Human Paladin: Lesser Emerald Enclave (Character Card)

IP:
Dungeons & Dragons
Set:
Battle for Faerūn
OP:
Strahd Rainbow Draft Weekend 2016
Collector #:
<< 39 >>
Rarity:
Common
Character:
Human Paladin
Card:
<< Lesser Emerald Enclave >>
Cost:
4
Affiliation:
Alignment:
Max:
4
Equip:
Ability:
Experience (once per turn, gain a +1A / +1D token when you knock out a monster)
While active, your characters in the field cannot be affected by global abilities used by your opponent.

Global: Pay . Reduce the damage you take from a character's ability to 1.
Alternate Art




[top]Clarifications

  • The "you" in the experience mechanic description refers to you as the player.
  • Adventurers are characters with the Experience ability.
  • Minsc and Boo: "Go for the Eyes, Boo!" is not an adventurer despite gaining experience tokens.[1]
  • If multiple different character dice with Experience are active when a monster is KO'd, they each gain an Experience token for "watching" the KO. For example, if Elf Wizard and Human Paladin are both in play when you KO an opponent's Zombie with Magic Missile, and both are still in play at the end of the turn, they'll both get an Experience token.
  • Experience tokens are not removed from a character card even if all of its dice are KO'd or sent to the Used Pile. Tokens are only removed when a game effect specifically says so.
  • If a character with Experience goes through unblocked or is knocked out, it is not active at the end of the turn and would not gain an Experience token for any monster KO'd.[2]
  • Equip Clarifications
  • While active” effects are static effects that are in play as long as that character is in the Field Zone. The Attack Zone is a subset of the Field Zone, so “While active” effects are still active when a character is in the Attack Zone. “While active” effects are not cumulative, i.e. the effects only occur once regardless of how many of that character is active in a player’s Field/Attack Zone (however, if both players have the same character active, the effects will occur once for each player).[3]
  • Human Paladin's Global Ability cannot be used preemptively to reduce possible future damage. Only damage that will actually happen can be reduced. A "shield" cannot be set up to protect the player from a potential effect. If a player used Storm: Wind-Rider to reroll two of an opponent's character dice, resulting in two energy faces ("When fielded, reroll up to 2 opposing characters. Each die that does not roll a character goes to your opponent’s used pile. Storm deals 2 damage to your opponent for each die moved."), the opponent would have the opportunity to use Human Paladin's Global Ability to reduce that damage (from 4 or 2) to 1.[4]
  • Human Paladin's Global Ability can reduce the damage deal from Jocasta: Patterned After Janet’s ability to one. Damage resulting from Jocasta’s ability is damage from a character ability. Certain cards state that they “redirect” damage (e.g., Iron Man: Inventor, Nova: Bucket Head, Stargirl: Yankee Poodle Fangirl). Jocasta, on the other hand, does not include such language. As a result, the effect of Jocasta’s ability has two parts, (1) the original damage to Jocasta being prevented, and (2) Jocasta deals an amount of damage equal to the amount presented to the opposing player.[5]


[top]Strategy

[top]Uses

Damage Reduction

[top]Counters

Ability Nullification
  • Constantine: Hellblazer: While Constantine is active, before your opponent's Clear and Draw Step, you may name a character. If that character is fielded this turn, ignore its text until end of turn and it cannot attack this turn.
  • Loki: Loki Laufeyson: While Loki is active, once per turn you may pay to deal 1 damage to a character die. That character die loses all of its abilities until end of turn. You may use this ability whenever you could use a Global Ability.
  • Prismatic Spray: Lesser Spell: All of your opponent's characters lose all their card text until the end of the turn.

Capture
  • Deadman: Boston Brand: When fielded, capture an opposing character. This capture lasts until Deadman leaves play.
  • Gelatinous Cube: Apprentice Ooze: Whenever a character is knocked out during the attack step, you may pay to have Gelatinous Cube capture it. This capture lasts until it is used again.
  • Gelatinous Cube: Master Ooze: Whenever a character is knocked out during the attack step, you may pay to have Gelatinous Cube capture it. This capture lasts until it is used again. Gelatinous Cube may block any number of NPCs.
  • Imprisoned: Basic Action: This die captures any number of opposing characters with a total fielding cost of 2 or less. This effect lasts until canceled or you damage your opponent (return the captured die to the field).
  • Loki: Trickster: When fielded, capture an opposing die of equal or lower level (return it to your opponent's field at the end of the turn).
  • Mind Flayer: Epic Humanoid: When fielded, capture an opposing non- character. This capture lasts until Mind Flayer leaves the field.
  • Minotaur: Paragon Humanoid: When assigned to attack, Minotaur captures one opposing die of a lower level. This die remains captured until the capturing die leaves the field or uses the ability again.
  • Rogue: Anna Marie: When fielded, capture an opposing action die from the used pile or reserve pool. When Rogue attacks, you may use that action for free (with no bursts). Return it to the used pile after the attack step.
  • Rogue: Anna Raven: When fielded, you may capture an opposing die in the used pile (return it at the end of the turn). Spin it to level 1. Rogue copies that die's stats.
  • Rogue: Can't Touch This: When fielded, capture an opposing fielded character (until the end of the turn). Rogue copies that character's stats and abilities.
  • Ultron: Creation: When fielded, capture a target non-Villain character die (return it at end of turn).
  • Ultron: Bringing Order: When fielded, capture an opposing character die with a fielding cost 0 (return it at end of turn).
  • Ultron Drone: Swarm of Destruction: If this character is KO'd, one of your other fielded characters may capture an opposing character (return it at end of turn).

Forced Attack
  • Enrage: Basic Action: Choose a character. That character must attack at its next opportunity. Spin that character up one level (if able).
  • Invisible Stalker: Paragon Elemental: Invisible Stalker must block if able. When fielded, at least one character must attack on your opponent's next turn (if able).
  • Toad: Mortimer Toynbee: While Toad is active, when your opponent ends his main step, choose one opposing character who must attack this turn.
    That character takes 2 damage.
  • Toad: Tongue Lashing: While Toad is active, each opposing non-Sidekick character must attack (if legal).
    Opposing characters take 2 damage when they attack.

Forced Block
  • Call Them Out!: Basic Action: Target opposing character must block a character of your choice this turn.
  • Deadpool: Assassin: When Deadpool attacks, you may assign an opposing character to block him.
  • Deadpool: Chiyonosake: When Deadpool attacks, you may assign an opposing character to block him. If he knocks out that character, he deals 2 damage to each opposing character.
  • Deadpool: Jack: When Deadpool attacks, you may assign an opposing character to block him. At the end of the turn, knock out that character.
  • Gamora: Raised by Thanos: Teamwatch - when you field a character who shares an affiliation with Gamora, choose an opposing die. It must block one of your Gamora dice if able (you choose which before your opponent declares blockers).
  • Martian Manhunter: John Jones: When Martian Manhunter attacks, deal 1 damage to target character. If that character is KO'd, another opposing character must block Martian Manhunter this turn if able.
  • Minsc and Boo: "Go for the Eyes, Boo!": While active, Minsc and Boo get an experience token (+1A and +1D) at the end of your turn. If Minsc and Boo go to the used pile, remove all of the experience tokens.
    Once per turn, you may remove a token from Minsc and Boo to force an opposing character to block.
  • Spider-Man: Webslinger: When Spider-Man assigns to attack, you may pay to force every opposing character to block him if able.
  • X-23: Assassin: When X-23 attacks, choose a or character. That character must block her (if able).

Knock Out
  • Batarang: Tool of the Bat: KO a level 1 character.
    Instead, KO a level 1 or level 2 character.
    Instead, KO a level 1 or level 2 character and place this die in your Prep Area after using it.
  • Cerebro: Cybernetic Intelligence: Place Cerebro on an X-Men die's card. It remains there until you or a card effect removes it (it is still in the field). When you field a die from that card, knock out one opposing die.
  • Crush Card Virus: Basic Action: Knock out one of your monsters in the field to knock out an opponent's monster up to 1 level higher than yours.
  • Cyborg: Vic Stone: When Cyborg attacks, KO an opposing character that is the same level as Cyborg.
  • Deadpool: Jack: When Deadpool attacks, you may assign an opposing character to block him. At the end of the turn, knock out that character.
  • Punisher: McRook: When Punisher assigns to attack, knock out one target opposing character. Your opponent may prevent this effect by paying 2 life.
  • Purple Worm: Greater Beast: Overcrush (deal excess damage to opponent)
    When assigned to attack, knock out a character (either player's), then deal damage to your opponent equal to that character's level.
  • Psylocke: Kwannon the Assassin: When fielded, you may pay to knock out one character.
  • War Machine: James Rhodes: When fielded, if you have Iron Man fielded, knock out an opponent's character.

Removal
  • Polymorph: Basic Action: Swap a fielded character with a non-NPC character from that player's used pile. Spin the character to level 1. This does not trigger "when fielded" effects.
  • Storm: African Priestess: When fielded, reroll a target opposing character. If the result is not a character, place that die in your opponent’s used pile.
  • Storm: Goddess of the Plains: When Storm attacks, reroll each of your opponent's characters. Place any die that does not result in a character in your opponent's prep area.


[top]References

  1. ^ D&D Adventurers. Wizkids Rules Forum. Retrieved 8-4-2015.
  2. ^ D&D Dice Masters: Experience, D&D Experience. Wizkids Rules Forum. Retrieved 6-18-2015
  3. ^ Marvel Dice Masters FAQ. Wizkids.com. Retrieved 7-14-2015.
  4. ^ Global Damage Prevention and Storm: Wind Rider. Wizkids Rules Forum. Retrieved 6-18-2015
  5. ^ Human Paladin vs Jocasta. Wizkids Rules Forum. Retrieved 8-14-2015.
  6. ^ Human Paladin vs Jocasta. Wizkids Rules Forum. Retrieved 8-14-2015.



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