interrupted.”
Blind, 3, Rogue, Instant Ability—Subtlety
Target player can’t play cards this turn.
That player can still propose attacks, use powers, complete quests, and place resources as usual.
Blinky, 7, Hunter, Instant Ally—Warp Stalker, Pet (1), 7 ATK (Melee), 5 Health
(3) >>> Remove Blinky from the game and put a warp counter on him.
(3), Remove a warp counter >>> Put Blinky into play. Use only if Blinky is removed from the game.
Blinky enters play ready and without damage, because all counters (including damage) are removed from a card as it changes zones.
Blood Knight Tarae, 6, Horde, Ally—Blood Elf Paladin, 3 ATK (Holy), 7 Health
Protector
(1) >>> Remove target ability card in a graveyard from the game. If you do, Tarae heals 1 damage from target hero or ally.
This power requires two targets, and so its effect is not interrupted if only one becomes illegal in response (but no damage is healed if the ability card becomes illegal because the “if you do” fails.) It can be used even if all characters in play have no damage or can’t be healed.
Cheat Death, 2, Rogue, Instant Ability—Subtlety Talent
Subtlety Hero Required
Remove your hero from the game. As your next turn starts, put it into play flipped the same way and with the same damage. (You can’t play cards while your hero is removed.)
Your hero enters play ready at the same time you ready your cards. Each card that was attached to your hero is put into its owner’s graveyard as your hero leaves play, and they don’t reattach as it returns to play. While your hero is removed from the game:
· It’s not in play, so it can’t attack, exhaust, flip, or be attacked, targeted, or have damage dealt to or put on it.
· You can’t play cards, but can still propose attacks with allies, complete quests, and place resources as usual. You can’t use hero powers, but you can still use powers that refer to your hero.
· Anything looking for the orientation of your hero or the amount of damage on it refers to the orientation and amount it had as it left play.
Demon Hide Spaulders, 3, Armor—Leather, Shoulder (1), 1 DEF
[Activate] >>> Each of your weapons has +1 ATK this turn.
[Activate] >>> Each of your armor has +1 DEF this turn.
Each time you activate Demon Hide Spaulders, you must specify which power you’re using. You can’t use both powers with the same activation.
Double Barrel, 1, Hunter, Instant Ability—Marksmanship
Ongoing: Your hero has Ranged dual wield. (Can have a second Ranged weapon. Can strike with a second Ranged weapon during the same combat.)
The controller of a hero with Ranged dual wield can have two Ranged weapons without violating uniqueness, and can strike with two Ranged weapons per combat. If a player strikes with multiple weapons in the same combat, the combat damage is associated with all of those weapons.
The controller of a hero with (normal) dual wield can strike with two Melee weapons per combat. The controller of a hero with both powers can strike with two Melee or Ranged weapons per combat, but can’t strike with both a Melee weapon and a Ranged weapon during the same combat.
Dreamstate, 5, Druid, Ability—Balance Talent
Balance Hero Required
Ongoing: When you play a Balance ability, draw a card.
Playing Dreamstate doesn’t trigger its own power.
Falling to Corruption, Quest
Destroy two of your resources and pay (1) to complete this quest.
Reward: Draw two cards.
You can pay costs in any order that allow all of them to be paid. So you can exhaust Falling to Corruption to pay (1), and then destroy it as one of the two resources you must destroy to pay its completion cost.
The Formation of Felbane, Quest
Pay (7) to complete this quest.
Reward: Reveal the top four cards of your deck. Put a revealed ability, ally, equipment, and quest card into your hand and the rest on the bottom of your deck.
If you reveal two ally cards, a weapon card, and an armor card, you put two cards into your hand—one of the allies, and either the weapon or the armor.
Greatsword of Horrid Dreams, 4, Weapon—Sword, Melee (1), 1 ATK, 3 Strike
As an ally enters play under an opponent’s control, it loses and can’t have powers until the start of that opponent’s next turn.
While you control Greatsword, an ally loses its powers as the first part of entering play under an opponent’s control. As a result, it loses any powers that trigger off it entering play, or that would cause it to enter play exhausted or with damage or counters. If that ally has a power that triggers at the start of that opponent’s next turn, it triggers then. An ally doesn’t regain any lost powers as Greatsword leaves play.
Imp Mistress Noali, 6, Horde, Ally—Blood Elf Warlock, 4 ATK (Fire), 4 Health
Your face-down resources are also Imp Demon allies with 1 ATK / 1 health.
The Imp Demon allies are still resources. They have ATK, health, type, and tags as specified, but no name. They have damage type melee. Each one can attack immediately unless it was placed during the current turn. As Noali enters play, your existing face-down resources don’t “enter play as allies.” However, while Naoli is in your party, face-down resources entering play under your control do trigger powers or modifiers looking for allies entering play.
If another player without Noali in his party gains control of one of your Imp Demon resources, it stops being an ally and enters that player’s resource row as a face-down resource. If Noali leaves play, any counters (including damage) remain on your face-down resources, but each card attached to them is put into its owner’s graveyard by pre-priority processing.
Ingrid Shadowstorm, 4, Alliance, Ally—Human Warlock, 3 ATK (Shadow), 5 Health
Opposing heroes lose and can’t have flip powers.
Flip powers are hero payment powers that involve flipping that hero. Opponents may use flip powers while Ingrid is on the chain, but not “in response to her entering play.”
Keegana Silvershield, Alliance, Hero—Dwarf Paladin (Protection), Mining/Jewelcrafting, 29 Health
(5), Flip Keegana >>> Exhaust all opposing heroes and allies. Keegana deals 1 holy damage to each of them. Use only on your turn.
Keegana deals 1 holy damage to each opposing character, whether or not it was exhausted this way.
Manaspark Gloves, 3, Armor—Cloth, Hands (1), 0 DEF
At the start of your turn, if a player has fewer cards in hand than each other player, he draws a card.
Hand sizes are compared before you draw a card in your draw step. If there’s a tie for fewest cards in hand, this effect does nothing.
Mission: The Abyssal Shelf, Quest
Pay (6) to complete this quest.
Reward: Roll six dice one at a time from 6 inches above play. For each die that lands on an opposing ally, put damage on it equal to that roll.
Before this effect resolves, each player is free to move his or her allies, but they must remain lying flat and wholly on the table within the boundaries of that player’s “normal play area,” which has the approximate dimensions of a playmat. Each opposing ally token must be temporarily proxied with a normal card. In addition, any opponent who is concerned about potential damage to a card may similarly proxy it.
Allies can’t be positioned so they overlap other characters. A die "hits" an ally if it comes to rest touching that ally or any object(s) touching or overlapping that ally, including sleeves, counters, or other cards.
Dice must be six-sided, between one and two centimeters wide, and must be rolled from at least six inches above play. If players can't agree on what dice to use, they may call a judge. "Rolling" dice includes simply dropping them. Each die is rolled individually and removed after it comes to rest. The same die can and usually will be rolled six times. As a die drops, players can’t interfere with it or any cards in play.
Natural Genesis, 3, Druid, Ability—Restoration
Ongoing: Each player may place an additional resource during his turn.
Multiple copies of Natural Genesis are cumulative. For example, if two Natural Genesis cards are in play, each player may place up to three resources during each of his or her turns. If you’ve placed fewer resources this turn than the number you’re currently allowed, you may place another one. Once a resource has been placed on the chain, it can’t be interrupted by removing a Natural Genesis from play in response.
Neophyte Morandi, 3, Ally—Draenei Paladin, 1 ATK (Holy), 3 Health
Aldor Reputation (Can’t put Scryer cards in your deck.)
If an ally in your party other than Morandi would be dealt damage, it’s dealt to Morandi instead.
If there are multiple copies of Morandi in your party and another ally would be dealt damage, you choose which Morandi is ultimately dealt that damage by choosing the order in which the replacements apply.
On the Brink, 1, Rogue, Ability—Assassination Combo
Attach to target ally.
Ongoing: When attached ally becomes exhausted, destroy it.
If an ally with On the Brink attached to it becomes exhausted, the triggered effect will destroy that ally on resolution, even if On the Brink is no longer attached to it.
Paper Airplane, 1, Ability
Put Paper Airplane on top of target player’s deck. (He owns it for the rest of the game.)
If you gain ownership of another player’s Paper Airplane, it will enter your deck, hand, graveyard, or removed from game zone (rather than that other player’s) while you own it.
If it’s sleeved differently from the rest of your deck, that fact is public knowledge at all times, even while it’s in a non-public zone. For example, any player who shuffles or cuts your deck can legally cut to it. However, you have the option of resleeving it if you have a spare sleeve (or you can desleeve a card from your side deck.)
Pride of the Fel Horde, Quest
Pay (2) to complete this quest.
Reward: If you have no ready resources, draw a card.
The orientation of your resources is checked on resolution.
Razorsaw, 6, Ally—Demon, Unique, 7 ATK (Ranged), 4 Health
Long-Range (Defenders deal no combat damage to this character.)
When Razorsaw enters play, he deals 4 ranged damage to target ally in your party. When Razorsaw leaves play, he deals 4 ranged damage to target ally.
If there are no other targetable allies in your party when Razorsaw enters play, he must target himself. If there are no targetable opposing allies when Razorsaw leaves play, he must target a friendly ally.
Ring of Flowing Light, 1, Item, Ring (2)
[Activate], Exhaust X of your equipment >>> Your hero heals X damage from itself.
The activation of Ring of Flowing Light does not count as one of the X equipment you exhausted.
Runesong Dagger, 2, Weapon—Dagger, Melee (1), 1 ATK, 2 Strike
When you draw a card, put a verse counter on Runesong Dagger.
(1), Remove three verse counters >>> Your hero deals 3 arcane damage to target ally.
Multiple cards are drawn one at a time, so if you draw two cards, you put two verse counters on Runesong Dagger, and so on. You must remove three counters from a single Runesong Dagger to use its power.
Salt the Wounds, 1, Warrior, Instant Ability—Fury
Your hero deals 1 melee damage to each opposing hero and ally with damage.
Draw a card.
Your hero deals 1 melee damage to each opposing hero with damage and each opposing ally with damage. You draw a card whether or not any damage is dealt this way.
Touch of Ice, 1, Mage, Instant Ability—Frost
Your hero deals 1 frost damage to target hero or ally. If a hero is dealt damage this way, the next time its controller would draw a card this turn, he skips drawing that card instead.
Multiple cards are drawn one at a time, so if a target hero’s controller would next draw three cards this turn, he or she draws two instead. If you target the same hero with two Touches of Ice on the same turn, and its controller would next draw three cards that turn, he or she draws one instead, and so on.
Unrelenting Assault, 5, Warrior, Ability—Arms
You can’t play other cards this turn.
If you’ve played no other cards this turn, when your hero attacks this turn, you may pay (1). If you do, ready your hero and all of your Melee weapons.
You can still use powers, complete quests, and place resources as usual this turn. This card checks whether you’ve played any other cards this turn as it resolves. If you have, it does nothing except stop you from playing other cards this turn. Otherwise, you may pay (1) every time your hero attacks this turn.
Vindicator Belian, 1, Ally—Draenei Paladin, 1 ATK (Holy), 1 Health
Aldor Reputation (Can’t put Scryer cards in your deck.)
If an ally in your party other than Belian would be dealt damage, it’s dealt to Belian instead.
Vindicator Khorin, 5, Ally—Draenei Paladin, 3 ATK (Holy), 4 Health
Aldor Reputation (Can’t put Scryer cards in your deck.)
If an ally in your party other than Khorin would be dealt damage, it’s dealt to Khorin instead.
See Neophyte Morandi.
Vindicator Zalreth, 7, Ally—Draenei Paladin, 5 ATK (Holy), 5 Health
Aldor Reputation, Protector
When Zalreth is destroyed, you may remove him from the game. If you do, put an ally card from your graveyard into play if its cost is less than or equal to the number of resources you have.
You may remove Zalreth from the game only if he has remained in your graveyard continuously since his destruction. Opponents may remove ally cards from your graveyard in response to his effect, but you don’t choose an ally card until it resolves, at which time your opponents can no longer respond.
Voren’thal the Seer, 8, Ally—Blood Elf Mage, Unique, 5 ATK (Fire), 8 Health
Scryer Reputation (Can’t put Aldor cards in your deck.)
If you would draw a card, draw two instead.
Multiple cards are drawn one at a time, so if you would draw two cards, you draw four instead, and so on.
paul_ross@upperdeck.com
UDE TCG Rules