17 16
14
4
2
Dis
1
Sanctum
1
Shadows
2
Play: If your opponent has more forged keys than you, unforge an opponent’s key. If you unforge an opponent’s key this way, your opponent gains 6A.
Play: For each house, deal 5D to a creature of that house.
Play: Destroy a friendly creature and an enemy creature.
Play: Deal 2D to a creature. If it is not destroyed, its controller must choose that creature’s house as their active house on their next turn.
Deploy. (This creature can enter play anywhere in your battleline.) X is the combined power of Picaroon’s non-Changeling neighbors.
Destroyed: Steal 1A.
Action: Shuffle your hand and discard pile into your deck.
At the end of your turn, capture 1A. Action: Move each A from Snarette to the common supply.
This creature gains, “Destroyed: Destroy the most powerful enemy creature.”
Play: Archive a creature from your discard pile.
Enhance PT. (These icons have already been added to cards in your deck.) Play: Keys cost +1A for each Dis creature in play during your opponent’s next turn.
Enhance PT. (These icons have already been added to cards in your deck.) Play: Keys cost +1A for each Dis creature in play during your opponent’s next turn.
Before Fight: You may discard cards from the top of your deck until you discard an Angry Mob or run out of cards. If you discard an Angry Mob this way, put it into your hand.
Before Fight: You may discard cards from the top of your deck until you discard an Angry Mob or run out of cards. If you discard an Angry Mob this way, put it into your hand.
Before Fight: You may discard cards from the top of your deck until you discard an Angry Mob or run out of cards. If you discard an Angry Mob this way, put it into your hand.
Enhance D. (These icons have already been added to cards in your deck.) Play: Stun an enemy creature, or stun each enemy Mutant creature.
Taunt. (This creature’s neighbors cannot be attacked unless they have taunt.)
Play: Heal 1 damage from each creature. Gain 1A for each creature healed this way.
Each friendly creature with A on it gets +1 armor. Play: Exalt a friendly creature.
Gizelhart’s Zealot enters play ready and enraged.
Play: Ready and fight with a friendly creature 3 times, each time against a different enemy creature. Resolve these fights one at a time.
Play: Capture 2A.
Deploy. (This creature can enter play anywhere in your battleline.) Play/Fight/Reap: You may ready and fight with a neighboring creature.
Deploy. (This creature can enter play anywhere in your battleline.) Play/Fight/Reap: You may ready and fight with a neighboring creature.
Play: Deal 2D to each non-Mutant creature.
Elusive. (The first time this creature is attacked each turn, no damage is dealt.) Destroyed: Steal 1A.
Elusive. (The first time this creature is attacked each turn, no damage is dealt.) Reap: If your opponent has more A than you, steal 1A.
Play: Return 2 enemy creatures to their owner’s hand.
This creature gains elusive. (The first time this creature is attacked each turn, no damage is dealt.) Play: This creature captures 1A from its opponent.
Play: Steal 1A. Destroyed: Shuffle Rad Penny into your deck.
Elusive. (The first time this creature is attacked each turn, no damage is dealt.) Action: Steal 2A. Until the start of your next turn, Reckless Rizzo loses elusive.
Action: Deal 1D to a creature. If this damage destroys that creature, gain 1A.
Taunt. (This creature’s neighbors cannot be attacked unless they have taunt.) Shoulder Id cannot fight. When Shoulder Id would deal damage, steal 1A instead.
Omni: Destroy Spike Trap. If you do, deal 3D to each flank creature.
Enhance PT. (These icons have already been added to cards in your deck.) Play: Return an enemy creature to its owner’s hand. If you do, your opponent gains 1A.
Play: Look at the top 3 cards of your opponent’s deck. Discard 1 and put the others back in any order.