0 of 5 Energy

    5 cards in hand

    Choose a creature to lead.

    1. Gloamwood Hexer

      Interference. When this creature enters the Combat Zone, the opposing Combat creature can't leave the Combat Zone this turn.

      “Every plan has a seam. Pull it.”

    2. Bloodmane Ravager

      Reckless. When this creature attacks, it takes 1 damage after combat.

    3. Lysander, Quick of Blade

      Evasive. When this creature leaves the Combat Zone, restore 1 Health to it.

    4. Grim Headsman

      Finisher. This creature deals +2 damage to creatures that have already taken damage.

    5 of 5 Energy

      1. Lockdown

        The opposing Combat creature can't leave the Combat Zone this turn.

      2. Mend

        Restore 3 Health to a creature.

        “Even deep wounds can be turned aside.”

      3. Forced Retreat

        Your opponent must swap their Combat creature with a creature in their Reserve of their choice.

        “Not a retreat. A reminder.”

      4. Quick Step

        Your next swap this turn costs 2 less Energy.

      5. Overextend

        The opposing Combat creature takes 3 damage after its next attack this turn.

        “Reach too far and the ground gives way.”