Dream Cards - Asha'man

Pick another page of Dream Cards

HLX Home

 

I have made these Asha'man very powerful in that they generate a hell of a lot of and , but they are all quite expensive. While I was going through these, I realised how much I want to see the Asha'man released as real cards - damn, hurry up with the White Tower expansion... (edit 2Nov'01 - So much for that. We'll just have to make them ourselves!)

Charl Gedwyn
0223
Character, Mercenary
Dark Nature. Asha'man.
You must control The Black Tower to recruit this character. May only be recruited by a Villain player. All and rolled by Charl may be converted into . All Asha'man troops you control participating in the same challenge as Charl roll an add additional combat dice when they roll thier dice.
(Politics, One Power, One Power, Combat, Combat)

Corlan Dashiva
Advantage, Character
Target Osan'gar. Osan'gar gains +1 intrigue and the trait Asha'man. While Osan'gar is participating in a challenge, he may target another character participating in the same challenge. All rolled by Osan'gar must be placed on the target. Discard this card from play to reduce the cost of the next Dark Nature Asha'man you recruit this turn by 3 ability symbols. Shuffle from your hand into your deck to search your deck for Osan'gar and place him in your hand.

Damer Flinn
0123
Character, Mercenary
Light Nature. Asha'man. Bonded to Corele Sedai.
May only be recruited by a Hero player. You must control The Black Tower to recruit this character. While participating in a challenge, Damer may pay to remove up to 3 damage from a character you control. Rotate Damer to search your deck for a Healing card and place it in your hand.
(Politics, One Power, One Power, One Power)

Eben Hopwill
0022
Character, Mercenary
Light Nature. Asha'man. Bonded to Daigian Sedai.
May only be recruited by a Hero player. You must control The Black Tower to recruit this character. If you have at least 5 pattern, rotate and kill Eben to target a character advantage which targets a Forsaken - discard that advantage.
(One Power, One Power, Combat)

Fedwin Morr
0022
Character, Mercenary
Asha'man.
If Fedwin ever rolls a number of equal to his permanent One Power ability, he does not ready next turn.
(One Power)

Jahar Narashima
1122
Character, Mercenary
Dedicated. Bonded to Merise Sedai.
You must control The Black Tower to recruit this character. If you control Callandor, discard this card from your hand to remove up to 3 tokens from Callandor. Additionally genrates when he rolls dice while participating in a challenge agianst Dark Nature Asha'man.
(One Power, One Power, Combat, Combat)

Jonan Adley
0022
Character, Mercenary
Soldier.
You must control The Black Tower to recruit this character.
(One Power, Combat)

Jur Grady
0022
Character, Mercenary
Dedicated.
You may rotate your starting character to recruit this character instead of paying the cost. Jur Grady may pay to remove up to 2 points of damge from an opponents damage pool.
(Politics, One Power, One Power, Combat, Combat)

Logain
2132
Character, Dragon
Light Nature. Asha'man. Bonded to Toveine Sedai. Bonded to Barasine.
You must control The Black Tower to recruit this character. Additionally generates when he rolls his dice. Rotate to search your deck for an Aes Sedai card who is Bonded to a character you control and place it in your hand. All Light Nature Asha'man you control participating in a challenge with Logain roll an additional dice for each of their printed abilities when they roll thier dice.
(Politics, Politics, Politics, One Power, One Power, One Power)

Mazrim Taim
2332
Character, Dark One
Dark Nature. Asha'man. M'Hael.
You must control The Black Tower to control recruit this character. All Asha'man characters you control additionally generate when they roll thier dice, this symbol can only be used to pay for the cost of events. Rotate Mazrim Taim to allow all Asha'man you control to pay to generate until the end of the turn. Rotate 3 Asha'man characters you control to search your deck for the top Asha'man character and place it in your hand.
(Intrigue, Intrigue, Intrigue, One Power, One Power, One Power, Combat)

Mazrim Taim (2)
Advantage, Character
You must control The Black Tower to play this card. Target Demandred. Demandred gains +1 intrigue and the traits Asha'man and M'Hael. Rotate this card to make all Asha'man you control generate for every they roll. Rotate this card and target any number of Dark Nature Asha'man you control - all rolled by the targets cannot be assigned to any character except the Dragon Reborn.

Raefar Kisman
0222
Character, Dark One
Asha'man.
You must control The Black Tower to recruit this character. Rolls an extra dice for each printed ability if you control at least 2 other Asha'man characters with the Dark One allegeince.
(One Power, One Power, One Power)

Manel Rochaid
0123
Character, Dark One
Asha'man.
You must control The Black Tower to recruit this character. Rotate and kill this character to have all Dark One and Dark Nature Asha'man cards generate an additional when they roll thier dice this turn.
(One Power, One Power, Combat, Combat)

Paval Torval
0222
Character, Dark One
Asha'man
All Dark Nature and Dark One Asha'man you control generate an additional when they roll thier dice while particpating in a challenge with this character.
(One Power, One Power, One Power)

Rand al'Thor
2043
Character, Dragon
Starting Hero. Ta'veren. The Dragon Reborn.
Once per game, search your deck for The Black Tower and place it in your hand. All Asha'man, Dedicated and Soldier cards you control additionally generate when they roll thier dice. This symbol can only be used to pay for the cost of advantages and recruiting troops. Rotate this character to search your deck for the top Asha'man, Dedicated or Soldier and place it in your hand. This character cannot be replaced.

The Black Tower
Advantage, Player
Starting Advantage.
Discard all Aes Sedai cards you control which are not Bonded to a character you control. All Asha'man you control additionally generate when they roll thier dice. This symbol can only be used to recruit. All Asha'man, Dedicated and Soldier cards you control cannot participate in challenges with non-Starting, non-Mercenary, non-Asha'man cards unless your starting character is also a participant in that challenge. Rotate an Asha'man character you control to give all Asha'man characters you control reinforcement. Rotate an Asha'man with a printed One Power ability of at least 3 to give all Asha'man troops you control reinforcement.

The Traitors Tree
Advantage, Player
Whenever an Asha'man, Dedicated or Soldier controlled by an opponent is killed, rotate this card to move a nuetral token to your section of the patter (if possible). Rotate this card to search your deck for a Deserters challenge and place it in your hand. If you have at least 5 pattern, you may convert a pattern to take an Asha'man from your discard pile into your hand, or to move an Asha'man from your killed pile to your discard pile.

Deserters
Challenge
Only Asha'man, Dedicated and Soldier cards may participate in this challenge. Target an Asha'man, Dedicated or Soldier controlled by an opponent. If you succeed, dicard the target. If you succeed by 6 or more, kill the target.

Asha'man Band
0053
Troop, Mercenary
Asha'man. Multiple.
You must control The Black Tower to recruit this troop.
(One Power, One Power, One Power, Combat)

Asha'man Army
0283
Troop, Mercenary
Asha'man. Reinforcement.
You must control The Black Tower to recruit this troop.
(One Power, One Power, One Power, One Power)

Living Weapons
0050
Troop, Dragon
Asha'man. Multiple.
You must control the Black Tower to recruit this troop. All Asha'man you control participating in a challenge with this troop may pay to generate .
(One Power, One Power, One Power)

Renegade Asha'man
0132
Troop, Dark One
Asha'man.
You must control the Black Tower to recruit this troop. Additionally generates while participating in a challenge against Asha'man troops controlled by a Hero.
(Intrigue, One Power, One Power, One Power)

Blackcoats
0030
Troop, Mercenary
Multiple. Reinforcement. Asha'man.
You must control The Black Tower to recruit this troop. This troop is recruited into the battleground. At the end of the Draw Round, this troop's controller may return this troop to its owners hand, or shuffle it back into its owners deck.
(One Power)

The Guardians
0031
Troop, Mercenary
Asha'man. Multiple.
You must control The Black Tower to recruit this troop. Rotate this troop and target an Aes Sedai card participating in the same challenge as this troop - rotate the target for no effect.
(One Power, Combat, Combat)

Merise Sedai
2120
Character, Aes Sedai
Green Ajah. Bonded to Jahar Narashima. Bonded to Bassane. Bonded to Nethan.
If you control Jahar Narashima, Merise may participate in challenges with Asha'man if Jahar is a particpant in the same challenge.
(Politics, One Power)

Toveine Sedai
2020
Character, Aes Sedai
Red Ajah.
If you control Logain, this character has the trait Bonded to Logain and Toveine may participate in challenges with Logain.
(Politics, Politics)

 

Daigian Sedai
2120
Character, Aes Sedai
White Ajah. Bonded to Eben Hopwill.
If you control Eben Hopwill, Daigian may participate in challenges with Eben. You may draw an additional card during the Draw Round, but if you do, you must remove one of the cards you draw from the game.
(Politics, Politics)

Corele Sedai
2220
Character, Aes Sedai
Green Ajah. Bonded to Damer Flinn.
If you control Damer Flinn, Corele may participate in challenges with Damer.
(Politics, One Power)

Pick another page of Dream Cards

HLX Home