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Doom Blade Orc Cyclops Mage Knight
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Doom Blade Orc Cyclops Mage Knight
 
Product Review Rating : ***** (1 reviews)

 
List Price $15.95 - you can save up to $8.96 (56%)
mint unopened miniature$6.992 in stock Quantity to PUT IN CART
Shipping weight: 3.686 pounds

Now, these monstrous creatures fight at the side of the Orcs, ravaging and pillaging wherever the hordes may wander. The Mage Knight Conquest: Doom Blade Orc Cyclops is the perfect centerpiece for a large Orc Raider army, or for any warlord looking to add serious power to their offense.

As a Titan this figure falls between regular Mage Knight pieces and the tanks and dragons. It’s incredibly effective in regular games, in Conquest games, and against Mage Knight Castle pieces. As with all Mage Knight figures, it is fully painted and assembled.

Basic rules for Mage Knight Conquest are available online now for free downloading at www.mageknight.com. Additional rules for Titans and their inclusion in MK Conquest games are included in Mage Knight Conquest (WZK800), now available.

Contents

  • 1 pre-painted, fully-assembled 5“ tall figure on a 3” combat-dial base
  • Complete Titan rules
  • Point Value sticker on the bottom of the combat-dial base
 

[Customer Reviews] Write your own review
***** no range but 8 damage i can own
  -- By Anonymous from anonymous on September 08, 2005


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© 1991-2004 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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