Teron Gorefiend
- Set
- Timewalkers (Block 7 heroes)
- Collector number
- 19
- Rarity
- u
- Type
- Hero
- Cost
- 3
- Health
- 29
- Faction
- Horde
- Class
- Death Knight
- Race
- Orc
Grip of Gorefiend
[BASIC] [3], Flip Gorefiend >>> Gorefiend deals 1 shadow damage to target ally and heals 1 damage from himself. Gorefiend's Decay
Once per game: [BASIC] [7] >>> This turn, when a non-token ally you control is destroyed, put a 3 [MELEE] / 3 [HEALTH] Ghoul ally token into play.
[BASIC] [3], Flip Gorefiend >>> Gorefiend deals 1 shadow damage to target ally and heals 1 damage from himself. Gorefiend's Decay
Once per game: [BASIC] [7] >>> This turn, when a non-token ally you control is destroyed, put a 3 [MELEE] / 3 [HEALTH] Ghoul ally token into play.
Plain-text transcription
Grip of Gorefiend [Basic] [3], Flip Gorefiend >>> Gorefiend deals 1 shadow damage to target ally and heals 1 damage from himself. Gorefiend's Decay Once per game: [Basic] [7] >>> This turn, when a non-token ally you control is destroyed, put a 3 [Melee] / 3 [Health] Ghoul ally token into play.
- Legal in Core
- No
- Legal in Classic
- Yes
- Legal in Contemporary
- Yes
Back face
Teron Gorefiend
- Type
- Hero
- Health
- 13
- Faction
- Neutral
- Class
- classless
- Race
- Undead
Teron has +4 ATK while attacking.
At the end of your turn, put four Shadowy Constructs into play, and a non-ghost opponent becomes a ghost until Teron fl ips or is destroyed.
When the last Shadowy Construct leaves your party, flip Teron.
At the start of your turn, you win the game if all opponents are ghosts. (See ghost rules.)
BACK: Teron has +2 ATK while attacking.
At the end of your turn, choose a random opponent, and Teron deals 1 shadow damage to each hero and ally in that opponent's party for each of your resources.
At the end of your turn, put four Shadowy Constructs into play, and a non-ghost opponent becomes a ghost until Teron fl ips or is destroyed.
When the last Shadowy Construct leaves your party, flip Teron.
At the start of your turn, you win the game if all opponents are ghosts. (See ghost rules.)
BACK: Teron has +2 ATK while attacking.
At the end of your turn, choose a random opponent, and Teron deals 1 shadow damage to each hero and ally in that opponent's party for each of your resources.
Plain-text transcription
Teron has +4 ATK while attacking. At the end of your turn, put four Shadowy Constructs into play, and a non-ghost opponent becomes a ghost until Teron fl ips or is destroyed. When the last Shadowy Construct leaves your party, flip Teron. At the start of your turn, you win the game if all opponents are ghosts. (See ghost rules.) BACK: Teron has +2 ATK while attacking. At the end of your turn, choose a random opponent, and Teron deals 1 shadow damage to each hero and ally in that opponent's party for each of your resources.