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 Herald of Galactus

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AuteurMessage
Dyvim
Modérateur
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Nombre de messages : 376
Localisation : Dunkerque
Date d'inscription : 10/12/2005

MessageSujet: Herald of Galactus   Sam 26 Aoû à 9:58

Bien bien bien, l'extension Marvel a venir est Herald of Galactus (où: L'Avénement du Gros Thon Qui Bouffe des Planètes) et les previews ont pas mal avancées, je vais remettre toutes les cartes que j'ai pu voir à droite et à gauche ici.

Les Teams déjà sont
> Heralds of Galactus
> Kree
> Inhumans
> Doom
> Skrulls
> Infinity Watch

Herald of Galactus

The Fallen One
Silver Surfer
Silver Surfer
Air-Walker
Human Torch (Fantastic Four)



Inhumans

Karnak



Kree

Colonel Yon-Rogg
Dr Minerva



Doom

Dr Doom



Infinity Watch

Moondragon
Drax the Destroyer



Skrull

Rogue (X Men)
Ethan Edwards (Spiderman Friends)



Autres Teams

Supermanhunter (Manhunter)
Haywire (Squadron Suprem)
Thanos



Plot Twist

Creation of a Herald
I Must Obey
Live Kree...or Die!
Extended Family
I Hunger
Time Thief
Lust For Power
Kindred Spirits
Armagueddon



Location

Elemental Converters
The Great Refuge
Attilan
The Substructure
Negative Zone
Worldship
Doomstadt



Equipment

The Infinity Gauntlet
Mind Gem




Le Stacker (Silver Surfer et Morg)

_________________


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Nombre de messages : 376
Localisation : Dunkerque
Date d'inscription : 10/12/2005

MessageSujet: Re: Herald of Galactus   Lun 28 Aoû à 13:56

Le spoiler complet Smile

Herald of Galactus

Air-Walker, Gabriel Lan
Character, 3
R
Heralds of Galactus
3/6
Flight, Range
Loyalty—Reveal
Cosmic: Activate >>> Target opponent exhausts a ready character he controls. Use this power only during the combat phase.

Air-Walker, Harbinger of Despair
Character, 5
U
Heralds of Galactus
8/11
Flight, Range
Cosmic: At the start of your attack step, target opponent exhausts a ready character he controls.

Destroyer, Soulless Juggernaut
Character, 2
C
Heralds of Galactus
1/1
Flight, Range
Cosmic: Destroyer gets +3 ATK / +3 DEF.

Destroyer, Harbinger of Devastation
Character, 6
C
Heralds of Galactus
12/12
Flight, Range
At the start of the build phase, you may reveal a card named Galactus from your hand. If you do, put a cosmic counter on Destroyer.
Cosmic—Surge: Destroyer gets +3 ATK / +3 DEF. (This character does not come into play with a cosmic counter. At the start of the recovery phase each turn, put a cosmic counter on this character.)

Firelord, Pyreus Kril
Character, 3
C
Heralds of Galactus
4/5
Flight, Range
Discard a card with cost 4 or greater >>> Firelord gets +4 ATK this attack. Use this power only once per turn.

Firelord, Harbinger of Havoc
Character, 6
C
Heralds of Galactus
11/13
Flight, Range
Cosmic: Discard a character card >>> Firelord gets +X ATK this attack, where X is the cost of the card you discarded. Use this power only once per turn.

Frankie Raye <> Nova, Optimistic Youth
Character, 1
C
Heralds of Galactus
1/1
Flight, Range
You may discard a card rather than pay Frankie Raye's recruit cost.
When Frankie Raye comes into play, you may discard a card with cost 4 or greater. If you do, draw two cards.

Frankie Raye <> Nova, Soul Searcher
Character, 3
C
Heralds of Galactus
4/5
Flight, Range
Cosmic: At the start of the combat phase, draw a card.

Frankie Raye <> Nova, Harbinger of Death
Character, 5
C
Heralds of Galactus
9/8
Flight, Range
Loyalty—Reveal
Cosmic: At the start of the combat phase, if you have three or fewer cards in hand, draw cards until you have four cards in hand.

Galactus, The Maker
Character, 7
U
Heralds of Galactus
16/16
Flight, Range
Cosmic: Activate >>> Galactus has invulnerability this turn. Target opponent loses half his endurance, rounded up. Use this power only during your attack step.

Galactus, Devourer of Worlds
Character, 9
R
Heralds of Galactus
25/25
Flight, Range
When Galactus comes into play, you may gain endurance equal to target opponent's endurance total. If you do, that player's endurance total becomes 0.

Galan, Famished
Character, 1
C
Heralds of Galactus
1/2
Activate >>> Gain 2 endurance.

Human Torch, The Invisible Man
Character, 4
C
Heralds of Galactus / Fantastic Four
7/7
Flight, Range
Heralds of Galactus defenders you control have reinforcement.
Cosmic: If a character you control would cause breakthrough, instead, you gain that much endurance.

Morg, Slayer
Character, 2
C
Heralds of Galactus
3/2
Flight, Range
Discard a card >>> Target player returns a character he controls with cost 1 or less to its owner's hand. Use this power only once per turn.

Morg, Corrupt Destroyer
Character, 4
C
Heralds of Galactus
9/5
Flight, Range
Cosmic—Surge: Whenever Morg stuns a character, return that character to its owner's hand. (This character does not come into play with a cosmic counter. At the start of the recovery phase each turn, put a cosmic counter on this character.)

Morg, Harbinger of Extinction
Character, 7
C
Heralds of Galactus
17/15
Flight, Range
Cosmic: Whenever a character becomes stunned during the combat phase, you may reveal a Heralds of Galactus character card from your hand. If you do, return that character to its owner's hand unless its controller reveals a card from his hand with cost greater than the cost of the card you revealed.

Plasma, Replacement Herald
Character, 3
C
Heralds of Galactus
5/3
Flight, Range
Remove a cosmic counter from a character you control >>> Gain 2 endurance.
Cosmic: Plasma gets +2 DEF.

Red Shift, Rift Walker
Character, 5
R
Heralds of Galactus
10/9
Flight, Range
Concealed
Cosmic: Whenever Red Shift attacks, you may remove all attackers and defenders from the game. If you do, the owner of each of those cards puts it into his front row at the start of the recovery phase this turn.

Silver Surfer, Skyrider of the Spaceways
Character, 2
U
Heralds of Galactus
3/2
Flight, Range
Cosmic: Activate >>> Search your deck for a card with cost 4 or greater, reveal it, shuffle your deck, and put that card on the top of your deck.

Silver Surfer, Righteous Protector
Character, 5
C
Heralds of Galactus
9/9
Flight, Range
Cosmic: Remove a cosmic counter from Silver Surfer >>> Whenever a character with cost 4 or less becomes stunned during the combat phase this turn, return it to its owner's hand.

Silver Surfer, Harbinger of Oblivion
Character, 7
R
Heralds of Galactus
16/16
Flight, Range
Loyalty—Reveal
Cosmic: Remove three cosmic counters from characters you control >>> Remove Silver Surfer from the game. If you do, players skip the combat phase this turn. Use this power only during the build phase.

Stardust, Merciless Warrior
Character, 4
C
Heralds of Galactus
8/6
Flight, Range
Discard a Heralds of Galactus character card with cost 4 or greater >>> Power-up target attacker or defender you control.

Terrax, The Tamer
Character, 4
R
Heralds of Galactus
6/8
Flight, Range
Cosmic: Activate, replace a location you control >>> Target opponent stuns a non-stunned character he controls with cost 3 or less.

Terrax, Harbinger of Ruin
Character, 6
R
Heralds of Galactus
11/13
Flight, Range
Cosmic: Replace a location you control >>> Target opponent stuns a non-stunned character he controls with cost 4 or less. Use this power only once per turn.

The Fallen One, The Forgotten
Character, 6
C
Heralds of Galactus
12/12
Flight, Range
Discard a card with cost 4 or greater >>> Put a cosmic counter on target cosmic character you control. Use this power only once per turn.
Cosmic: Whenever The Fallen One stuns a defender, if you have more cards in hand than that character's controller, you may return that character to its owner's hand.

The Punishers, Army
Character, 1
C
Heralds of Galactus
2/2
Flight, Range
As an additional cost to recruit The Punishers, reveal a card with cost 4 or greater from your hand.

Tyrant, The Original Herald
Character, 8
U
Heralds of Galactus
19/19
Flight, Range
Remove a cosmic counter from another character you control >>> Put a cosmic counter on Tyrant.
Cosmic—Surge: Remove a cosmic counter from Tyrant >>> Target player removes a character he controls from the game. Use this power only once per turn and only during the combat phase.

Absorba Shield
Plot Twist, 4
R
As an additional cost to play Absorba Shield, discard a card.
Target Heralds of Galactus attacker or defender you control gets +2 DEF this attack and an additional +2 DEF this attack unless an opponent reveals a card from his hand with cost greater than the cost of the card you discarded.

Cosmic Necessity
Plot Twist, 2
U
As an additional cost to play Cosmic Necessity, exhaust a Heralds of Galactus character you control.
Target opponent chooses whether you draw two cards or you gain 5 endurance.

Creation of a Herald
Plot Twist, 3
R
As an additional cost to play Creation of a Herald, discard a Heralds of Galactus character card.
If you discarded a card named Galactus, search your deck for any card. Otherwise, search your deck for a character card with cost less than the cost of the card you discarded. Reveal that card, put it into your hand, and shuffle your deck.

Elemental Battle
Plot Twist, 1
C
Target defender you control gets +1 DEF this attack. If that character has the Heralds of Galactus affiliation, gain 3 endurance.

Elemental Converters
Location, 4
U
Terraform
As an additional cost to flip Elemental Converters, discard any number of Heralds of Galactus character cards with combined cost 4 or greater.
Activate >>> Draw a card.

I Hunger
Plot Twist, 4
R
Play I Hunger only if you control a Heralds of Galactus character.
If an opponent would take stun endurance loss this turn, instead, you gain that much endurance.

I Must Obey
Plot Twist, 4
R
As an additional cost to play I Must Obey, reveal a card named Galactus from your hand.
If you have played no other plot twists this turn, each player exhausts a ready character he controls.

Inspiring Demise
Plot Twist, 4
R
Play Inspiring Demise only from your resource row.
Target Heralds of Galactus attacker you control gets +4 ATK / +4 DEF this attack. The defending player gains 4 endurance.

Kindred Spirits
Plot Twist, 0
U
Search your deck for up to two Heralds of Galactus character cards, reveal them, shuffle your deck, and put those cards on the top of your deck.

Pacification
Plot Twist, 4
U
Ongoing: At the start of the combat phase, if you have more cards in hand than an opponent, you may put a cosmic counter on a cosmic Heralds of Galactus character you control.

Relentless Onslaught
Plot Twist, 4
C
Target Heralds of Galactus attacker you control gets +2 ATK this attack.
Draw a card.

Taa II
Location, 3
R
Terraform
Activate, remove a cosmic counter from a Heralds of Galactus attacker or defender you control >>> That character gets +2 DEF this attack.

The Herald Ordeal, Team-Up
Plot Twist, 2
C
As an additional cost to play The Herald Ordeal, choose two different team affiliations among characters you control.
Ongoing: Crossover the chosen affiliations.
Discard a Heralds of Galactus character card >>> Gain 2 endurance. Use this power only once per turn.

The Power Cosmic Unleashed
Plot Twist, 3
C
Put a cosmic counter on target cosmic Heralds of Galactus attacker or defender you control.

Ultimate Nullifier
Equipment, 2
R
You may discard a Heralds of Galactus character card rather than pay Ultimate Nullifier's recruit cost.
Remove Ultimate Nullifier from the game >>> Negate target effect an opponent controls. Use this power only during the combat phase.

Worldeater Apparatus
Location, 2
U
Exhaust any number of characters you control with combined cost 4 or greater >>> Gain 3 endurance. Use this power only if you control a Heralds of Galactus character.

Worldship
Location, 1
U
As an additional cost to flip Worldship, reveal a Heralds of Galactus character card with cost 4 or greater from your hand.
Whenever a character with cost 3 or less becomes stunned during the combat phase, return that character to its owner's hand.

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Nombre de messages : 376
Localisation : Dunkerque
Date d'inscription : 10/12/2005

MessageSujet: Re: Herald of Galactus   Lun 28 Aoû à 13:57

....suite....
Kree

Admiral Galen Kor, Lunatic Legion
Character, 4
C
Kree
6/8
Range
Reservist, Press (When you recruit this card, your next character costs 1 less to recruit this turn for each press card you recruited this turn, but no less than 1.)
At the start of the combat phase, Admiral Galen Kor gets +1 ATK this turn for each other character you recruited this turn.

Bron Char, Lunatic Legion
Character, 5
R
Kree
10/9
Reservist, Press
Discard a Kree character card >>> The controller of target character with cost 2 or less KO's a resource he controls. If he does, he puts that character face down into his resource row. Use this power only once per turn.

Captain Att-Lass, Starforce
Character, 2
C
Kree
3/2
Range
Press (When you recruit this card, your next character costs 1 less to recruit this turn for each press card you recruited this turn, but no less than 1.)

Clumsy Foulup, Puppet Dictator
Character, 2
C
Kree
2/2
Press
Whenever you recruit a character, Clumsy Foulup gets +1 ATK / +1 DEF this turn.
Whenever Clumsy Foulup's ATK becomes 5 or greater, return him to his owner's hand.

Colonel Yon-Rogg, Commander of the Helion
Character, 3
R
Kree
4/5
Range
Press
Exhaust three front row Kree characters you control >>> Stun target character. Use this power only once per turn and only during your attack step.

Commander Dylon Cir, Lunatic Legion
Character, 3
C
Kree
6/3
Range
Reservist, Press (When you recruit this card, your next character costs 1 less to recruit this turn for each press card you recruited this turn, but no less than 1.)
Whenever Commander Dylon Cir attacks, the defending player replaces a face-up non–Team-Up resource he controls.

Dr. Minerva, Starforce
Character, 2
C
Kree
2/3
Range
Reservist, Press
When Dr. Minerva comes into play, reveal the top three cards of your deck. Put a revealed Kree character card into your hand and the remaining cards on the bottom of your deck.

Korath the Pursuer, Starforce
Character, 5
C
Kree
9/9
Flight
Press (When you recruit this card, your next character costs 1 less to recruit this turn for each press card you recruited this turn, but no less than 1.)
Pay 2 endurance >>> Target Kree character you control can attack hidden characters this turn.

Kree Commandos, Army
Character, 2
U
Kree
2/3
Range
Reservist
When Kree Commandos comes into play, target character you control gets +2 ATK this turn.
Whenever Kree Commandos becomes stunned, return it to its owner's hand.

Kree Public Accusers, Army
Character, 5
U
Kree
9/9
Range
Reservist
When Kree Public Accusers comes into play, name a non-ongoing plot twist card. Your opponents cannot play cards with that name this turn.

Kree Soldiers, Army
Character, 1
U
Kree
1/2
Range
Reservist
When Kree Soldiers comes into play, it gets +1 ATK this turn.
Whenever Kree Soldiers becomes stunned, return it to its owner's hand.

Lieutenant Kona Lor, Lunatic Legion
Character, 2
C
Kree
4/1
Range
Reservist, Press (When you recruit this card, your next character costs 1 less to recruit this turn for each press card you recruited this turn, but no less than 1.)
When Lieutenant Kona Lor comes into play, target opponent replaces a face-up non–Team-Up resource he controls.

Lunatic Legionnaires, Army
Character, 4
U
Kree
6/6
Range
Reservist
When Lunatic Legionnaires comes into play, it gets +1 ATK this turn for each face-down resource target player controls.
Whenever Lunatic Legionnaires becomes stunned, you may return it to its owner's hand.

Mar-Vell <> Captain Marvel, Soldier of the Empire
Character, 3
C
Kree
5/4
Range
Press (When you recruit this card, your next character costs 1 less to recruit this turn for each press card you recruited this turn, but no less than 1.)

Mar-Vell <> Captain Marvel, Enemy of the Empire
Character, 7
C
Kree
15/15
Flight, Range
Reservist
When Mar-Vell comes into play, if you have five or more cards in hand, Mar-Vell gets +2 ATK / +2 DEF this turn.
Discard a Kree character card >>> Whenever Mar-Vell becomes stunned this turn, return him to his owner's hand.

Nenora, Skrull Usurper
Character, 1
C
Kree / Skrull
2/1
Concealed
You may discard a card rather than pay Nenora's recruit cost.
Characters you control gain the Kree affiliation.

Ronan the Accuser, Starforce
Character, 4
C
Kree
8/7
Range
Cosmic: Your opponents cannot flip locations or play plot twists from their resource rows.

Ronan the Accuser, Supreme Public Accuser
Character, 7
R
Kree
15/16
Range
Loyalty—Reveal
At the start of the combat phase, each opponent replaces all face-up resources he controls.
Cosmic: Activate >>> Stun target character if its cost is less than the number of face-down resources its controller controls. Use this power only during the combat phase.

Ruul Warrior, Army
Character, 3
C
Kree
3/6
Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
While you control more characters than an opponent, Ruul Warrior gets +3 ATK / -3 DEF.

Sentry #459, Advance Guard
Character, 6
C
Kree
12/12
Flight, Range
Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Whenever you recruit a character, Sentry #459 gets +1 ATK / +1 DEF this turn.

Shatterax, Starforce
Character, 5
C
Kree
9/8
Flight, Range
Reservist, Press (When you recruit this card, your next character costs 1 less to recruit this turn for each press card you recruited this turn, but no less than 1.)
At the start of the combat phase, characters that came into play under your control this turn get +2 ATK this turn while in combat with a character with greater cost.

Sintariis, High Kronamaster
Character, 1
R
Kree
2/1
Reservist
When Sintariis comes into play, you may search your deck for a Kree character card, reveal it, shuffle your deck, and put that card on the top of your deck.

Supreme Intelligence, Kree Collective
Character, 8
R
Kree
17/17
Concealed
When Supreme Intelligence comes into play, if you control no face-up resources, reveal any number of Kree character cards with different names from your resource row. Put each revealed card into your front row if you don't control a non-Army character with the same name as that card.

Supremor, Starforce
Character, 6
C
Kree
14/14
Reservist, Press (When you recruit this card, your next character costs 1 less to recruit this turn for each press card you recruited this turn, but no less than 1.)
When Supremor comes into play, return a character you control to its owner's hand.

Talla Ron, Lunatic Legion
Character, 1
C
Kree
1/1
Range
Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Talla Ron gets +1 ATK for each face-down resource your opponents control.

Ultimus, Starforce
Character, 4
C
Kree
7/7
Flight, Range
Press (When you recruit this card, your next character costs 1 less to recruit this turn for each press card you recruited this turn, but no less than 1.)

Conquered Planet
Plot Twist, 1
C
Target Kree attacker or defender you control gets +1 ATK this attack for each face-down resource target opponent controls.

Enemy of the Empire
Plot Twist, 3
U
Play Enemy of the Empire only if you control a Kree character and only during the recovery phase.
If you control fewer stunned characters than target opponent, he loses 1 endurance for each card in your hand.

Genetic Destiny
Plot Twist, 3
U
Play Genetic Destiny only if you control more characters than an opponent.
Reveal the top four cards of your deck. Put a revealed Kree character card into your hand and the remaining cards on the bottom of your deck.

Hala
Location, 3
C
Terraform
Activate >>> Target Kree attacker or defender you control gets +1 ATK this attack for each character you recruited this turn.

Improper Burial
Plot Twist, 2
U
As an additional cost to play Improper Burial, exhaust a Kree character you control.
The controller of target stunned character KO's a resource he controls. If he does, he puts that character face down into his resource row.

Live Kree . . . or Die!
Plot Twist, 6
U
Live Kree . . . or Die! costs 1 less to play for each Kree character you recruited this turn.
Target character you control gets +5 ATK this attack while in combat with a character with greater cost.

Nega-Bands
Equipment, 0
U
Unique
Equip only to a Kree character.
Equipped character gets +2 ATK.
Whenever equipped character becomes stunned, return Nega-Bands to its owner's hand.

Nega-Bomb
Plot Twist, 16
R
Play Nega-Bomb only during the combat phase.
Nega-Bomb costs 1 less to play for each Kree character you recruited this turn.
Remove all characters from the game.

Penal Colony
Location, 2
C
Terraform
As an additional cost to flip Penal Colony, discard a Kree character card.
Activate >>> Return target character you control to its owner's hand.

Planet Weapon
Location, 4
R
Terraform
At the start of the combat phase, each opponent replaces a face-up non–Team-Up resource he controls and loses endurance equal to that resource's cost.

Pressed into Service, Team-Up
Plot Twist, 2
C
As an additional cost to play Pressed into Service, choose two different team affiliations among characters you control.
Ongoing: Crossover the chosen affiliations.
Revealed Kree character cards in your resource row have reservist.

Remnant Fleet
Plot Twist, 2
C
Return target Kree character you control to its owner's hand. You may return another character you control to its owner's hand.

Starforce Strike
Plot Twist, 3
C
Target defender you control gets +2 ATK this attack. If that character has the Kree affiliation, you may return it to its owner's hand at the start of the recovery phase this turn.

Stargate
Location, 2
R
Activate, discard a card >>> Return a character you control with cost 2 or greater to its owner's hand. If you do, search your deck for a Kree character card, reveal it, put it into your hand, and shuffle your deck. Use this power only during your recruit step.

Strategic Retreat
Plot Twist, 4
R
Play Strategic Retreat only from your resource row and only during the combat phase.
Return all Kree characters you control to their owners' hands.

The Infamous Seven
Plot Twist, 2
U
Target Kree defender you control gets +1 DEF this attack for each non-stunned support row character you control.

The Lunatic Legion
Plot Twist, 8
U
The Lunatic Legion costs 1 less to play for each Kree character you recruited this turn.
If you have played no other plot twists this turn, characters you control get +2 ATK this turn.

Universal Weapon
Equipment, 3
C
Universal Weapon costs 1 less to recruit for each Kree character you recruited this turn.
Equipped character gets +3 ATK / +3 DEF.

_________________


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Nombre de messages : 376
Localisation : Dunkerque
Date d'inscription : 10/12/2005

MessageSujet: Re: Herald of Galactus   Lun 28 Aoû à 13:59

....suite....

Inhumans


Ahura, Heir to Attilan
Character, 1
C
Inhumans
1/2
Concealed
Whenever a character you control with a cosmic counter becomes stunned, you may put a cosmic counter on another cosmic character you control.

Alaris, The Outgoing One
Character, 5
C
Inhumans
9/10
A character protected by Alaris cannot be attacked.
Pay 2 endurance >>> Exchange the positions of Alaris and an Inhumans character you control.

Alpha Primitives, Army
Character, 1
C
Inhumans / Negative Zone
2/1
Concealed
Discard Alpha Primitives >>> Return a face-down resource you control to its owner's hand. If you do, you may put a card from your hand face down into your resource row. Use this power only if Alpha Primitives is in your hand.

Black Bolt, Illuminati
Character, 2
C
Inhumans
3/2
Flight, Range
Concealed—Optional (You may have this character come into play in the hidden area.)
When Black Bolt comes into play, look at the top card of your deck. You may replace a resource you control.

Black Bolt, King of the Inhumans
Character, 5
C
Inhumans
9/8
Flight, Range
Concealed—Optional (You may have this character come into play in the hidden area.)
Leader: Characters adjacent to Black Bolt get +2 DEF.

Black Bolt, Devastating Decree
Character, 8
R
Inhumans
19/19
Flight, Range
Cosmic: Whenever Black Bolt stuns a character, you may KO all characters with cost less than the number of face-up resources you control.

Crystal, Elementelle
Character, 3
C
Inhumans
5/4
Range
Concealed—Optional
When Crystal comes into play, you may KO a resource you control. If you do, search your deck for a Team-Up card, reveal it, put it face down into your resource row, and shuffle your deck.

Dewoz, Dark Reflection
Character, 4
C
Inhumans
7/7
Range
Concealed—Optional
Pay 2 endurance >>> Move Dewoz and a character in the same column as Dewoz to your hidden or visible area. Use this power only once per turn and only during the combat phase.

Dinu, Face of Terror
Character, 6
C
Inhumans
13/12
When Dinu comes into play, the controller of target unequipped character moves it to his hidden area.

Franklin Richards, Creator of Counter-Earth
Character, 2
C
Inhumans / Fantastic Four
2/3
Mutant - Energy
Concealed
Cosmic—Surge: Remove a cosmic counter from Franklin Richards >>> Move target cosmic character you control to your hidden or visible area. (This character does not come into play with a cosmic counter. At the start of the recovery phase each turn, put a cosmic counter on this character.)

Gorgon, Thundering Hooves
Character, 7
R
Inhumans
15/17
Concealed—Optional
Cosmic: While Gorgon is visible, characters cannot ready.

Human Torch, Sparky
Character, 3
C
Inhumans / Fantastic Four
5/3
Flight, Range
Activate >>> Target player loses 1 endurance for each face-up resource you control.

Invisible Woman, Flame On!
Character, 7
C
Inhumans / Fantastic Four
16/11
Flight, Range
Cosmic: Whenever Invisible Woman attacks or defends, target player loses 1 endurance for each face-up resource you control.

Jolen, The Treacherous One
Character, 3
U
Inhumans
4/5
Concealed—Optional
Cosmic—Surge: Whenever Jolen defends against or attacks a character, exhaust that character, and it cannot ready this turn. (This character does not come into play with a cosmic counter. At the start of the recovery phase each turn, put a cosmic counter on this character.)

Karnak, The Shatterer
Character, 5
R
Inhumans
9/6
Loyalty—Reveal, Concealed—Optional
Cosmic—Surge: Remove a cosmic counter from Karnak >>> Target character gets -X DEF while defending this turn, where X is its printed DEF. Use this power only once per turn.

Lockjaw, Inhuman's Best Friend
Character, 1
U
Inhumans
2/1
Range
Concealed—Optional
When Lockjaw comes into play, you may discard a card. If you do, search your deck for an Inhumans character card, reveal it, put it into your hand, and shuffle your deck.

Luna Maximoff, Only Human
Character, 1
C
Inhumans
1/2
Concealed
Activate, return Luna Maximoff to her owner's hand >>> Recover target stunned character you control with cost 3 or less and move it to your hidden area. Use this power only during the combat phase.

Maximus the Mad, Mental Manipulator
Character, 6
C
Inhumans / Negative Zone
14/9
Concealed
At the start of the combat phase, if you control no face-down resources, target opponent moves all characters he controls to his front row.

Medusa, Queen of the Inhumans
Character, 6
U
Inhumans
12/12
Cosmic: Whenever Medusa defends against or attacks a character, exhaust that character. That character cannot ready this turn, and its payment powers cannot be used this turn.

Mr. Fantastic, Illuminati
Character, 5
U
Inhumans / Fantastic Four
9/9
Range
Cosmic: At the start of the combat phase, look at the top X cards of your deck, where X is the number of face-up resources you control. Put one of those cards into your hand and the rest on the bottom of your deck. If you do, discard a card.

Nahrees, The Negative One
Character, 4
C
Inhumans
8/6
Range
Concealed
Cosmic—Surge: Pay 2 endurance >>> Target exhausted character cannot ready this turn. Use this power only once per turn and only during the combat phase.

Quicksilver, Inhuman by Marriage
Character, 2
C
Inhumans / Avengers
3/3
Mutant-Physical
Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Free >>> Ready Quicksilver. Use this power only once per turn and only if you control no face-down resources.

San, The Alienated One
Character, 2
C
Inhumans
2/4
Concealed—Optional (You may have this character come into play in the hidden area.)
When San comes into play in the hidden area, you may search your deck for a location card, reveal it, shuffle your deck, and put that card on the top of your deck.

Thing, Rockhead
Character, 4
C
Inhumans / Fantastic Four
6/8
Cosmic—Surge: Thing gets +3 ATK / +1 DEF. (This character does not come into play with a cosmic counter. At the start of the recovery phase each turn, put a cosmic counter on this character.)

Tonaja, The Responsible One
Character, 3
C
Inhumans
4/4
Concealed
Cosmic—Surge: Tonaja gets +4 ATK and has flight. (This character does not come into play with a cosmic counter. At the start of the recovery phase each turn, put a cosmic counter on this character.)

Triton, Aquatic Ambassador
Character, 4
R
Inhumans
7/7
Cosmic—Surge: Pay 3 endurance >>> Return target card from your KO'd pile to your hand. Use this power only once per turn.

Attilan
Location, 4
R
Terraform
Activate >>> Search your deck for a card, shuffle your deck, and put that card on the top of your deck. Use this power only if you control an Inhumans character and no face-down resources.

Blue Area of the Moon
Location, 2
C
Terraform
Activate >>> Target Inhumans attacker you control gets +1 DEF this attack for each face-up resource you control.

Exploiting the Flaw
Plot Twist, 3
R
Play Exploiting the Flaw only if you control an Inhumans attacker.
Target exhausted, non-attacking Inhumans character you control becomes an attacker and cannot cause breakthrough this attack. Remove all other attackers from this attack.

Extended Family, Team-Up
Plot Twist, 2
C
As an additional cost to play Extended Family, choose two different team affiliations among characters you control.
You may discard a card. If you do, put a cosmic counter on a cosmic Inhumans character you control.
Ongoing: Crossover the chosen affiliations.

Final Decree
Plot Twist, 2
R
Play Final Decree only if you control an Inhumans character and only during the build phase.
If you have played no other plot twists this turn, replace any number of resources you control. At the start of the recovery phase this turn, lose 2 endurance for each face-down resource you control.

Himalayan Enclave
Location, 3
C
Terraform
Activate >>> Move target Inhumans character with concealed you control to your hidden or visible area.
Hidden characters you control get +1 DEF.

It's Slobberin' Time!
Plot Twist, 1
C
Target attacker you control gets +3 DEF this attack and an additional +3 ATK this attack if it has the Inhumans affiliation and you control no face-down resources.

Power Struggle
Plot Twist, 2
U
Play Power Struggle only from your resource row.
Target Inhumans attacker or defender you control gets -3 ATK / +3 DEF this attack.

Terragenesis
Plot Twist, 3
U
Ongoing: Whenever a cosmic Inhumans character you control recovers, you may discard a card. If you do, put a cosmic counter on that character.

The Great Refuge
Location, 2
R
Terraform
The Great Refuge is not unique.
When you flip The Great Refuge, search your deck for an Inhumans character card with cost less than or equal to the number of face-up resources you control. Reveal that card, put it into your hand, and shuffle your deck.

The Outside World
Plot Twist, 3
C
As an additional cost to play The Outside World, exhaust an Inhumans character you control.
Recover target stunned character you control if its cost is less than or equal to the number of face-up resources you control. If you do, move it to your hidden area.

The Royal Guard
Plot Twist, 2
R
Target Inhumans character you control gets +2 ATK / +2 DEF while attacking this turn and has flight this turn.

The Substructure
Location, 2
C
Terraform
Activate >>> Replace a face-down resource you control. If you replaced an Inhumans character card, you may put that card from your KO'd pile into your hand and then discard a card.

Waking the Ancestors
Plot Twist, 1
C
As an additional cost to play Waking the Ancestors, exhaust an Inhumans character you control.
Target character cannot ready this turn.

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Nombre de messages : 376
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Date d'inscription : 10/12/2005

MessageSujet: Re: Herald of Galactus   Lun 28 Aoû à 14:01

....suite....


Doom


Divinity, Vampiric General
Character, 4
U
Doom
9/7
At the start of the build phase, KO a resource you control or a Doom character you control.
Whenever Divinity stuns a character, KO that character.

Doom-Bot <> Dr. Doom, Cosmic Thief
Character, 6
C
Doom
9/9
Flight, Range
Loyalty—Reveal
At the start of the recovery phase, stun Doom-Bot.
Cosmic: Doom-Bot gets +4 ATK / +4 DEF and has invulnerability.

Doom-Bot Corps, Army
Character, 3
C
Doom
5/4
Flight, Range
Pay 3 endurance >>> If you don't control a character named Dr. Doom, Doom-Bot Corps has the name Dr. Doom and loses all other names this turn. Use this power only once per turn.

Dorma, Atlantean General
Character, 7
C
Doom
16/15
Flight
KO a character you control >>> Characters you control get +1 ATK while attacking this turn. Use this power only during the combat phase.

Dr. Doom, Richards's Rival
Character, 3
C
Doom
5/4
Range
When Dr. Doom comes into play, you may search your deck for a plot twist card, reveal it, shuffle your deck, and put that card on the top of your deck.
KO a character you control >>> Replace a resource you control. Use this power only once per turn.

Dr. Doom, Sorcerous Savant
Character, 6
C
Doom
13/12
Flight, Range
KO a character you control >>> Turn target plot twist you control face down. Use this power only once per turn.

Dr. Doom, Latverian Monarch
Character, 8
R
Doom
19/18
Flight, Range
Cosmic: KO a character you control >>> You get an additional attack step after this one. At the start of your next attack step this turn, ready all characters you control. Use this power only during your attack step and only once per turn.

Elite Doom Guards, Army
Character, 2
C
Doom
3/2
Range
Reveal Elite Doom Guards, exhaust a defender you control named Dr. Doom >>> Put Elite Doom Guards into your support row. Use this power only if Elite Doom Guards is in your hand.

Invisible Woman, Baroness Von Doom
Character, 4
C
Doom / Fantastic Four
6/8
Concealed—Optional (You may have this character come into play in the hidden area.)
Defenders you control with cost 3 or less in the same area as Invisible Woman have reinforcement.

Iron Man, Illuminati
Character, 3
C
Doom / Avengers
4/5
Flight, Range
Free >>> Reveal the top card of your deck. If you revealed a plot twist card, Iron Man gets +3 ATK this turn. Use this power only once per turn.

Kang, One of Many
Character, 2
U
Doom / Kang Council
2/2
Range
Kang is not unique.
Activate, reveal a card from your hand named Dr. Doom or named Kang >>> Exhaust target character with cost 2 or less.

Kang, Destiny Warrior
Character, 5
R
Doom / Kang Council
9/9
Range
Kang is not unique.
Whenever Kang stuns a character, you may exhaust target front row character an opponent controls.

Klaw, Sonic Construct
Character, 1
R
Doom / Masters of Evil
5/1
Range
Klaw cannot ready during the recovery phase.
KO a character you control >>> Ready Klaw, and he cannot attack this phase. Use this power only once per turn.

Lancer, Samantha Dunbar
Character, 2
C
Doom
3/3
Range
Stun Lancer >>> Whenever a character you control named Dr. Doom stuns a character this turn, you may stun a character with cost 3 or less.

Magneto, Acts of Vengeance
Character, 5
C
Doom
9/9
Flight, Range
Mutant - Energy
KO a character you control >>> Exhaust target character. Use this power only during your attack step.

Mole Man, Moloid Master
Character, 2
U
Doom
2/3
Pay 1 resource point >>> Replace a plot twist you control. Target player loses X endurance, where X is the cost of the plot twist you replaced. Use this power only once per turn.

Molecule Man, Owen Reece
Character, 7
R
Doom
15/15
Range
Cosmic: Remove a cosmic counter from Molecule Man >>> Copy target effect from a non-ongoing plot twist. You may choose new targets for that copy. Use this power only once per turn.

Moloids, Army
Character, 1
C
Doom
2/1
Range
Exhaust a character you control named Dr. Doom or named Mole Man >>> Put Moloids from your KO'd pile into your front row. Use this power only during the build phase and only if Moloids is in your KO'd pile.

Mr. Fantastic, Doom's Adversary
Character, 4
U
Doom / Fantastic Four
7/4
Range
You are considered to control Dr. Doom.
When Mr. Fantastic comes into play, you may put up to two Army Doom character cards with combined cost 3 or less from your KO'd pile into your front row.

Purple Man, Subtle Manipulator
Character, 6
U
Doom
12/13
Whenever an opponent uses a character's payment power, exhaust that character.

Shakti, Mage General
Character, 1
C
Doom
1/2
Range
Whenever a character you control is put into a KO'd pile during the combat phase, target character gets -2 DEF this turn.

Sub-Mariner, Illuminati
Character, 4
C
Doom
7/7
Flight
At the start of the combat phase, look at the top three cards of your deck. Put one of those cards on the top of your deck and the rest into your KO'd pile.

Technarx, Cyborg General
Character, 3
C
Doom
5/3
Range
At the start of the recovery phase, if Technarx is in your KO'd pile, you may KO a Doom character you control with cost 2 or greater. If you do, put Technarx from your KO'd pile into your front row exhausted if you don't control a character named Technarx.

Titania, Temper Tantrum
Character, 4
C
Doom
7/6
KO a resource you control or a character you control >>> Titania gets +2 ATK / +2 DEF this turn. Use this power only once per turn.

Ultron <> Ultron 11, Army
Character, 5
C
Doom / Masters of Evil
9/8
Flight, Range
When Ultron is put into your KO'd pile from play, you may remove four other cards in your KO'd pile from the game. If you do, put Ultron from your KO'd pile into your front row at the start of the next phase. (This power triggers if Ultron leaves play stunned.)

Valeria Von Doom, Heir to Latveria
Character, 1
C
Doom / Fantastic Four
1/1
Range
You may discard a card rather than pay Valeria Von Doom's recruit cost.
You are considered to control Dr. Doom.
Whenever you play a plot twist from your resource row, draw a card and then discard a card.

Armies of Doom
Plot Twist, 3
U
Play Armies of Doom only during the build phase.
If you have played no other plot twists this turn, you may put an Army Doom character card with cost 3 or less from your KO'd pile into your front row. At the start of the recovery phase this turn, KO that character.

Arsenal of Doom
Location, 1
C
Activate >>> Look at the top card of your deck. You may put that card into your KO'd pile.
Activate >>> Remove target Army Doom character card in your KO'd pile from the game. You may recruit that card this turn.

Astral Suppression
Plot Twist, 3
U
As an additional cost to play Astral Suppression, exhaust a character you control named Dr. Doom.
Choose one: KO target stunned character; or target player reveals his hand and then discards a non-character card of your choice.

Doom Needs Only Doom
Plot Twist, 2
C
As an additional cost to play Doom Needs Only Doom, KO a Doom character you control.
Target character gets -4 DEF this turn.

Doomed Earth
Plot Twist, 1
R
As an additional cost to play Doomed Earth, KO two characters you control.
Ongoing: Doom characters you control get +2 ATK.

Doomstadt, Castle Doom
Location, 1
R
Terraform
You are considered to control Dr. Doom.
Characters you control named Dr. Doom get +3 ATK.

Expendable Ally
Plot Twist, 3
R
Negate target plot twist or payment effect an opponent controls targeting a character you control named Dr. Doom. That character gets +5 ATK this turn.

For the Glory of Doom!, Team-Up
Plot Twist, 2
C
As an additional cost to play For the Glory of Doom!, choose two different team affiliations among characters you control.
Ongoing: Crossover the chosen affiliations.
KO a Doom character you control >>> Target player loses 2 endurance. Use this power only once per turn.

Lust for Power
Plot Twist, 2
R
As an additional cost to play Lust for Power, KO a character you control named Dr. Doom.
Ongoing: You cannot draw cards during the draw phase.
At the start of the build phase, reveal the top five cards of your deck. Put all revealed plot twist cards into your hand and the remaining cards on the bottom of your deck.

Mask of Doom
Plot Twist, 2
U
As an additional cost to play Mask of Doom, KO a character you control.
Search your deck for a card named Dr. Doom, reveal it, put it into your hand, and shuffle your deck.

Master of Puppets
Plot Twist, 2
U
As an additional cost to play Master of Puppets, exhaust a Doom character you control.
Ongoing: Whenever a character is put into your KO'd pile from play, each opponent loses 1 endurance.

Super Genius
Plot Twist, 1
C
Play Super Genius only from your resource row.
Draw a card. If you don't control Dr. Doom, discard a card.

The Devil We Know
Plot Twist, 2
C
Target defender you control gets +2 ATK this attack. If that character has the Doom affiliation, whenever an attacker or defender becomes stunned this attack, KO that attacker or defender.

The Enemy Within
Plot Twist, 2
R
Ongoing: At the start of the recovery phase, if three or more Doom characters were put into your KO'd pile from play this turn, you may put one of those cards from your KO'd pile into your front row exhausted. If you do, remove from the game all other character cards in your KO'd pile that were put there from play this turn.

Time Thief
Plot Twist, 3
R
Play Time Thief only if you control Dr. Doom or Kang.
Search an opponent's deck for a card and remove it from the game. That player shuffles his deck.

Unthinkable
Plot Twist, 3
R
Target Doom attacker or defender you control gets +4 ATK this attack or +2 DEF this attack. At the start of the recovery phase this turn, KO that character.

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Nombre de messages : 376
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Date d'inscription : 10/12/2005

MessageSujet: Re: Herald of Galactus   Lun 28 Aoû à 14:03

....suite....

Infinity Watch


Adam Warlock, Protector of the Soul Gem
Character, 7
U
Infinity Watch
16/16
Flight, Range
Recruit Adam Warlock only if you control a cosmic character.
Characters with cost 4 or less have invulnerability.
Cosmic: At the start of the combat phase, stun all characters with cost 3 or less.

Drax the Destroyer, Protector of the Power Gem
Character, 5
R
Infinity Watch
11/11
Flight
Whenever an opponent plays a plot twist, Drax the Destroyer gets -1 ATK / -1 DEF this turn.

Gamora, Protector of the Time Gem
Character, 3
U
Infinity Watch
4/4
Cosmic: At the start of the combat phase, you may have Gamora get +2 ATK / +2 DEF this turn. If you do, you cannot play plot twists this turn.

Moondragon, Protector of the Mind Gem
Character, 4
C
Infinity Watch
6/8
Flight, Range
Cosmic: If you would draw a card for the first time in a phase, instead, draw two cards.

Pip the Troll, Protector of the Space Gem
Character, 2
U
Infinity Watch
3/3
When Pip the Troll comes into play, you may search your deck for an equipment card, reveal it, shuffle your deck, and put that card on the top of your deck.

Thanos, Protector of the Reality Gem
Character, 6
R

Infinity Watch
12/13
Flight, Range
Cosmic: Free >>> Characters your opponents control attack this turn if able. Use this power only once per turn.

Gathering the Watch
Plot Twist, 3
U
As an additional cost to play Gathering the Watch, reveal an Infinity Gem card from your hand.
Search your deck for an Infinity Watch character card, reveal it, put it into your hand, and shuffle your deck.

Mind Gem, Infinity Gem
Equipment, 0
C
Unique
Whenever equipped character becomes stunned, you may return Mind Gem to its owner's hand.
When Mind Gem comes into play, draw a card and then discard a card.

Power Gem, Infinity Gem
Equipment, 0
C
Unique
Whenever equipped character becomes stunned, you may return Power Gem to its owner's hand.
Equipped character gets +3 ATK while attacking a character.

Reality Gem, Infinity Gem
Equipment, 0
R
Unique
Whenever equipped character becomes stunned, you may return Reality Gem to its owner's hand.
When Reality Gem comes into play, you may discard a card. If you do, replace target face-up resource.

Soul Gem, Infinity Gem
Equipment, 0
U
Unique
Whenever equipped character becomes stunned, you may return Soul Gem to its owner's hand.
Whenever equipped character stuns a character with lesser cost, return that stunned character to its owner's hand.

Soul World
Location, 2
U
Terraform
Activate, pay 4 endurance >>> Return target character card from your KO'd pile to your hand. If that card has the Infinity Watch affiliation, gain 2 endurance.

Space Gem, Infinity Gem
Equipment, 0
U
Unique
Whenever equipped character becomes stunned during the combat phase, you may return Space Gem and the equipped character to their owners' hands.

The Infinity Gauntlet
Equipment, 10
R
Unique
You may discard six Infinity Gem cards with different names rather than pay The Infinity Gauntlet's recruit cost.
Exhaust equipped character >>> Stun target character. Use this power only once per turn.

Time Gem, Infinity Gem
Equipment, 0
R
Unique
Whenever equipped character becomes stunned, you may return Time Gem to its owner's hand.
Whenever a player plays a non-ongoing plot twist, return Time Gem to its owner's hand. If you do, discard a card and negate that plot twist's effect.

_________________


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MessageSujet: Re: Herald of Galactus   Lun 28 Aoû à 14:04

....suite....

Skrull


Captain America, Skrull Impostor
Character, 3
U
Skrull / Marvel Knights
5/4
Range
Cosmic: Attackers you control with three or more team affiliations cannot be stunned.

Ethan Edwards, Visitor from Another World
Character, 4
C
Skrull / Spider-Friends
7/7
Flight
Cosmic: Ethan Edwards gets +1 ATK for each team affiliation he has.

Paibok, The Power Skrull
Character, 5
C
Skrull
9/9
Range
At the start of the combat phase, if Paibok has three or more team affiliations, put a cosmic counter on him.
Cosmic: Skrull characters you control get +2 ATK while in combat with a character with fewer team affiliations.

Rogue, Total Transformation
Character, 6
R
Skrull / X-men
12/12
Flight
Mutant - Energy
Concealed—Optional
Whenever Rogue stuns a character, search its controller's deck for a card with the same printed name and version as that character. You may put that card into your front row exhausted and then KO Rogue. That player shuffles his deck.

Titannus, Alien Conqueror
Character, 7
C
Skrull
14/14
Flight, Range
Cosmic: Whenever Titannus attacks or defends, he gets +1 ATK / +1 DEF this attack for each team affiliation he has.

Warskrull, Skrull Infiltrator
Character, 2
U
Skrull
3/2
Reveal and KO Warskrull >>> Search your deck for a card named Act of Defiance, reveal it, put it face down into your resource row, and shuffle your deck. Use this power only if Warskrull is in your resource row.

Wolverine, Skrunucklehead
Character, 3
C
Skrull / X-men
5/4
Mutant-Physical
Wolverine gains the team affiliations of each character in play.
Cosmic—Surge: Wolverine gets +5 ATK.

Act of Defiance, Team-Up
Plot Twist, 2
C
As an additional cost to play Act of Defiance, choose two different team affiliations among characters in play.
Ongoing: Crossover the chosen affiliations.
Skrull attackers you control with cost 3 or less get +1 ATK while attacking a character with greater cost.

Alien Insurrection
Plot Twist, 1
C
Target defender gets +2 ATK this attack and an additional +4 ATK this attack if it has the Skrull affiliation and two or more other affiliations.

Interstellar Offensive
Plot Twist, 1
C
Target attacker gets +2 ATK this attack and an additional +3 ATK this attack if it has the Skrull affiliation and more team affiliations than a defending character.
.

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MessageSujet: Re: Herald of Galactus   Lun 28 Aoû à 14:05

....suite et fin.

Le Reste


Armageddon
Plot Twist, 6
R
Target attacker you control gets +6 ATK this attack.

Assault and Battery
Plot Twist, 2
U
Ongoing: Characters get -2 DEF while in combat with a character with the same cost.

Barbaric Brawl
Plot Twist, 3
C
Target attacker gets +3 ATK this attack. If that character has a cosmic counter, remove that counter.

Battleworld
Location, 2
C
Terraform
Characters you control gain the Heroes of Earth affiliation. Characters your opponents control gain the Villains of Earth affiliation.
Activate >>> Target attacker or defender you control gets +1 ATK this attack.

Cannibal Tech
Plot Twist, 3
C
As an additional cost to play Cannibal Tech, discard a card.
Search your deck for an equipment card, reveal it, put it into your hand, and shuffle your deck.

Cosmic Order
Plot Twist, 1
C
Play Cosmic Order only during the recovery phase.
You may KO a stunned character you control. If you do, each other player KO's a stunned character he controls.

Ego the Living Planet
Location, 2
R
You may choose not to ready Ego the Living Planet during the recovery phase.
Activate >>> Exhaust target location. While Ego the Living Planet remains exhausted, that location cannot ready.

Intergalactic Summit
Plot Twist, 2
C
As an additional cost to play Intergalactic Summit, choose two different team affiliations among characters you control.
Crossover the chosen affiliations this turn. If Intergalactic Summit is in your resource row, draw a card.

Sworn Enemies
Plot Twist, 2
C
Target attacker you control gets +2 ATK this attack and an additional +2 ATK this attack if it shares a team affiliation with a defender.

The Kyln
Location, 2
C
Terraform
The Kyln is not unique.
As an additional cost to flip The Kyln, exhaust a character you control.
When you flip The Kyln, target stunned character cannot be recovered or KO'd during the recovery phase this turn.

The Rapture
Plot Twist, 2
U
Ongoing: At the start of the combat phase, if you control no face-down resources, put the top card of your deck face down into your resource row and then KO a resource you control.

The Uni-Power
Plot Twist, 2
C
Target character you control has flight and range this turn and can attack hidden characters this turn. When that character attacks for the first time this turn, power-up that character.

Thanos, Alpha and Omega
Character, 8
R
20/20
Flight, Range
Cosmic: Whenever Thanos attacks, each opponent KO's half the characters he controls, rounded down.

Barnacle, Acolyte
Character, 1
U
Brotherhood
1/1
Mutant-Physical
Reservist
Barnacle gets +1 ATK for each character adjacent to him.
Characters adjacent to Barnacle get -1 ATK.

Negative Zone, Shadow Dimension
Location, 4
U
As an additional cost to flip Negative Zone, discard a card.
Activate >>> The controller of target hidden character moves it to his visible area.
Activate >>> Move target Negative Zone character you control to your hidden area.

Syphonn, Energy Leech
Character, 4
R
Negative Zone
8/8
Range
At the start of the combat phase, if Negative Zone is not in play, stun a non-stunned character you control.
Cosmic: Whenever a character an opponent controls becomes stunned, gain 2 endurance.

Carnage, Symbiote Surfer
Character, 7
R
Sinister Syndicate
17/15
Flight, Range
Cosmic: Each opponent who does not have the initiative cannot gain the initiative.

Dr. Strange, Illuminati
Character, 6
U
Marvel Knights
12/11
Flight, Range
Concealed
Cosmic: Pay X endurance >>> Look at the top X cards of your deck. Put one of those cards into your hand and the rest on the bottom of your deck. Use this power only once per turn.

Mephisto, Lord of Hell
Character, 5
U
Underworld
10/9
Flight, Range
Concealed—Optional (You may have this character come into play in the hidden area.)
Whenever Mephisto attacks, you may return a character card from your KO'd pile to your hand.

Taskmaster, Mnemonic Assassin
Character, 6
U
Crime Lords
12/12
Range
At the start of the combat phase, you may choose a character an opponent controls. If you do, Taskmaster's ATK and DEF become equal to that character's printed ATK and DEF this phase.

O-Force
Plot Twist, 3
R
Ongoing: While you control an X-Statix character, all characters your opponents control attack each turn if able

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Gon
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Nombre de messages : 362
Localisation : a dunkerque quand vient le carnval.
Date d'inscription : 08/12/2005

MessageSujet: Re: Herald of Galactus   Mer 6 Sep à 8:43

euh...sont ou les meilleurs Surprised!!!!


MAIS OU SONT LES VENGEURS !!!!

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Nombre de messages : 376
Localisation : Dunkerque
Date d'inscription : 10/12/2005

MessageSujet: Re: Herald of Galactus   Mer 6 Sep à 10:24

Iron Man, Illuminati
Character, 3
C
Doom / Avengers
4/5
Flight, Range
Free >>> Reveal the top card of your deck. If you revealed a plot twist card, Iron Man gets +3 ATK this turn. Use this power only once per turn.


Quicksilver, Inhuman by Marriage
Character, 2
C
Inhumans / Avengers
3/3
Mutant-Physical
Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Free >>> Ready Quicksilver. Use this power only once per turn and only if you control no face-down resources.


Ca en fait que 2, mais il n'y a pas plus de Kang par exemple, ni de Spider-Friends Smile

Par contre ils sont plus en synergie avec la team dans laquelle ils sont dédiés lors de cette extension que dans un deck reserviste, ou ils sont injouables .

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