As an additional cost to play this, banish a random card from your hand.
If a card with 6 or more {p} is banished this way, this gets +2{p}.
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
As an additional cost to play this, banish a random card from your hand.
If a card with 6 or more {p} is banished this way, this gets +2{p}.
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
As an additional cost to play this, banish a random card from your hand.
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Rune Gate (If you control Runechants equal to or greater than Rift Skitter's {r} cost, you may play it from your banished zone without paying its {r} cost.)
Go again
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Rune Gate (If you control Runechants equal to or greater than Rift Skitter's {r} cost, you may play it from your banished zone without paying its {r} cost.)
Go again
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
As an additional cost to play this, you may charge your hero's soul. (Put a card from your hand face-up under your hero card.)
When this hits, if a yellow card was charged this way, this gets go again.
As an additional cost to play this, you may charge your hero's soul. (Put a card from your hand face-up under your hero card.)
If a yellow card is charged this way, this gets overpower. (This can't be defended by more than 1 action card.)
As an additional cost to play this, you may charge your hero's soul. (Put a card from your hand face-up under your hero card.)
If a yellow card is charged this way, this gets overpower. (This can't be defended by more than 1 action card.)