Rune Ear Elite
My collection
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TROOP — Shin'hare Warrior
- Cost
- 4
- Shards
- Attack / Defense
- 2 / 2
- Rarity
- Uncommon
- Faction
- Underworld
Crush
When a troop enters play under your control, this gets +2/+2 this turn.
Unlike common battle hoppers, Rune Ears are expected to survive combat so they can use their experience to lead more troops into further battles.
Keywords
- Crush
- If this assigns more than fatal combat damage to all troops blocking it, the rest will be assigned to the defending champion
Legal in
- StandardNot legal
- ImmortalLegal
- RockNot legal
- Chapter 1†Not legal
- Chapter 2†Legal
- Chapter 3†Not legal
- Chapter 4†Not legal
- Chapter 5†Not legal
- Campaign & Frost Ring ArenaLegal
- Siege DefenseLegal
As of the last ban list (effective 2018-05-07), before the game shut down. † This format's rules are pieced together from partial sources, so a card shown Legal here is less certain than in the others.
Related
Equipment that fits this card (1)
Printings
Armies of Myth Printing
Played by computer opponents
- Rune Ear Hierophant at Starfire Tributary, The Alachian Sea ×2
- Shin'hare Abductor at Pruitt Grove, The Alachian Sea ×3
- Sora at Tower of Penworth, Castle Crayburn ×4
- Uzume, Grand Concubunny at Frost Ring Arena ×1, in 2 fights
Ban list and rotation history
- Armies of Myth and Primal Dawn rotate out of Standard.
From the game's announcements. The record starts on 27 Apr 2017; earlier changes are not in it.
