Imperial Camp

Imperial Camp

Avg. Rating 5.0
1 Rating


Side Dark
Rarity Rare
Version A
Type Ground
Points 3



Card Number
13 / 60

Independent Development Committee
Publish Date

Independent Development Committee

Card Text

Pay 4 Force, Reveal this card from your hand    Search your deck. You may take a Dark Side Ground unit card from your deck, show it to your opponent, and put it into your hand. Shuffle your deck. Play only once per turn.

Whenever this unit would attack, you may discard it instead. If you do, choose a Ground unit you control. Untap that unit. That unit gets Critical Hit 2 until end of turn.


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.