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Storm Golem #146 Mage Knight Rebellion
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Storm Golem #146 Mage Knight Rebellion
 
Product Review Rating : **** (14 reviews)

 
Near Mint Plastic Miniature$3.990 in stock Sold Out (E-mail me when this product is back in stock)
Shipping weight: 0.05 pounds

MAGE KNIGHT NEAR MINT X-RARE 

[Customer Reviews] Write your own review
***** STORM GOLEM IS ONE OF THE BEST MAGE KNIGHTS IN THE GAME ITS STARTING RANGE IS 14 ITS FIRST ATTACK DOES 4 DAMAGE AND FIRST ARMOUR IS 18. GET STORM GOLEM NOW!!!!!!!!!!!!!!!!!1
  -- By NED from HUDSON OHIO on February 14, 2002
***** This storm golem is one of the most powerful figures in the series, The only other figure that can stand up to it is the Hierophant. Get one now there rare
  -- By Anonymous from Alsip,IL USA on March 09, 2002
***** This is one of the best Mage Knights in the game. It rocks!!!!!!
  -- By Anonymous from Iowa city,IA USA on April 10, 2002
***** This should clearly be everyone's unique in their army. (I won't use any other.) Storm Golem is the best!!!
  -- By animeman1 from Sandy,UT USA on July 01, 2002
***** Storm Golem helped me to win 150 bucks in a tournament. He is by far the best charecter in the game. The only other charecter who stands even a little chance is the Solonavi Creator. Heirophant maybe.
  -- By Anonymous from Orange, Texas USA on July 20, 2002
***** Storm golem is by far the best piece in the game but I wish the price wasn`t so high.Also,maybe the solonavi creator,the hierophant and the regal draconum can stand up too it !!!!!!!!!!!!!!!
  -- By Jason from Sand Springs, OK USA on October 14, 2002
***** Even though I gave it 5 stars doesn't mean i think it's the best I mean I play 2 demi's 2red amotep gunners and a thunder golem and all i hAve to do is move 6 push attack and use pierce to get a 6 or better for 6 clicks then push amotep to get a 7 or more to do 4 clicks and that storm is dead.
  -- By Thunder-G from on October 24, 2002
**** This is a great peice yet i would rather use a dwarven stomper in my little 4 person 200 point army so if you think im wrong plz tell me so i can one of these fine little guys up peace :D
  -- By lestat prince of vampires from Hell on December 28, 2002
* can't stand up to my hierophant no way no stinking how!!! extreme to the max=hierophant. extreme zero=storm golem. way to over rated
  -- By Anonymous from hierophant land on March 31, 2003
***** Definitely a great figure, but keep in mind that it can be beaten. Great for intimidation and, if used right, can do some extreme damage. Just don't expect it to annihilate everything on the field without trying.
  -- By Kathryn Arcangeli from Oak Ridge, TN on February 01, 2005
***** K. this figure is nutso. Just add enhancement. If you take the "deathstar formation" (essentially a magus with lots of demi magus enhancement) and substitute the magus for the storm, you can be doing 5 damage with each of its 3 shots, with 14 inch range!!! besides that, hes got command, and an awesome 20 defense against range! All atlantis fans, flock to the storm!
  -- By Asher Norris from North Berwick, ME on July 12, 2005
***** One of the best mage knight ever made!
  -- By Bossco from Slovenia on November 05, 2005
***** This figure is just great! If used right it can really be annihilating. With 14 inch range and 3 arrows he is one of the best pieces in the game when it comes to range combat. His battle armor should keep him safe through any fight rising his defense up to 20! Not to mention it has 11 cliks of life. It hasn't left me down so far, whenever I play with him(which is very often) I win! And he looks kinda sweet too.
  -- By Anonymous from Slovenia, EU on April 09, 2007
*** hes nice... and hes a nice big bullseye 4 every one u fight. ur better off with a hierophant
  -- By charlie schar from wooster on October 17, 2007


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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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