Magic The Gathering Cards & Decks   A Magic The Gathering Cards Superstore!         Need Help? (606) 546-4590
Shipping Rates
Home
Magic The Gathering Cards
Clix, MK & Other Miniatures
Yu Gi Oh! & Other CCG Card Games
Plush Toys & Action Figures
Board Games & Card Games
Dungeons
& Dragons
RPG
All
Other
RPGs
Gaming Supplies
& Dice
Video Games
My Account
  Shopping Cart  
 If you are new to the site, click here! Our Buy Lists
Search for in
   ... or Try Our Advanced Search
Home > Shopping Cart > Product Display

 

Magus Draconum #158 Mage Knight Rebellion
Click Here For Big Photo
Magus Draconum #158 Mage Knight Rebellion
 
Product Review Rating : ***** (6 reviews)

 
Near Mint Plastic Miniature$4.990 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
**** Magus Draconum is really good because he is strong, but his Magic Immunity makes him not able to be healed once he gets hit, and once he gets hit he goes down. MagicBlast,MagicEnhancement, and 12 range with 2 arrows is really good and the flying ability make him awsome.
  -- By Eric Mrozinski from Bay City Michigan on April 02, 2002
***** Listen to the Guy above! Eric is my cousin and he knows this stuff! I just got one yesturday in a pack and WOW!!! He gots 8 movement with flying, 12 attack with Magic Blast, 17 D with magic Immunity, and 4 Damage with Enhancement!!!
  -- By Kinja from Bay City MI 4-27-02 on April 27, 2002
***** Tank-like defenses 12' Magic Blast set this dude up behind a formation of whelps releasing his magic blast on key figures. Also he is a good warrior by himself
  -- By master of the avatars from Bend,OR on April 27, 2002
***** As quoted by WizKids
  -- By Warlord Quithpa from Lewiston, Maine USA on January 11, 2003
***** I bought one of these guys a while ago, and BOY DO THEY ROCK!! Their steel defences and awesome attack with 12' 2 targets makes them amazing in battle. About the only thing that's bad about them is the magic immunity, because it can't be healed. Only a few guys can stand up to them, the dragons, and maybe a storm golem if you're lucky. A MUST HAVE BUY!!!!!
  -- By Nick Francis from Auckland, New Zealand on February 22, 2003
***** my first beat-stick
  -- By charlie schar from wooster on October 17, 2007


Search for in
   ... or Try Our Advanced Search

Your Rights : Contact Us   -  Privacy/Security Policies  -  Conditions of Use - Card Condition Guide - Terms And Conditions

Help : Magic The Gathering Cards & Decks Home  -  Help/FAQs  -  Company Profile  -  Site Map  -  Outside Info  -  Articles

 
Website data last updated
September 06, 2008 at 03:59 PM EST
What do you think of this Merchant?  BBBOnLine Reliability Seal 
Email this page to a friend
 
© 1991-2004 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.
In Your Shopping Cart
 
(Empty)