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Tyra
09.08.2007, 08:51
aus den neuen Rules Document sind folgende Beispiele mit Erläuterung...


Chain Heal, 2, Shaman, Ability—Restoration

Target up to three heroes and/or allies. Your hero heals 3, 2, and 1 damage from them, respectively.

You can’t target the same character twice. You can target fewer than three characters. If you choose two, for example, your hero heals 3 and 2 damage from them, respectively.


Death Coil, 1, Warlock, Ability—Affliction

Remove target ally in an opponent's party from the game. At the start of your next turn, that opponent puts that ally into play under his control, and your hero deals 2 shadow damage to it.

That ally enters play ready and with no damage, and then your hero deals 2 shadow damage to it before any player gets priority.


Enfea Contha, 5, Alliance, Ally—Draenei Shaman, 4 ATK (Nature), 4 Health

[Activate] >>> Enfea Contha heals all damage from target friendly ally, then deals that much nature damage to target opposing ally.

You can’t use this power unless you target both an opposing ally and a friendly ally.


Exodar Peacekeepers, 2, Alliance, Ally—Draenei Warrior, Unlimited, 2 ATK (Melee), 1 Health

When Exodar Peacekeepers enters play, it heals 1 damage from target hero or ally for each ally named Exodar Peacekeepers in your party.

You count Exodar Peacekeepers in your party as this effect resolves. Each one that enters play will usually heal at least 1 damage, because it counts itself.


Explosions!, 4, Ability

Your hero deals 2 fire damage divided as you choose to any number of target allies.

You can’t target a character unless you allocate at least 1 of the 2 fire damage to it.


Faith Healer's Boots, 4, Armor—Cloth, Feet (1), 0 DEF

[Activate] >>> Put an ally card from your graveyard into your hand. Use only if your hero healed damage this turn.

You can use this power only if your hero actually healed damage this turn. Trying to heal characters with no damage or that can’t be healed doesn’t count.


The Fare of Lar'korwi, Quest

Pay (3) to complete this quest. <p> Reward: Ally cards in your hand are instant this turn until you play an ally.

As you add an ally card to the chain, any other ally cards in your hand stop being instant, so you can’t play any of them in response to the first.


Fire Elemental Totem, 2, Shaman, Instant Ability—Elemental, Fire Totem (1), 1 Health

Ongoing: When Fire Elemental Totem enters play, put a Fire Elemental ally token with 2 ATK, 1 health, and ferocity into play. (Totems can be attacked or targeted like allies.)

The Totem and the token are independent. Damaging or destroying one doesn't impact the other.


Garrote, 1, Rogue, Instant Ability—Assassination

Play only if your hero has stealth. <p> Attach to target hero or ally. <p> Ongoing: At the start of your turn, your hero deals 1 melee damage to attached character. The controller of a character dealt damage this way can't play abilities this turn.

The attached character’s controller can play instant abilities in response to this triggered effect.


Greatsword of Forlorn Visions, 5, Two-Handed Weapon—Sword, Melee (1), 3 ATK, 1 Strike

When your hero deals combat damage with Greatsword of Forlorn Visions, put a +1 DEF counter on each of your armor.

You add one counter to each of your armor for each packet of combat damage your hero deals with this weapon, regardless of the size of that packet.


Jubilee Arcspark, 3, Alliance, Ally—Gnome Mage, 3 ATK (Arcane), 3 Health

Untargetable <p> When Jubilee Arcspark is revealed from your deck by a quest, draw a card.

The “draw a card” effect goes on the chain after the completion effect of the quest that revealed Jubilee has finished resolving.


Lor'themar Theron, 9, Horde, Ally—Blood Elf Paladin, Unique, 8 ATK (Melee), 7 Health

Exhaust a Blood Elf in your party >>> Interrupt target ability card.

You can exhaust Theron to pay the cost of his own power, and because it’s not an activated ( ) power, you can do so as soon as he enters your party.


Life Arc, 3, Shaman, Instant Ability—Elemental

Your hero heals all damage from target friendly ally, then deals that much nature damage to target opposing ally.

You can’t play this card unless you target both an opposing ally and a friendly ally.


Mana-Etched Pantaloons, 5, Armor—Cloth, Legs (1), 1 DEF

[Activate] >>> Draw a card. Use only if you have seven or more cards in your hand.

Use this power only if your have seven or more cards in your hand as you activate this card. It doesn’t matter how many cards are in your hand as this effect resolves.


Mutilate, 2, Rogue, Instant Ability—Assassination Talent

Assassination Hero Required <p> Your hero deals melee damage to target hero or ally equal to 1 plus the combined ATK of your Daggers.

You can play this card even if you don’t have a Dagger in play. If so, your hero deals 1 damage.


One-Thousand-Battles, 3, Horde, Ally—Tauren Druid, 3 ATK (Melee), 5 Health

Protector <p> At the start of your turn, an opponent chooses one: One-Thousand-Battles can't attack this turn; or One-Thousand-Battles must attack this turn if able.

If you have multiple opponents, you first choose one of them, and then that opponent chooses a mode.


Pick Pocket, 1, Rogue, Ability—Subtlety

Name a card, and then target opponent reveals his hand and discards all cards with that name.

You name a card as Pick Pocket resolves. Target opponent can respond by playing instants or discarding cards if able before you name a card. Once you name a card, there’s no opportunity for your opponent to do anything before revealing his or her hand and discarding all cards with that name.


Prophet Velen, 9, Alliance, Ally—Draenei Shaman, Unique, 7 ATK (Nature), 8 Health

Exhaust a Draenei in your party >>> Prophet Velen deals 1 nature damage to target opposing hero or ally and heals 1 damage from target friendly hero or ally.

You can exhaust Velen to pay the cost of his own power, and because it’s not an activated ( ) power, you can do so as soon as he enters your party.


Rampage, 3, Warrior, Ability—Fury Talent

Fury Hero Required <p> Ongoing: When your hero deals combat damage with a weapon, put a slaughter counter on Rampage. <p> Your hero has +1 ATK while attacking for each slaughter counter on Rampage.

You add one slaughter counter for each packet of combat damage your hero deals with a weapon, regardless of the size of that packet.


Readiness, 3, Hunter, Ability—Survival Talent

Survival Hero Required <p> You can play ability cards from your graveyard this turn. <p> If an ability card would enter your graveyard this turn, remove it from the game instead.

You can play ability cards from your graveyard if otherwise legal. You can still play ability cards from your hand. All ability cards that would enter your graveyard from any other zone are removed from the game, except ability cards that are face-down resources entering the graveyard from play. You can still destroy or discard an ability card to pay a cost. Readiness itself is removed from the game as it resolves.


Reaver of the Infinites, 6, Two-Handed Weapon—Axe, Melee (1), 2 ATK, 0 Strike

(15) >>> Reaver of the Infinites has + infinite ATK this turn.

As this effect resolves, choose any large positive integer to represent infinity


Righteous Defense, 1, Paladin, Instant Ability—Protection

Remove target friendly defending ally from combat, and your hero becomes a defender. Opposing heroes and allies can't attack that ally this turn.

Your hero enters combat with the attacker and stays in combat until the combat concludes normally.


Silvermoon Sentinels, 2, Horde, Ally—Blood Elf Paladin, Unlimited, 1 ATK (Melee), 2 Health

When Silvermoon Sentinels enters play, it deals 1 holy damage to each hero for each ally named Silvermoon Sentinels in your party.

You count Silvermoon Sentinels in your party as this effect resolves. Each one that enters play will usually deal at least 1 holy damage to each hero, because it counts itself.


Take the Shot, 2, Hunter, Ability—Marksmanship

Your hero deals ranged damage to target hero or ally equal to 1 plus the ATK of one of your Ranged weapons.

You can play this card even if you don’t have a Ranged weapon in play. If so, your hero deals 1 damage.


Totem of Coo, Alliance, Quest

Pay (3) to complete this quest. <p> Reward: Draw a card, then draw another card for each other quest named Totem of Coo you have.

Totem of Coo is not a Totem. It counts only face-up quests in your resource row.


Tyler Falconbridge, 1, Alliance, Ally—Human Rogue, 2 ATK (Melee), 1 Health

Stealth (Can't protect against this character.) <p> Tyler Falconbridge is a Combo card while in a graveyard.

While Tyler is in a graveyard, he has the Combo tag on his type line in addition to any others, so you can remove him from the game to pay the additional cost of a Finishing Move.


Ubel Sternbrow, 4, Alliance, Ally—Dwarf Paladin, 1 ATK (Melee), 6 Health

Protector <p> Ubel Sternbrow can protect himself.

You can exhaust Ubel to protect, even if he is the proposed defender. Why? Well, that’s another question . . .


Vorden the Shadowbringer, 6, Horde, Ally—Orc Warlock, 3 ATK (Shadow), 3 Health

When Vorden enters play, destroy any number of allies in your party, then destroy an opposing ally for each ally destroyed this way.

You choose all allies to be destroyed. You can choose untargetable allies. You can choose Vorden himself. Once this triggered effect resolves and you choose the allies in your party to be destroyed, there’s no opportunity for your opponents to do anything before you destroy the opposing allies.