When this enters the arena, if you control no other Illusionist auras, create a Spectral Shield token.
Ward 1 (If you would be dealt damage, destroy this to prevent 1 of that damage.)
When this enters the arena, if you control no other Illusionist auras, create a Spectral Shield token.
Ward 3 (If you would be dealt damage, destroy this to prevent 3 of that damage.)
When this enters the arena, if you control no other Illusionist auras, create a Spectral Shield token.
Ward 2 (If you would be dealt damage, destroy this to prevent 2 of that damage.)
Viserai Specialization (You may only have this in your deck if your hero is Viserai.)
Create X Runechant tokens.
If X is 6 or greater, target hero discards 3 random cards.
This costs {r} less to play for each Runechant you control.
Search your deck for a Runeblade aura with cost X or less, put it into the arena, then shuffle.
If X is 2 or more, this gets go again.
Deal 3 arcane damage to target opposing hero.
If Sonic Boom deals damage, look at the top card of your deck. If it's a Wizard 'non-attack' action card, you may banish it. If you do, you may play it this turn as though it were an instant and it costs X resource points less to play, where X is the damage dealt by Sonic Boom.
If the defending hero has 1 or more cards in their soul, this gets +2{p}.
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 +2{p}.
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 +2{p}.
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}.)