Lookout [1]
Whenever this unit begins defending, ready it.
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Hidden [8]
You can play your card that has the Hidden keyword as a combat action when your avatar is a combatant.
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Guardian [2]
Your unit that has a Guardian keyword can't begin or join a raid.
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Frenzy [1]
Whenever you play another card, your card that have a Frenzy keyword gets +1 attack until the end of the turn.
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Fabled [0]
At the start of a raid game, you may play one card that has this keyword from your deck at no cost.
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Attuned [0]
The faction of a card that has the Attuned keyword changes to match the faction of its owner's avatar.
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Immobile [1]
Your unit that has this keyword can't be moved.
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Overwhelm [0]
Creates an additional level token if you have the most units at the quest where you apply the ability - part of an overall theme encouraging decks that mix card types.
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Protector [1]
Whenever your unit that has the Protector keyword is ready and your opponent applies an ability at the same quest, that ability creates one less level token.
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Reinforce [3]
Whenever combat is about to begin involving a friendly unit at a different quest, if your unit with Reinforce ready, you may move it to that quest.
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Restore [0]
When you play a card that has this keyword, you may ready a unit.
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Sentinel [1]
Whenever an opposing unit is played at the same quest, your unit with Sentinel gets +2 defense until the and of the turn.
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Vigilant [0]
Whenever an opponent attempts a quest where you have a unit that has this keyword, put a vigilance token on that unit. Each unit that has this keyword tells you in its game text how to use its vigilance tokens.
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Rune [5]
When your combatant has a Rune and is dealt damage, the rune takes damage firs. Each Rune has a rating for how much damage it can absorb. Runes are removed when combat ends.
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Link [1]
Linking one card to another allows for an ongoing effect that lasts until either card leaves play.
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Search [5]
When you search your deck for a card, reveal it, and then shuffle your deck.
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Spectral [1]
This unit can't be affected by other cards.
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Legend [16]
You can't play another unit card with the same title as your unit card that has the Legend keyword.
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Charge [6]
Whenever you play this card, put (..2..3) charge on it. At the and of your turn, remove a charge token from this card.
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One-Hand [1]
When you play this item, choose primary or secondary restriction. This item gets that restriction.
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Adventurer [3]
Whenever you win a combat involving this unit, place a level token at it's quest.
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Tithe [1]
At the end of your turn, if there are 2 or fewer tokens of this card, you may discard a card. If you do, put a token on this card.
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Opposite Faction [0]
Light and shadow are opposite factions. Neutral has no opposite.
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Influence [7]
You have influence if there are 4 or more total levels on all your abilities.
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Mark [0]
Whenever a marked card takes any amount of damage, deal 1 additional damage to it. Marks are removed when combat ends.
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Shift [0]
When a card shifts, it becomes the named card. It remains this way if it leaves to play.
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Conquest [2]
This card costs -1 power to play if your avatar has won a combat this turn.
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Durable [0]
This unit can't leave play unless it has 0 heals.
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Invulnerable [0]
An invulnerable takes no damage.
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Blockade [0]
Whenever your opponet applies an ability to a quest where you have one or more units with blockade, that ability creates one less level token.
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