14 19
13
3
1
Dis
2
Skyborn
1
Untamed
1
Destroyed: Your opponent discards a random card from their hand.
Play: For the remainder of the turn, after a creature is destroyed, make a token creature.
Action: Destroy a friendly creature. If you do, ready and use a friendly creature that shares a house with the destroyed creature.
After Reap: Destroy a creature of the house with the most creatures in play.
After Reap: Destroy a creature of the house with the most creatures in play.
This creature gets +2 power and gains hazardous 2. (Before this creature is attacked, deal 2[Damage] to the attacking enemy.)
While you control a token creature, enemy creatures cannot reap. Play: Make a token creature.
Play: Destroy each creature. Gain 3 chains.
Play: Destroy each creature. Gain 3 chains.
Action: Make a token creature. Keys cost +1[Æmber] for each friendly token creature in play during your opponent's next turn.
Action: Purge a friendly Human creature from play. If you do, play a creature from your discard pile.
Elusive. (The first time this creature is attacked each turn, no damage is dealt.) While Streke is not on a flank, your opponent refills their hand to 1 less card during their “draw cards” step.
Play: Keys cost +3[Æmber] during your opponent’s next turn.
Enhance [Æmber][Draw]. After Reap: Make a token creature.
Each friendly flank creature gets +2 armor and gains taunt.
Play: Make a token creature. If you and your opponent have the same number of forged keys, archive Fierce Competition.
Play: Make a token creature. If you and your opponent have the same number of forged keys, archive Fierce Competition.
Play: Each friendly flank creature captures 1[Æmber].
Taunt. After Fight: You may move Pirate Champion to a flank.
Action: Each player gains 1[Æmber]. Make a token creature.
Play: If your opponent has 7[Æmber] or more, steal half of their [Æmber] (rounding down).
Play/After Reap: Swap Shae “Cloudkicker” with another friendly creature in your battleline.
While your red key is forged, The Red Baron gains, “After Reap: Steal 1[Æmber].” While your opponent’s red key is forged, The Red Baron gains elusive.
Play: Steal 1[Æmber]. If you have more [Æmber] in your pool than your opponent, make a token creature.
Play: Steal 1[Æmber]. If you have more [Æmber] in your pool than your opponent, make a token creature.
Skirmish. After an enemy creature is destroyed fighting Chonkers, double the number of +1 power counters on Chonkers. Play: Give Chonkers a +1 power counter.
Play: Gain 2[Æmber] if you control more creatures than your opponent.
At the end of your turn, give each neighboring creature a +1 power counter.
At the end of your turn, give each neighboring creature a +1 power counter.
Skirmish. After Fight: If the creature Harlock fought was destroyed, make a token creature.
Destroyed: Forge a key at current cost.
While Niffle Ape is attacking, ignore taunt and elusive.
Play: Shuffle any number of friendly Untamed creatures from your hand, discard pile, or battleline back into your deck.
Play: Return each friendly Niffle creature from your discard pile and from play to your hand.
Play: Choose 3 friendly creatures and 3 enemy creatures. Destroy each other creature.
Play/After Fight: Shuffle the top 5 cards of a discard pile into their owner’s deck.
Enhance [Æmber][Æmber]. When you resolve an [Æmber] bonus icon, you may make a token creature instead.