Combat with a Hero

If your hero is the attacker or defender, there are two things you can do in addition to the steps listed above:

o Strike with a weapon: After the defender starts defending, you can strike with a weapon to add its ATK to your hero's ATK for the rest of the combat. To strike with a weapon, pay its strike cost and exhaust it. You can only strike with a weapon before combat damage is dealt. You may only strike with one weapon per combat, but you can strike with it multiple times if you find a way to ready it.

Example: You propose your hero to attack one of your opponent's allies. Your hero exhausts. The defender has 1 ATK and 2 health. Your hero has 25 health and 6 damage counters on it. Your hero has a ready weapon with 2 ATK, so you pay that weapon's strike cost and exhaust it to give your hero +2 ATK for the combat. When the combat concludes, your hero deals 2 damage to the defender, and the defender deals 1 damage to your hero. The defender is destroyed because it has taken fatal damage. You add 1 damage counter to your hero, for a total of 7.

Use armor: When your hero is going to take combat damage, you can exhaust your armor to prevent damage to your hero equal to the armor's DEF.

If your opponent attacks your hero or one of your allies, and you have a ready hero or ally that can protect (which usually means it has the "protector" keyword in its text box), you can choose to have that hero or ally step in for the proposed defender. This represents the ability for classes to "tank." Many Warriors have this ability, as well as some Shamans, Paladins, and Druids (while in bear form).

When the proposed defender would start defending, you may exhaust the hero or ally with protector, and it becomes the defender for the combat instead of the proposed defender.

Example: Your opponent proposes Kor Cindervein as an attacker, a basic Paladin ally with no special powers. Your opponent proposes your frail Druid ally, Voss Treebender, as the defender. Since you want to keep Voss Treebender alive, you exhaust Guardian Steelhorn, a Warrior with the protector ability. Guardian Steelhorn becomes the new defender, keeping your Druid alive to fight another day.

Keywords

Some words have special meaning in the World of Warcraft TCG. These keywords often appear on cards in bold text. Some cards with keywords also have reminder text in italics, mainly for the benefit of newer players.

o Bear Form: Some Druid abilities give your hero bear form. While in bear form, your hero has protector. When you play a non-Feral ability or strike with a weapon, you must destroy any ability cards in play that give your hero bear form.

Example: You play Bash, an ability that puts your hero into bear form. You keep the Bash card in play to remind you that you are in bear form. Later, you strike with your Twig of the World Tree, a weapon. As soon as you strike with the weapon, you must put the Bash card into your graveyard, since you've shifted out of bear form.

o Elusive: An elusive hero or ally can't be attacked. However, it can still attack as usual. It can also be targeted by abilities as usual.

o Ferocity: An ally with ferocity can attack on the same turn that it joins a party. However, even an ally with ferocity can't use activated powers unless it has been in your party since the start of your turn. An ally with ferocity can still use regular payment powers that don't require an activation.

o Instant: You can play a card with the "instant" keyword any timeā€”even during your opponent's turn. Many abilities and a few allies have this keyword.

o Long-Range: Some weapons give your hero long-range. While a hero with long-range is attacking, defenders deal no combat damage to it.

o Ongoing: An ongoing ability enters play instead of going to the graveyard. The text after the word "ongoing" tells you what the ability's powers are while it's in play.

o Protector: A hero or ally with protector can defend in place of a proposed defender in combat. (See "Basic Combat.")

o Stealth: Some Rogue abilities give your hero stealth. While a stealthed hero is attacking, opposing heroes and allies can't protect. As soon as your hero deals damage, you lose stealth and must destroy any card that gives you stealth.

o Totem: A Totem is a special kind of Shaman ongoing ability. A Totem has a health value in its lower right corner. Totems can be attacked in combat or targeted by anything that would normally target an ally. For example, a card can target a Totem to exhaust it or return it to its owner's hand.

However, Totems are never considered to be allies or heroes. If a Totem ever has an attachment, the attachment is immediately destroyed. Totems can't gain ATK or health.

o Unique: Any time you have more than one unique card in play with the same name, you must immediately put all but one of them into their owners' graveyards. You choose which one to keep. You are allowed to have four copies of each unique card in your deck.

o Unlimited: When a card has the "unlimited" keyword, you can put any number of them into your deck. For example, you could have 60 Orgrimmar Grunts cards in your deck instead of the normal maximum of 4.

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