Armour
Playable nowExtra health on top of a card's health, which healing never restores.
You can do this now.
What it does
- Damage takes armour first. Only what is left over reaches health.
- Healing restores health only. Armour that is lost stays lost for the rest of the match.
- An ability can give armour, with no limit, so a minion can end up harder to kill than its card prints.
- A hit that armour soaks up entirely does not wound the minion.
On a card it is the 馃洝 number. On the board it is grey shields just above the right end of the health bar, one per point, or one shield and a number above 4.
An example
- A minion with 1 armour and 2 health takes 3 damage to destroy, the same as a minion with 3 health.
- Hit it for 2: the armour is gone and it has 1 health left. Healing can bring it back to 2 health, never back to its armour.
- Give it 3 armour while it has 1 health, and it takes 4 damage to destroy.
Deck masters and the Town Wall
- A deck master starts with none unless its Signature or an edition gives it some.
- A Town Wall has armour and no health. When its armour reaches 0, it falls.