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2
1
End of Turn: You lose 1 Max Energy and this gains +3 Power.
2
2
End of Turn: If your opponent has unspent Energy, draw a card with 10 or more Power.
2
4
When one of your cards is destroyed, this flies out of your hand or deck to replace it.
2
On Reveal: Destroy your highest-Power card here to afflict an enemy card here with that much negative Power.
2
1
Ongoing: +4 Power if you’ve discarded a card. +4 Power if one of your cards has been destroyed.
2
3
After one of your other cards is destroyed, +1 Power. After every 3rd time, improve this effect by 1. (0/3)
2
3
After one of your other cards is destroyed, +1 Power. After every 3rd time, improve this effect by 1. (0/3)
2
3
After one of your other cards is destroyed, +1 Power. After every 3rd time, improve this effect by 1. (0/3)
2
3
Activate: Until the end of next turn, your 1-Cost cards cost 0.
2
0
End of Turn: Draw a card if you're winning here. Otherwise, +1 Power.
2
4
Moveable once. Nothing can stop you from moving or playing this to any location.
2
4
Moveable once. Nothing can stop you from moving or playing this to any location.
2
2
When a card enters your hand from anywhere (except your deck), +1 Power.
2
4
On Reveal: Draw a card from your opponent's deck.
2
5
On Reveal: Add an Illusion to another location. Activate: Swap Power with it.
2
3
On Reveal: Discard the leftmost card in your hand to add a random card with the same Cost to your hand.
2
3
On Reveal: Add another Sentinel to your hand.
2
3
On Reveal: Add another Sentinel to your hand.
2
1
Ongoing: Each turn, one of your other cards here is Moveable. (your choice)
2
1
Ongoing: Each turn, one of your other cards here is Moveable. (your choice)
2
1
Activate: +2 Power for each 5-Cost or more card you have here and in hand.
2
3
On Reveal: Discard the card that costs the least from your hand.
2
4
Ongoing: Can't be destroyed, moved, or have its Power reduced.
2
3
On turn 5, you get to see your opponent's plays before you make your own.
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