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Home > Miniatures > Mage Knight > Rebellion Singles

 

Hierophant #160 Mage Knight Rebellion
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Hierophant #160 Mage Knight Rebellion
Rarity :6
 
Product Review Rating : **** (11 reviews)

 
Near-Mint Miniature No Card $10.99  0 in stock  Sold Out  (E-mail me when this product is back in stock
Shipping weight: 0.1 pounds

MAGE KNIGHT NEAR MINT X-RARE 



Customer Reviews Write your own review

***** the hierophant is great except for his defense.very cheap figure.

  -- By Anonymous from sierra vista ,az on May 04, 2011


***** When looking at a Hierophant, 2 words come to mind. "Big" and "Bad". When the game first came out, facing this guy was terrifying. Even now, he is still awesomely powerful and very difficult to kill. Only the biggest and baddest figures in the game stand a chance against him. Anyone who acquires one will not regret it.

  -- By David from The REZ, Nowhere USA on December 07, 2009


***** i've beaten the very best with this fig i wish i had a 6th star, if any 1 ever knoks this fig i'll beat them too

  -- By charlie schar from wooster on October 17, 2007


** well, i am kinda in between on this guy. While its obviously pretty insane, its got magic immunity. why would you get a guy with two shots of flame/lightning when you cant enhance it? plus you cant magic heal it. And than i get into what other sweet figures you could buy for 145 whopping points you could whoop its butt with, and i realize the one star guys were right-its overrated.

  -- By Asher Norris from North Berwick, ME on July 11, 2005


***** 5 stars is not enough to describe the true power of this piece. best piece ever created.storm golem can't stand up to its true ranged power. in a 1000 point game it and a great fire dragon kick some major butt.it is a great piece for every mage knight fan's army.

  -- By Anonymous from forgot where i live on March 31, 2003


* i agree with review 2... over rated...

  -- By Anonymous from motown, MO on November 04, 2002


***** this guy is awesome i can beat all my friends with this piece

  -- By Chris from Portland, CT on August 26, 2002


***** whoever wrote review 2 is soooo stupid, the hierophant, like all draconums, is one of the best you can get

  -- By adam from usa on July 15, 2002


*** This figure isn't all it's made out to be. It can be taken out so easily. You would be much better off getting a Storm Golem, or one of the Solonavi.

  -- By Dallas Hunter from Galliano, LA on July 11, 2002


* this figure is soooo overrated

  -- By Warlord garrison from wetr on June 01, 2002


***** This character is almost impossible to kill. Hierophant is the best fighter you can fit into a 200 point army. Well worth 145 points.

  -- By Anonymous from Round Rock, TX USA on November 25, 2001




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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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