Ongoing: When an opposing ally enters play, attached
ally deals 1 ranged damage to it.
Well, this one is
interesting. "Lets turn any ally on our side into a
hunter!!" Of course, this WILL make them the target
of attacks VERY quickly, but thats OK in many
cases. This is simple, cheap, and easy to use.
Sealed: 5/5 if you are playing a hunter and nab
this card, play it.
Constructed: 4/5 Solid, cheap damage every time an
ally comes into play. If there are multiple in
play, you can keep many allies right off the bored.
Casual: 4/5 Again, solid and good, but nothing
particularly fun about it.
Raid: 3/5 This is cool against Ony... you can
pretty much stop whelps from showing up.
This is the first of many
training cards that give allies abilities
similar to the hero that wields them. This one
gives allies a chance to shoot new allies for 1
damage when they enter. Same as Watcher Mal’wi,
but now, it only costs you any ally, and this 1
cost. So theoretically, turn 2 you could put
this on any turn 1 elusive to ping everything
that comes in turn 2, 3, or later. I like a lot
of the trainings because many are just as good
as this one.
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