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Home > Miniatures > Star Wars Miniatures > Star Wars Miniatures Sealed Cases

 

Dark Times Sealed Case of 12 Boosters Star Wars Miniatures
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Dark Times Sealed Case of 12 Boosters Star Wars Miniatures
 
Product Review Rating : ***** (1 reviews)

 
List Price $179.88 - you can save up to $89.89 (50%)
Sealed Case of Boosters $89.99  0 in stock  Sold Out  (E-mail me when this product is back in stock
Shipping weight: 3.018 pounds (Size: 9.50" H x 9.75" W x 9.00" D)

With this Dark Times Sealed Case of 12 Boosters Star Wars Miniatures, you'll get 84 random miniatures! With 40 characters in this set, you could start and compete your set all at the same time. Everyone will marvel at the attention to detail given to these miniatures and you can either compete in head to head battle with a friend or set up your own battle scene! The possibilities are endless with this Dark Times Sealed Case of 12 Booster Boxes. 



Customer Reviews Write your own review

***** I got the case on time, and just as described. When I opened the packs, out of the 84 pieces from all the packs, I ended up with 36 out of the 40 pieces in the set. Pretty impressive, when you think about the odds of pulling random Very Rare pieces.

  -- By John Pickering from Richmond, IN USA on December 08, 2010




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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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