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Immobilizing Collar

Immobilizing Collar

Immobilizing Collar

The monster is shocked by the collar of punishment.

Play this card when a monster successfully breaks away. The monster fails to break away and can't move. The move action is over, and the monster's controller gives it an action token.

"Sit. Stay. Play dead. Good boy."
Errata: None
FAQ: None
Availability: The Lab Booster
Review: by Nate "RedNinja" Gleason
7/10 - If you're like me, you cross your fingers when an opponent attempts to break away. But this card not only stops the monster in it's track - but ends the move action, disallowing the monster from frenzying at whatever it's breaking away from.[ed. note - Immobilizing Collar does NOT disallow the close combat attack provided by frenzy.]
   If you're playing against monsters with Spree, this could help you out. Since opponents like to move a victim next to one of your monsters, break away, and finally slay the victim and frenzy, this would be an effective way to counter that strategy.
   Having monsters break away is really a mild inconvenience - but it's the little things that drive men crazy. This is a nice way to get a quick bit of advantage, and certainly worth giving a chance in your crypt.

 

 

 
     
   
 
   
         


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