Altered wording
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@@ -3,8 +3,8 @@ Resonant Chord;5;Mecha;Discard a Mecha with the same name as this Mecha: Gain co
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Harmonic Chord;2;Mecha;When this Mecha enters the battlefield, gain control of all units you own.;0;5
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Harmonic Chord;2;Mecha;When this Mecha enters the battlefield, gain control of all units you own.;0;5
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Pheonix;5;Mecha;Flight (This unit can't be attacked except by units with Flight or Reach). While this Mecha is in your graveyard, you may skip your draw step. If you do, return this Mecha from your graveyard to your hand.;3;3
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Pheonix;5;Mecha;Flight (This unit can't be attacked except by units with Flight or Reach). While this Mecha is in your graveyard, you may skip your draw step. If you do, return this Mecha from your graveyard to your hand.;3;3
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Rumour Mill;;Command;While this Command is in your damage zone, you may play it once per turn by discarding two cards as a cost. Draw a card.;;
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Rumour Mill;;Command;While this Command is in your damage zone, you may play it once per turn by discarding two cards as a cost. Draw a card.;;
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Fallout Shelter;;Command;If this card is put into your graveyard from your deck, shuffle your graveyard into your deck. Draw a card.;;
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Fallout Shelter;;Command;If this card is put into your graveyard from your deck, shuffle your graveyard into your deck. Otherwise, draw a card.;;
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Auto-Repairer;3;Mecha;When this Mecha takes damage, if it survived, it gains 1 durability.;3;2
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Auto-Repairer;3;Mecha;When this Mecha is attacked, if it survived, it gains 1 durability.;3;2
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Drone Swarm;3;Mecha;This Mecha's power is equal to the number of Mechas you control.;0;1
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Drone Swarm;3;Mecha;This Mecha's power is equal to the number of Mechas you control.;0;1
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Radioless Carrier;2;Mecha;Flight (This unit can't be attacked except by units with Flight or Reach). Speed 2 (this mecha may move up to two spaces each turn). This Mecha can't move and loses Flight unless it's piloted.;2;2
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Radioless Carrier;2;Mecha;Flight (This unit can't be attacked except by units with Flight or Reach). Speed 2 (this mecha may move up to two spaces each turn). This Mecha can't move and loses Flight unless it's piloted.;2;2
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Challenger Tank;3;Mecha;Armour 1 (This unit enters the battlefield with one Armour counter. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). Pierce (This unit ignores Armour counters when attacking).;2;2
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Challenger Tank;3;Mecha;Armour 1 (This unit enters the battlefield with one Armour counter. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). Pierce (This unit ignores Armour counters when attacking).;2;2
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@@ -41,7 +41,7 @@ The goal of the game is to attack your opponent directly five times. Each time a
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The game takes place on a 5*7 grid (wider than it is long). Players start the game with a deck of 40 cards, with no more than 3 copies of any one card, except for Basics (no limit) and Singletons (maximum of 1). Players draw 5 cards, decide to mulligan or not (see [Mulligans](#Mulligans)), then take turns by placing certain cards on the closest row of the board, known as their entry zone. If there are no empty spaces in a player's entry zone, excluding movable units that player owns, then the player cannot play a new card and loses the game. A player also loses the game if they cannot draw a card from their deck.
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The game takes place on a 5*7 grid (wider than it is long). Players start the game with a deck of 40 cards, with no more than 3 copies of any one card, except for Basics (no limit) and Singletons (maximum of 1). Players draw 5 cards, decide to mulligan or not (see [Mulligans](#Mulligans)), then take turns by placing certain cards on the closest row of the board, known as their entry zone. If there are no empty spaces in a player's entry zone, excluding movable units that player owns, then the player cannot play a new card and loses the game. A player also loses the game if they cannot draw a card from their deck.
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When combat between mechas is initiated, the attacker's power is subtracted from the defender's durability. When a mecha's durability reaches zero, it is destroyed and discarded.
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When combat between units is initiated, the attacker's power is subtracted from the defender's durability. When a unit's durability reaches zero, it is destroyed and discarded.
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A unit cannot move or attack in the same turn it was played, unless it has haste.
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A unit cannot move or attack in the same turn it was played, unless it has haste.
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@@ -96,7 +96,7 @@ Armour counters protect a unit's durability. Each time a unit is attacked, if it
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Time
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Time
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Time counters represent the amount of time remaining before some action takes place. If a permanent you control has a time counter at the beginning of your turn, then remove one time counter.
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Time counters represent the amount of time remaining before some action takes place. If a permanent you control has a time counter on it at the beginning of your turn, then remove one time counter.
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List of Keyword Mechanics
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List of Keyword Mechanics
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