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Thor’s organized play performance is on the Stats page.  Hammer Hammer Hammer Worthy Worthy Thunder
Setup. Begin the game with Mjölnir on your Hero Board. Status Effects Guard Break Positive Status Effect
Stack limit 2, Attack Modifier - If a player concludes their Offensive Roll Phase with an Attack, they may spend this token and roll 1 die. If the outcome is 4-5, the Attack becomes undefendable.
Electrokinesis Positive Status Effect
Stack limit 4 - Once per turn, a player may spend 4 Electrokinesis during their Main Phase to draw 1.
CompanionsMjölnir Companion- Throw or Retrieve to gain bonuses. You may Throw or Retrieve Mjölnir at any time by discarding a card. When you Throw Mjölnir, place it on a chosen opponent and deal 1 as an isolated source of undefendable dmg. When you Retrieve Mjölnir, place it back on your Hero Board and gain Electrokinesis.
AbilitiesHammered Offensive (98.4% / 87.9% / 51.3%)  Deal 4 dmg   Deal 5 dmg    Deal 7 dmg
Lightning Rod Offensive (61.5%)Needs a Small Straight - Deal 7 dmg. If the opponent you are Attacking has Mjölnir, deal 9 dmg instead. Otherwise, gain Electrokinesis.
Thunder Bolt Offensive (26.1%)Needs a Large Straight - Throw or Retrieve Mjölnir. Gain 2 Electrokinesis. Deal 10 dmg.
UpgradesHammered II Upgrade of Hammered (0 CP)  Deal 5 dmg   Deal 6 dmg    Deal 7 dmg
- Throw or Retrieve Mjölnir. On 4-of-a-kind, gain Electrokinesis.
Hammered III Upgrade of Hammered (2 CP)  Deal 5 dmg   Deal 6 dmg    Deal 8 dmg
- Throw or Retrieve Mjölnir. On 3-of-a-kind, gain Electrokinesis.
Lightning Rod II Upgrade of Lightning Rod (2 CP)Needs a Small Straight - Throw or Retrieve Mjölnir. Gain Electrokinesis. Deal 9 dmg.
Thunder Bolt II Upgrade of Thunder Bolt (2 CP)Needs a Large Straight - Throw or Retrieve Mjölnir. Gain 2 Electrokinesis. Deal 12 dmg.
Hero CardsInvulnerability! CardRoll Phase Action, 2 CP - Discard 2 Electrokinesis to prevent all incoming damage.
Indomitable Will! CardRoll Phase Action, 2 CP - Play only after being Attacked. If the incoming Attack would reduce your Health to 0, roll 1 die: On
, set your Health to 1 instead.
He Is Worthy! CardRoll Phase Action, 1 CP - Change the value of any one of your dice to a 4 or 5.
Power Trip! CardInstant Action, 1 CP - Draw 1. Gain 2 Electrokinesis.
Time to Hammer! CardInstant Action, 0 CP - Retrieve Mjölnir. Gain 1 CP and Electrokinesis.
Stormbreak! CardInstant Action, 0 CP - Play only if you have Thrown Mjölnir twice this turn. Draw 1. Gain 1 CP, Guard Break, and Electrokinesis.
Bifrost! CardMain Phase Action, 0 CP, Promo card - Roll 1 die: On
, draw 1, gain Guard Break, and gain 2 Electrokinesis. On any other outcome, draw 1.
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