Wow tcg what does stash mean




















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This can be very important for multiplayer games when several people are on the same team. Heal : When something heals damage from a hero or ally, it removes the described amount of damage from that hero or ally. You can only heal damage that has already been dealt. You can target an ally with a healing ability even if it is fully healed. Health : The number in the lower right corner of a hero, ally, or Totem card is its health.

When a hero takes fatal damage, its controller is out of the game. Any type of card can have the instant keyword. Interrupt : A card or effect on the chain can be interrupted. An interrupted card or effect is removed from the chain and does nothing.

Counterspell is an example of a card that interrupts. Leave Play : A card leaves play when it moves from the play zone to any other zone. Legal Target : A legal target is any card that can be targeted and meets the description of what a card or effect can target. Long-Range : Long-range is a keyword that heroes and allies can have.

Maximum Hand Size : The maximum number of cards you can have in your hand when your turn is over. At the start of the wrap-up step, if you have more cards in your hand than your maximum hand size, you must discard until you have only that many cards.

The starting maximum hand size is seven cards, but it can be changed by cards that you play. Mulligan : At the start of each game and only once each game, you can decide to mulligan your starting hand of cards by shuffling those cards into your deck and then drawing a new hand of seven cards.

Neutral : A neutral card is neither Horde nor Alliance, so it can go into a deck of either type. Ongoing : Ongoing is a keyword that some abilities have.

As an ongoing ability resolves, instead of putting it into your graveyard, you put it into play in your hero row or attached to another card. Owner : You are the owner of your hero and any card that started the game in your deck.

Party : Your party is made up of your hero and the allies in your ally row. Your party is not limited to five characters. Pay : Cards and effects have costs that you must pay to play them. Payment Power : Some cards have payment powers. A payment power is identifiable by the arrow symbol in its text. The text before the is the cost that you must pay to use the power, and the text after the tells you what happens when it resolves.

Place : Once on each of your turns, you may place a resource. To place a resource, choose a card from your hand and put it into your resource row. Quests can be placed face up in the resource row; other cards can only be placed face down. Play : When you play a card, you put it on the chain, choose any targets it describes, and pay its costs. Play Cost : The number in the upper left corner of each card is its play cost, which tells you the number of resources you must exhaust to play the card.

Power : When a card has text in its text box that has an impact on the game, that text is a power. Prevent : Some cards and effects can prevent damage that would be dealt to a hero or ally. Damage that is prevented is treated as though it were never dealt.

Propose : To propose a combat, choose a ready hero or ally you control to attack with and an opposing hero or ally to defend. Protect : Some heroes and allies can protect other members of their party.

To protect, the hero or ally exhausts and becomes the defender in place of the proposed defender in a combat. Protector : Protector is a keyword that some heroes and allies have. If it does, the protector becomes the defender for that combat. An ally can protect even on the same turn that it joins your party. All cards enter play ready. Only ready cards can be exhausted to attack or pay costs. When you ready a card, you change it from the exhausted position to the ready upright position.

Remove from Combat : If an attacker or defender is removed from combat, it is no longer considered an attacker or defender. The combat will conclude as normal, but no combat damage will be dealt. If the defender is removed from combat, the attacker remains exhausted. If a hero or ally exhausts to protect and then the attacker is removed from combat, the hero or ally that protected remains exhausted.

This is different than putting something into your graveyard. Cards that have been removed from the game are face up unless otherwise noted. Resolve : When there are no responses to the last card or effect on the chain, it resolves and has its impact on the game, which is described by its text. An ongoing ability, ally, weapon, armor, or item that resolves will enter play in the play zone. Resource : You exhaust resources to pay the costs to play items, weapons, armor, allies, and abilities; use payment powers; and strike with weapons.

You get to put one resource into play on each of your turns. Any type of card can be placed face down as a resource, but only quests can be placed face up.

Resource Cost : Resource costs on a card or power are represented by a number within the resource cost symbol. To pay a resource cost, you exhaust that number of resources. Respond : When a card or effect is on the chain, players can respond to it with cards or effects of their own. If a player responds, that response will have an impact on the game before the original card or effect.

Reveal : If something tells you to reveal a card, you must turn that card face up so that all players can see it. Once a card is revealed, you put it back into its previous hidden position. Search : If something tells you to search your deck for a certain kind of card, you look through your deck for a card of that kind and then shuffle your deck afterward.

Players can swap cards between their side and main decks between games in a match. In Constructed play, a side deck is exactly ten cards. Stealth : Stealth is a keyword that a Rogue hero can have. In future sets, Druids will be able to shift into cat form and use stealth. Strike : While a hero is in combat, its controller may strike with a ready weapon by paying its strike cost and exhausting it. That number is how many cards with that tag you can control at the same time.

Talent : Each hero has a talent specialization along with its faction and class. Target : If a card or effect tells you to target something, you must choose the target as you play the card or effect. If a card or effect resolves and none of its targets is legal, it is interrupted.

If at least one target is legal, it is not interrupted. Trait Icon : Your hero and many other cards have trait icons on them. If a card has a trait icon, you can include it in your deck only if it shares at least one trait icon with your hero. If a card has a trait icon next to a power in its text box, the card has that power only if your hero has that trait icon. You can put any number of an unlimited card into your deck. For example, you can have 60 copies of Orgrimmar Grunts in your deck instead of the normal maximum of 4.

When you exhaust resources to pay that cost, you can exhaust any number. Allen Brack. Search this site. Navigation Welcome to TheGamer's Portal. World of Warcraft Trading Card Game. Contact Us. Download here. The card is always right. That means you should always do what the card says—even if the rules say something different. Each starter box contains: A deck of 30 cards, wrapped together with a hero card and two UDE Points cards. The deck has been preconstructed to go with its hero card.

There are 9 different starter decks, one for each class. Two booster packs of additional cards. Three random oversize hero cards. You can use these cards in games, or just collect them. About This Rulebook The rest of this rulebook is divided into three parts: game rules, advanced concepts, and the glossary.

Parts of a Card World of Warcraft TCG cards have: v A card name v A play cost in the upper left corner, which tells you how many resources you must exhaust turn sideways to play the card from your hand.

Basic Game Terms A. Ready and Exhaust When a card enters play, it starts out in the ready upright position. Resources Resources are like currency in this game. Costs A cost is anything you must pay to play a card, use a power, or perform any other game action. Target If a card tells you to target something, you must choose one target. Game Zones Your cards can be in any one of six game zones. Card Types A.

Hero Your hero card represents you , the leader of your party. Ally At the start of the game, your party contains only your hero, but as the game progresses you may invite allies to join your party. When you play an ally, it enters play in your ally row. Each ally card has: v A play cost in the upper left corner, which tells you how many resources you must exhaust to play the card from your hand.

These are the eight damage symbols: Arcane Fire Frost Holy Melee Nature Ranged Shadow v A health value in the lower right corner, which tells you how much damage the ally can take.

Even if your hero is exhausted, you can still strike with a weapon. Each weapon card has: v A play cost in the upper left corner, which tells you how many resources you must exhaust to play the card from your hand. Each armor card has: v A play cost in the upper left corner, which tells you how many resources you must exhaust to play the card from your hand. When you play an item card, it enters play in your hero row. Each item card has: v A play cost in the upper left corner, which tells you how many resources you must exhaust to play the card from your hand.

Quest Quests enter play only as resources. Setup You should play your first few games with the hero and preconstructed deck that came in the starter box. After shuffling, each player draws an opening hand of seven cards. Turn Sequence Players take turns, going clockwise from the first player. Start Phase Your start phase is when you get ready for a new turn. Ready Step At the beginning of your ready step, you ready turn upright all your cards in play.

Draw Step At the beginning of your draw step, you draw a card. Action Phase During your action phase, you may perform any of four actions in any order: play a card, use a payment power, place a resource, and propose a combat.

Play a Card To play a card, take it from your hand, pay its play cost the number in the upper left corner by exhausting that number of your resources, and follow the instructions in its text box. Use a Payment Power A payment power is any power on a card that has an arrow symbol in its text. Place a Resource You may place one resource on each of your turns. During your end phase: v You can no longer place a resource, propose combats, or play cards other than instants.

Basic Combat A. The Combat Step In a basic combat, five things happen in order: 1. Defend : The proposed defender starts defending.

Conclude : The combat step ends. Deckbuilding With a TCG, you get to decide what cards you want to have in your deck. There are only a few rules you need to follow when building your deck: v Your deck must include at least 60 cards, not counting your starting hero. The Chain and Responding There are often times when you want to do something after your opponent plays a card but before that card affects the game.

Responding Whenever a card or effect goes on the chain, players get a chance to respond to it with payment powers or instants of their own. Resolving and Interrupting When a card or effect resolves, it does what its text says it does or as much as it can and then leaves the chain. Damage A. Sources and Types of Damage The source of damage is whatever dealt it. Healing Damage Damage on a hero or ally is permanent unless it is healed or the ally leaves play.

Preventing Damage Some cards and effects prevent damage from being dealt to a hero or ally. Armor Using armor is a special way to prevent damage to your hero.

Unlike other cards and effects that prevent damage: v Using armor is optional. Just keep the following things in mind: When a player is eliminated, all of his or her cards are removed from the game. Only the first player skips drawing a card on his or her first turn. Characters in your party can attack any opposing hero or ally. For team games, all heroes on the same team must be from the same faction Horde or Alliance.

For team games, players should alternate their seating. In other words, you will be seated with players from the opposing team on either side of you. A hero or ally with protector can protect any friendly hero or ally. Glossary Glossary Activate : This is a cost of some payment powers. Strike Cost : The strike cost of a weapon is the number in its lower right corner. Turn Player : The turn player is the player whose turn it is.

Bottom right number is your health total. Object of the game is to use your hero, allies, and abilities to kill enemy heroes. Opening hand is 7 cards. Draw 1 card per turn. First player doesn't draw. You may place any card face down as a resource. Playing a card every turn that has a great cost-to-effect ratio, generates card advantage, or features both is an appealing way to play the game. Midrange is also the most amorphous of any archetype as it can be used to describe decks that lean heavily in the direction of other archetypes.

Midrange decks can be aggressive like blue hunter or slower like ability-heavy mages. They can feature combos and tons of synergy like Tyrus or just be as steady and inevitable as a freight train like red warlock. This deck is from another Metamart 3k where Eric Buckendorf took it to a top 8 finish. It is a great example of a meat-and-potatoes midrange deck. You have good hand disruption, cheap interaction, a value-generating ally base, and plenty of card draw.

You can grind out games against aggro decks using Dethvir and Undercity to keep you alive or try and get under control decks with your sticky allies like Dethvir and Nathanos. This list uses Kite particularly well with both the Stash ally Cairne and the mount Dreadsteed being great allies to activate it.

Josh Magelssen piloted this list to a top 8 at the very same St. It just trades the potential of an insane curve for hard to answer threats, cards that generate value, and Blizzard synergies. Since midrange decks are typically a bit slow it often comes down to which deck plays the more expensive and powerful cards. Please read Blizzard. It is something your deck needs you to know about.

Even if they missed the mark on some, you can tell they at least tried. With these, the concept art looks cool, but if you asked me to match each one up to a class, I could not do it for half of them, and the ingame result just makes them look like generic dungeon sets, only instead of 4 there is 12 of them.

Gonna be real I thought the demon hunter armor was the one set you get from Legion questing. Yea can't get excited about em either. Considering they're trying to hype it up to be this grand finale to 30 years of storytelling I'd expect the accompanying class sets to be the epitome of class sets consisting of design driven by what players loved most about past sets or something utterly unique like robes made of pure light or magic, enchanted chainmail that make your shamy look like a hurricane think an "ethereal race filter" over your char or a druid sets that gives you actual bark skin.

Anything cool at all. These sets are just uninspired. They don't even manage to be terrible no skulls for once is a win in my book , they're just bland. Technically they gave Tier Sets back, they just forgot what class fantasy was. It all just looks like Kyrian armor - randomasiandude It all looks like questing greens. They could have put some of the 9. Legion had some of the best class based sets ever even if one set was a 'remake'. Everyone loved Order Halls. Blizzard, please, people like their class.

Class pride is more of a thing than faction pride ever was. Don't make generic sets, make sets that make you look like the most badass of your class on the planet. I think the concept artists have no idea that wow has races other than human.

This is for sure a strategy for them to never have us ask for tier sets again. Now they can avoid doing them from We heard your feedback about tier sets not fitting in to the game anymore and to accommodate you, we have decided to remove them.

In a place that can apparently remake reality, first one's only made 1 mold for each class. Personally, I like the concept they were going for. Taking the theme and color palette of the raid and making the different sets consistent with each other while maintaining the "essence" of each class.

Not every hunter set needs to be full of furs and bones in order to have "class fantasy". However, the quality of the designs per se varies a lot. I think the mail and leather sets look great and are easily recognizable, but the ones for casters and plate wearers are still underdesigned.

Mage and Paladin in particular suck. Also in general they should further highlight the shiny bits like in the concept sketches. OK to be fair, at least 2 of those look substantally worse because they aren't on humans.

Not a fan of the aesthetic generally though. Man, the people who play this game are insane. Warcraft has some great sets and some shit sets, and these are just middle of the road. I get not liking the theme, Firelands had a shit theme too. But overall design is good for the theming and the consistency is high. I'm not going to piss on these people for delivering on a promise everyone accused them of not trying to keep in the first place.

We got the tier sets - sick. The sets are the one good thing in the preview. That Reddit is hate training them makes me think you guys will just scoff at anything they produce no matter what. In the end, there's still plenty of time to improve the set in-game looks, as the concept art really does seem like a solid hit with the community, so hopefully Blizzard can improve their actual implementation to get it up to the expected standards.

It is, after all, a big homecoming for tier sets, shouldn't it be a little special? WoW's 17th Anniversary Event Details.



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