Pale Revenant

This creature comes to play as an enchantment, that is it doesn't appear at once, it waits for a certain trigger. In this case, the trigger is a sorcery spell performed by any hero. Pale Redeemer arrives from an outerplane at the very moment the sorcery is cast. Its strength and toughness are determined by the sorcery basic casting cost. However, the creature doesn't participate in the combat after transition, neither it can be harmed. To accomplish its manifestation, you should throw away one of your own spells. You may get it back after a while. Pale Redeemer has a special ability which allows you to sacrifice it to take one random spell to your hand.

Pale Redeemer

In terms of abilities and manifestation Pale Redeemer resembles the previous creature. It has one distinctive feature though. Its strength and toughness are defined by ACTUAL casting cost of an ENEMY sorcery spell. Efficiency of some sorcery spells may be pumped up by additional ether. Therefore, the resultant casting cost gets rather high. Unlike Pale Revenant, Redeemer makes use of both basic and additional casting cost of a sorcery. As a result, he may become very strong and tough. For instance, 5/5 or 9/9.

Pale Avenger

Enchantment? Yes, it is. Strength and toughness of this warrior are equal to three, when triggered by sorcery from any source. Discard one spell to accomplish manifestation and sacifice the creature if you are in need for a random spell.





 
Etherlords II © 2002-2004 Nival Interactive. All rights reserved. Etherlords is a trademark of Nival Interactive.
Published in North America by Strategy First Incorporated. Web design by Nival Interactive.