Zam Wesell (D)

Zam Wesell (D)

Avg. Rating 8.0
2 Ratings


Side Dark
Rarity Rare
Version D
Type Character
Points 3



Card Number
42 / 105

Wizards of the Coast
Publish Date

Wizards of the Coast

Card Text

Each turn, choose one: *Zam's speed, power, and health are 60/4/3, and she has 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). *Zam's speed, power, and health are 20/4/5, and she has Accuracy 1 (Add +1 to each of this unit_s attack dice. Accuracy is cumulative and its result is not considered 'natural').

Usage Notes

You must choose her speed, power, and health when you deploy her. If you don╒t choose at the start of the ready phase, her ability text remains the same as the previous turn.


Accuracy X/-X: A cumulative, static ability that means, "Add X to each of this unit’s attack dice." and "Subtract X from each of this unit’s attack dice." respectively. Accuracy can’t alter "natural" rolls to affect Critical Hit, Fury, or Parry, but it can affect your chance against Armor. If a unit gets the Accuracy ability after you roll attack dice, it's too late to affect the hits.
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.

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