Card of the Day Archive
September 19, 2003: Pandu

Pandu

Pandu's attack could be reduced to zero if your opponent pays 1 CP. Depending on the style of your opponent, they might choose to take the ADMG and keep their CP, in which case you get a positive-to-play minion that deals 1 ADMG. For 2 CP that is really good.
Or, your opponent might pay the CP instead, knowing that it usually costs more than 1 CP to heal 1 wound. This is Pandu's drawback. However, you can use that to your advantage and team him up with combos like Portal Prison, Whiplash, and Nano-Mites, which also drain your opponent's CP.

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