Topic: The Iron Rock Spoiler
41
(unique) Guild of Engineers.
Dwarf Unit. 2 DDD. 1P, 1HP. Engineer.
Kingdom. Action: When you play an Engineer unit from your hand, gain 1 resource.
Quest. Action: When you play an Engineer unit from your hand, draw a card.
42
Banna Thief.
Orc Unit. 2 O. 0P, 2HP. Goblin. Standard Bearer.
Action: When a unit enters this zone, target unit gains P until the end of the turn.
43
(unique) Madtoof Ironleg.
Orc Unit. 4 OOO. 2P, 5HP. Hero. Troll.
Limit one Hero per zone.
Action: At the beginning of your turn, target unit you control gains P equal to its loyalty. Then, sacrifice it at the end of the turn.
44
Squiq Lobber.
Orc Unit. 2 OO. 1P, 2HP. Siege.
Battlefield. Action: At the beginning of your turn, put a resource token on this card.
Action: Remove a resource token from this unit to deal 1 indirect damage to target opponent.
45
Ruglud’s Armoured Orcs.
Orc Unit. 4 O. 2P, 2HP. Warrior.
Toughness X.
X is the highest loyalty of an Orc card you control.
46
Toof Trader.
Orc Unit. 2 O. 0P, 1HP. Trader.
Lower the cost of each Creature card you play by 1 (to a minimum of 1).
47
(unique) Martog’s Best Basha.
Orc Support. 2 OO. Attachment. Weapon.
Attach to a target Orc unit.
While attached unit is attacking, it gains P equal to the number of developments in the defending zone.
48
Expendable Wall.
Orc Support. 0 OOO. Fortification.
When this card enters play, sacrifice a unit in this zone or destroy this card.
Action: If this zone’s section of your capital would be dealt damage, destroy this card instead.
49
(unique) Boss Pit.
Orc Support. 4 OOOOO. 3P. Capital Center.
This card enters play with 4 resources tokens on it.
Action: At the beginning of your turn, remove a resource token from this card. Then, if there are no resources on this card, draw 10 cards.
50
Snotling Ambush.
Orc Tactic. 2 OOO.
Action: Discard a card from your hand with X loyalty to discard X resources from target player.
51
Mork’s Teef Ritual.
Orc Tactic. 0 OOOOO. Spell.
Action: Sacrifice an Orc unit to put a unit into play from your hand. Then, deal 3 damage to a section of your capital.
52
Sons of Coin.
Empire Unit. 2 E. 2P, 2HP. Noble.
Kingdom only.
Forced : At the beginning of your turn, spend 1 resource or deal 1 damage to this section of your capital.
53
Blessing of Asuryan.
High Elf Support. 2 HeHe. Attachment. Condition.
Attach to a target Mage unit you control. Attached unit gains P.
Action: At the end of your battlefield phase, if attached unit did not attack, put a Spell card from your discard pile on top of your deck.
54
Beastman Shaman.
Chaos Unit. 3 CCC. 2P, 1HP. Sorcerer.
Action: When a Chaos unit you control is corrupted draw a card.
55
Countermoves.
Dark Elf Tactic. 2 DeDe. Witch Elf.
Play when an opponent plays a tactic.
Action: Destroy target unit.
56
(unique) Black Knight.
Neutal Unit. 4. 2P, 2HP. Bretonnian. Knight.
It does not say it is Order only!!!! Error??
Quest. While this unit is questing, opponents draw 1 fewer card during the quest phase (to a minimum of 1).
57
Burial Mound.
Neutral Support. 2. 1P. Undead.
Destruction Only
Lower the cost of the first card you play from your discard pile each turn by 1.
58
(unique) Chakax.
Neutral Unit. 4. 1P, 2HP. Hero. Lizardmen.
Order Only, Limit one Hero per zone.
Savage 2
Action: When you play a unit with Savage from your hand, deal 1 damage to that unit.
59
Pool of Tranquility.
Neutral Support. 2. 1P. Lizardmen. Location.
Order Only
Action: Spend 2 resources to draw a card. Then, choose and discard a card from your hand.
60
Raiding Parties.
Orc Quest. 0 OOO.
Quest. Action: When this card enters play, draw a card
Quest. Action: When you play an Orc non-Attachment support card from your hand, destroy target development if a unit is questing here.