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Reaction (Play any time, even before spells and abilities resolve.) Counter a spell. Return it to its owner's hand instead of putting it in their trash. Predict. (Look at the top card of your Main Deck. You may recycle it.)
When a player plays a spell, they may give a unit they control here +1 might this turn.
Ready up to 4 units, gear, and/or runes.
Action (Play on your turn or in showdowns.) Each player kills one of their gear.
When I conquer, you may kill a gear. If you do, buff me. (If I don't have a buff, I get a +1 might buff.)
When a combat that I was in ends, if I haven't been dealt damage this turn, draw 1.
Reaction (Play any time, even before spells and abilities resolve.) Give a friendly unit at a battlefield +2 might this turn for each enemy unit there.
Once each turn, when you play a card from face down, draw 1. Then, if it's not your turn, discard 1.
When I hold, you score 1 point.
When I hold, you score 1 point.
When an enemy unit attacks a battlefield you control, give it -1 might this turn, to a minimum of 1 might.
Empower 2fury rune (2fury rune: Empower me. Use only if not Empowered.) When I move, you may deal 1 to a unit at a battlefield I moved to or from. If I'm Empowered, deal 2 instead. Empowered[>] I have +1 might.
Weaponmaster You may pay body runebody rune as an additional cost to play me. When you play me, if you paid the additional cost, move an enemy gear to your base. You control it until I leave the board. If it's an Equipment, attach it to me.
When you play me, spend any number of buffs. For each buff spent, channel 1 rune exhausted.
Deflect (Opponents must pay willekeurige rune to choose me with a spell or ability.) While I'm at a battlefield, your other units here have Deflect.
Action (Play on your turn or in showdowns.) Choose a friendly unit. It deals damage equal to its Might split among enemy units at battlefields. Then for each unit this kills, do this: Gain 1 XP.
Tank (I must be assigned combat damage first.) Your units here with less Might than me can't be chosen by enemy spells and abilities.
If a unit here would die during combat, its controller may pay willekeurige runewillekeurige runewillekeurige rune to heal it, exhaust it, and recall it instead.
When a friendly unit dies, you may exhaust me to draw 1, then put a card from your hand on the top or bottom of your Main Deck.
When you hold here, play a 1 might Recruit unit token in your base.
When you play me, play a Bomb gear token to a battlefield. (It has Deploy. When it dies, deal 2 to an enemy there and kill your other Bombs there.)
When you hold here, you may move a unit at a battlefield to its base.
Empower 3body rune (3body rune: Empower me. Use only if not Empowered.) Empowered[>] I have +3 might and can't be dealt damage unless I'm in combat.
exhaust: Reaction — Pay any amount of Energy to Add that much willekeurige rune. (Abilities that add resources can't be reacted to.)
Accelerate (You may pay 1chaos rune as an additional cost to have me enter ready.) I have Assault equal to the number of enemy units here. (+1 might while I'm an attacker for each instance of Assault.)
When you play me, return all units with 2 might or less to their owners' hands.
Reaction (Play any time, even before spells and abilities resolve.) Choose a unit and an Equipment with the same controller. Attach that Equipment to that unit or detach that Equipment from that unit. Draw 1.
When I attack, deal 3 to all enemy units here.
Your spells and abilities deal 1 Bonus Damage. (Each instance of damage the spell deals is increased by 1.)
At the end of your turn, ready 2 runes.
Your spells and abilities deal 1 Bonus Damage. (Each instance of damage the spell deals is increased by 1.)
When you play me, return a spell from your trash to your hand.
Action (Play on your turn or in showdowns.) Kill a gear. Its controller plays a Gold gear token exhausted. (It has "Reaction[>] Kill this, exhaust: Add willekeurige rune.")
I enter ready. When you play me, play a ready 3 might Mech unit token here.
When you attach an Equipment to me, choose one that hasn't been chosen this turn — Ready 2 runes. Channel 1 rune exhausted. Buff a friendly unit.
Empower 3 (3: Empower me. Use only if not Empowered.) Empowered[>] Your spells cost 1willekeurige rune less, to a minimum of 1.
Empower 2 (2: Empower me. Use only if not Empowered.) When I become Empowered, Predict 2. (Look at the top 2 cards of your Main Deck. Recycle any of them and put the rest back in any order.) Empowered[>] I have +1 might.
When I move, reveal the top card of your Main Deck. If it's a gear, draw it. Otherwise, recycle it.
Hunt 2 (When I conquer or hold, gain 2 XP.) I can be played to an occupied battlefield if an enemy unit is alone there. Friendly units can be played to an occupied battlefield if an enemy unit is alone there.
Action (Play on your turn or in showdowns.) Banish a friendly unit, then its owner plays it, ignoring its cost. Deal 3 to an enemy unit at a battlefield. Banish this.
exhaust: Buff an exhausted friendly unit. (If it doesn't have a buff, it gets a +1 might buff.)
I enter ready.exhaust: Give a unit +3 might this turn.
Play a 2 might Sand Soldier unit token for each Equipment you control. Then ready two of them.
Accelerate (You may pay 1fury rune as an additional cost to have me enter ready.) Weaponmaster (When you play me, you may Equip one of your Equipment to me for willekeurige rune less, even if it's already attached.)
When you play me, choose an opponent. They reveal their hand. Choose a card revealed this way and banish it. When they hold, return it to their hand (even if I'm no longer on the board).
When you play me, choose an opponent. They reveal their hand. Choose a card revealed this way and banish it. When they hold, return it to their hand (even if I'm no longer on the board).
Increase the points needed to win the game by 1.
When you play me, return a gear from your trash to your hand.
1fury rune, Recycle a unit from your trash, exhaust: Play a 3 might Mech unit token to your base.
When you play your first card each turn, if I'm at a battlefield, your next card costs 2willekeurige runewillekeurige rune less.
You may kill a friendly unit as an additional cost to play me. If you do, I cost 1 less for each Energy it costs and order rune less for each Power it costs. Ganking (I can move from battlefield to battlefield.) When I attack, the defender must kill one of their units here.
Empower 3order rune (3order rune: Empower me. Use only if not Empowered.) Empowered[>] Your units that are Empowered have +2 might (including me).
When I attack, you may pay mind rune to play a card with Hidden from your hand here, ignoring its cost.
Deal 3 to all units in bases.
calm rune: Action — Choose a unit you control. Move me to its location and it to my original location. If it's equipped, you may attach one of its Equipment to me. Use only once per turn.
Your Sand Soldiers have Weaponmaster.1, exhaust: Play a 2 might Sand Soldier unit token to your base. Use only if you've played an Equipment this turn.
When I attack, you may pay fury rune to give me Assault 2 this turn. (+2 might while I'm an attacker.)
Empower 5. This ability costs 3 less if you control 4 or fewer runes. (Pay the cost: Empower me. Use only if not Empowered.) Empowered[>] I have Deflect and Assault 2. (Opponents must pay willekeurige rune to choose me with a spell or ability. +2 might while I'm an attacker.)
Empower 1willekeurige runewillekeurige rune (1willekeurige runewillekeurige rune: Empower me. Use only if not Empowered.) Empowered[>] I have +2 might. Empowered[>][>>]Deathknell[>] Channel 2 runes exhausted. (When I die while Empowered, get the effect.)
When a unit moves from here, give it +1 might this turn.