Channel Stormgarden (Yellow)
When this enters the arena, create a Lightning Flow token.
The first time you destroy a Lightning Flow each turn, amp 1.
Channel Lightning - At the beginning of your end phase, put a flow counter on this, then destroy it unless you put a Lightning card from your pitch zone on the bottom of your deck for each flow counter on it.
The first time you destroy a Lightning Flow each turn, amp 1.
Channel Lightning - At the beginning of your end phase, put a flow counter on this, then destroy it unless you put a Lightning card from your pitch zone on the bottom of your deck for each flow counter on it.
Rulings
From the Usurp the Shadow Throne release notes
- Channel Stormgarden will create a Lightning Flow token when it enters the arena. This occurs whether it was played or not.
- Channel Stormgarden generates a static triggered effect while it is a permanent in the arena: the first time on each turn (not just your own), when you destroy a card named Lightning Flow, amp 1. The controller of Channel Stormgarden must be the one that destroys the card named Lightning Flow, and the Lightning Flow does not have to be owned or controlled by them.
Keyword notes
Amp - The next time you would deal arcane damage this turn, instead deal that much plus 1.
- Amp is an effect keyword.
- Amp generates a replacement effect that applies to any one event of arcane damage that the player controls. This can include arcane damage events that are generated from actions, weapons (e.g. Kraken’s Aethervein), heroes (e.g. Brainstorm), etc.
- If an effect would deal 0 arcane damage, it’s the same as no effect occurring, and therefore Amp does not apply to it.
- For cards with an effect that deals arcane damage to multiple heroes/allies (e.g. Forked Lightning, Singe, Aether Arc), amp will only increase the damage dealt by the first arcane damage event from the effect. For example, if you target two different heroes with Forked Lightning, Forked Lightning’s effect will result in two arcane damage events. Amp will apply to the first arcane damage event against one of the targeted heroes, but will not apply to the other arcane damage event against the other hero.
- If you have a melded split card that has an effect that deals arcane damage on each half of the card (e.g. Comet Storm||Shock), amp will be applied to the first available arcane damage event from that layer after the amp replacement effect has been generated. If an amp effect is active before the melded split card’s layer resolves for the first time, then that amp will apply to the arcane damage event produced by effect on the right side of the card. Similarly, if an amp effect is active before the melded split card’s layer resolves for the second time, then that amp replacement effect will apply to the arcane damage event produced by effect on the left side of the card.
Channel - Channel is a new keyword that uses Element cards to maintain a powerful aura that requires a larger commitment each turn to maintain the channel.
- Cards with the keyword ‘Fusion’ are not classified as their respective element. E.g a card with Lightning Fusion is not considered to be a Lightning card. Therefore cannot be used to pay the cost of ‘Channel’.
- You choose the order of the cards you put on the bottom of your deck. The cards that are put to the bottom are open information to your opponent while the order of the cards are hidden information from your opponent.
TalentLightning
TypeInstant
SubtypesAura
Cost0
Defense3
PitchYellow
KeywordsAmp 1, Channel Lightning
SetsIAR
Legal inClassic Constructed, Blitz, Living Legend, Ultimate Pit Fight
ArtistsIsmatulloh
Versions
prices last updated 11/4/2026Price history
IAR257Pricing notice: Not live data - check the marketplace before buying
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