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Home > Miniatures > Mage Knight > Mage Knight Boosters, Starters & Sealed Cases

 

Dungeons Booster Pack Mage Knight
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Dungeons Booster Pack Mage Knight
 
Product Review Rating : **** (1 reviews)

 
List Price $6.95 - you can save up to $4.96 (71%)
Factory Sealed Booster $1.99  0 in stock  Sold Out  (E-mail me when this product is back in stock
Shipping weight: 0.245 pounds

Dungeons Booster Pack Mage Knight
Characters from Mage Knight Dungeons can be used in Rebellion and vice versa. A Mage Knight Dungeons Starter Set is required to play. The Dungeons Booster Pack will expand your MK Dungeons figures and treasure chests adding new dimension to game-play.

There are 100 figures and 32 treasure chests in a complete Mage Knight Dungeons Set (excluding LE figures). This is less than the 160 figures in Rebellion and 142 figures in Lancers and Whirlwind. Distributors and retailers should keep in mind that each player will be able to collect a complete set of Mage Knight Dungeons while buying fewer boxes than WizKids previous releases.

Contents:
  • 1 randomly inserted, painted plastic Hero Warrior on a combat-dial base
  • 1 Rare, painted plastic Mage Spawn on a combat-dial base
  • 2 Common Mage Spawn on combat dials
  • 1 randomly inserted, painted plastic Treasure Chest
 



Customer Reviews Write your own review

**** It is a good expansion set. Of cousre there had to be somthing wrong with it though, thats why it got 4 stars. The Uniques are very numerous and have no real value, not to mention the rules are more complicated than the other expansions. All-in-all, though, this is a decent set.

  -- By Woodrow W Culpepper II (keeperofmana on MK Realms from Charlestown, RI on April 22, 2002




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© 1994-2012 Webbed Sphere Inc. Magic: the Gathering is a registered trademark of Wizards of the Coast, Inc.
Magic: the Gathering and all images are copyright © Wizards Of The Coast, Inc. All Rights Reserved.
NECROMANCY
(optional) Give this warrior a special action. It cannot be in base contact with an opposing figure. Reanimate one of your eliminated figures (except a multiple-dial or titan figure), and turn its combat dial to the starting marker. Roll one six-sided die. On a result of 1-3, turn the reanimated figure's combat dial clockwise a number of times equal to the result. If three skulls are not showing in its stat slot, place it in base contact with this warrior. On a result of 4-6, remove it from the game. Do not turn the combat dial clockwise for reanimated figures with the words Zombie or Skeleton in their names; they always return to the battlefield with their combat dials at their starting markers.
SUMMON
(optional) Give this warrior a special action when it is not in base contact with an opposing figure. Reanimate one of your eliminated Mage Spawn figures with a point value no greater than this warrior's point value, turn its combat dial to the starting marker, and place it in base contact with this warrior.
TERRIFY
(optional) When an opposing player moves a non-Hero figure so that it would come into base contact with this warrior, that player rolls one six-sided die. On a result of l or 2, the figure cannot move into base contact with this warrior this turn. This warrior is not affected by another figure's Terrify.
GHOSTFORM
This warrior cannot be the target of ranged combat attacks. This warrior's base does not block line of fire. This warrior fails to break away only on a die roll result of 1.
HEX
(optional) Give this warrior a special action and a Hex token. Once until the beginning of your next command phase, you can choose a target friendly or opposing figure that has made an attack roll within 18inches of this warrior. The target must reroll the attack. Use the rerolled result instead of the initial result. Remove the Hex token when the target rerolls the attack or at the beginning of your next command phase.
LIFE DRAIN
(optional) When this warrior succeeds at a ranged combat attack against a target figure and deals at least l damage, it is healed of l damage.
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