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Flashing Hooves
Order: Spend a Steed equipped to this character to perform a melee strike with an ATK of +3. Items equipped by this character other than the Steed do not affect the strike.
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Order: Spend a Steed equipped to this character to perform a melee strike with an ATK of +3. Items equipped by this character other than the Steed do not affect the strike.
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Monk only. React: After any character has performed an Order: This character attacks (spending as usual).
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Spend React: After a stunned character falls forward: Discard all cards in the character's controller's hand.
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React: After Flesh Golem enters play, remove an equal or lower Level character in any discard pile from the game: Flesh Golem permanently gains a bonus to ATK, AC, and Skill equal to the removed character's Level.
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Fighter and rogue only. Characters wounded by non-spell ranged strikes performed by this character may perform only one melee strike per attack until the end of the turn.
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Spend Order: Remove a character in your discard pile from the game: Put this card into play adjacent to the caster as a level 3 fighter with +1 Skill, 2 HP, 13 AC, and ATK equal to the level of the removed character.
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Daybreak - Spend React: After entering play: If it is the first turn move Fleshstone Gargoyle to the first rank of an opposing formation. Spend Order: Target an opposing character within one rank: The target must succeed with a fortitude save (DC 10 + Fleshstone Gargoyle's Skill) or become stunned.
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Order: Target a character in your army. Until the end of the turn, that character has the ability: "Order: Discard a card from your hand to move forward or backward one rank."
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Your non-Monster characters inflict an additional wound with strikes targeting Monsters. Order: Spend the Guide: Search your deck for a Monster that may legally enter play, put it into play, then shuffle.
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Your Nothrog's melee strikes may target an additional rank away while they have one or more wounds on them. React: Once per turn, after target Nothrog suffers wounds: The target has +1 HP until end of turn.
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React: Once per turn, after target Dwarf readies during the decree phase: The target performs an attack, spending as normal.
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Order: Target a character two ranks away (Two or three ranks away, if this character is a Scout): On your next Order, skip that Order and instead perform a +5 ranged strike against the target.
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If Foeshredder is spent, this character gains no AC bonus from it React: Spend Foeshredder after this character spends to attack. This character gains +4 ATK until the end of the turn.
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Spend Order: Ready a lower-level spent (not stunned) character in this rank. That character may not attack if he or she has already attacked this turn.
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React: Play before this fighter makes a melee strike roll. If this fighter's opponent does not have Armor equipped, this fighter gains +5 ATK for this strike.
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+2 Skill Fool's Fortune may remain spent. Order: Spend Fool's Fortune: Target another cleric in play, who has +1 HP while Fool's Fortune is spent.
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Spend Order: Name a non-faction trait, and target all characters in play with that trait. Until the end of the turn, the targets each have the ability, "React: Once per turn, after a melee or ranged strike targets an adjacent character: Redirect the strike to this character."
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You may have any number of Footman's Pikes in your deck. Footman's Pike gives an additional +1 ATK for each other Footman's Pike in this rank. React: After this character is targeted with a melee strike, spend the Pike: Discard a Steed equipped by the attacking character.
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Order: Target character you control has +1 ATK and +1 AC for each character card currently in your discard pile.
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React: After a stunned character falls forward from an illegal rank: That character suffers 2 wounds.
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Order: Until the end of the turn, while you have fewer characters in your first rank than each opposing first rank, each melee and ranged strike targeting a character in your first rank has a -3 penalty to the die roll.
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Spend Order: Target a rank: Until end of turn, any character who moves into that rank must succeed with a Dexterity save (DC 5 + this cleric's Skill, DC 10 + this cleric's Skill if he is a Druid) or become spent. Spent characters who fail become stunned instead.
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Seers perform this action without spending. Spend Order: Choose an opposing player: That player must reveal his hand. Draw a card.