Magneto

Magneto
This Terrorist leads Mutants and is virtually untouchable, with his helmet deflecting psychic attacks and his magnetic shield deflecting everything else. Don't want to deal with an opponent? Toss them aside with Master of Magnetism.

Abiities
Flight (Symbol) - Figures with the Flying ability may choose, before moving, to start flying, and while flying, figures move as normal, but ignore elevations and obstacles, as well as engagement with any figures they may pass over. If a figure begins flying while engaged, they automatically take all leaving engagement attacks even if they do not move away from these figures.

Brotherhood - When taking a turn with Magneto, you may also take a turn with 1 additional figure you control. Instead of taking a turn with Magneto, you may take a turn with any 2 Mutants you control.

Helm of Magneto - Magneto begins the game with the Helm of Magneto glyph. It may not be removed from this card while Magneto is on the battlefield.

Magnetic Shield - If Magneto is attacked, roll the 20-sided die. On a roll of 6 or higher, Magneto takes no damage. If the attack is an untyped attack from a non-adjacent figure, the attack may be redirected at any figure within 3 visible spaces of Magneto. You may also roll for Magnetic Shield for friendly figures adjacent to Magneto but must roll an 11.

Master of Magnetism (Magnetic, Range 6, Attack 7) - When attacking with Master of Magnetism, Magneto may attack 1 additional time against the same or a different figure. Androids and Cyborgs roll 2 less defense die against Master of Magnetism. If at least 1 wound is caused, Magneto may move the targeted figure 3 spaces. Figures moved by Master of Magnetism do not take leaving engagement attacks.