14 15
21
0
0
Logos
1
1
Mars
1
2
1
Skyborn
3
1
1
Hazardous 1. At the end of your turn, you may exhaust a friendly creature. If you do, draw a card.
Enhance [Logos]. (These icons have already been added to cards in your deck.) Scrap: Draw a card.
Play: Put each flank creature into its owner’s archives.
Play: Each player loses half their [Æmber] (rounding down the loss). Gain 1 chain.
Play: Each player loses half their [Æmber] (rounding down the loss). Gain 1 chain.
Play/After Reap: Reveal your opponent’s hand. Draw a card.
Play: Steal 1[Æmber]. If your opponent stole [Æmber] from you on their previous turn, steal 2[Æmber] instead.
Play: Move a creature to a flank of its controller’s battleline and deal 2[Damage] to it. If it is not destroyed, repeat the preceding effect.
Play: Move a creature to a flank of its controller’s battleline and deal 2[Damage] to it. If it is not destroyed, repeat the preceding effect.
Enhance [Draw][Draw][Discard]. When you would resolve a [Draw] bonus icon, you may choose to resolve it as a [Discard] bonus icon instead.
Enhance [Capture][Capture]. Play: Move 1[Æmber] from a creature to the common supply. If you do, draw 2 cards.
Enhance [Capture][Capture]. Play: Move 1[Æmber] from a creature to the common supply. If you do, draw 2 cards.
Play: Enrage an enemy creature. It captures 1[Æmber] from its own side.
Play: Enrage an enemy creature. It captures 1[Æmber] from its own side.
After Reap: You may reveal a non-Mars card from your hand. If you do, purge it and give a Mars creature three +1 power counters.
Elusive. After Reap: Play a Mars creature from your discard pile and ready it.
Enhance [Mars]. Play: Return a friendly creature to its owner's hand. If you do, ready a friendly Mars creature.
At the end your turn, if you have 4[Æmber] or fewer, gain 2[Æmber].
Play: If there are no friendly creatures in play, destroy each creature not on a flank.
Play: Deal 2[Damage] to each non-Mars creature.
Play: For the remainder of the turn, each enemy creature gains, “Destroyed: Fully heal this creature and give control of it to your opponent instead.”
Play: If your opponent has more [Æmber] than you, destroy an enemy creature.
Elusive. After Reap: Take control of an enemy creature. Destroy a friendly creature.
Skirmish. Splash-attack 1. After an enemy creature is destroyed by Zizok’s splash-attack damage, ready Zizok.
Play: Deal 3[Damage] to an enemy creature. If that creature is not destroyed, deal 1[Damage] to a friendly creature.
Play: Deal 3[Damage] to an enemy creature. If that creature is not destroyed, deal 1[Damage] to a friendly creature.
Enhance [Æmber][Damage]. Scrap: Exalt an enemy flank creature.
Each enemy creature loses each of its destroyed abilities.
After Fight: If two keys of the same color are forged, steal 2[Æmber]. Otherwise, steal 1[Æmber].
Play: If your opponent has 7[Æmber] or more, steal half of their [Æmber] (rounding down).
Play: If your yellow key is forged, a friendly creature captures 2[Æmber]. If your opponent’s yellow key is forged, steal 1[Æmber].
Play: If your yellow key is forged, a friendly creature captures 2[Æmber]. If your opponent’s yellow key is forged, steal 1[Æmber].
Play: If your yellow key is forged, a friendly creature captures 2[Æmber]. If your opponent’s yellow key is forged, steal 1[Æmber].
Elusive. After Reap: If your red key is forged, destroy an enemy creature. If your yellow key is forged, destroy an enemy artifact. If your blue key is forged, destroy an enemy upgrade.
Elusive. After Reap: If your red key is forged, destroy an enemy creature. If your yellow key is forged, destroy an enemy artifact. If your blue key is forged, destroy an enemy upgrade.
Elusive. Action: If your red key is forged, destroy each enemy flank creature. Otherwise, destroy an enemy flank creature.