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Home > Miniatures > Mage Knight > Rebellion Singles

 

Altem Guardsman #060 Mage Knight Rebellion
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Altem Guardsman #060 Mage Knight Rebellion
Rarity :2
 
Product Review Rating : **** (2 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 RARE 



Customer Reviews Write your own review

**** These guys are really tough when used properly, like in a formation with a demi-magus or a magus. Don't listen to the dude above, only a formation with other, more powerful guys, like a magus or 2 demi-magus' plus one of these dudes, or a storm golem with one of these guys can kill a dragon. Still, this guy is really cool. A must have in an Atlantis guild based army.

  -- By Nick Francis from Auckland, New Zealand. on February 22, 2003


**** I've seen better figures, but they're all unique. This is one the few warriors who combine ranged and close combat very well. I've seen a formation of these figures kill Dragons!

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




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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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