Channel the Millennium Tree

Channel the Millennium Tree (Red)

Go again

When this enters the arena and at the beginning of your action phase, amp 3.

Channel Earth - At the beginning of your end phase, put a flow counter on this, then destroy it unless you put an Earth card from your pitch zone on the bottom of your deck for each flow counter on it.

Rulings

From the Rosetta + 1st Strike release notes
  • This card’s second ability triggers when it enters the arena AND at the beginning of your action phase.
  • You may decide to destroy this even if you have enough Earth cards in your pitch zone. In that situation you will put your pitch zone on the bottom of your deck as usual.

Keyword notes

Go again - Go again allows multiple actions to be played in a turn when usually playing an action with use up your action point, and therefore end your turn. A card with go again gives the controller of that card or activated ability 1 action point when it resolves.
  • When an action with go again resolves, its controller gains 1 action point.
  • Multiple instances of go again on the same card or activated ability do not stack. If a card or activated ability has multiple instances of go again when it resolves its controller gains 1 action point only.
  • If an action with go again does not resolve, its controller does not gain 1 action point.
  • You cannot reveal a card with no power to Belittle. The card must have a value to its power that is 3 or less. (0 is a value)
All keywords
Channel - Channel is a new keyword that uses Element cards to maintain a powerful aura that requires a larger commitment each turn to maintain the channel.
  • Cards with the keyword ‘Fusion’ are not classified as their respective element. E.g a card with Lightning Fusion is not considered to be a Lightning card. Therefore cannot be used to pay the cost of ‘Channel’.
  • You choose the order of the cards you put on the bottom of your deck. The cards that are put to the bottom are open information to your opponent while the order of the cards are hidden information from your opponent.
All keywords
Amp - The next time you would deal arcane damage this turn, instead deal that much plus 1.
  • Amp is an effect keyword.
  • Amp generates a replacement effect that applies to any one event of arcane damage that the player controls. This can include arcane damage events that are generated from actions, weapons (e.g. Kraken’s Aethervein), heroes (e.g. Brainstorm), etc.
  • If an effect would deal 0 arcane damage, it’s the same as no effect occurring, and therefore Amp does not apply to it.
  • For cards with an effect that deals arcane damage to multiple heroes/allies (e.g. Forked Lightning, Singe, Aether Arc), amp will only increase the damage dealt by the first arcane damage event from the effect. For example, if you target two different heroes with Forked Lightning, Forked Lightning’s effect will result in two arcane damage events. Amp will apply to the first arcane damage event against one of the targeted heroes, but will not apply to the other arcane damage event against the other hero.
  • If you have a melded split card that has an effect that deals arcane damage on each half of the card (e.g. Comet Storm||Shock), amp will be applied to the first available arcane damage event from that layer after the amp replacement effect has been generated. If an amp effect is active before the melded split card’s layer resolves for the first time, then that amp will apply to the arcane damage event produced by effect on the right side of the card. Similarly, if an amp effect is active before the melded split card’s layer resolves for the second time, then that amp replacement effect will apply to the arcane damage event produced by effect on the left side of the card.
All keywords

Versions

Price history

ROS033

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