6 24
7
3
2
For each damage on Angwish, your opponent’s keys cost +1A.
Play: Capture 3A.
Play: Capture 3A.
Destroyed: Gain 2A.
While Gub is not on a flank, it gets +5 power and gains taunt.
While Gub is not on a flank, it gets +5 power and gains taunt.
Play: Return each creature to its owner’s hand.
Action: Keys cost +3A during your opponent’s next turn.
Play: If your opponent has 4A or more, steal 1A.
Play: If your opponent has 4A or more, steal 1A.
Omega. (After you play this card, end this step.) Play: Destroy each creature.
Elusive. (The first time this creature is attacked each turn, no damage is dealt.) After a creature reaps, stun it.
This creature gains, “After you play a Mars creature, ready this creature and for the remainder of the turn it belongs to house Mars.”
Fight: Archive the creature Collector Worm fights. If that creature leaves your archives, put it in its owner’s hand instead.
Fight: Archive the creature Collector Worm fights. If that creature leaves your archives, put it in its owner’s hand instead.
Omni: Sacrifice Combat Pheromones. You may use up to 2 other Mars cards this turn.
Reap: If Glyxl Proliferator is on a flank, archive a Mars card from your discard pile.
Play: Ready and use a friendly Mars creature.
Play: Each damaged enemy non-Mars creature captures 1A from their own side.
Elusive. (The first time this creature is attacked each turn, no damage is dealt.) Before Fight: The creature Mindworm fights deals damage equal to its power to each of its neighbors.
Elusive. (The first time this creature is attacked each turn, no damage is dealt.) Before Fight: The creature Mindworm fights deals damage equal to its power to each of its neighbors.
Elusive. (The first time this creature is attacked each turn, no damage is dealt.) Before Fight: The creature Mindworm fights deals damage equal to its power to each of its neighbors.
Action: Reveal any number of Mars cards from your hand. Deal damage to a creature equal to the number of Mars cards revealed this way.
This creature gains, “Reap: Choose a creature. Deal 1D to that creature for each Mars creature in play.”
Elusive. (The first time this creature is attacked each turn, no damage is dealt.) Skirmish. (When you use this creature to fight, it is dealt no damage in return.)
Elusive. You may use Mack the Knife as if it belonged to the active house. Action: Deal 1D to a creature. If this damage destroys that creature, gain 1A.
Play: Steal 1A. If you do, deal 2D to a creature.
Play: If you have not forged a key this turn, you may forge a key at +4A current cost.
Elusive. (The first time this creature is attacked each turn, no damage is dealt.) Play: Each non-Rat creature is dealt 1D for each Rat creature in play.
Elusive. (The first time this creature is attacked each turn, no damage is dealt.) Play: Each non-Rat creature is dealt 1D for each Rat creature in play.
Elusive. (The first time this creature is attacked each turn, no damage is dealt.) Play: Each non-Rat creature is dealt 1D for each Rat creature in play.
Elusive. (The first time this creature is attacked each turn, no damage is dealt.) Play: Each non-Rat creature is dealt 1D for each Rat creature in play.
Elusive. (The first time this creature is attacked each turn, no damage is dealt.) Play: Each non-Rat creature is dealt 1D for each Rat creature in play.
Elusive. (The first time this creature is attacked each turn, no damage is dealt.) Play: Each non-Rat creature is dealt 1D for each Rat creature in play.
Play: Steal 1A. If your opponent has 7A or more, steal 2A instead.
Play: Deal 1D to each enemy creature.