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Home > Miniatures > Mage Knight > Lancer Singles

 

Arcane Draconum #142 Mage Knight Lancers
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Arcane Draconum #142 Mage Knight Lancers
Rarity :6
 
Product Review Rating : **** (8 reviews)

 
Near-Mint Miniature No Card $13.99  0 in stock  Sold Out  (E-mail me when this product is back in stock
Shipping weight: 0.05 pounds

MK: LANCERS NEAR MINT 



Customer Reviews Write your own review

*** the arcane is good but when he gets hit hes dead.better have a healer with this guy.

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


**** He's big, he's bad and he packs the highest attack value of any figure in the game. He can dish out the hurt and take a hit too, but he is not as tough as he looks. He has a decent dial, but not the best or the deepest. As big and mighty as the Arcane Drac seems, he is not invincible. A little overcosted, but not by much. This bad boy can still find a spot in my armies. By the way, those other guys are wrong. He lives 9 clicks, not 8 FYI.

  -- By David Wolfe from The REZ, Nowhere USA on December 28, 2009


***** ya he's cool execpt the figure towers over the dial and he tipps over ........ a lot if you were to play him you'd either need sommoners or mending priestesses

  -- By a leprehcaun from over the rianbow on September 22, 2008


**** he chaged the game. if u didn't have 1 u had to get good fast or go doun fast

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


*** This guy has all the right stuff. 15 attack? check. 14 inch range? check. 19 denfense invulnerability? check. 8 clicks? check. wait a minute- 8 clicks? the best guy in the game doesnt have max clix? you got that right. A few well made pierce shots on him, and 202 whopping points is off the battlefield. Good overall, but bad for the points. OVERRATED!

  -- By Asher Norris from North Berwick, ME on July 12, 2005


**** 202 points for 8 clicks is a little overboard, but if you use him right he could easily wipe armies off the board. Drop him behind a group of figs that have limited invisibility to force your enemies close, then smack them with his magic blast. If they can't take the magic blast damage, it is an optional ability so he can still engage them w/o it. Try pairing him w/ a small formation of your favorite melee warriors to eliminate magic immunity from your foes.

  -- By Anonymous from Colorado Springs, CO USA on March 05, 2003


***** This Draconum is the strongest and toughest thing i've ever seen! 8 movement w/flying, 15 attack w/magic blast, 19 defence w/invulnerability (21 if you the special ability), 5 damage w/command. If you ever see him in a battle, be scared because theres no stoppin this guy, he will destroy everything! cause I use it hahahahaha!

  -- By Eric Mrozinski from Bay City, Michigan on May 12, 2002


***** Most people would think that 202 points is too much to invest in an army, but the investment is well worth it when you have 2 starting slots of invulnerability and a defense of 19 and the remainder of toughness, 14 inch magic blast. Arcane Draconum is extremely tough to eliminate and excellent in larger armies.

  -- By Matthew Davis from Bronson, MI on December 12, 2001




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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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