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Home > Miniatures > Mage Knight > Dark Riders Singles

 

Magus Tivon #097 Mage Knight Dark Riders
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Magus Tivon #097 Mage Knight Dark Riders
Rarity :6
 
Product Review Rating : **** (1 reviews)

 
Near-Mint Miniature No Card $2.99  0 in stock  Sold Out  (E-mail me when this product is back in stock
Shipping weight: 0.05 pounds

Dark Riders Unique 



Customer Reviews Write your own review

**** I like this guy. He isn't all that special, but he sort of is. He has a very good range for a rider. He has toughness. He can only ride one mount type, but on the flip side, he has tinker, so he can fix it if it starts to break. He can hit multiple targets, which is always a nice perk, even if you don't use it very often. He also has a 3 for ranged damage, where the norm for a rider is only 2. This guy is worth his points in a battle because if he does get messed up, just dismount him and let his technocat fight the good fight for him. At the beginning of your next turn he heals 2 clicks automatically because of his subfaction. Remount, rinse and repeat.

  -- By War Wolf from SD on July 08, 2008




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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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