Looming Doom

Looming Doom (Blue)

When this enters the arena, destroy all Runechants you control and put that many doom counters on this.

At the beginning of your end phase, remove a doom counter from this. If you do, deal 2 arcane damage to any target. Otherwise, destroy this.

Rulings

From the Dynasty release notes
  • Looming Doom still stays in play when the last counter is removed, it is only destroyed when you cannot remove a counter.
  • There is no priority during the end phase. You can not play cards or activate abilities to gain resources (Energy Potion) or to prevent damage (Oasis Respite) during this phase (you may do so during the action phase, before the end phase). Only effects that are already active can prevent the damage (Arcane barrier, Spellvoid etc.).
  • Runechants trigger when you play an attack action card or activate a weapon attack. They are only destroyed when that trigger resolves. You can play Looming Doom (if you can do so at instant speed) after a Runechant has triggered, but before it is destroyed by its own trigger, to use them for Looming Doom – the trigger will still resolve and deal 1 damage.
  • Looming Doom triggers at the the beginning of your end phase. As the turn player, you may order the resolution of triggered effects. E.g. You may choose to resolve Looming Doom’s arcane damage before Spellbound Creepers checks if you’ve dealt arcane damage this turn.
TypeAction
SubtypesAura
Cost3
Defense3
Arcane2
PitchBlue
SetsDYN

Versions

Price history

DYN175

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