you may recover 1 card from cooldown 1on yourself.
Expires on use.
Eternal Armor (max 3)
During your turn:
you may: +3 physical defense & +3 magical defenseon yourself.
Expires on use.
Fire Mastery (max 6)
When attacking:
either +1 Fire damage / or Burn x1 on the target / or Supernova x1on yourself.
Expires on use.
Harmony (max 8)
When attacking:
if Harmony is between 1 and 2, +1 Wind damage.
If Harmony is between 3 and 5, +2 Wind damage.
If Harmony is between 6 and 8, +3 Wind damage.
Expires if SHEN-LONG takes damage.
Holy Presence (max 2)
At the start of turn:
2 Holy damageon all enemies & +1 energy per stack.
Expires on use.
Honor (max 8)
When attacking:
+1 Wind damage.
Expires on use.
Ice Scale (max 6)
During your turn:
you may: +1 physical defense & +1 magical defenseon yourself.
NB: Summons cannot benefit from this status effect.
Expires on use.
Intense Magic (max 5)
When attacking:
the attack ignores the target's magical defense.
Expires on use.
Lightning Orb (max 4)
When attacked:
2 Lightning damage to the attacker.
Expires on use.
Necrotic Mist (max 3)
On death:
stay at 1 hit points.
Expires on use.
Pact (max 4)
During your turn:
you may have one of your Summons take a turn immediately.
Expires on use.
Patience (max 3)
When attacking:
the attack's damage is doubled.
Expires on use.
Renewal (max 6)
At the start of turn:
+2 hit points per stack on yourself.
50 % chance to expire on use.
Sacrifice (max 4)
When attacked:
damage taken is redirected to JUGGERNAUT.
Expires on use.
Second Life (max 1)
On death:
return to your max hit points.
Expires on use.
Shadow Transfer (max 3)
When attacked:
damage taken is transferred to a SHADOW LORD Summon.
Expires on use.
Shadowstrike (max 6)
When attacking:
+1 Shadow damage.
Expires on use.
Supernova (max 6)
When attacked:
1 Fire damage per stack on the attacker & Burn x1.
Expires on use.
Terrifying Taunt (max 6)
During your turn:
redirect the next all enemiesall enemies in meleea random enemy attack onto yourself & Fear x1 on the attacker.
Expires on use.
Ultimate Barrier (max 4)
When attacked:
fully ignore the attack (damage and status effects) & deal 3 Earth damage to the attacker.
Expires on use.
Water Spirit (max 8)
During your turn:
you may: +3 physical defense & +3 magical defenseon an ally of your choice / or +2 physical defense & +2 magical defenseon all your allies / or 1 Water damageon an enemy of your choice.
Expires on use.
Wind Aegis (max 5)
At the start of turn:
+1 physical defense & +1 magical defense per stack on yourself.
50 % chance to expire on use.
Wrath (max 5)
When attacking:
+1 Piercing damage (or +2 Piercing damage if hit points< 50 %).