Showing posts with label Melee Weapon. Show all posts
Showing posts with label Melee Weapon. Show all posts

Heroic Attack

Ability: 

N

Attack: 3
Defense: 0
Attack Type: Melee Weapon

Deck: First Clash #56/400

Lunge


A sword-thrust with a warrior's weight and momentum behind it is no laughing matter.

Attack: 3
Defense: 1
Attack Type: Melee Weapon

Deck: First Clash #76/400

Calm Before The Storm


Ability: The next time you play a Melee attack make a copy of that attack and play it.

One deep breath to focus you. THen it's time for your swords to sing their song.

Attack: 0
Defense: 2
Attack Type: Melee Weapon

Deck: First Clash #23/400

Backstab


Ability: Assassin: Backstab deals +3 damage.

He's behind you...

Attack: 1
Defense: 1
Attack Type: Melee Weapon

Deck: First Clash #8/400

Headbutt


Ability: If Headbutt deals damage, remove a Magic Counter from damaged Hero.

Also known as a 'Titaran Kiss'.

Attack: 3
Defense: 0
Attack Type: Melee Weapon

Deck: First Clash #?/400

Shattering Blow


Ability: If Shattering Blow deals damage, deplete a random Talisman form damaged Hero.

"I bashed it good!"

Attack: 1
Defense: 0
Attack Type: Melee Weapon

Deck: First Clash #?/400

Recovery Strike


Ability: Heal 1.

First do some harm...

Attack: 1
Defense: 0
Attack Type: Melee Weapon

Deck: First Clash #81/400

Blinding Strike


Ability: For the next 2 turns, opponents play threats at random.

It's hard to execute a fancy combination when someone's just scratched your eyes out.


Attack: 2
Defense: 2
Card Type: Melee Weapon

Deck: Promo #4

Bear Hug


Ability: Deplete 1.

The bear hug was one of Terracles' favorite wrestling moves. With his immense strength he would often break the ribs or even snap the spines of his enemies.


Attack: 6
Defense: 0
Card Type: Melee Weapon

Deck: Promo #3

Lesser Block


Putting a solid object between your body and the enemy's weapon has obvious benefits.

Attack: 0
Defense: 1
Card Type: Melee Weapon

Deck: First Clash #65/400

Wall of Steel


Ability: Deplete 1.

A proficient swordsman can weave a tapestry of flashing steel, and keep his foes at bay.

Attack: 1
Defense: 3
Card Type: Melee Weapon

Deck: First Clash #100/400

Greater Guarded Blow


"As the sun and the rain work in harmony to nourish the crops, so too must attack and defense flow into one another when a warrior gives battle." - Master Wu of Chendang

Attack: 2
Defense: 2
Card Type: Melee Weapon

Deck: First Clash #45/400

Close Ranks


Ability: 50% chance to gain +1 shield for each NPC in Enemy Deck.

A soldier without skill at arms might achieve nothing with a sword. However, they can still strengthen a formation if they're willing to raise their shield and hold their place in line.

Attack: 0
Defense: 0
Card Type: Melee Weapon

Deck: First Clash #111/400

Penetrating Wound


Ability: If Penetrating Wound deals damage, deal 2 damage to damaged Hero.

"I'm no doctor, but I think's bad when the sword comes out the other side."

Attack: 1
Defense: 0
Card Type: Melee Weapon

Deck: First Clash #127/400

Wild Flail


Ability: Wild Flail has a high chance to deal 6 damage.

Raw enthusiasm is sometimes more useful than finesse.

Attack: 0
Defense: 0
Card Type: Melee Weapon

Deck: First Clash #135/400

Leaping Death


Ability: If defending Hero's last attack was not Melee, Leaping Death deals +4 damage.

If you have the strength and agility for it, there's nothing quite like leaping at your enemy and cleaving them in two. 

Attack: 2
Defense: 0
Card Type: Melee Weapon

Deck: First Clash #137/400

Magic Grab


Ability: +1 Magic Counters. Remove a Magic Counter from defending Hero. If you do, deal 2 damage.

"Give me that!"

Attack: 1
Defense: 0
Card Type: Melee Weapon

Deck: First Clash #131/400

Eldritch Strike


Ability: Deal +1 damage for each Enemy Deck Magic Counter.

Warriors sometimes refer to a weapon thus ensorcelled as possessing a 'full magic jacket'.

Attack: 2
Defense: 0
Card Type: Melee Weapon

Deck: First Clash #112/400

Arcane Disruption


Ability: The next time a Hero deals Magic damage, that Hero is dealt that much Magic damage.

"That's not good..."... Last words of Ferdinand the Sorcerer, spoken as one of his spells went awry.

Attack: 0
Defense: 0
Card Type: Melee Weapon

Deck: First Clash #106/400

Punishing Blow


Ability: Deal +1 damage for each card in defending Hero's hand.

You know it's a bad day when your teeth get knocked up your nose.


Attack: 1
Defense: 0
Card Type: Melee Weapon

Deck: First Clash #133/400