Discover synergies and card combinations.
Heal your god for 7. If this puts your god at full health, add a random Nature card to your hand.
Roar: Shuffle two random Nethers into your deck.
Hidden for 1 turn. Backline. Whenever a spell is cast, give a copy of it to the other player.
At the end of each turn, if your god power is active, change it to a random common one.
Each turn this is in your hand, transform into a random legendary creature.
Roar: Equip a 1/1 Barbed Hook. If you control another Viking, equip a 1/2 Barbed Hook instead.
Roar: Your opponent randomly pulls a spell from their deck. Reduce the cost of the spell to 1.
Roar: If you control another Atlantean, this gets +1 strength.
Afterlife: Add a random rune to your hand.
Creatures damaged by this creature get burn +1.
Refresh five mana gems.
At the start of your turn, a random creature in your hand with the lowest mana cost goes to the void. Summon a random highest mana cost creature from your void.
At the end of the turn, pull this card from the void into your hand.
Backline. Whenever you summon a friendly creature with strength 2 or less, add a random Anim to your hand. The Anim costs 1 extra mana.
Ward. Roar: Summon a Will O' Wisp.
Roar: Replace all anims, enchanted weapons, and runes in your hand with random legendary cards.
Ability: Reduce by 1 the cost of all spells in your hand that costs no more than your total unlocked Mana gems. This relic loses 1 durability.
Add one of each rune to your hand.
Protected. Ward. Spell boost +2. Whenever you cast a spell, add a copy of Beam to your hand that costs 1 mana.
Roar: Give a friendly creature +2 health.
Confused. Roar: Refresh 2 mana.