Mimic[INDENT][dbm]Swordstrider[/dbm]
Mimic — Whenever this creature is chosen as an attacker, its power that combat is equal to the power of target local creature without Mimic.[/INDENT]
* When determining the power of a creature with Mimic, the power of the targeted creature at the time the Mimic ability resolves (including any modifiers) becomes the base power of the creature for the duration of that combat. Then apply any modifiers to the Mimic creature's power.
For example, you control a [dbm]Swordstrider[/dbm] (with Mimic), a [dbm]Virtuous Maiden[/dbm] (with an activated Gain Enrage ability), and a [dbm]Nevret Screamtrooper[/dbm] (with a base power of 4), and attack with the Swordstrider, targeting the Screamtrooper with Mimic. The current power of the Screamtrooper is 5 due to the Maiden's Enrage ability, which becomes the Swordstrider's base power. The Swordstrider's power is then increased to 6 by the Enrage ability, and the Swordstrider attacks with a power of 6 this combat.
* The base power of the creature with Mimic is locked in for the remainder of combat when the Mimic ability resolves. It won't change if the targeted creature's power changes.
* If a creature with Mimic makes a deathblow inside of combat, the Mimic ability will trigger.
* If a creature with Mimic makes a deathblow outside of combat, the Mimic ability will not trigger. Mimic is a combat-only ability, since the ability defines the power of the creature for "that combat."
* If you activate a Spur ability and choose a creature with Mimic as the ally, Mimic won't trigger since the creature with Mimic isn't attacking. The Spur attack will use the current power of the creature. See "Spur" in the
Baxar's War FAQ for more information on the Spur ability.
[INDENT]
{o1}: Gain Enrage 1 — Until end of turn, this creature has "Enrage 1 — Your local and adjacent allies have +1 power."
{oX}: Spur — Choose an ally in the same cell as target enemy. Make an X-power attack against that enemy, where X is the chosen ally's power.[/INDENT]
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Mindlock[INDENT][dbm]Aviax Cowboy[/dbm]
{oX}: Mindlock — Take control of target local creature with spawn cost {oX} until end of turn. (You can't break the stacking limit with this ability.)[/INDENT]
* When you take control of a creature, you control it for all purposes for the duration of the effect. You may move it when you shift, attack with it, count it toward satisfying aspect costs for miniatures you spawn, and so forth.
* If you attempt to take control of an enemy creature when you already control four creatures in that cell, the ability will do nothing since that would violate the stacking limit.
* If you take control of a creature and something causes it to go to your reserves or graveyard, it goes to its owner's reserves or graveyard instead.
* If you take control of a creature and your opponent destroys it, your opponent gets a conquest point and you get bonus spawn points.
* If you take control of a creature that has a spawn ability that your opponent has already activated this turn, you can't activate that ability again. A spawn ability can only be activated once per turn, regardless of who controls the creature.
* The Mindlock ability can only target creatures. You can't take control of locations using this ability.
* If you take control of a creature that has an ability that exchanges miniatures between zones (such as the Mutation or Deathform abilities) and you activate that ability, the exchange will not occur. In an exchange between zones, both miniatures must be entering and leaving the same two zones. In this case, the creature in play would be returning to its owner's reserves or graveyard, but a creature would be entering play from your reserves or graveyard. Since the two miniatures are not going between the same two zones, the exchange can't happen.
* If you take control of a creature and at the end of the turn your opponent controls four creatures in the cell, the creature will still revert to your opponent's control. This will allow your opponent to control more than four creatures in the same cell, and this is a legal game state.
[indent]
{oB}: Mutation 6 — You may exchange this creature with target creature in your reserves with spawn cost {o6} or less.
{oB}: Deathform 5 — You may exchange this creature with target creature in your graveyard with spawn cost {o5} or less.[/indent]
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[b]Mutation[INDENT][dbm]Crazed Maenad[/dbm]
{oB}: Crit 2 — Deal +2 damage this combat.
{oB}{oB}: Mutation 10 — You may exchange this creature with target creature in your reserves with spawn cost {o10} or less.[/INDENT]
* A creature being brought into play via the Mutation ability isn't considered to be entering the cell it's being placed into since it's being placed into that cell from a different zone of play. This means that abilities such as Ambush and Charge won't trigger.
* See "Exchanging miniatures" in the General Notes section.
[INDENT]
Ambush 6 — Whenever an enemy enters this cell, this creature makes a 6-power attack against that enemy.
Charge 6 — Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack against target enemy in that cell.[/INDENT]
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Petrify[INDENT][dbm]Medusa[/dbm]
Unique Medusa
{oB}{oB}: Petrify — Target opponent chooses local creature he or she controls. Destroy that creature.[/INDENT]
* Creatures chosen for destruction by the Petrify ability in combat aren't destroyed immediately as the blade ability resolves. The chosen creature will be "marked" for destruction in step 3 but not destroyed until creatures are normally destroyed during step 7. This means that a creature destroyed by a Petrify ability may make a deathblow if it's entitled to one.
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Phantom[INDENT][dbm]Ghost of the Key[/dbm]
Phantom — Whenever this creature attacks, local enemies can't be destroyed this combat.[/INDENT]
* The Phantom ability triggers when the creature with the ability is chosen as an attacker. Each enemy in the cell at that time will be affected by the Phantom ability until the end of combat, even if they leave the combat cell. Enemies entering the cell after that time will be unaffected. If the creature with Phantom is destroyed, the ability remains in effect until the end of combat.
* If a creature with Phantom makes a deathblow inside of combat, the Phantom ability will trigger.
* If a creature with Phantom makes a deathblow outside of combat, the Phantom ability will not trigger. Phantom is a combat-only ability, since the ability defines the power of the creature for "that combat."
* Locations aren't enemies, so they're unaffected by the Phantom ability and can be destroyed as normal.
* Phantom works by preventing creatures from being marked for destruction during the course of combat and also by preventing those creatures from actually being destroyed. Preventing a creature from being marked for destruction typically happens during step 5 of combat for destruction due to damage, but it can also happen at other times, such as step 3 if a miniature is destroyed directly by a blade ability (such as Petrify). Preventing a creature from being destroyed happens during step 7 of combat.
* The Phantom ability prevents destruction for any reason, including destruction due to damage, as well as destruction due to abilities such as Death Cycle and Petrify. Sacrificing a creature is different from destroying it, so creatures can still be sacrificed even if they're under the effect of a Phantom ability.
* If a creature under the effect of a Phantom ability is dealt damage at least equal to both its defense and its life, it must be disrupted. You can't choose to destroy it and leave it in the cell.
* If a creature under the effect of a Phantom ability is dealt damage equal to its life but not its defense (if its defense is currently higher than its life due to some effect), then it won't be disrupted or destroyed. The damage will remain on it until the end of the phase, and it may be destroyed or disrupted in a subsequent combat if it's no longer under a Phantom effect or its stats change.
* Both the Phantom ability and the Ferocity ability affect step 5 of combat. If a creature is under the effect of both of these abilities and is dealt enough damage to disrupt it, the Phantom ability "wins" since it's the ability that says something can't happen, and the creature will be disrupted. See "General Rules" in the Abilities section of the
Dreamblade rulebook.
* If a creature is under the effect of both a Phantom ability and a Protect ability, then it can't be disrupted or destroyed, no matter how much damage it receives. The damage will remain on it until the end of the phase, and if the creature comes out from one of these effects before the end of the phase then it may be disrupted or destroyed during a later combat.
[INDENT]
{oB}{oB}: Petrify — Target opponent chooses local creature he or she controls. Destroy that creature.
{oB}{oB}: Death Cycle — Destroy target local creature with spawn cost {oX}. That creature's controller may put a creature with spawn cost {oX} or less from his or her reserves into the local cell. When the creature is placed, ignore the stacking limit.
{oB}: Ferocity — If target local enemy becomes disrupted this combat, destroy it instead.
Protect — Local allies can't be disrupted. If this creature is disrupted or destroyed, local allies can't be disrupted this phase.[/INDENT]
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Provoke[INDENT][dbm]Borg Penitent[/dbm]
{oS}{o1}: Provoke — At the beginning of the opponent's first action phase this turn, if there are local enemies, the opponent must strike during that action phase.[/INDENT]
* In order to activate [dbm=Borg Penitent]Borg Penitent's[/dbm] Provoke ability, the creature must be in a scoring cell. After that time, the ability will be active until the beginning of your opponent's first action phase, even if the creature is no longer in a scoring cell. No local enemies are needed in order to activate the Provoke ability.
* Check to see if there are local enemies at the beginning of your opponent's first action phase, not when the ability is activated. The enemies must be local to the creature with the Provoke ability, not the cell in which the ability was activated.
* If the creature with the Provoke ability is destroyed or otherwise leaves play before the beginning of the opponent's first action phase, the ability will do nothing. If the creature somehow re-enters play before that time, it's treated as a new creature, and as such, the Provoke ability won't be active.
* The Provoke ability forces your opponent to choose the strike action for their first action phase rather than the shift action. It doesn't force him or her to attack with any specific creatures or in any specific cells. Your opponent may still choose in which cells to attack and with which creatures to attack in those cells. Choosing to make no attacks at all is a legal choice.
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Rally[INDENT][dbm]Pearlthorn Dragon Knight[/dbm]
{o2}: Rally 2 — You may move up to two target adjacent allies into this cell. (You can't break the stacking limit with this ability.)[/INDENT]
* When you activate a Rally ability, choose all targets immediately. For example, for Rally 2, you would immediately choose zero, one, or two adjacent allies.
* One at a time in any order you choose, move all targets into the cell. If a movement would break the stacking limit, that movement doesn't occur.
* If abilities trigger as a result of moving a creature (such as Ambush or Charge), immediately resolve that ability. If one or more creatures are disrupted or destroyed as a result of that ability (typically by taking damage), immediately disrupt or destroy the creature(s) and then continue resolving the movement ability.
[INDENT]
Ambush 6 — Whenever an enemy enters this cell, this creature makes a 6-power attack against that enemy.
Charge 6 — Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack against target enemy in that cell.[/INDENT]
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Rejoinder[INDENT][dbm]Akiza Champion[/dbm]
{o0}: Twin of Akiza Guardian — You may exchange this creature with an Akiza Guardian in your reserves.
Rejoinder 2 — This creature's power is equal to twice the number of local enemies.[/INDENT]
* Locations aren't enemies, so the Rejoinder ability won't count enemy locations in determining the power of the creature.
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Respawn[INDENT][dbm]Gutsoup Golem[/dbm]
{oB}: Warpstrike 3 — Make a 3-power attack against target nonlocal enemy.
{o6}: Respawn — You may spawn this creature from your graveyard as if it were in your reserves without paying its cost.[/INDENT]
* In all respects (except for paying costs and the miniature being in the graveyard), using a miniature's Respawn ability is the same as spawning it. For example, you can always Respawn a creature into your portal, even if you already control four creatures in that cell.
* Abilities that modify the cost to spawn a miniature (such as Dampen and Channel) won't affect the cost to Respawn a miniature.
* The Respawn ability doesn't modify the actual spawn cost printed on the miniature. It simply changes the cost you pay to spawn the miniature.
[INDENT]
{oS}: Dampen 1 — All creatures cost {o1} more to spawn.
Channel Hiveling 1 — Your Hivelings cost {o1} less to spawn.[/INDENT]
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Shapechange[INDENT][dbm]Tattooed Squashbug[/dbm]
Shapechange — Whenever you would spawn a creature in a nonlocal cell, you may sacrifice this creature to spawn that creature here instead.[/INDENT]
* If you choose to sacrifice a creature with Shapechange when spawning another creature, the new creature is spawned directly into the cell where the creature with Shapechange was sacrificed, which means it won't trigger abilities such as Charge and Ambush. The new creature doesn't enter play and then move to the new cell.
* The creature with Shapechange is sacrificed immediately before the spawned creature comes into play. This means that if you spawn a creature with the Appease ability, you won't be able to sacrifice the creature with Shapechange to satisfy the Appease requirement.
[INDENT]
{oC}: Appease — When this creature comes into play, sacrifice a creature.[/INDENT]
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Steadfast[INDENT][dbm]Murderous Widow[/dbm]
Loner — This creature can't attack with other creatures.
{oB}: Crit 1 — Deal +1 damage this combat.
Steadfast — This creature takes no damage from deathblows.[/INDENT]
* The Steadfast ability only prevents damage from actual deathblow attacks. Abilities such as Parting Shot and Deathblast can still damage the creature, even though they function very much like deathblows.
[INDENT]
Parting Shot 7 — Whenever this creature is disrupted and removed from its cell, it makes a 7-power attack against the enemies that were local to it.
Deathblast 4 — Whenever this creature is put into your graveyard, make separate 4-power attacks against each enemy that was local to it and destroy target location an opponent controls in that cell.[/INDENT]
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Tantrum[INDENT][dbm]Little Charmer[/dbm]
{oB}: Crit 5 — Deal +5 damage this combat.
{oB}: Crit 3 — Deal +3 damage this combat.
{oB}: Tantrum — Sacrifice a local creature.[/INDENT]
* A creature sacrificed to a Tantrum ability is put into the graveyard as soon as the blade ability resolves. It doesn't remain in play until step 7 of combat as destroyed miniatures do.
* You can only sacrifice creatures you control. If the creature with Tantrum is the only creature you control in that cell, you must sacrifice it.
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Transpose Enemies[INDENT][dbm]Probability Walker[/dbm]
{oB}: Transpose Enemies — Exchange the positions of two target enemies.[/INDENT]
* The Transpose Enemies ability isn't optional. If you assign a blade to the ability, you must exchange two enemies if possible.
* You can target two enemies in the same cell using a Transpose Enemies ability. There will be no visible effect from the ability if you do this.
* See "Exchanging miniatures" in the General Notes section.
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Twin[INDENT][dbm]Akiza Champion[/dbm]
{o0}: Twin of Akiza Guardian — You may exchange this creature with an Akiza Guardian in your reserves.
Rejoinder 2 — This creature's power is equal to twice the number of local enemies.[/INDENT]
* A creature being brought into play via the Twin ability isn't considered to be entering the cell it's being placed into since it's being placed into that cell from a different zone of play. This means that abilities such as Ambush won't trigger.
* See "Exchanging miniatures" in the General Notes section.
[INDENT]
Ambush 6 — Whenever an enemy enters this cell, this creature makes a 6-power attack against that enemy.[/INDENT]
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Unmake[INDENT][dbm]Arsonist[/dbm]
{oB}: Unmake — Banish target local or adjacent location that an opponent controls.[/INDENT]
* The Unmake ability isn't optional. If the ability is activated, you must banish a local or adjacent location that is controlled by your opponent if possible.
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Venom Cloud[INDENT][dbm]Hiveling Overlord[/dbm]
{oB}: Hivetunnel — You may put this creature into a cell that contains a Hiveling ally.
{oB}: Venom Cloud 3 — Assign 3 venom points to each local creature. Each phase, if a creature is assigned venom points equal to or greater than its spawn cost, destroy it.[/INDENT]
* The Venom Cloud ability affects all local creatures, including your own, and including the creature with the Venom Cloud ability.
* If you assign Venom points to your own creatures, your opponent makes decisions regarding destruction of those creatures, such as the order in which the creatures will be destroyed.
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War Cry[INDENT][dbm]Aviax Firebrand[/dbm]
{oS}{o3}: War Cry — Choose a local or adjacent cell. Move each creature adjacent to that cell into that cell. (You can't break the stacking limit with this ability.)[/INDENT]
* The War Cry ability isn't optional. If activated, you must move as many creatures into the chosen cell as possible until either no creatures remain to move or the stacking limit is reached. If you choose an adjacent cell, the creature with the War Cry ability will move as well.
* One at a time in any order you choose, move each adjacent creature (both allies and enemies) into the chosen cell. If a movement would break the stacking limit, that movement doesn't occur.
* If abilities trigger as a result of moving a creature (such as Ambush or Charge), immediately resolve that ability. If one or more creatures are disrupted or destroyed as a result of that ability (typically by taking damage), immediately disrupt or destroy the creature(s) and then continue resolving the movement ability. If this occurs, it may be possible to move more than four creatures with the same controller into the chosen cell because some creatures have been disrupted or destroyed. Continue moving creatures into the cell until all adjacent creatures have been moved or until the stacking limit is reached.
* You can only move a creature once using the War Cry ability. If a creature is disrupted after moving into the chosen cell (by an Ambush ability, for example) and placed into an adjacent cell, it may not be moved again.
[INDENT]
Ambush 6 — Whenever an enemy enters this cell, this creature makes a 6-power attack against that enemy.
Charge 6 — Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack against target enemy in that cell.[/INDENT]
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Wound Self[INDENT][dbm]Buzzkill Clown[/dbm]
{oM}: Wound Self 5 — This creature takes 5 damage. (When you damage your own creatures, the opponent makes decisions about their disruption and destruction.)[/INDENT]
* Another local creature having the Bodyguard ability won't prevent a creature from dealing damage to itself with Wound Self. The Bodyguard ability only prevents opponents from assigning damage to creatures without the Bodyguard ability.
* If you assign damage to your own creatures, your opponent makes decisions regarding disruption and destruction of those creatures, such as which empty cell the creature will be disrupted to or the order in which the creatures will be destroyed. This also means that your opponent receives a conquest point for the creature being destroyed and you receive bonus spawn points as normal, because the game does not track which creature or player dealt the damage.
[INDENT]
Bodyguard — Opponents may not assign damage to your local allies without Bodyguard until enough damage has been assigned to disrupt or destroy each of your local creatures with Bodyguard.[/INDENT]
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Miniature-Specific Notes[dbm]Baba Yaga's Hut[/dbm]
At the beginning of the conquest phase, if you control more creatures in this cell than each opponent, your creatures can claim this cell this turn.
{o0}: Move this location one cell.
* There can't be more than one location in a cell. If moving a location would cause there to be more than one location in a cell, the movement doesn't occur.
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[dbm]Chrysota's Chapel[/dbm]
{oB}: Venom 4 — Assign 4 venom points to target local enemy. If a creature is assigned venom points equal to or greater than its spawn cost, destroy it.
{oM}: Venom 2
* Chrysota's Chapel is a location with a lineage. This doesn't make Chrysota's Chapel a creature. Anything that refers to Hivelings will count it, but anything that refers to Hiveling allies or enemies won't. This means that it will be affected by [dbm=Queen Chrysota]Queen Chrysota's[/dbm] Channel Hiveling ability and will be counted for [dbm=Spine Bug]Spine Bug's[/dbm] Hiveling Swarm ability, but [dbm]Hiveling Overlord[/dbm] can't use its Hivetunnel ability to move to the Chapel's cell unless you also control a Hiveling creature in that cell.
* If Chrysota's Chapel is under the effect of a Blight ability, it will still have its lineage. A lineage isn't an ability.
[INDENT]
Channel Hiveling 1 — Your Hivelings cost {o1} less to spawn.
Hiveling Swarm — This creature's power is equal to the number of local Hivelings you control.
{oB}: Hivetunnel — You may put this creature into a cell that contains a Hiveling ally.
Blight — Locations lose their abilities while they are local or adjacent to this creature.[/INDENT]
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[dbm]Drakesnail[/dbm]
{oB}: Deathrip Enemies — Choose a single-blade ability of target creature in an opponent's graveyard. Until end of phase, this creature has that ability. Activate that ability as if {oB} were assigned to it.
* Drakesnail's Deathrip Enemies ability has received errata. The new text is:
{oB}: Deathrip Enemies — Choose a non-Deathrip single-blade ability of target creature in an opponent's graveyard. Until end of phase, this creature has that ability. Activate that ability as if {oB} were assigned to it.
* See "Deathrip" in the Ability-Specific Notes section for more information on this errata and the Deathrip ability in general.
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[dbm]Illuminati Pyramid[/dbm]
If this cell is a scoring cell for a player, its conquest-point value increases by 3 for that player.
* If placed in a cell that is a scoring cell for both players, the conquest-point value of the scoring cell increases for both players, not just the controller of the Pyramid. For example, if Illuminati Pyramid is placed in the center cell of the dreamscape, that cell becomes a 5-point scoring cell for both players.
* If placed in a cell that is a scoring cell for one player, the value of the scoring cell increases for that player only. If placed in a cell that is a scoring cell for the opponent of the player who controls the Pyramid, the point value will increase for the opponent and the controller will receive no benefit from the effect.
* Illuminati Pyramid will have no effect in a cell that isn't a key cell. It doesn't turn the cell into a scoring cell; the cell must be a scoring cell already.
* Abilities that have a variable effect based on the conquest-point value of a cell ("Flux" abilities, such as Flux Ward and Flux Fortunate) will count the value of the cell as modified by effects such as Illuminati Pyramid. For example, a creature with the Flux Ward ability in the center cell of the dreamscape has +2 defense and +2 life. If the center cell contains an Illuminati Pyramid (raising the conquest-point value to 5), the creature would have +5 defense and +5 life.
[INDENT]
{oS}: Flux Ward — This creature has +X defense and +X life, where X is the conquest-point value of the local cell.
Flux Fortunate — Whenever this creature attacks, you may reroll up to X attack dice, where X is the conquest-point value of the local cell.[/INDENT]
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[dbm]Prince of Blades[/dbm]
{oB}{oB}: Death Cycle — Destroy target local creature with spawn cost {oX}. That creature's controller may put a creature with spawn cost {oX} or less from his or her reserves into the local cell.
* The Death Cycle ability has received errata. The new text is:
{oB}{oB}: Death Cycle — Destroy target local creature with spawn cost {oX}. That creature's controller may put a creature with spawn cost {oX} or less from his or her reserves into the local cell. When the creature is placed, ignore the stacking limit.
* See "Death Cycle" in the Ability-Specific Notes section for more information on this errata and the Death Cycle ability in general.
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[dbm]Slaughterwheel[/dbm]
{oB}: Deathrip — Choose a single-blade ability of target creature in your graveyard. Until end of phase, this creature has that ability. Activate that ability as if {oB} were assigned to it.
* Slaughterwheel's Deathrip ability has received errata. The new text is:
{oB}: Deathrip — Choose a non-Deathrip single-blade ability of target creature in your graveyard. Until end of phase, this creature has that ability. Activate that ability as if {oB} were assigned to it.
* See "Deathrip" in the Ability-Specific Notes section for more information on this errata and the Deathrip ability in general.
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[dbm]Tower of Unquenched Flame[/dbm]
{oS}: Whenever a player would skip his or her spawn phase, if that player controls a local creature, he or she doesn't skip his or her spawn phase this turn.
* Tower of Unquenched Flame's ability will trigger immediately before the spawn phase would be skipped. If there are no creatures local to the Tower at that time, the ability won't trigger. It doesn't check during the initiative phase.
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[dbm]Warfang Keep[/dbm]
Local and adjacent enemies are worth +1 conquest point when destroyed.
* The extra conquest point is determined when the creature is destroyed. If the location leaves play or loses its abilities before the conquest phase, the extra conquest point is still awarded.
* If a creature is local or adjacent to multiple Warfang Keeps at the time it's destroyed, each will apply separately. For example, a player controls two Warfang Keeps, one in either 1-point scoring cell. An enemy creature destroyed in the center cell would be worth 3 conquest points instead of the normal 1 point.
* Warfang Keep only awards extra conquest points for destroying creatures. Destroying a location that is adjacent to Warfang Keep will still only earn you one conquest point.
* If a creature with the Blight ability is local or adjacent to a Warfang Keep when it's destroyed, the creature with Blight will only be worth one conquest point. At the time the creature is destroyed, Warfang Keep doesn't have its ability, so no extra conquest point will be awarded.
[INDENT]
Blight — Locations lose their abilities while they are local or adjacent to this creature.[/INDENT]
Recent changes to the FAQ
4-19-07:[list]
[*]Updated the entries for Exchanging Miniatures for exchanging multiple miniatures.[/list]2-15-07:[list]
[*]Added errata to the Deathrip ability for Deathrip and Deathrip Enemies along with explanatory entries and clarification to existing entries. Added Drakesnail and Slaughterwheel to the Miniature-Specific Notes section with this errata.[/list]
2-10-07:[list]
[*]Added an entry for Exchanging miniatures regarding cells that already contain five creatures.
[*]Clarified an entry for Combining effects with an ampersand ("&") regarding the targeting rules for these abilities.
[*]Clarified an entry for Brainblast regarding multiple Brainblast abilities being able to attack the same creature.
[*]Added an entry for Deathblast regarding the interaction with Mindlock.
[*]Added an entry for Mindlock regarding exchanging miniatures with different owners.
[*]Added an entry for Mindlock regarding breaking the stacking limit at the end of the effect.
[*]Added entries for Phantom regarding how the ability works on deathblows.
[*]Clarified an entry for Phantom regarding how the ability functions during combat.
[*]Added an entry for Transpose Enemies regarding the fact that the ability is not optional.
[*]Added an entry for Transpose Enemies regarding exchanging two creatures in the same cell.[/list]
1-21-07:[list]
[*]Added an entry for Brainblast regarding only attacking each creature once.
[*]Added an entry for Exile regarding the duration of the effect.
[*]Added an entry for Exile regarding the interaction with Ambush.
[*]Added an entry for Flux Fortunate regarding the definition of the conquest-point value of the cell.
[*]Clarified an entry for Hiveling Frenzy regarding dice from non-Hivelings.
[*]Added entries for Mimic regarding deathblows for a creature with Mimic.
[*]Clarified an entry for Phantom regarding the affected creatures and duration.
[*]Added an entry for Respawn regarding the spawn cost of the miniature.
[*]Added an entry for War Cry regarding only moving each creature once.
[*]Clarified an entry for War Cry regarding moving the creature with the War Cry ability.[/list]