COHCCG/Into Burkholder's Lair: Difference between revisions

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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.
|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

Card
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: Catch a Breath
Deck: Secret Origins
Card Number: 174 / 180
Rarity: Uncommon

See Also