If you've banished a card with 6 or more {p} this turn, this gets overpower. (This can't be defended by more than 1 action card.)
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
If you've banished a card with 6 or more {p} this turn, this gets overpower. (This can't be defended by more than 1 action card.)
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
If you've banished a card with 6 or more {p} this turn, this gets overpower. (This can't be defended by more than 1 action card.)
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Once per Turn Instant - {r}{r}: Deal 2 arcane damage to target hero. If it's not your turn, instead deal 3 arcane damage to them. Activate this ability only if you've played a 'non-attack' action card this turn.
When this leaves the arena, if you've pitched a blue card this turn, create a Spectral Shield token.
Ward 1 (If you would be dealt damage, destroy this to prevent 1 of that damage.)
When this leaves the arena, if you've pitched a blue card this turn, create a Spectral Shield token.
Ward 3 (If you would be dealt damage, destroy this to prevent 3 of that damage.)
When this leaves the arena, if you've pitched a blue card this turn, create a Spectral Shield token.
Ward 2 (If you would be dealt damage, destroy this to prevent 2 of that damage.)
If you have 1 or more Evos equipped, this gets "When this hits a hero, destroy all cards in their arsenal,"
2 or more, this costs {r}{r}{r} less to play,
3 or more, this gets overpower,
4 or more, this gets +3{p}.
If you have 1 or more Evos equipped, this gets "When this hits a hero, destroy all cards in their arsenal,"
2 or more, this costs {r}{r}{r} less to play,
3 or more, this gets overpower,
4 or more, this gets +3{p}.
Action -- {r}{r}, destroy this: The next time you attack this turn, you may charge your hero's soul. If a yellow card is charged this way, draw a card. Go again
Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
Starting with the hero to your left, each hero chooses war or peace.
If they choose war, the only actions they may play or activate during their next turn are weapon and attack actions.
If they choose peace, the only actions they may play or activate during their next turn are non-weapon non-attack actions.