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Home > Miniatures > Mage Knight > Rebellion Singles

 

Imp #121 Mage Knight Rebellion
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Imp #121 Mage Knight Rebellion
Rarity :3
 
Product Review Rating : **** (4 reviews)

 
Near-Mint Miniature No Card $0.79  0 in stock  Sold Out  (E-mail me when this product is back in stock
Shipping weight: 0.05 pounds

MAGE KNIGHT NEAR MINT COMMON 



Customer Reviews Write your own review

***** in a1000 point game put 50 or 60 of these guys in a neophant and a hierophant in your army and you can woop two dragons very easy. there a sneaky way to win. and it's fun to do to make your buds mad.

  -- By Anonymous from lalaland on March 31, 2003


***** hehehehe..... i live this guy! only the yellow ones though, cuz the other 2 do the same but just cost more.....hehehe.... he is sooo good.

  -- By Anonymous from miami, florida USA on November 27, 2002


***** u all must think this piece sucks, but they make good point fillers at 5-8 points so u stick them in your army then u fly them to the back of your opponents best piece to get him to turn around then! Fire away at his butt with range shotters as much as u can in that turn but save one move to give to your best hand to hand atacker and move him in to finish off the already hurt best piece on your opponets army! ( if u havent already killed him )

  -- By Anonymous from usa on July 16, 2002


** OK. These guys suck, BUT.... This is the key ingredient to the biggest 200-point army ever assembled. At five points, you can have FORTY of these guys together! This is the ultimate

  -- By Wulfe Luer from Martinez, GA USA on April 30, 2002




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February 10, 2012 at 10:57 AM EST

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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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