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Spirit Eidolon Solonavi Celestial Mage Knight
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Spirit Eidolon Solonavi Celestial Mage Knight
 
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List Price $15.95 - you can save up to $0.96 (6%)
mint unopened miniature$14.990 in stock Sold Out(E-mail me when this product is back in stock)
Shipping weight: 1.47 pounds

Many favors have been asked of the Solonavi by warlords and generals across the Land. Now the Solonavi are calling in their debts, and the Spirit Eidolon is making sure that all favors owed are repaid in full.

The Spirit Ediolon Solonavi Celestial is the perfect centerpiece for a Solonavi army, or for any warlord looking to add serious power to his or her offense. Using the Mage Knight Titan rules, the Spirit Eidolon is well-equipped to serve in a variety of functions as part of any Mage Knight army. This figure is completely compatible with all other Mage Knight figures. The Solonavi Celestial has thee different point values. The young Solonavi is 266 points, the Mature Solanavi is 358 points and the Ancient Solnavi weighs in at 414 points!

Contents

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

 


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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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