Stay in Paradise
Trait Festive
Put 2 different random Festive cards (excluding Stay in Paradise) from your deck into your hand.
If you have more evolution points than your opponent, recover 1 play point. (You have 0 evolution points on turns you are unable to evolve.)
Well of Destiny
Trait -
At the start of your turn, give +1/+1 to a random allied follower.
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.)
Dogged Detective
Trait -
Unevolved
3
3
Fanfare: If any evolved allied followers are in play, evolve this follower.
Evolved
5
5
Wild Merman
Trait -
Unevolved
3
3
Fanfare: If any enemy followers are in play and no other allied followers are in play, gain +1/+1 and Rush.
Evolved
5
5
Torchbearing Guide
Trait Festive
Unevolved
3
3
Fanfare: Put a random Festive follower (excluding Torchbearing Guide) from your deck into your hand.
Evolved
5
5
Advent of Peace
Trait -
Destroy an enemy follower or amulet.
If at least 10 allied followers have been destroyed this match, summon a Shadow Berserker.
Then, if at least 20 allied followers have been destroyed, summon a Shadow General and recover 1 evolution point.
Angel's Blessing
Trait -
Draw 2 cards.
If you have more evolution points than your opponent, restore 2 defense to your leader and recover 2 play points. (You have 0 evolution points on turns you are unable to evolve.)
Angel's Blessing
Trait -
Draw 2 cards.
If you have more evolution points than your opponent, restore 2 defense to your leader and recover 2 play points. (You have 0 evolution points on turns you are unable to evolve.)
Goliath
Trait -
Unevolved
3
4
Evolved
5
6