Exotic Munitions

Set
Warlords of the Iron Horde
Collector number
20
Rarity
r
Type
Ability
Cost
2
Faction
Neutral
Class
Hunter
Talent
Marksmanship
Marksmanship talent (You can't put Beast Mastery Talents or Survival Talents in your deck.)

Choose Fire Frost or Nature.

Ongoing: If your hero would deal ranged damage, it deals the chosen type of damage +1 for each card you control named exotic munitions, instead (damage replacement can occur only once)

When your hero deals damage of the chosen type to opposin hero or ally for the first time each turn:
Fire: Your hero deals 1 fire damage to each other opposing hero and ally.
Frost: Exhaust that character; It can't ready during its controller's next ready step.
Nature: at the next end of turn, your hero deals 1 nature damage to that hero or ally.
Plain-text transcription
Marksmanship talent (You can't put Beast Mastery Talents or Survival Talents in your deck.)

Choose Fire Frost or Nature.

Ongoing: If your hero would deal ranged damage, it deals the chosen type of damage +1 for each card you control named exotic munitions, instead (damage replacement can occur only once)

When your hero deals damage of the chosen type to opposin hero or ally for the first time each turn:
Fire: Your hero deals 1 fire damage to each other opposing hero and ally.
Frost: Exhaust that character; It can't ready during its controller's next ready step.
Nature: at the next end of turn, your hero deals 1 nature damage to that hero or ally.
Legal in Core
Yes
Legal in Classic
Yes
Legal in Contemporary
Yes

Open in the interactive card browser