If the defending hero has 1 or more cards in their soul, this gets go again.
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
If the defending hero has 1 or more cards in their soul, this gets go again.
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
If the defending hero has 1 or more cards in their soul, this gets go again.
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
When this defends, you may charge your hero's soul. (Put a card from your hand face-up under your hero card.)
The first time you would be dealt damage each turn, if you've charged this turn, prevent 1 of that damage.
Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
If an item you control has been destroyed this turn, this gets go again.
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.
If an item you control has been destroyed this turn, this gets go again.
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.
If an item you control has been destroyed this turn, this gets go again.
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.
If an item you control has been destroyed this turn, this gets go again.
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.
If an item you control has been destroyed this turn, this gets go again.
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.