Produktbeschreibung
The great Dwarf hold of Karaz-a-Karak teems with activity. Engineers build mighty works while smiths hammer out runes of power on forges deep within the mountain. But now, a particularly ingenious engineer has invented a potent new weapon. Will it be enough to pay back his people's centuries-old grudge?Karaz-a-Karak introduces a host of options to your Dwarf deck. First, each Battle Pack in The Capital Cycle introduces a Capital Center card for its respective faction. This costly support card provides an amazingly beneficial text effect...but only if it remains in play long enough to trigger. For example, the Great Guild Hall (Karaz-a-Karak, 69) is the epicenter of Dwarf ingenuity, if it remains in play for four rounds, it can provide your forces with a burst of Dwarf technology! |