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When Quick Shot Archer comes into play deal 1 Physical Damage to target Hero or Companion.
1M: deal 2 Physical Damage to target attacking Companion. You can only use this ability once per turn.
"One in the eye is worth two in the chest."
–Sharpshooter proverb
1 Attack (A) / 1 Health (H)
Human Scout
Companion
Level 1
Quick Shot Archer
Related Cards
Frequently Asked Questions
The come into play effect can only be used when Quick Shot Archer enters play.
Both abilities can be negated in response by either destroying Quick Shot Archer, removing it from the game, or causing it to lose its abilities.
The come into play trigger activates when Quick Shot Archer comes into play for any reason, not just when it is played from your hand.
The come into play effect is not optional, so you must use it when Quick Shot Archer comes into play.
The come into play effect CAN target itself.
Physical Damage is reduced by armor (R).
If the active ability is negated in response to its activation, then you still have to pay the mana (M) cost.
The active ability can only target Companions that are currently attacking.
Once per turn effects can be used on EACH player's turn.
Further questions? Email me at Hero@TalesoftheTomes.com