Darth Tyranus (F)

Darth Tyranus (F)

Avg. Rating 6.0
2 Ratings


Side Dark
Rarity Rare
Version F
Type Character
Points 3



Card Number
9 / 105

Wizards of the Coast
Publish Date

Wizards of the Coast

Card Text

Pay 2 Force    Tyranus gets Critical Hit 2 (While attacking, this unit does 2 more damage if you roll at least one natural six. No matter how many dice come up as 6_s, the unit still does only 2 more damage. Critical Hit is cumulative) for this attack. Pay 3 Force    Evade 3 (Prevent up to 3 damage to this unit). Reserves:       Choose a face-down card in your opponent's build zone. Remove up to 2 build counters from that card. Play only during battle.


Critical Hit
Critical Hit X: A cumulative ability triggered during the pending damage POP that means, "If you rolled at least one natural six with this unit's attack dice, this unit does X more damage for this attack." Only one natural "6" counts in the attack roll after re-rolls. If a unit gets the Critical Hit ability after you roll attack dice, it's too late to affect the damage. Accuracy can't increase the die roll to a natural "6". However, you or your opponent may use an effect to re-roll dice to affect the number of natural sixes. (You only count the six, if any, from the roll used for the attack.) Critical Hit applies only to dice rolled for an attack, not to dice rolls for abilities like Retaliate.
Evade X: A layered ability activated during the damage prevention POP that means, "Prevent up to X damage to this unit." You can play Evade only once for each instance of damage. You don't have to use all of the Evade. You choose how much damage to Evade up to X, even if the full amount of damage or more is pending.
Reserves: [Ability]: A layered, static ability that means, "The following ability works while, and only while, it's in the build zone." The granted ability remains to be the ability of its type. (For example, activated abilities granted by Reserves may be disrupted.)

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