Hundred Winds (Blue)
Combo - If Hundred Winds was the last attack this combat chain, this gets +1
for each other card you control named Hundred Winds on the combat chain.
Go again
for each other card you control named Hundred Winds on the combat chain.Go again
Rulings
From the Everfest release notes
- It does not matter what the pitch or power of the other ‘Hundred Winds’ are on this combat chain. This card only cares about the card name of other cards on the combat chain.
Keyword notes
Combo - A ninja mechanic that showcases the power of playing multiple attacks in a perfect sequence. Combo cares about the last (previous) attack that was played in the combat chain.
- The last attack does not have to have hit for combo to be active.
- Only the name of the last attack matters, other variables such as the pitch cost does not matter.
- You may still play the attack even if combo isn’t active.
- The last attack does not have to have hit.
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
to Belittle. The card must have a value to its power that is 3 or less. (0 is a value)
Versions
Price history
EVR043More by Jessada Sutthi
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