attune When I'm summoned, refill 1 spell mana.

barrier Negates the next damage the unit would take. Lasts one round.

burst Can be played whenever you may act. Happens instantly and allows you to continue to play other cards.

can't attack

can't block

immobile Can't attack or block.

capture A Captured card is removed from the game. It returns when the Capturing unit leaves play.

challenger Can choose which enemy unit blocks.

deep I have +3|+3 once your deck has had 15 or fewer cards left.

double attack While attacking, it strikes both before AND at the same time as its blocker.

elusive Can only be blocked by an Elusive unit.

ephemeral This unit dies when it strikes or when the round ends.

fast Can be played whenever you may act. Happens after your opponent has a chance to react.

fearsome Can only be blocked by enemies with 3 or more Power.

fleeting Fleeting cards discard from hand when the round ends.

landmark Landmarks take up a space on the board. They can't attack, block, or take damage.

augment When you play a created card, grant me +1|+0.

focus Can be played outside combat or when no other spells or skills are pending. Happens instantly and allows you to continue to play other cards.

spell

aura

lurk When you attack while I'm on top of your deck, I Lurk, granting Lurker allies everywhere +1|+0. Max once per round.

impact When this strikes while attacking, it deals 1 to the enemy Nexus. This keyword can stack.

fated Each round, the first time an allied card targets me, grant me +1|+1.

attach Attach me to an ally to give it my stats and keywords while I'm attached. When that ally leaves play, Recall me.

formidable I strike with my Health instead of my Power.

hallowed After I die, for the rest of the game when allies attack, hallow your first attacker giving it +1|+0 that round.

evolve I have +2|+2 once you've had Units with 6+ other unique positive keywords in play this game.

equipment Equip to a unit to grant the listed bonuses. If the unit leaves play, the equipment will return to your hand. You may play each equipment at most once per round.

frostbite Set a unit's Power to 0 this round. It can be changed after.

fury When I kill a unit, grant me +1|+1.

last breath These abilities take effect when the unit dies.

lifesteal Damage this unit deals heals its Nexus that amount.

overwhelm Excess damage I deal to my blocker is dealt to the enemy Nexus.

quick attack While attacking, strikes before its blocker.

regeneration Heals fully at the end of each round.

scout The first time only Scout units attack each round, ready your attack.

skill

slow Can be played outside of combat when no spells or skills are pending. Happens after your opponent has a chance to react.

spellshield Negates the next enemy spell or skill that would affect me.

stun Remove a unit from combat. It can't attack or block for the rest of the round.

tough Takes 1 less damage from all sources.

vulnerable The enemy can challenge this unit, forcing it to block.