Extreme Carrot
Trait Natura
Unevolved
2
2
Last Words: If an allied Naterran Great Tree is in play, put an Extreme Carrot into your hand.
Evolved
4
4
(Same as the unevolved form.)
Desert Pathfinder
Trait Natura
Unevolved
2
2
Last Words: If there are no allied Naterran Great Trees in play, summon a Naterran Great Tree.
Evolved
4
4
Evolve: Put a Naterran Great Tree into your hand.
Last Words: If there are no allied Naterran Great Trees in play, summon a Naterran Great Tree.
Desert Pathfinder
Trait Natura
Unevolved
2
2
Last Words: If there are no allied Naterran Great Trees in play, summon a Naterran Great Tree.
Evolved
4
4
Evolve: Put a Naterran Great Tree into your hand.
Last Words: If there are no allied Naterran Great Trees in play, summon a Naterran Great Tree.
Dawn's Splendor
Trait -
Unevolved
2
2
Fanfare: Give your leader the following effect until the end of your opponent's turn - Whenever an enemy follower with Storm attacks your leader, give that follower -2/-0.
Evolved
4
4
Evolve: Give -2/-0 to an enemy follower.
Bazooka Goblins
Trait -
Unevolved
2
2
Fanfare: Deal 3 damage to all enemy followers that have Ambush active.
Evolved
4
4
Travelers' Respite
Trait Natura
Restore 2 defense to your leader.
Put a Naterran Great Tree into your hand and change its cost to 0.
Travelers' Respite
Trait Natura
Restore 2 defense to your leader.
Put a Naterran Great Tree into your hand and change its cost to 0.
Well of Destiny
Trait -
At the start of your turn, give +1/+1 to a random allied follower.
Strategic Assembly
Trait -
Countdown (3)
At the end of your turn, give a random allied follower +1/+0.
At the end of your turn, give a random allied follower with no card text Ward.
Mercenary Drifter
Trait -
Unevolved
3
2
Evolved
5
4
Harnessed Flame
Trait -
Unevolved
2
1
Strike: Deal 2 damage to the enemy leader.
At the start of your turn, combine with an allied Harnessed Glass to become a Flame and Glass.
Evolved
4
3
(Same as the unevolved form.)
Harnessed Glass
Trait -
Unevolved
1
2
Strike: Deal 1 damage to all enemy followers.
At the start of your turn, combine with an allied Harnessed Flame to become a Flame and Glass.
Evolved
3
4
(Same as the unevolved form.)