Jarael (A)

Jarael (A)

Avg. Rating 5.0
1 Rating

8
40
4
5


Side Light
Rarity Rare
Version A
Type Character
Points 3


Expansion

Abbreviation
DAN

Card Number
15 / 160

Author/Publisher
Independent Development Committee
Publish Date
12/31/2017

Independent Development Committee

Card Text

Critical Hit 1

Double Damage

Stealth



Keywords

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.
Double Damage
Double Damage: An isolated, static ability played during the damage placement POP that means, "Put 1 additional damage counter on the defending unit for each 1 damage that wasn't prevented." Damage counters placed by a unit with Double Damage are in addition to the counters that would be placed normally if the attacking unit did not have Double Damage.
Stealth
Stealth: An isolated, static ability that means, "This unit can't be attacked unless it's tapped or has damage counters on it." An untapped and undamaged unit with Stealth can still be affected by alternative types of damage. (Such as Overkill.) As long as the unit has any number of damage counters on it, it can't use Stealth.

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