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  1. #1
    Shadow Era's Avatar
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    Post New Campaign Spoilers

    We had some more Campaign cards revealed in Tuesday's dev stream, including a much-requested cat card!

    Edit: full list of 26 new campaign cards!

    cp001 Pack Outcast
    Warrior/Wulven Ally - Wulven
    2/1/4 Claw
    While Pack Outcast is the only ally you control, it has Ambush and Defender. When Pack Outcast is targeted by an ability, it has +2 attack until the end of the turn.

    cp002 Keeper of the Mystic Flame
    Mage/Priest Ally
    4/2/6 Arcane
    When an opposing ally is targeted by an ability on your turn, its controller takes 1 fire damage.
    0SE: If an opposing ally was targeted by an ability this turn, 2 used resources are renewed.

    cp003 Lightning Elemental
    Mage/Elemental Ally - Electrical
    2/3/1
    When Lightning Elemental is killed, the opposing ally with the lowest health takes X electrical damage, where X is the amount of shadow energy your hero has stored, to a maximum of 4.

    cp004 Slithering Viper
    Hunter/Rogue Ally - Wild
    4/2/3 Claw
    Stealth. When Slithering Viper enters play or when it is discarded from anywhere, the opposing ally with the highest attack is poisoned and disabled for 1 turn.

    cp005 Arcane Anomaly
    Priest/Elemental Ally
    3/2/4 Arcane
    When Arcane Anomaly is summoned, target opposing ally takes 1+X arcane damage, where X is the number of other cards you have summoned this turn.

    cp006 Crimsoneye the Deceiver
    Rogue/Wulven Ally - Wulven (Unique)
    5/2/7 Claw
    Ambush.
    2: Until the end of your turn, when Crimsoneye deals combat damage to an opposing ally, that ally attacks another random opposing ally if able.

    cp029 Stampeding Rhino
    Neutral Ally - Wild
    7/2/7 Claw
    Haste. While Stampeding Rhino is attacking allies, its attack is doubled.

    cp030 Uru, King of Beasts
    Neutral Ally - Wild (Unique)
    5/3/6 Claw
    Friendly Wild allies have defender on the turn they enter play.
    2SE: Seek a Wild ally. If you control no other Wild allies, the next Wild ally you summon this turn costs 2 less resources.

    cp031 Southroad Mercenary
    Neutral Ally - Outlaw
    3/0/5 Sword
    Once per turn when a player gains a resource and once per turn when a resource is removed from play, Southroad Mercenary gains +1 base attack.

    cp032 Westroad Beggar
    Neutral Ally - Outlaw
    3/2/5 Sword
    0: 1 of your resources is removed from play: draw a card.

    cp033 Northroad Thief
    Neutral Ally - Outlaw
    5/3/5 Sword
    Northroad Thief has stealth on the turn he enters play.
    2: Target other friendly Outlaw ally is shuffled into its owner's deck: target enemy item is destroyed.

    cp034 Dalton's Ruffian
    Neutral Ally - Outlaw
    6/6/6 Sword
    Dalton's Ruffian has steadfast on the opposing player's turn. Dalton's Ruffian costs 2 less resources to summon while you have shuffled your deck 2 or more times this turn.

    cp035 Delaval, Crossroads Baron
    Neutral Ally - Outlaw (Unique)
    4/1/6 Sword
    Shroud.
    1SE: Target card in your hand is placed on top of your resources.

    cp036 Call of the Wild
    Neutral Ability - Support
    4cc
    Duration 1. Friendly Wild allies have +1 attack. When Call of the Wild is summoned, draw 2 cards. If a card drawn this way is a Wild ally, that ally costs 2 less resources to summon.

    cp037 Rabies
    Neutral Ability - Attachment
    2cc
    Attach to target friendly Wild ally until the end of your turn. That ally has ambush and when it deals combat damage to an opposing ally, that opposing ally is poisoned and it attacks its hero if able.

    cp038 Outlaws' Hideout
    Neutral Item - Artifact
    3cc
    When your deck is shuffled, draw a card up to twice per turn.
    0: Target friendly Outlaw ally is shuffled into its owner's deck: 2 used resources are renewed.

    cp039 Hit and Run
    Neutral Ability - Attachment
    2cc
    Attach to target friendly Outlaw ally. At the end of your turn that ally is shuffled into its owner's deck and Hit and Run is exiled. When that ally deals combat damage to an opposing ally, that opposing ally is killed.

    cp040 Killer Bee
    Neutral Ally - Wild
    2/2/2 Claw
    When Killer Bee enters play, it attacks the opposing ally with the lowest health. When Killer Bee deals combat damage to an ally, that ally is poisoned and Killer Bee is killed.

    cp044 Glen Dalton
    Neutral Ally - Outlaw
    2/2/2 Sword
    Defender. Glen costs 2 less resources to summon while you have shuffled your deck this turn. Glen can't attack while you control equal or greater number of allies than any opponent.

    cp045 Gladiator's Glory
    Neutral Ability - Attachment
    2cc
    Attach to target weapon you control. When your hero kills an ally in combat, draw a card.

    cp046 Cage Match
    Neutral Ability
    1cc
    Target friendly ally and target opposing ally take damage equal to each other's attack.

    cp047 Blood Rush
    Neutral Ability - Attachment
    2cc
    Attach to your hero. When a friendly ally is summoned, it takes 1 damage and gains +1 base attack.

    cp048 Gladiator's Breastplate
    Neutral Item - Armor
    3/2/2
    Your hero and friendly allies have defender on the turn Gladiator's Breastplate enters play.
    0: Target opposing ally attacks your hero if able.

    cp049 Barbarian's Bludgeon
    Neutral Item - Weapon
    6/2/3 Sword
    When Barbarian's Bludgeon is summoned, target enemy item with durability loses 2 durability. When an enemy item is destroyed or it loses durability, its controller takes 1 damage.

    cp050 Colosium: Vull's Battle Arena
    Neutral Location
    T4
    Controller - 4: Target ally in your hand enters play, it attacks the opposing ally with the highest attack and it is killed at the start of your next turn.
    Non-Controller - 3: Target friendly ally gains +2 base attack.

    cp055 Gorlak the Vicious
    Warrior/Hunter Ally - Krugal (Unique)
    6/2/7 Bow
    When your hero kills an ally in combat, all friendly heroes and allies heal 1 damage and all friendly allies gain +1 base attack. Your weapons have +1 attack while your hero is attacking allies.

  2. #2
    Shadow Era's Avatar
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    Note that "per turn" means 1 full turn, not just "your turn".

  3. #3
    Senior Member seedog's Avatar
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    Finally some love with the wild allies! Ythan is happy!

    Not sure about the Outlaw guys though. Need to see how they perform.

  4. #4
    Senior Member renew's Avatar
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    Looks nice, thanks!

  5. #5
    Senior Member Kross's Avatar
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    Quote Originally Posted by Kyle View Post

    Friendly Wild allies have defender on the turn they enter play.
    I thought defender was only relevant during your opponent's turn. Am I missing something here?

  6. #6
    Senior Member Kross's Avatar
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    Quote Originally Posted by Kross View Post
    I thought defender was only relevant during your opponent's turn. Am I missing something here?
    Oh I see, the "per turn" comment must apply to this as well.

  7. #7
    Lead Developer / Designer Gondorian's Avatar
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    Quote Originally Posted by Shadow Era View Post
    Note that "per turn" means 1 full turn, not just "your turn".
    For anyone reading this in late 2022, the former owner was wrong here and really the cards just needed rewording to be correct.

    It has always been the case and will always be the case that a full turn means from the start of a player's turn to the end of their turn.

    Whoever goes first has the first turn. Then the other player has their turn. Two turns have then completed. This is why "end of the turn" always means the end of the current turn of the active player, rather than depending on who went first.

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