At the end of your turn, this creature gains hidden. At the start of your turn, this creature deals 1 damage to the opposing god.
Frontline. Roar: Deal X damage to your god where X is the number of creatures in your opponent's void.
When this creature attacks & Roar: Reduce by 1 the cost of each non-Deception, non-Neutral card in your hand.
Roar: Destroy all sleeping creatures.
Hidden. Flank. When this creature attacks a god, steal 3 of their favor. (You also gain favor for attacking.)
After this creature attacks, deal 2 damage to each god.
Hidden for 1 turn.
Protected.
Deadly. Frontline. Roar: Summon a Wrath Zealot.
Confused. After this creature attacks a creature, deal 2 damage to a random enemy creature.
Afterlife: Heal your opponent's god for 3.
Roar: Pull the top card of your deck into your void.
Whenever a creature dies, its owner draws a card.
Soulless. Roar: Destroy a friendly creature. Afterlife: If the creature is in a void, give it +2/+2, and pull it onto the board.
Hidden. Flank.
Leech. Roar: Give deadly to all of your creatures.
Afterlife: Deal 4 damage to your god and pull the top card of your deck into your void.
Leech. At the end of your turn, deal 3 damage to a random sleeping enemy creature. Roar: All other creatures go to sleep.
Roar: Destroy a creature with health 3 or less.
Roar: Target two creatures. Deal 1 damage to enemy creatures; give friendly creatures +1/+1.
At the end of each turn, if your god power is active, change it to a random common one.
Whenever you cast a spell, this creature gets +1/+1.
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