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Even the Odds
Order: Gain +1 ATK and AC for each opposing character within one rank this turn. If there are five or more opposing characters within one rank, gain Ward this turn.
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Order: Gain +1 ATK and AC for each opposing character within one rank this turn. If there are five or more opposing characters within one rank, gain Ward this turn.
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Order: Spend the Bottle to move backward one rank. Order: Spend the Bottle to give all characters in your army +4 AC against ranged strikes until the end of the turn.
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Destroy Order: This character gains +4 ATK and Frost Resistance this turn.
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Rogues with Everyman's Amulet equipped gain +3 AC. Wizards with Everyman's Amulet equipped gain +5 Skill. Fighters with Everyman's Amulet equipped gain +3 ATK. Clerics with Everyman's Amulet equipped gain +1 hit point. If this character receives stat bonuses from other items, the Amulet's bonus to that stat is negated.
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Ranged strikes from this spell may target an adjacent rank. Order: Discard any number of cards, up to this character's Level: Perform a +2 ranged strike. Perform a +0 ranged strike for each card discarded.
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Evon Myerdeth may remain spent during the ready phase. Spend Order: If your Warlord is a Deverenian, he gains +4 ATK, +4 AC, +1 HP, or +4 Skill until Evon Myerdeth readies, stuns, or leaves play.
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Fighter and rogue only. React: Before this character makes a ranged strike roll targeting a character within two ranks: This strike ignores AC bonuses from Armor, Gauntlet, Helm, and Shield items.
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React: Play before this character makes a skill check or magic save. Add +5 to the die roll.
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React: After this character hits with a melee strike roll: The strike inflicts two additional wounds. Inflict one wound on this character.
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Spend React: After a character performs an action: Spend the character. Spend React: After a spent character pays the costs of an action: Cancel the action.
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React: After this rogue targets a character with a melee strike: The rogue may not perform any other Reacts during this strike. Select one of the following: the strike inflicts an additional wound if it hits; add +8 to the die roll; discard an item equipped by the target after the strike hits (before wounds are inflicted).
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React: After an opposing character rolls a magic save from an action this wizard is performing: A character that was adjacent to the target, but not already targeted by the action, must succeed with the same magic save or suffer the same consequences for failure.
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React: Play after a fighter or rogue in your army kills another player's character of equal or higher level with a ranged strike. Attach this to your character. As long as this card is attached, the character is +1 level, +3 skill, and has the ability: "Order: Once per turn, perform a +3 ranged strike."
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Spend Order: This wizard lets you look at the top five cards of your deck. You may put one card in your hand. Return the remaining cards to either the top or bottom of your deck, in any order.
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May not equip items. Spend Order: Inflict 2 wounds on a stunned character within 1 rank. Spend Order: Target a character in a adjacent rank. That character must succeed at a magic save (DC 18) or become stunned.
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You may only play this card if you have a 5th level or higher Lich in your army. Order: Spend the Eye to target a character up to two ranks away. The target must succeed with a magic save (DC 6 + this characters skill) or be stunned.
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Hero and Warlord only. React: Before this character dies or is removed from the game: Target a character within 2 ranks who must succeed with a magic save (DC 16) or suffer two wounds.
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Reaver only. Order: Spend this eyestalk to target a ready character of lower level. The target must succeed with a magic save (DC 16) or become spent.
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Reaver only. Order: Spend the Eyestalk to perform a +5 ranged strike. Armor and Helms do not add to the target's AC for this strike. Order: Spend the Eyestalk to target an item card up to 2 ranks away. The target's character must succeed with a magic save (DC 14) or discard the item.
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Reaver only. React: Spend the Eyestalk before a melee strike roll targeting this character. The attacking character must succeed with a magic save (DC 20) or the strike automatically fails. Order: Spend the Eyestalk to target an opposing character up to two ranks away. The target must succeed with a magic save (DC 14) or move back one rank.
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Reaver only. Order: Spend the Eyestalk to target a character up to two ranks away. The target must succeed with a magic save (DC 16) or become stunned.
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Reaver only. Order: Spend the Eyestalk to target a character with more than one melee strike per attack. Until the end of the turn, the target loses his or her last strike per attack.
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Reaver only. Spend Order: Target a character up to two ranks away. The target must succeed with a magic save (DC 17) or suffer two wounds.