Ghost Crew (D)

Ghost Crew (D)

Avg. Rating 5.0
2 Ratings

6
60
5
6


Side Light
Rarity Common
Version D
Type Ground
Points 1


Expansion

Abbreviation
SOR

Card Number
147 / 195

Author/Publisher
Independent Development Committee
Publish Date
7/16/2019

Independent Development Committee

Card Text

Resilience 1

As long as your opponent has more units in the Ground arena than you do, Ghost Crew gets Focus 1 and Overkill.



Keywords

Focus
Focus X: A cumulative ability triggered by the initial dice roll that means, "When you roll at least one natural five with this unit's attack dice before re-roll, this unit gets +X power for its next attack." Only the first natural "5" counts. A five rolled after re-roll doesn't matter. Focus applies only to dice rolled for an attack, not to dice rolls for abilities like Retaliate. Accuracy can't increase the die roll to a natural "5."
Overkill
Overkill: An isolated ability triggered during the pending damage POP that means, "When this unit attacks, you may divide hits in excess of the defending unit's remaining health between that unit and another unit in the same arena." The player who controls the attacking unit decides how many hits (if any) in excess of the defending unit's remaining health to reassign as damage to the second unit. (That player can't change their mind afterward.) A number of hits equal to the defending unit's health must be assigned to the defending unit, and the remainder may be assigned to the defending unit or another unit in the same arena. Overkill damage is caused by the ability, not the die roll. Shields, Parry, and Armor have no effect against it, but damage prevention not specifying dice works normally. Both units resolve damage in tandem.
Resilience
Resilience X: A cumulative, static ability that means, "As long as this unit has at least X damage counters on it, it gets +X power."

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