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Card Details

12

Ard Feainn

Resilience.

Order: Look at the top 2 cards from your deck, and choose one to move to the bottom.

If it was an Agent, give an enemy unit Spying. If it was an Aristocrat, give an enemy unit Bleeding (2).

Whenever you play an Aristocrat, refresh the Order.

While in deck, when you play a gold Aristocrat, Summon self to your Melee row.

The Great Sun does not extend its light to those destined for the gutters.

Resilience: Status that allows a unit to remain on the battlefield at the end of the round, then disappears.
Note: Boost and Armor are not carried over to the next round.
Order: An ability triggered manually by the player. Cards with Order cannot be used for 1 turn after being placed on the battlefield.
Spying: Status with no additional effect. Can be used by other cards and abilities.
Bleeding: Status that damages the unit by 1 at the end of its turn. Note: Bleeding turns can accumulate, 1 turn of Bleeding cancels out 1 turn of Vitality. Bleeding ignores armor.
Summon: Move automatically to the battlefield (not considered played).
Melee: This ability can only be used while on the melee row.

12

Ard Feainn

Resilience.

Order: Look at the top 2 cards from your deck, and choose one to move to the bottom.

If it was an Agent, give an enemy unit Spying. If it was an Aristocrat, give an enemy unit Bleeding (2).

Whenever you play an Aristocrat, refresh the Order.

While in deck, when you play a gold Aristocrat, Summon self to your Melee row.

The Great Sun does not extend its light to those destined for the gutters.