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Difference between revisions of "COHCCG/Into Burkholder's Lair"

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m (Links to other cards, added EHTF to see also)
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|threat=Supers must discard 2 cards (In addition to other costs) to activate powers.
 
|threat=Supers must discard 2 cards (In addition to other costs) to activate powers.
 
|defeat=Discard a power, a mission and an enhancement from your hand.
 
|defeat=Discard a power, a mission and an enhancement from your hand.
|reward=Players may retrieve "[[COHCCG/Nearing the Goal]]" from their deck or discard. Players draw cards until they have 8 (or more) cards in their hand.
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|reward=Players may retrieve "[[COHCCG/Nearing the Goal|Nearing the Goal]]" from their deck or discard. Players draw cards until they have 8 (or more) cards in their hand.
 
|flavor=
 
|flavor=
 
|inspiration=catch a breath
 
|inspiration=catch a breath

Latest revision as of 17:08, 14 April 2014

Overview

CCG SO 174 Into Burkholder's Lair.png
Name:
Into Burkholder's Lair • The Mech Man 4
Card Type:
Mission
Defense:
3
Health:
9
Card Text:
Can only be played if "The Prisoner" has been played.
Threat:
Threat: Supers must discard 2 cards (In addition to other costs) to activate powers.
Defeat:
Defeat: Discard a power, a mission and an enhancement from your hand.
Reward:
Reward: Players may retrieve "Nearing the Goal" from their deck or discard. Players draw cards until they have 8 (or more) cards in their hand.
Inspiration:
Inspiration Endurance Lvl 3.png Catch a Breath
Deck:
Secret Origins
Card Number:
174 / 180
Rarity:
CCG icon uncommon.png Uncommon

See Also