Rune Snare

Rune Snare (Red)

Your next arrow attack this turn gets +3power.

Go again

When this defends and the attacking hero has played or created 2 or more auras this turn, destroy an aura they control.

Rulings

From the Compendium of Rathe release notes
  • Rune Snare’s third ability triggers when it becomes a defending card on the combat chain and the attacking hero has played or created 2 or more auras this turn. You will choose and destroy an object with the aura subtype they control when the triggered effect resolves.

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
ClassRanger
TypeAction
SubtypesTrap
Cost0
Defense2
PitchRed
KeywordsGo again
SetsPEN

Versions

Price history

PEN084

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