Frequently Asked Questions - Card Play by Set
Fires of Outland Frequently Asked Questions
Last updated August 8, 2007, by Paul Ross, Edwin Teh, and Aaron Rosenfeld
This set is legal for sanctioned constructed play from September 7, 2007.
1. Dual wield weapons
Some Melee weapons have the power "Your hero has dual wield." If you already have a Melee weapon, and your hero doesn't have dual wield, you can play one of these weapons without causing a uniqueness violation.
Example: You control Stellaris, and your hero doesn't have dual wield. If you play Timeslicer, you keep both weapons because your hero gains dual wield before uniqueness is checked.
Stellaris, 2, Weapon-Axe, Melee (1), 3 ATK, 2 Strike
Exhaust an ally in your party >>> You pay (1) less the next time you strike with Stellaris this turn.
Timeslicer, 3, Weapon-Dagger, Melee (1), 1 ATK, 0 Strike
Your hero has dual wield. (Can have a second one-handed Melee weapon instead of an Off-Hand equipment. Can strike with a second Melee weapon during the same combat.)
2. Totems
Totems no longer have the Totem keyword in their text box, because the Totem tag in their type line identifies them as Totems. This is not a functional change; it clarifies that a Totem that loses its powers is still a Totem.
Example: You control Fire Elemental Totem and your opponent targets it with Megamorph. It's still a Totem because its type line still identifies it as a Totem.
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.)
Megamorph, 8, Mage, Ability-Arcane
Target any number of allies in one party.
Ongoing: Those allies can't attack or protect, lose all powers, and are Sheep.
Fire Elemental Totem is functionally different from Through the Dark Portal's Earth Elemental Totem. As a result, Earth Elemental Totem has received the following errata:
Earth Elemental Totem, 2, Shaman, Instant Ability-Enhancement, Earth Totem (1), 1 Health
Ongoing: When Earth Elemental Totem enters play, put an Earth Elemental ally token with 2 ATK, 2 health, and protector into play. (Totems can be attacked or targeted like allies.)
For reference, Earth Elemental Totem's printed text is:
Totem (Can be attacked or targeted like an ally.)
Put an Earth Elemental ally token with 2 ATK, 2 health, and protector into play.
Ongoing
This new text means that you put an Elemental token into play regardless of how the Totem enters play.
3. Specific cards
Avenger's Shield, 4, Paladin, Ability-Protection Talent
Protection Hero Required Exhaust up to three target heroes and/or allies, and each of them can't ready during its controller's next ready step. Your hero deals 1 holy damage to each of those characters.
All targets are dealt damage and can't ready even if they were already exhausted as this card resolved. Each of them can't ready even if the 1 holy damage that would have been dealt to it was prevented.
Berserker Rage, 4, Warrior, Ability-Fury
You may destroy any number of abilities attached to your hero. Ongoing: Your hero has +1 ATK while attacking for each 5 damage on it.
You can play this card even if your hero has no abilities attached. Your hero has +1 ATK while attacking if it has 5 to 9 damage, +2 if it has 10 to 14, and so on.
Breanna Greenmother, 6, Alliance, Ally-Night Elf Druid, 4 ATK (Nature), 5 Health
Allies in your party can use activated ( ) powers the turn they enter your party.
Breanna's power means that each ally in your party ignores the usual restriction of not being able to activate unless it's been in your party continuously since the start of your most recent turn. While you control Breanna, you can activate allies in your party regardless of how long they have been there.
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.
Corki's Ransom, Alliance, Quest
Put Corki's Ransom into its owner's hand and pay (2) to complete this quest. Reward: Draw a card.
You pay costs in any order, so you can exhaust Corki's Ransom to pay for itself before putting it into its owner's hand.
Deacon Markus Hallow, Alliance, Hero-Human Priest (Shadow), Herbalism/Alchemy, 26 Health
(6), Flip Deacon Markus Hallow >>> Gain control of target opposing ally if its controller has no cards in his hand. Use only on your turn.
Count cards in that opponent's hand only as this effect resolves. If you gain control of the target ally, it stays under your control regardless of any changes in that opponent's hand size.
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.
Dragon's Breath, 3, Mage, Instant Ability-Fire Talent
Fire Hero Required Your hero deals 3 fire damage divided as you choose to any number of target heroes and/or allies. A character dealt damage this way loses all powers this turn.
You can't target a character unless you allocate at least 1 of the 3 fire damage to it. A card's powers are the text in its text box, as well as any keywords or quoted text added to it by modifiers. If a character loses all powers, it effectively has a blank text box, but it can later gain powers from cards like Face Smash.
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. 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.
Filthy Tricks, 6, Rogue, Ability-Assassination Combo
Ongoing: Cards in your graveyard are Combo cards.
While you control Filthy Tricks, each card in your graveyard has the Combo tag on its type line in addition to any others, so you can remove it from the game to pay the additional cost of a Finishing Move.
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. Attach to target hero or ally. 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.
Gone Fishin', 3, Ability
Ongoing: (2), [Activate] >>> Draw three cards and skip your next turn. Use only on your turn.
To skip a turn is to replace that turn with nothing. If two modifiers each tell a player to skip his or her next turn, that player skips his or her next two turns, and so on.
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 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.
Megamorph, 8, Mage, Ability-Arcane
Target any number of allies in one party. Ongoing: Those allies can't attack or protect, lose all powers, and are Sheep.
Each target has the Sheep tag in its type line in addition to any others. A card's powers are the text in its text box, as well as any keywords or quoted text added to it by modifiers. If a character loses all powers, it effectively has a blank text box, but it can later gain powers from cards like Face Smash.
Moonfire, 2, Druid, Instant Ability-Balance
Attach to target hero or ally, and your hero deals 1 arcane damage to it. Ongoing: At the start of your turn, if Moonfire is in play, your hero deals 1 arcane damage to attached character. (1) >>> Put Moonfire into its owner's hand.
Your hero deals 1 damage only if Moonfire is in play continuously from the start of your turn until its triggered effect resolves. If the attached character is fatally damaged this way, there's no opportunity to return Moonfire to hand before that character is destroyed and Moonfire is put into a graveyard.
Mutilate, 2, Rogue, Instant Ability-Assassination Talent
Assassination Hero Required 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 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 Ongoing: When your hero deals combat damage with a weapon, put a slaughter counter on Rampage. 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 You can play ability cards from your graveyard this turn. 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 + ? 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.
Silencing Shot, 4, Hunter, Instant Ability-Marksmanship Talent
Marksmanship Hero Required You may exhaust one of your Ranged weapons rather than pay Silencing Shot's cost. Your hero deals 2 ranged damage to target hero or ally. If you targeted a hero, its controller can't play abilities this turn, and you may interrupt an ability card he played.
You may interrupt an ability card that player played only if it's on the chain as Silencing Shot resolves. The "can't play abilities" restriction applies whether or not you interrupted an ability card. The controller of a targeted hero can play any number of instant abilities in response to Silencing Shot, and those abilities can't be interrupted by it.
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.
Slow, 3, Mage, Ability-Arcane Talent
Arcane Hero Required Attach to target hero. Ongoing: Attached hero's controller can't play more than one card per turn. (This doesn't include placing resources.)
If a player has already played one or more cards this turn as this card attaches to his or her hero, that player can't play any more cards this turn. Placing a resource is different from playing a card.
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. 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.) 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 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.
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