Skirmisher | |
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The Dojo Edition | |
Skirmisher is a keyword ability exclusive to the Light, Fire and Nature civilizations.
Details[]
It is an ability that is usually paired with a Blocker ability preventing the creature from being able to attack your opponent, and is a weaker demerit than Guard which is seen in the Water and Darkness civilizations that prevent them from attacking entirely.
Reminder Text[]
The reminder text for Skirmisher reads;
Skirmisher (This creature can attack only creatures.) |
Example[]
(6) Grand Gure, Tower Keeper |
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Light / Creature Storm Patrol 9000 |
Blocker (You may tap this creature to change an enemy creature's attack to this creature.) Skirmisher (This creature can attack only creatures.) |
Cards with the Skirmisher ability[]
Support[]
Support Creature: | Card Effect: |
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Rally the Reserves | This turn, all your creatures that have "Guard" or Skirmisher abilities can attack as though they didn't have those abilities. |
Sky Shark | All your creatures that have "Guard" or Skirmisher abilities can attack as though they didn't have those abilities. |
Trivia[]
The following Trivia information is based on information from the Duel Masters Trading Card Game. Any links given may take you to the Duel Masters Wiki. |
- This ability is unnamed in the Duel Masters franchise.
Card Abilities | ||
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Blocker ● Clash ● Double Breaker ● Fast Attack ● Guard Powerful Attack ● Powerful Block ● Protector ● Shield Blast ● Skirmisher Slayer ● Trapper ● Triple Breaker ● Unleash ● World Breaker |