Mind-Control Mage
Trait -
Unevolved
2
2
When this card is fused to another card, draw a card.
----------
Fanfare: Summon a Magic Sediment.
Evolved
4
4
Evolve: Destroy an enemy follower that costs 2 play points or less.
Earth Rite: Summon an allied copy of that follower and give it Last Words - Summon a Magic Sediment.
Eir
Trait -
Unevolved
2
1
Fanfare: Reanimate (X). X equals the number of times this card has been Spellboosted. If X is at least 10, evolve the summoned follower and this follower.
Evolved
4
3
When this follower evolves, Spellboost the cards in your hand 2 times and give your leader the following effect: The next time your leader takes damage, reduce that damage to 0.
Magic Missile
Trait -
Deal 1 damage to an enemy.
Draw a card.
Magic Missile
Trait -
Deal 1 damage to an enemy.
Draw a card.
Conjure Golem
Trait -
Summon a Clay Golem.
Conjure Golem
Trait -
Summon a Clay Golem.
Wind Blast
Trait -
Deal 1 damage to an enemy follower.
Spellboost: Deal 1 more.
Wind Blast
Trait -
Deal 1 damage to an enemy follower.
Spellboost: Deal 1 more.
Aqueous Sphere
Trait -
Deal 1 damage to a random enemy follower.
Spellboost: Deal 1 more.
If this card has been Spellboosted at least 5 times, deal damage to 2 random enemy followers instead.
Magical Strategy
Trait Chess
Summon a Magical Pawn.
Draw a card.
If at least 8 allied Magical Pawns have left play this match, summon 2 and draw 2 instead.
Magical Strategy
Trait Chess
Summon a Magical Pawn.
Draw a card.
If at least 8 allied Magical Pawns have left play this match, summon 2 and draw 2 instead.
Mustering Melody
Trait -
Choose: Put a Magical Squirrel or Wise Owl into your hand. Then, if this card has been Spellboosted at least 5 times, change its cost to 0 and restore 2 defense to your leader.