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Home > Miniatures > HeroClix > Arkham Asylum

 

Two-Face #007 Arkham Asylum DC Heroclix
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Two-Face #007 Arkham Asylum DC Heroclix
Rarity :Common
 
Product Review Rating : **** (1 reviews)

 
Complete Miniature Including Card $1.49  6 in stock     Quantity to PUT IN CART 
Shipping weight: 0.02 pounds (Size: 3.00" H x 2.00" W x 1.00" D)

Arkham Asylum

Arkham Asylum gates have been unlocked, releasing some of the most deadly of Batman's adversaries on the city of Gotham. Arkham Asylum throws Batman up to his most insane enemies, which lets players relive the wars of their beloved films, comic, and TV stories. This set of Heroclix miniatures introduces 60 new plastic figures to the Heroclix scene, including old favorites and amazing amount of insane DC enemies.

 



Customer Reviews Write your own review

**** I really enjoy his "mercy or murder" ability. You basically roll the dice and you either get to use psychic blast or incapacitate. It is very much like two face to flip the coin on killing an enemy. I like that about this guy. If your lucky he does really well.

  -- By Luke Rigell from OK USA on February 03, 2012




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February 09, 2012 at 10:53 AM EST

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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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