Ambush (While this is in your arsenal, you may defend with it.)
When this defends, create a Crouching Tiger in your banished zone. You may play it during your next turn.
Destroy an aura permanent with cost X or less and/or up to X aura tokens, where X is the total arcane damage you've dealt to opposing heroes this turn.
Meld (You may play 1 or both halves of this card. Each costs 0.)
Deal 1 arcane damage to any target.
Instant -- {r}, destroy this: The next aura you play this turn costs {r}{r} less to play.
Arcane Barrier 1 (If you would be dealt arcane damage, you may pay {r} to prevent 1 of that damage.)
Legendary (You may only have 1 Will of Arcana in your deck.)
When this is pitched, amp 1. (The next time you would deal arcane damage this turn, instead deal that much plus 1.)
When this leaves the arena, if you control no Illusionist auras, the next time you would be dealt damage by a blue source this turn, prevent it.
Ward 2 (If you would be dealt damage, destroy this to prevent 2 of that damage.)
Universal (While in any zone, this is the same class as your hero.)
When this attacks a hero, you may wager a Gold token with them. (When this chain link resolves, if this hit, you create a Gold token, otherwise they create one.)
Once per Turn Action -- {r}: Attack
This gets +2{d} while defending a weapon attack.
Blade Break (When the combat chain closes, if this defended, destroy it.)