Invocation: At the start of your turn, if you have more shadows than cards in your deck, invoke this card.
When this follower comes into play, if you have more shadows than cards in your deck, give your leader the following effect: Once on each of your turns, when you perform Necromancy, gain X shadows and recover X play points. X equals the Necromancy cost. (This effect is not stackable and lasts for the rest of the match.)
I know what you're thinking: you can't change fate, and you can't escape death. Must suck being a human, seeing as you can't tell the future and all. But don't give up yet. Show me some guts—um, the figurative kind—and I'll take care of the rest!
So you get it now? Death is just a big bully sometimes—you can totally escape him. So who cares if you can't see the future? As long as you show some spine, somebody'll help you. I promise. In fact, that somebody might just be me!
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