![]() ![]() Some cards activate a powerful effect as long as your deck contains only odd- or even-cost cards. Those with the will to banish this evil must find it in them to do what must be done-even when close to the limits of their strength. Superstition must be cast aside in favor of strict order. Striking back against the fear that grips the city requires iron discipline and sacrifice. Stranger still, they all seem to share the same horrid dream, night after night: a feeling of unspeakable dread as they watch huge, spectral fangs devour the moon. Uneasy townsfolk share bizarre stories of black cats with knowing eyes, and giant moths that peer into windows during the dead of night. Odd and even The Witchwood’s growing influence drives even the redoubtable citizens of Gilneas to fearful flights of fancy. While not as strong as Charge, they make up for it in other areas mainly stats. Minions with Rush can attack the same turn they are played, but are not allowed to attack heroes. Rush offers the immediate gratification of Charge without its game-ending potential, so you’ll encounter more minions that hit the ground running with this new keyword. Minions with the new Rush keyword can attack opposing minions-but not Heroes-on the same turn they are played. Rush The power emanating from the Witchwood imbues feral vigor into those who are in tune with their predatory instincts, urging them to unnatural aggression and startling speed. Ĭards with Echo can be played multiple times on the same turn. ![]() The wily can channel this spectral side effect to their advantage: cards with Echo can be played again and again on the same turn-as long as you have the mana to pay the price. Echo Shifting shapes and ephemeral phantasms manifest out of the fog-the curse on the Witchwood has unsettling effects on both material beings and spells alike. ![]()
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