Mage Hunter Arrow

Mage Hunter Arrow (Red)

Instant - Destroy this: The next time you would be dealt arcane damage this turn, prevent 3 of that damage. Activate this only while this is face-up in your arsenal.

When this hits a Runeblade or Wizard hero, you may destroy an aura they control.

Rulings

From the Super Slam release notes
  • Mage Hunter Arrow’s first ability can only be activated from your arsenal.
  • Destroying this card to its ability counts as activating an instant ability, not as playing an instant.
  • This is a one-shot-prevention effect that prevents 3 damage from a single event of arcane damage that would be dealt to your hero. Any remaining prevention amount does not carry over to the next time you’d be dealt damage. (e.g. if you’re dealt 1 damage, you prevent it, and don’t prevent any more damage with this Mage Hunter Arrow’s effect later that turn).
  • Mage Hunter Arrow’s second ability triggers when it hits either a Runeblade or a Wizard hero. This is an optional effect: You may choose to destroy an aura of your choice that hero controls when the triggered effect resolves. This can include those that are currently defending on the combat chain.
ClassRanger
SubtypesArrow
Cost1
Attack5
Defense3
PitchRed
SetsSUP

Versions

Price history

SUP257

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