Heralds of Galactus Frequently Asked Questions
August 29, 2006
Compiled by Paul Ross, with contributions from Dave DeLaney, David Harris, and Edwin Teh
GENERAL
1. This expansion is legal for sanctioned Constructed tournaments from September 23, 2006.
2. Cosmic: [cosmic text]
While a character has a cosmic counter, its cosmic text is active. Here's a recap of the cosmic rules:
• Cosmic characters come into play with a cosmic counter, unless they come into play stunned.
• Only cosmic characters can have a cosmic counter, and no more than one cosmic counter each.
• As a character becomes stunned, remove its cosmic counter.
• While stunned, characters lose cosmic and can’t have a cosmic counter.
2.1 Cosmic—Surge: [cosmic text]
A cosmic—surge character is also a cosmic character, and follows the cosmic rules above, except:
• It doesn’t come into play with a cosmic counter.
• It has, “At the start of the recovery phase each turn, put a cosmic counter on this card.”
As a result, a cosmic—surge character usually won’t have a cosmic counter during the first combat phase it’s in play. Its power will trigger only if it is face up as the recovery phase starts. If the character becomes stunned in response, the triggered effect will do nothing on resolution, because stunned characters can't have a cosmic counter.
Example: Wolverine, Skrunucklehead reads, "Cosmic—Surge: Wolverine gets +5 ATK." Wolverine does not come into play with a cosmic counter. At the start of the recovery phase each turn, put a cosmic counter on him if he isn’t stunned and doesn't already have a cosmic counter. As he becomes stunned, remove his cosmic counter.
2.2 Cosmic characters
A cosmic character is a non-stunned character with either the cosmic or cosmic—surge keyword. It’s still a cosmic character even if it doesn’t have a cosmic counter. A stunned character has inactive text and no powers, so it can’t be a cosmic character.
3. Press
Press characters have the following triggered power:
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 you recruit a press character, you pay less to recruit the very next character you recruit this turn. To work out how much you pay, count the press characters you have already recruited this turn and subtract that number from the cost of that next character. If the result is less than 1, you must still pay 1.
• Even though press allows you to pay less to recruit a character, anything that looks for the cost of that character always uses its printed cost.
• Starting with this expansion, reductions to costs (like press) are subtracted before additions (like boost) are added, so press can’t reduce a character’s boost cost.
• Press can’t reduce the cost of a character with printed cost 1 or less or increase the cost of a character with printed cost 0.
Example: You have 6 resource points to spend in your recruit step. First, you recruit a 2-cost press character. That character doesn't reduce its own cost, so you're left with 4 points. You then recruit a 4-cost press character, but you pay 3 (1 less, because the last character you recruited this turn had press). You now pay 2 less to recruit your next character, so you can use your last point to recruit
• a 3-cost character; or
• a 2-cost character (although you must still pay the minimum of 1), or
• a 1-cost character, as usual.
3.1 For each character you recruited this turn
Some cards (like press cards) ask you to count how many characters you recruited this turn. To answer that question, you count the number of characters you recruited, whether or not they are still in play.
Example: Four cards (Live Kree . . . or Die!; Nega-Bomb; The Lunatic Legion; and Universal Weapon) cost 1 less to play “for each Kree character you recruited this turn.” To calculate this reduction, you count the number of characters that had the Kree affiliation as you recruited them this turn, whether or not they are still in play.
3.2 Errata to Witching Hour (effective September 23, 2006)
As an additional cost to play Witching Hour, pay 2 resource points.
Choose any number of Underworld character cards in your KO'd pile each with cost 2 or less. During your recruit step this turn, while each of those cards is in your KO’d pile, you may recruit it, and it has "Pay 2 endurance >>> Put this card into your front row. Then, if it's unique, put each other unique character you control with this card's name into its owner's KO'd pile."
Paying 2 endurance to put a character card into your front row no longer recruits it.
4. Terraform
Terraform locations have the following payment power:
Reveal this card >>> You may return a face-down resource you control to its owner's hand. If you do, put this card face down into your resource row. Use this power only if this card is in your hand and only during your recruit step.
4.1 Revealing from hand as cost
Starting with this expansion, if a card has a payment power with
• a cost that involves revealing itself from your hand and
• an effect that involves putting itself into play on resolution (like terraform)
then that card goes on the chain as part of paying that cost. If that effect is negated or otherwise fails to put that card into play as it resolves, that card is returned to your hand.
Example: To use a terraform power, reveal a terraform location card from your hand and put it on the chain along with its payment effect. As that effect resolves, if you cannot or choose not to return a face-down resource, that location card returns to your hand.
5. Attack if able
Two cards (O-Force and Thanos, Protector of the Reality Gem) read “characters your opponents control attack each/this turn if able.” If an affected opponent controls a character that hasn’t attacked this turn, that player can’t pass priority during his attack step if he or she could legally propose an attack with that character.
As usual, characters are unable to attack if they are exhausted, stunned, or positioned in the support row without range. You’re not prevented from exhausting or otherwise “disabling” characters that are able to attack if you have the means to do so.
Example: Thanos, Protector of the Reality Gem reads, “Free >>> Characters your opponents control attack this turn if able.” Your opponent controls Thanos and uses his power before your attack step. As your attack step starts, you control only one ready character: Human Torch, Sparky, who has an activated power. You can’t pass priority, because Human Torch can legally attack and has not yet done so this turn. However, you can use his activated power. After you exhaust Human Torch, you control no characters that can legally attack, so you can pass on further attacks.
6. Uniqueness
This expansion contains non-Army versions of characters that have Army versions in other expansions, and Army versions of characters that have non-Army versions in other expansions.
Starting with this expansion:
• The uniqueness rule puts only unique objects into the KO’d pile.
Example: As you resolve the recruit effect of Ultron <> Ultron 11, Army, the uniqueness rule will do nothing because it has version Army. If you recruit a non-Army version of Ultron, the uniqueness rule will put all non-Army objects named Ultron you control into the KO'd pile.
Example: Similarly, as you resolve the recruit effect of Doom-Bot <> Dr. Doom, Cosmic Thief, the uniqueness rule will put all non-Army objects named Doom-Bot you control into the KO'd pile. If you recruit Doom-Bot, Army, the uniqueness rule will do nothing.
• Unique equipment remains unique even while equipped to a stunned character.
Example: You control a character equipped with Time Gem, a unique equipment. While that character is stunned, you attach a second Time Gem to another character you control. As you do, the uniqueness rule puts the first Time Gem into the KO’d pile, even though it’s equipped to a stunned character.
7. Doom
Some cards check whether you “control a character named Dr. Doom.” Such a check is satisfied only by a character with the name Dr. Doom. It’s not satisfied by a character with identity Dr. Doom nor by a card that says a player is “considered to control Dr. Doom.”
Example: Doom-Bot Corps, Army reads, “If you do not control a character named Dr. Doom.” This checks for a character named Dr. Doom, not a “considered to control Dr. Doom" modifier. Doom-Bot <> Dr. Doom is not a character named Dr. Doom.
Some cards check whether you “control Dr. Doom.” Such a check is satisfied by a character named Dr. Doom and/or a card that says a player is “considered to control Dr. Doom,” but not by a character with identity Dr. Doom.
Example: Super Genius reads, “If you do not control Dr. Doom, discard a card.” This checks for either a character named Dr. Doom or a "considered to control Dr. Doom" modifier.
SPECIFIC CARDS
Act of Defiance, Team-Up
Plot Twist, 2
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.
You can choose one or both affiliations from among characters your opponents control, even if you don't control any characters with the chosen affiliation(s). The crossover applies only to characters you control and character cards you own, as usual; it does not apply to all characters in play.
Adam Warlock, Protector of the Soul Gem
Character, 7, 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.
Both powers affect all characters controlled by all players. As a result, his triggered effect causes no stun endurance loss if he is face up in play as it resolves.
Admiral Galen Kor, Lunatic Legion
Character, 4, 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.
The italics above update the printed card text. As his triggered effect resolves each turn, count the number of other characters you recruited this turn, whether or not those characters are still in play.
Alaris, The Outgoing One
Character, 5, 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.
The payment power doesn’t target any characters. If you don’t control an Inhumans character as the payment effect resolves, it does nothing; otherwise, you must choose one. You can choose Alaris, but nothing happens if you do. The character you choose does not need to be in the same area as Alaris. The exchange will succeed even if one or both characters are stunned. Once an attack is legal, it can't be made illegal regardless of how any player's characters are repositioned.
Arsenal of Doom
Location, 1
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.
Recruiting a character from the removed-from-game zone is a normal recruit in all other ways. For example, loyalty applies, additional recruit costs must be paid, boost costs may be paid, and so on. You can recruit that character only during your recruit step and only while the chain is empty, as usual. If you don't recruit that character this turn, it stays in the removed-from-game zone until the game ends.
Carnage, Symbiote Surfer
Character, 7, Sinister Syndicate, 17/15, Flight, Range
Cosmic: Each of your opponents who does not have the initiative cannot gain the initiative.
While this cosmic power is active, the initiative can't pass to an opponent. If the initiative would pass to a player who can't gain it, it stays where it is.
Clumsy Foulup, Puppet Dictator
Character, 2, 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.
Clumsy Foulup must be face up in play for his powers to trigger. As a result, his own recruit does not trigger his first power.
Cosmic Necessity
Plot Twist, 2
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.
The opponent chooses whether you draw two cards or you gain 5 endurance as the effect resolves.
Cosmic Order
Plot Twist, 1
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.
Choose whether to KO a stunned character and which character to KO as Cosmic Order resolves. If you don’t control a stunned character as it resolves, it does nothing. Your opponents each choose a stunned character to KO only if you KO one first.
Creation of a Herald
Plot Twist, 3
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.
You always reveal and shuffle, even if you discarded a card named Galactus. As usual, you can deliberately fail to find any card you search for.
Dewoz, Dark Reflection
Character, 4, 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.
You can use this power even if there is no other character in the same column. On resolution, choose either your hidden or visible area, then move Dewoz and any character in the same column to that area. To move two characters simultaneously, pick them both up, then put them down one at a time. You need not put them into the same rows they were in previously.
Doom-Bot <> Dr. Doom, Cosmic Thief
Character, 6, 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.
If Doom-Bot has a cosmic counter and becomes stunned, its controller takes no stun endurance loss. This character is not named Dr. Doom, and controlling this character does not mean you control Dr. Doom. A Constructed deck can contain only four copies of this Doom-Bot but any number of copies of Doom-Bot, Army.
Doom-Bot Corps, Army
Character, 3, Doom, 5/4, Flight, Range
Pay 3 endurance >>> If you do not control a character named Dr. Doom, Doom-Bot Corps has the name Dr. Doom and loses all other names and versions this turn. Use this power only once per turn.
The italics above update the printed card text. Doom-Bot Corps is unique while it has the name Dr. Doom. It checks for a character named Dr. Doom, not a “considered to control Dr. Doom" modifier.
Dr. Doom, Latverian Monarch
Character, 8, 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.
Your additional attack step starts immediately after the current one. If an opponent was scheduled to have the next attack step, that opponent will now have his or her attack step after your additional one.
Ego the Living Planet
Location, 2
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.
The “captive” location cannot ready only if Ego has not readied since activating. If you choose to ready Ego during the wrap-up, its captive readies at the same time. If two Egos are holding each other captive, neither can ready.
If a captive location is turned face down, it’s still the same object, and so can’t ready while its captor remains exhausted. Similarly, if Ego is turned face down while exhausting a location, that location can’t ready while the face down Ego remains exhausted (but both will ready as usual if Ego is face down as the wrap-up starts).
Expendable Ally
Plot Twist, 3
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.
That character need not be that effect's only target. In the unlikely event that effect is targeting two characters you control named Dr. Doom, you choose which one gets +5 ATK this turn as Expendable Ally resolves.
Exploiting the Flaw
Plot Twist, 3
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.
No check is made as to whether the target character could legally attack the defender. You can target a stunned character, even though a stunned character can't become an attacker; if you do, there will be no attackers this attack.
If the target becomes an attacker, it will trigger “whenever this character attacks” powers, but not “whenever this character defends” powers. A character that becomes an attacker during a team attack also becomes a team attacker. Removed attackers don't ready.
Extended Family, Team-Up
Plot Twist, 2
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.
Choose two affiliations as you play Extended Family. Choose whether or not to discard a card as the effect resolves. If you do, choose an Inhumans character. You can choose an Inhumans character that was just teamed-up by Extended Family.
Frankie Raye <> Nova, Harbinger of Death
Character, 5, 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.
Your hand size is double-checked, once at the start of the combat phase and again as the triggered effect resolves. As it resolves, if you have fewer than four cards in hand, you draw a card. Then, if you still have fewer than four cards in hand, you draw another card, and so on until you have four or more cards in hand, or your deck is empty. No player gets priority between each draw.
Haywire, Suicidal Lover
Character, 0, Squadron Supreme, 0/1, Range
Reservist
While Haywire is equipped, he gets +1 ATK.
While you have no cards in hand, Haywire gets +1 ATK.
Haywire is the first character with recruit cost 0. You can recruit him only during your recruit step, and only if the chain is empty as usual. His bonuses are cumulative, so he gets +2 ATK while he is equipped and you have no cards in hand.
I Hunger
Plot Twist, 4
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.
This replaces the stun endurance loss every time any opponent would take some this turn. It does not replace the stun events, so the characters do still become stunned. Even if a character is stunned to pay a cost, this can replace the stun endurance loss (again, because it’s not replacing the actual stun event). An opponent would not take stun endurance loss as an invulnerable character became stunned, so you don’t gain endurance if it does.
Kindred Spirits
Plot Twist, 0
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.
If Kindred Spirits is in your opening hand, you can play it before you draw your first two cards, because its cost is 0. All players must finish any mulligans before any player can play Kindred Spirits.
Klaw, Sonic Construct
Character, 1, 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.
Klaw can't be readied by any means during the recovery phase. If you try to recover Klaw during the recovery phase, he turns face up but remains exhausted as objects are readied during the wrap-up. If you use his payment power during the recovery phase, it resolves but does nothing. You can KO Klaw to pay the cost of his own power.
Kree Public Accusers, Army
Character, 5, 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.
You name a card as the triggered effect resolves. Your opponents can play any number of plot twists when Kree Public Accusers comes into play, before you name a card. Once the effect resolves and you name a card, there is no longer an opportunity for your opponents to play the named card. A "non-ongoing plot twist card" is a "plot twist card that is not ongoing."
Mar-Vell <> Captain Marvel, Enemy of the Empire
Character, 7, 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.
As he comes into play, check your hand size to see if his power triggers. If it does, you double-check your hand size as the triggered effect resolves to see if he gets the ATK / DEF bonus. If he does, he gets the bonus for the rest of the turn, regardless of how your hand size changes.
Master of Puppets
Plot Twist, 2
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.
You compare endurance totals at the start of the wrap-up, before stunned characters are KO’d. If your opponent has 1 endurance and you control Master of Puppets and a stunned character as the wrap-up starts, you can't win the game that turn by choosing not to recover that character.
Mole Man, Moloid Master
Character, 2, 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.
As the payment effect resolves, you must choose a face-up plot twist in your resource row and replace it. A plot twist card in a resource row is a "plot twist" only if it is face up. If you don’t control a plot twist as the effect resolves, it does nothing.
Molecule Man, Owen Reece
Character, 7, 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.
As you copy an effect, you put a new effect, controlled by you, on top of the chain. You don’t need to pay any costs for the copy. The copy has the same text, type, and source as the original, and uses any information from the announcement of the original, such as mode, X-value, and what additional costs were originally paid.
The copied effect doesn’t need to be targeted. Choosing new targets for the copy is optional. Any new targets you choose must be legal. Examples can be found in section 709.2 of the comprehensive rules document at ude.com/rules.
Moondragon, Protector of the Mind Gem
Character, 4, Infinity Watch, 6/8, Flight, Range
Cosmic: If you would draw a card for the first time in a phase, instead, draw two cards.
Moondragon's modifier will usually replace the first of the two cards you would draw at the start of the draw phase. If it does, you draw a total of three cards rather than two. If you control two Moondragons, you draw a total of four cards rather than two.
At the start of the combat phase, if you control both Moondragon and Frankie Raye <> Nova, Harbinger of Death and have
• Three cards in hand, you draw two cards, taking your hand size to five.
• Two or fewer cards in hand, you draw two cards and then draw additional cards until you have four cards in hand.
Morg, Harbinger of Extinction
Character, 7, 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.
The italics above update the printed card text. While Morg has a cosmic counter, his power will trigger whenever he or any other character becomes stunned during the combat phase. As his effect resolves, choose whether or not to reveal a Heralds of Galactus character card from your hand. Recovering the stunned character in response won't stop it from returning to hand.
If two characters become stunned simultaneously during attack conclusion, Morg’s power triggers twice, even if Morg is one of those characters. As the triggered effects resolve, you may reveal an applicable card for one or both.
Paibok, The Power Skrull
Character, 5, 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.
At the start of the combat phase, you count Paibok’s affiliations to see if his power triggers. If it does, you double-check as the triggered effect resolves. While Paibok has a cosmic counter, and a Skrull defender you control is in combat with multiple attackers with fewer team affiliations, that defender gets only +2 ATK, not +2 ATK per attacker.
Pressed into Service, Team-Up
Plot Twist, 2
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.
Crossover applies to character cards you own in your resource row. For example, if you choose Kree and Doom, revealed Doom character cards in your resource row are also Kree, and so have reservist. Older (pre-crossover) team-up cards don’t apply to character cards in the resource row.
Red Shift, Rift Walker
Character, 5, 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.
The italics above update the printed card text. You put the cards you own into front row positions of your choice. Characters return to play simultaneously and ready. Characters with the cosmic keyword return to play with a cosmic counter; cosmic—surge characters do not. Characters with the concealed keyword return to play hidden. Each concealed—optional character returns to play in the area of its owner’s choice.
Remnant Fleet
Plot Twist, 2
Return target Kree character you control to its owner's hand. You may return another character you control to its owner's hand.
Choose the target character as you play Remnant Fleet. Choose whether or not to return an additional character and which character to return as the effect resolves.
Sentry #459, Advance Guard
Character, 6, 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.
Sentry #459 must be face up in play for its power to trigger. As a result, its own recruit does not trigger its power.
Shakti, Mage General
Character, 1, 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.
Shakti's power triggers when she is put into a KO'd pile during the combat phase, even if she was stunned as she left play.
Shatterax, Starforce
Character, 5, 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.
As the triggered effect resolves, this flags characters that came into play under your control this turn (possibly including Shatterax himself), regardless of who controls them as the triggered effect resolves. Flagged characters are affected for the rest of the turn, regardless of how their control changes.
Silver Surfer, Righteous Protector
Character, 5, 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.
The italics above update the printed card text. Using this power creates a modifier that will trigger whenever any character with cost 4 or less becomes stunned during the combat phase this turn, whether or not that character was in play as the modifier was created. It will trigger whether or not Silver Surfer is still face up or in play.
Silver Surfer, Harbinger of Oblivion
Character, 7, 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.
If you remove Silver Surfer from the game, the recovery phase starts after all players pass in succession to end the build phase this turn. As a result, this turn,
• No player gets an attack step, so no characters can attack (including any that must attack if able).
• Powers that trigger at the start of the combat phase or at the start of an attack step don't trigger.
Starforce Strike
Plot Twist, 3
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.
Choose whether or not to return target character to its owner's hand as the triggered effect resolves. You may return that character even if it is stunned. That character's affiliation is checked only as Starforce Strike resolves; it is not rechecked at the start of the recovery phase.
Taskmaster, Mnemonic Assassin
Character, 6, 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.
Choosing a character is optional. If you do, Taskmaster’s modifier will overwrite any existing counters, equipment, or other modifiers that change Taskmaster's ATK or DEF, such as a Flying Kick played during the build phase, for example. Taskmaster's new ATK and DEF can be changed by later counters, equipment, or other modifiers as usual.
Example: As the combat phase starts, Taskmaster is equipped with Power Gem, which reads, “Equipped character gets +3 ATK while attacking a character.” As Taskmaster’s triggered effect resolves, you choose a character with 15 ATK / 15 DEF. While Taskmaster is attacking a character this phase, he has 15 ATK / 15 DEF, not 18 ATK / 15 DEF, because his modifier overwrites the earlier Power Gem modifier. If you play Savage Beatdown, he will become 20 ATK / 15 DEF this attack as usual.
Terragenesis
Plot Twist, 3
Ongoing: Whenever a cosmic Inhumans character you control recovers, you may discard a card. If you do, put a cosmic counter on that character.
This power triggers as an applicable character recovers during the wrap-up, but the effect doesn’t go on the chain until the draw phase of the next turn. Choose whether or not to discard a card as that effect resolves, before you draw two cards.
The Enemy Within
Plot Twist, 2
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.
At the start of the recovery phase, count the number of characters put into your KO'd pile this turn that had the Doom affiliation as they left play, whether or not they are still in your KO’d pile. You can put one of them into your front row only if it has remained in your KO’d pile since being put there from play. You can do so even with a character card that entered your KO’d pile in response to this triggered effect. You don’t count cards put into your KO’d pile from your resource row this turn, nor can you return one to play, but you must remove them if you do return a card.
The Kyln
Location, 2
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 target can't be recovered during the recovery phase this turn, or KO'd during the recovery phase this turn. A stunned character that can't be recovered or KO'd will remain stunned.
The Rapture
Plot Twist, 2
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.
You can look at the new resource before choosing a resource to KO, and then KO that one if you like.
The Uni-Power
Plot Twist, 2
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.
You can't play The Uni-Power to power-up an attacker mid-attack; you must play it before that character attacks.
Time Gem, Infinity Gem
Equipment, 0
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.
The italics above update the printed card text. If Time Gem is no longer in play as the triggered effect resolves, you neither discard a card nor negate that plot twist's effect. That power triggers whenever any player (including you) plays a non-ongoing plot twist.
Tyrant, The Original Herald
Character, 8, 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.
Target player chooses which character to remove as the cosmic effect resolves. That player can choose a stunned character or a character that cannot be removed from the game. If Tyrant gets another cosmic counter during a turn in which you have already used his cosmic power, you can’t use his cosmic power again, because it’s still the same power.
Ultimate Nullifier
Equipment, 2
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.
You can target any effect controlled by an opponent during the combat phase, including plot twist effects, payment effects, triggered effects, and power-up and reinforcement game-based effects.
Unthinkable
Plot Twist, 3
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.
Choose either the ATK or DEF bonus as Unthinkable resolves. The target gets KO'd at the start of the recovery phase this turn, even if it is stunned at that time.
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