time to suit up in some battlegear, no time for games we're jumping right in
first up is the ring of khen-sepp your first attack does 20 damage, when I say no effects affect the damage I mean anything that would effect increases damage (strike, fire X ect.) things that would decrease it (simalin, kiru city tunnels ect.) or things that would set it to another value (melody of the meek, melody of mirage ect.) all of these do nothing. basically it always does 20 damage unless you deal with the gear somehow and the attack CAN still be negated since this removes it from the burst entirely (see negate in the rules). all of the effects of the attack such as riptides -25 wisdom work as normal.
art by Stone Perales
next is the ghostly elixir read the card and we shouldn't have too much trouble here. (its the same effect as on flitflut and wingfin now in a useable form)
art by Stone Perales
twin gem is also pretty simple stuff, as with the rule of 2 or unique having diffrent subnames still counts as the same name for twin gem so if you have both frafdo and frafdo the hero with a twin gem, he would get untargetable.
art by Lucas Durham
zalvars orb is even easier, if its a 0 attack it does 5 more, if its not, it doesn't easy peasy.
art by Gustavo Vazquez and Emilio J. Lopez
this is the shard of the set, the growth shard the defender means that if your kharall has 50 scanned energy it can defend any marillian or minion with 45 or less scanned energy.
art by Jaemin Kim
and last is neverwhere spyglass, if you've seen note of neverwhere you know how this works and since its innate and not triggered it DOES stop beginning of combat effects even if the spyglass was face-down before combat began. it obviously doesn't stop any effect outside of combat or effect after combat such as mirage locations going onto the field.
art by imaginary friends studios
well if you got anything to say about these you can come to my house and say it to my face (or post bellow) tootles
first up is the ring of khen-sepp your first attack does 20 damage, when I say no effects affect the damage I mean anything that would effect increases damage (strike, fire X ect.) things that would decrease it (simalin, kiru city tunnels ect.) or things that would set it to another value (melody of the meek, melody of mirage ect.) all of these do nothing. basically it always does 20 damage unless you deal with the gear somehow and the attack CAN still be negated since this removes it from the burst entirely (see negate in the rules). all of the effects of the attack such as riptides -25 wisdom work as normal.
art by Stone Perales
next is the ghostly elixir read the card and we shouldn't have too much trouble here. (its the same effect as on flitflut and wingfin now in a useable form)
art by Stone Perales
twin gem is also pretty simple stuff, as with the rule of 2 or unique having diffrent subnames still counts as the same name for twin gem so if you have both frafdo and frafdo the hero with a twin gem, he would get untargetable.
art by Lucas Durham
zalvars orb is even easier, if its a 0 attack it does 5 more, if its not, it doesn't easy peasy.
art by Gustavo Vazquez and Emilio J. Lopez
this is the shard of the set, the growth shard the defender means that if your kharall has 50 scanned energy it can defend any marillian or minion with 45 or less scanned energy.
art by Jaemin Kim
and last is neverwhere spyglass, if you've seen note of neverwhere you know how this works and since its innate and not triggered it DOES stop beginning of combat effects even if the spyglass was face-down before combat began. it obviously doesn't stop any effect outside of combat or effect after combat such as mirage locations going onto the field.
art by imaginary friends studios
well if you got anything to say about these you can come to my house and say it to my face (or post bellow) tootles