Mastery Pack: Guardian + Smash Palace

Last modified August 8, 2025

General Notes

Mastery Pack: Guardian contains and becomes legal for tournament play on its official release date: 08 August, 2025

Icons

  • {r} Resource Point
  • {p} Power
  • {d} Defense Value
  • {h} Life
  • {i} Intellect
  • {c} Chi point
  • {t} Tap
  • {u} Untap

Returning Cards

Welcome to Rathe

  • Bravo
  • Buckling Blow (RED/YEL/BLU)
  • Cartilage Crush (RED/YEL/BLU)
  • Chokeslam (RED/YEL/BLU)
  • Crush Confidence (RED/YEL/BLU)
  • Debilitate (RED/YEL/BLU)
  • Disable (RED/YEL/BLU)
  • Emerging Power (RED)
  • Goliath Gauntlet
  • Heartened Cross Strap
  • Helm of Isen's Peak
  • Hope Merchant's Hood
  • Ironrot Gauntlet
  • Ironrot Helm
  • Ironrot Legs
  • Ironrot Plate
  • Stonewall Confidence (RED/YEL/BLU)
  • Time Skippers

Crucible of War

  • Crush the Weak (RED/YEL/BLU)

Tales of Aria

  • Embolden (RED/YEL/BLU)
  • Rotten Old Buckler
  • Thump (RED/YEL/BLU)

Everfest

  • Macho Grande (RED/YEL/BLU)
  • Thunder Quake (RED/YEL/BLU)
  • Valda Brightaxe

Dynasty

  • Steelbraid Buckler

Heavy Hitters

  • High Riser

Other

  • Jarl Vetreiði

Returning Tokens

Welcome to Rathe

  • Seismic Surge

Dynasty

  • Gold

Mastery Pack: Guardian Card Notes

Valda, Seismic Impact

Guardian Hero

4{i} 40{h}

Whenever an opponent draws 1 or more cards during an action phase, create that many Seismic Surge tokens.

At the start of your turn, if you control 3 or more Seismic Surge tokens, cards you own with crush get dominate this turn.

  • Valda’s first ability triggers each time an opponent draws 1 or more cards during any action phase (not just your own). When the triggered effect resolves, you will create that many Seismic Surge tokens equal to how many cards were drawn by that opponent.
  • If an effect results in one single event where your opponent draws 1 or more cards, Valda’s first ability will trigger only once (e.g. an effect that results in “Draw 2 cards” would trigger Valda once).
  • Valda’s second ability triggers at the start of your turn. Whether or not you control 3 or more Seismic Surge tokens is checked when the triggered effect resolves. If you have 3 or more Seismic Surge tokens, you will generate a continuous effect that applies to cards you own with a crush ability. When applied, those cards get dominate this turn.
  • Neither player receives priority during the start phase of a turn.
  • In the scenario where Valda successfully resolves their start of turn triggered effect, plays Leave a Dent then attacks with a Guardian weapon, the weapon attack will have Leave a Dent’s Crush ability, but not the weapon card itself. As the Guardian weapon attack is not strictly a card you own with a crush ability; it will not get dominate from Valda’s triggered effect.

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Testament of Valahai

Guardian Equipment - Off-Hand

1{d}

If you control three or more Seismic Surge tokens, this gets +2{d}. If you control six or more, instead this gets +4{d}.
Guardwell

  • Testament of Valahai’s ability generates a conditional continuous effect that is always checking as long as it is face-up in the arena. If you control three or more Seismic Surge tokens, this gets +2{d}. However, if you control six or more Seismic Surge tokens, this will get +4{d} instead of +2{d}
  • If you control 3 Seismic Surge tokens when this defends, then you lose one of those tokens, this will lose the +2{d}. Similarly, if you control 6 Seismic Surge tokens when this defends, then you lose one of those tokens, this will lose the +4{d}.
  • If a Seismic Surge token is created during the damage step and causes the if-conditional effect(s) to become active (e.g. 2 to 3; 5 to 6), it will get the +2{d}/+4{d} but the damage will not be recalculated.

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Richter Scale

Guardian Equipment - Chest

1{d}

Action -- Destroy this: Create 2 Seismic Surge tokens.

Battleworn

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Gauntlet of Boulderhold

Guardian Equipment - Arms

1{d}

Action -- {r}{r}{r}, destroy this: The next Guardian attack action card you play this turn gets +2{p}. Go again

Battleworn

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Craterhoof

Guardian Equipment - Legs

1{d}

Action -- {r}{r}{r}, destroy this: The next Guardian attack action card you play from arsenal this turn gets dominate. Go again

Battleworn

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Hoarding of Denial

Guardian Equipment - Off-Hand

0{d}

This gets +X{d} while defending, where X is the number of cards with cost 3 or more defending this combat chain.

Blade Break

  • Hoarding of Denial’s first ability generates a conditional continuous effect that only applies as long as it is defending. It gets +X{d} while it is defending where X is determined based on the current number of defending cards with cost 3 or more this combat chain. The variable X here can change if the total number of these specified defending cards changes (e.g. cards are removed/added).
  • Hoard of Denial’s first ability checks cards defending on the entire combat chain, not just the chain link it is defending on.
  • If the total number of defending cards with cost 3 or more changes after the damage step of Hoarding of Denial’s chain link has passed, the value of X will update but the damage will not be recalculated.

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Tremor of Resistance

Guardian Equipment - Off-Hand

0{d}

If you control a Seismic Surge token, this gets +2{d}.

Blade Break

  • Tremor of Resistance’s ability generates a conditional continuous effect that is always checking as long as it is face-up in the arena. If you control a Seismic Surge token, this gets +2{d}.
  • If you control a Seismic Surge token when this defends, then you lose that token, this will lose the +2{d}.
  • If a Seismic Surge token is created during the damage step and causes the if-conditional effect to become active, it will get the +2{d} but the damage will not be recalculated.

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Ley Line of the Old Ones

Guardian Instant - Aura

(BLU) 0{r}

Legendary

When this enters the arena and whenever you deal damage, create a Seismic Surge token.

At the beginning of your end phase, if you control no Seismic Surge tokens, destroy this.

  • Ley Line of the Old Ones’ first triggered ability triggers when it enters the arena (e.g. resolves on the stack or when it is put into the arena from another card’s effect). It also triggers whenever you deal damage. You will create a Seismic Surge token when the triggered effect resolves.
  • Ley Line of the Old Ones’ second triggered ability triggers at the beginning of your end phase. Whether or not you control a Seismic Surge token is checked when the triggered effect resolves. If you do not control any Seismic Surge tokens, you will destroy the Ley Line of the Old Ones.
  • Neither player receives priority during the end phase of a turn.

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Break Stature

Guardian Action - Attack

(YEL) 5{r} 8{p} 3{d}

Crush - When this deals 4 or more damage to a hero, destroy an aura token they control. They can't create auras with that token's name until the end of their next turn.

  • Break Stature’s Crush ability triggers when it deals 4 or more damage to a hero. When this triggered effect resolves, you will destroy an aura token that the hero controls and also generate a continuous effect. This continuous effect will remain active for the remainder of the turn until the end of that hero’s next turn, which will prevent that hero from creating auras with the name of the token you destroyed by the preceding effect.
  • When resolving Break Stature’s triggered effect, there is no priority between any of the effects generated (e.g. destroying the aura token, generating the continuous effect).
  • If the aura token has lost its name due to an effect (e.g. Amnesia) and is destroyed as part of Break Stature’s Crush effect the player may still create auras with that token's names next turn.

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Clash of Bravado

Guardian Action - Attack

(YEL) 4{r} 7{p} 3{d}

When this defends, clash with the attacking hero. The winner destroys an aura the other hero controls.

  • Clash of Bravado’s ability triggers when it becomes a defending card on the combat chain. You will clash with the attacking hero when this triggered effect resolves. The winner chooses an aura the other hero controls after the outcome of the clash is determined.
  • When resolving Clash of Bravado’s triggered effect, there is no priority between any of the effects generated (e.g. clashing with the attacking hero, the winner destroying an aura card).
  • When resolving Clash of Bravado’s triggered effect, if there is no attacking hero when this triggered effect resolves, the clash effect fails and there is no winner.
  • The winner must destroy a card with the aura subtype the other hero controls when resolving this triggered effect (e.g. an aura permanent, an aura token, a defending card with the aura sub-type, a card with the aura sub-type on the stack).

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Headbutt

Guardian Action - Attack

(BLU) 4{r} 6{p} 3{d}

This can't be defended by non-head equipment.

If you have a head equipped and the defending hero doesn't, this gets +1{p}.

Crush - When this deals 4 or more damage to a hero, put a -1{d} counter on a head they have equipped, then if it has 0{d}, destroy it.

  • Equipment cards without the head sub-type cannot be added as a defending card against Headbutt. This also includes cards with multiple types in addition to the equipment type (e.g. action equipment) but do not have the head sub-type.
  • Headbutt’s second ability generates a conditional continuous effect that is always checking as long as it is face-up in the arena and not defending. It has two conditions that must be satisfied for its effect to be active: 1) you have a card with the head subtype equipped; and 2) the defending hero doesn’t have a card with the head subtype equipped. If any of these conditions are not satisfied, the effect is not active. If both conditions are not satisfied when you attack with this and they are met, this will get +1{p}.
  • If both conditions for Headbutt’s second ability are satisfied during the damage step and causes the if-conditional effect to become active, Headbutt will get the +1{p}, but the damage will not be recalculated.
  • If there is no defending hero, Headbutt will not get the +1{p} from its second ability.
  • Headbutt’s abilities are not functional while defending.
  • When resolving Headbutt’s triggered effect, there is no priority between any of the effects generated (e.g. putting a -1{d} counter on the equipped head card, destroying it if it has 0{d}).

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Pec Perfect

Guardian Action - Attack

(RED) 5{r} 9{p} 3{d}

Whenever a card defends this, clash with the defending hero. The winner destroys the top card of the other hero's deck.

  • If multiple defending cards are declared at the same time against Pec Perfect (e.g. during the defend step), each defending card being added will cause the ability to trigger. Each of those triggered effects will resolve independently of the other triggered effects.
  • When resolving Pec Perfect’s triggered effect, there is no priority between any of the effects generated (e.g. clashing with the defending hero, the winner destroying the top card of the other hero’s deck).
  • When resolving Pec Perfect’s triggered effect, if there are no defending heroes when this triggered effect resolves, the clash effect fails and there is no winner.
  • If multiple heroes are being attacked at the same time, then each defending card will cause the ability to trigger once with the clash against the hero that the card is defending.
  • If a card with protect is declared as defending card for Pec Perfect that targeting another player, then the clash will be with the hero being attacked (the defending hero) not with player that owns/controls the card with protect.

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Put 'Em in Their Place

Guardian Action - Attack

(RED) 6{r} 10{p} 3{d}

Valda Specialization

Crush - When this deals 4 or more damage to a hero, they discard their hand, then they draw that many cards.

  • When resolving Put ‘Em in Their Place’s triggered effect, there is no priority between any of the effects generated (e.g. discarding cards, drawing cards).

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Solid Ground

Guardian Defense Reaction

(BLU) 3{r} 5{d}

This costs {r} less to play for each Seismic Surge you control.

  • Effects that increase resource costs are applied before effects that decrease resource costs.

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Leave a Dent

Guardian Action

(BLU) 0{r} 3{d}

Your next Guardian attack this turn gets "Crush - When this deals 4 or more damage to a hero, destroy the top 4 cards of their deck."

Go again

  • When Leave a Dent resolves, you will generate a continuous effect that will apply to the next Guardian attack this turn (e.g. Guardian weapon attack, Guardian attack action card). When applied, that attack will get a Crush triggered ability.
  • The Crush triggered ability from Leave a Dent’s continuous effect triggers when the Guardian attack it’s applied to deals 4 or more damage to a hero. You will destroy the top 4 cards of that hero’s deck when the triggered effect resolves.

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Visit Anvilheim

Guardian Action

(BLU) X{r} 3{d}

Remove X -1{d} counters from a Guardian off-hand you have equipped.

  • You can play Visit Anvilheim even if you don’t have a Guardian off-hand equipped.
  • The cost value of X is determined at the time the card is declared to be played so that X resources can be paid, and the cost value can be referenced for the purposes of effects (e.g. Frost Lock)
  • You may declare X to be any number when playing Visit Anvilheim. When resolving Visit Anvilheim, if the value of X is greater than the number of -1{d} counters on a Guardian off-hand you have equipped, you will remove as many -1{d} counters as you can (typically all of them). If you declare X=0, no -1{d} counters are removed when Visit Anvilheim resolves.
  • Effects that increase or decrease resource cost (e.g. Solid Ground) will only affect the amount of {r} needed to be paid and will not change the amount of -1{d} counters removed on resolution.

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Daily Grind

Guardian Action - Aura

(BLU) 0{r} 3{d}

Attack action cards you control get "When this defends, clash with the attacking hero. The winner destroys the top card of the other hero's deck."

At the start of your turn, destroy this.

  • Daily Grind’s first ability generates a static-continuous effect that applies to attack action cards you control as long as Daily Grind is a permanent in the arena. When applied, that attack action card will get a “when this defends” triggered ability.
  • The “when this defends” triggered ability the attack action card gets from Daily Grind will trigger when that attack action card becomes a defending card on the combat chain. You will clash with the attacking hero when this triggered effect resolves. The winner destroys the top card of the other hero’s deck after the outcome of the clash is determined.
  • When resolving the “when this defends” triggered effect, there is no priority between any of the effects generated (e.g. clashing with the attacking hero, the winner destroying the top card of the other hero’s deck).
  • When resolving the “when this defends” triggered effect, if there is no attacking hero when this triggered effect resolves, the clash effect fails and there is no winner.
  • If Daily Grind enters the arena, each existing defending attack action card will get the “when this defends” triggered ability; however, these “when this defends” abilities will not trigger as Daily Grind’s effect was not active when those attack action cards became defending cards.
  • Daily Grind’s second ability triggers at the start of your turn. You will destroy Daily Grind when this triggered effect resolves.

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Seismic Shelter

Guardian Action - Aura

(BLU) 0{r} 3{d}

Go again
Attack action cards you control get +X{d} while defending, where X is the number of Seismic Surge tokens you control.

At the start of your turn, destroy this.

  • Seismic Shelter’s second ability generates a static-continuous effect that applies to attack action cards you control as long as Seismic Shelter is a permanent in the arena. When applied, those attack action cards will get +X{d} while they are defending where X is determined based on the current number of Seismic Surge tokens you control. The variable X here can change if the total number of Seismic Surge tokens changes (e.g. tokens are removed/created).
  • If the total number Seismic Surge tokens you control changes after the damage step, the value of X will update but the damage will not be recalculated.
  • If Seismic Shelter enters the arena, each existing defending attack action card will get +X{d}. Damage dealt from the attack will not be recalculated for chain links where those existing defending action cards are and the chain link has passed the damage step.
  • Seismic Shelter’s third ability triggers at the start of your turn. You will destroy Seismic Shelter when this triggered effect resolves.

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Seismic Eruption

Guardian Instant

(YEL) 0{r}

Create 3 Seismic Surge tokens.

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Test of Iron Grip

Guardian Block

(RED) 4{d}

When this defends, clash with the attacking hero. If there is a winner, the other hero discards a card.

  • Test of Iron Grip’s ability triggers when it becomes a defending card on the combat chain. You will clash with the attacking hero when this triggered effect resolves. If there is a winner (e.g. the clash does not result in a tie), the hero who did not win the clash discards a card.
  • When resolving Test of Iron Grip’s triggered effect, there is no priority between any of the effects generated (e.g. clashing with the attacking hero, the hero who did not win discarding a card).
  • When resolving Test of Iron Grip’s triggered effect, if there is no attacking hero when this triggered effect resolves, the clash effect fails and there is no winner.

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Blinding of the Old Ones

Guardian Action - Attack

(RED) 6{r} 10{p} 3{d}

Crush - When this deals 4 or more damage to a Guardian hero, cards they own lose all abilities during their next turn.

Heave 2

  • Blinding of the Old One’s Crush ability triggers when it deals 4 or more damage to a Guardian hero. When this triggered effect resolves, it generates a continuous effect that will be active during that hero’s next turn. During their next turn, cards they own will lose all abilities.
  • The continuous effect generated from Blinding of the Old Ones’ triggered effect affects all cards the player owns, including cards in the arena, hand, arsenal, deck, pitch zone, banished zone, graveyard, and even cards outside the game.
  • When a card loses their abilities, simply treat that card’s text box as empty.
  • If a card loses their abilities this way, they are not prevented from gaining abilities from other effects.

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Disenchantment of the Old Ones

Guardian Action - Attack

(RED) 6{r} 10{p} 3{d}

Crush - When this deals 4 or more damage to a Guardian hero, destroy all auras they control.

Heave 2

  • Disenchantment of the Old Ones’ Crush ability triggers when it deals 4 or more damage to a Guardian hero. You will destroy all auras they control when this triggered effect resolves (e.g. an aura permanent, an aura token, a defending card with the aura sub-type, a card with the aura sub-type on the stack).
  • When resolving the Crush triggered effect, if you destroy defending cards with the aura sub-type after the damage of the attack has been calculated during Disenchantment of the Old Ones’ damage step, damage dealt from the attack will not be recalculated.

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Smelting of the Old Ones

Guardian Action - Attack

(RED) 6{r} 10{p} 3{d}

Crush - When this deals 4 or more damage to a Guardian hero, destroy all equipment they control with -1{d} counters.

Heave 2

  • Smelting of the Old Ones’ Crush ability triggers when it deals 4 or more damage to a Guardian hero. You will destroy all equipment they control with -1{d} counters when this triggered effect resolves (e.g. non-defending equipment, defending equipment, non-permanent equipment).
  • When resolving the Crush triggered effect, if you destroy defending equipment cards with -1{d} counters after the damage of the attack has been calculated during Smelting of the Old Ones’ damage step, damage dealt from the attack will not be recalculated.

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Annexation of All Things Known

Guardian Action - Attack

(YEL) 5{r} 8{p} 3{d}

Crush - When this deals 4 or more damage to a Guardian hero, until the end of your next turn, they can't play face-up cards from arsenal, and you may play face-up cards from their arsenal.

  • Annexation of All Things Known’s Crush ability triggers when it deals 4 or more damage to a Guardian hero. When the triggered effect resolves, it generates a continuous effect that is active until the end of your next turn. Until the end of your next turn, that Guardian hero can’t play face-up cards from arsenal and you may play face-up cards from their arsenal.

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Annexation of Grandeur

Guardian Action - Attack

(YEL) 5{r} 8{p} 3{d}

Crush - When this deals 4 or more damage to a Guardian hero, gain control of an aura they control.

  • Annexation of Grandeur’s Crush ability triggers when it deals 4 or more damage to a Guardian hero. You gain control of an aura that Guardian hero controls when this triggered effect resolves (e.g. an aura permanent, an aura token, a defending card with the aura sub-type, a card with the aura sub-type on the stack).
  • Any objects you gain control of from the other player will remain in its current state (e.g. tapped/untapped, existing counters, etc.).
  • The effect of gaining control of an object does not satisfy any conditions nor trigger any effects that specifically look at when the object enters the arena or is played because the object is already in the arena and the control of the object is simply changing.
  • Gaining control of an object does not count as the other hero stealing or heroes giving that object for the purposes of rules or effects.
  • When resolving the Crush triggered effect, if you were to gain control of a defending card with the aura sub-type, it will remain as a defending card. If this is the case and the damage step hasn’t happened yet, that defending card will contribute its defense value (if any) during the attack’s damage calculation.

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Annexation of the Forge

Guardian Action - Attack

(YEL) 5{r} 8{p} 3{d}

Crush - When this deals 4 or more damage to a Guardian hero, equip an equipment they have equipped.

  • Annexation of the Forge’s Crush ability triggers when it deals 4 or more damage to a Guardian hero. You equip an equipment they have equipped when this triggered effect resolves.
  • When resolving the Crush triggered effect, you must have the appropriate empty head, arms, legs, or chest zones with nothing equipped to it to be able to equip the equipment you choose. This is also true for off-hand/one-hand equipment: you must have the appropriate empty weapon zones with nothing equipped to them. In any of these situations, if the zones are not empty and/or they have objects equipped to them, the equip effect simply fails.
  • Any objects you equip from the other player will remain in its current state (e.g. tapped/untapped, existing counters, defending itself etc.).
  • Equipping an object this way can satisfy any conditions and can trigger any effects that specifically look at when you equip an object.
  • The effect of equipping an object this way does not satisfy any conditions nor trigger any effects that specifically look at when the object enters the arena or is played because the object is already in the arena.
  • Equipping an object this way does not count as stealing or heroes giving that object for the purposes of rules or effects.
  • When resolving the Crush triggered effect, if you were to gain control of a defending equipment card that is equipped, it will remain as a defending card. If this is the case and the damage step hasn’t happened yet, that defending card will contribute its defense value (if any) during the attack’s damage calculation.

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Fault Line

Guardian Action - Attack

(RED) 3{r} 7{p} 3{d}

If you have a card in your arsenal, this gets +1{p}.

Crush - When this deals 4 or more damage to a hero, put all cards in all arsenals on the bottom of their owner's deck.

  • Fault Line’s first ability generates a conditional continuous effect that is always checking as long as it is face-up in the arena and not defending. If you do not have a card in your arsenal when you attack with this, then a card is put into your arsenal, this will get +1{p}.
  • Fault Line’s first ability is not functional while defending.
  • If a card is placed into the arsenal during the damage step and causes the if-conditional effect to become active, it will get the +1{p} from having a card in your arsenal but the damage will not be recalculated.
  • if a card is removed from arsenal during the damage step and causes the if-conditional effect to no longer be active (e.g. resolving Fault Line’s Crush triggered effect), it will lose the +1{p} but the damage will not be recalculated.
  • Fault Line’s Crush ability triggers when it deals 4 or more damage to a hero. You will put all cards in all arsenals on the bottom of their owner’s deck when this triggered effect resolves
  • When resolving the Crush triggered effect, if a player’s arsenal has multiple cards, you will choose the order the cards are put on the bottom of their owner’s deck. You will not be able to look at any face-down arsenal cards when making this decision.

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Hostile Encroachment

Guardian Action - Attack

(RED) 3{r} 8{p} 3{d}

When this attacks a hero, they draw a card.

Crush - When this deals 4 or more damage to a hero, they discard a card.

  • Hostile Encroachment’s first ability triggers when it resolves on the stack and becomes an attacking card against a hero. That hero draws a card when this triggered effect resolves.
  • Hostile Encroachment’s Crush ability triggers when it deals 4 or more damage to a hero. That hero will choose and discard a card from their hand when this triggered effect resolves.

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Renounce Grandeur

Guardian Action - Attack

(RED) 3{r} 7{p} 3{d}

If the defending hero controls an aura token, this gets +1{p}.

Crush - When this deals 4 or more damage to a hero, they can't create aura tokens during their next turn.

  • Renounce Grandeur’s first ability generates a conditional continuous effect that is always checking as long as it is face-up in the arena and not defending. If the defending hero does not control an aura token when you attack with this, then they control one, this will get +1{p}.
  • Renounce Grandeur’s first ability is not functional while defending.
  • If the defending hero gains control of an aura token during the damage step and causes the if-conditional effect to become active, it will get the +1{p} from the defending hero controlling an aura token but the damage will not be recalculated.
  • If the defending hero no longer controls an aura token during the damage step and causes the if-conditional effect to no longer be active (e.g. applying Spectral Shield’s ward prevention effect), it will lose the +1{p} but the damage will not be recalculated.
  • Renounce Grandeur’s Crush ability triggers when it deals 4 or more damage to a hero. When the triggered effect resolves, it generates a continuous effect that is active during that hero’s next turn. During their next turn, that hero can’t create aura tokens.

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Aftershock

Guardian Action - Attack

(RED/YEL/BLU) 4{r} 8/7/6{p} 3{d}

When this attacks, if you've controlled a Seismic Surge token this turn, create a Seismic Surge token.

  • Aftershock’s ability triggers when it resolves on the stack and becomes an attacking card. Whether or not you’ve controlled a Seismic Surge token this turn is checked when this triggered effect resolves. If you’ve controlled a Seismic Surge token this turn, you will create a Seismic Surge token.

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Little Big Foot

Guardian Action - Attack

(RED/YEL/BLU) 4{r} 3{p} 3{d}

If there are two or more cards with cost 3 or more in your pitch zone, this gets +6/5/4{p}.

  • Little Big Foot’s ability generates a conditional continuous effect that is always checking as long as it is face-up in the arena and not defending. If there are less than two cards with cost 3 or more in your pitch zone when you attack with this, but later this will change and there will be two or more cards with cost 3 or more in your pitch zone, then this will get +6/5/4{p}.
  • Little Big Foot’s ability is not functional while defending.
  • If a card is pitched so that you have 2 cards with cost 3 or more during the damage step and causes the if-conditional effect to become active, it will get the +6/5/4{p} from having two cards which cost 3 or more, but the damage will not be recalculated.

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Draw a Crowd

Guardian Action - Aura

(BLU) 2{r} 3{d}

Go again

When this enters the arena, each hero draws a card.

At the beginning of your action phase, destroy this, then the next Guardian attack action card you play this turn gets +3{p}.

  • Draw a Crowd’s second ability triggers when it enters the arena (e.g. resolves on the stack or when it is put into the arena from another card’s effect). When this triggered effect resolves, each hero will draw a card in clockwise order beginning with the controller of the triggered effect.
  • Draw a Crowd’s third ability triggers at the beginning of your action phase. When that triggered effect resolves, you will destroy Draw a Crowd, and generate a continuous effect that will apply to the next Guardian attack action card you play this turn. When applied, that Guardian attack action card you play will get +3{p}.
  • When resolving any of Draw a Crowd’s triggered effects, there is no priority between any of the effects generated by them respectively (e.g. There is no priority between each hero drawing a card while resolving the second ability’s triggered effect; There is no priority between destroying Draw a Crowd and generating the continuous effect)

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Promising Terrain

Guardian Action - Aura

(BLU) 0{r} 3{d}

Go again

If you would create 1 or more Seismic Surge tokens, instead create that many plus 1.

At the beginning of your action phase, destroy this, then if you control 3 or more Seismic Surge tokens, draw a card and gain 1{h}.

  • Promising Terrain’s second ability generates a replacement effect that applies each time you create 1 or more Seismic Surge tokens as long as Promising Terrain is a permanent in the arena. If you would create 1 or more Seismic Surge tokens, you will instead create that many tokens plus 1 more.
  • Promising Terrain’s third ability triggers at the beginning of your action phase. When that triggered effect resolves, you will destroy Promising Terrain, then whether or not you control 3 or more Seismic Surge tokens is checked. If you do control 3 or more of the specified token, you will draw a card and gain 1{h}.
  • When resolving Promising Terrain’s triggered effect, there is no priority between any of the effects generated (e.g. destroying Promising Terrain, drawing a card, gaining 1{h})

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Tectonic Instability

Guardian Action

(BLU) 0{r} 3{d}

Each hero puts a card from their arsenal on the bottom of their deck. If they do, they draw a card.

Create Seismic Surge tokens equal to the number of cards drawn this way.

Go again

  • When Tectonic Instability resolves, each hero will put a card from their arsenal on the bottom of their deck beginning with the controller of the Tectonic Instability and going in clockwise order. After all players put their cards on the bottom of their decks, each hero that did so will draw a card. Then, the controller of Tectonic Instability will create a number of Seismic Surge tokens equal to the number of cards drawn this way.
  • If a hero is unable to put a card on the bottom of their deck from Tectonic Instability’s first ability, they will not draw a card.
  • When resolving Tectonic Instability, there is no priority between any of the effects generated (e.g. each hero putting a card from arsenal on the bottom of their deck, drawing a card, creating Seismic Surge tokens)

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Clash of Heads | Clash of Chests | Clash of Arms | Clash of Legs | Clash of Shields

Guardian Block

(YEL) 4{d}

When this defends a Guardian attack, clash with the attacking hero. If there is a winner, the other hero puts a -1{d} counter on a head/chest/arms/legs/off-hand they have equipped. If they don't, they lose 1{h}.

  • These cards each have an ability that triggers when they become a defending card on the combat chain against a Guardian attack (e.g. Guardian weapon attack, Guardian attack action card). You will clash with the attacking hero when the triggered effect resolves. If there is a winner (e.g. the clash does not result in a tie), the hero who did not win the clash will put -1{d} counter on a head/chest/arms/legs/off-hand they have equipped. If they are unable to destroy it, they must lose 1{h}.
  • When resolving these cards’ triggered effects, there is no priority between any of the effects generated (e.g. clashing with the attacking hero, the hero who did not win putting -1{d} counter on an equipment, losing {h}).
  • When resolving these cards’ triggered effects, if there is no attacking hero when the triggered effect resolves, the clash effect fails and there is no winner

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Clash of Mountains

Guardian Action - Attack

(RED/YEL/BLU) 4{r} 8/7/6{p} 3{d}

When this defends a Guardian attack, clash with the attacking hero. The winner creates a Seismic Surge token.

  • Clash of Mountain’s ability triggers when it becomes a defending card on the combat chain against a Guardian attack (e.g. Guardian weapon attack, Guardian attack action card). You will clash with the attacking hero when this triggered effect resolves. The winner will create a Seismic Surge token.
  • When resolving Clash of Mountain’s triggered effect, there is no priority between any of the effects generated (e.g. clashing with the attacking hero, creating a seismic surge token).
  • When resolving Clash of Mountain’s triggered effect, if there is no attacking hero when this triggered effect resolves, the clash effect fails and there is no winner.

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Flatten the Field

Guardian Action - Attack

(RED/YEL/BLU) 4{r} 8/7/6{p} 3{d}

Crush - When this deals 4 or more damage to a hero, destroy a Seismic Surge token they control.

  • Flatten the Field’s Crush ability triggers when it deals 4 or more damage to a hero. You will destroy a Seismic Surge token they control when this triggered effect resolves.

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Grind Them Down

Guardian Action - Attack

(RED/YEL/BLU) 3{r} 7/6/5{p} 3{d}

Crush - When this deals 4 or more damage to a hero, destroy the top card of their deck.

  • Flatten the Field’s Crush ability triggers when it deals 4 or more damage to a hero. You will destroy the top card of their deck when this triggered effect resolves.

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Rubble Raiser

Guardian Action - Attack

(RED/YEL/BLU) 4{r} 8/7/6{p} 3{d}

Heave 2

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Overswing

Guardian Action

(RED/YEL/BLU) 2{r} 3{d}

The next Guardian attack action card you play this turn gets +5/4/3{p}
Go again

Heave 2

  • When Overswing resolves, you will generate a continuous effect that will apply to the next Guardian attack action card you play this turn. When applied, that Guardian attack action card will get +5/4/3{p}.

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Geyser of Seismic Stirrings

Guardian Action - Aura

(RED/YEL/BLU) 2{r} 3{d}

Go again
This enters the arena with 3/2/an energy counter(s). When it has none, destroy it.
At the beginning of your end phase, remove an energy counter from this and create a Seismic Surge token.

  • When Geyser of Seismic Stirrings enters the arena (e.g. resolves on the stack or when it is put into the arena from another card’s effect), it will enter with the specified number of energy counters. It has a state-based triggered ability that triggers when it has no more energy counters on it. When this triggered effect resolves, if Geyser of Seismic Stirrings still has no energy counters on it, you will destroy it.
  • Geyser of Seismic Stirrings’ third ability triggers at the beginning of your end phase. When this triggered effect resolves, you will remove an energy counter from Geyser of Seismic Stirrings and create a Seismic Surge token.
  • Neither player receives priority during the end phase of a turn.

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Crash and Bash

Guardian Block

(RED/YEL/BLU) 4/3/2{d}

When this defends, you may reveal a card with crush from your hand. If you do, create a Seismic Surge token.

  • Crash and Bash’s ability triggers when it becomes a defending card on the combat chain. This is an optional effect: you may reveal a card with the crush ability on it from your hand. If you do, you will create a Seismic Surge token.
  • When resolving Crash and Bash’s triggered effect, there is no priority between any of the effects generated (e.g. revealing a card with crush, creating a Seismic Surge token).

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Base of the Mountain

Generic Equipment - Legs

*{d}

When this defends, banish any number of action cards from your hand, then add them to the chain link as defending cards.
This card's {d} is equal to the number of action cards defending on the active chain link.
Blade Break

  • Base of the Mountain’s first ability triggers when it becomes a defending card on the combat chain. When the triggered effect resolves, you choose and banish any number of action cards from your hand. Then you will add each of those cards to the current chain link as defending cards. There is no priority between banishing cards and adding them to the chain link.
  • You may choose to banish action cards without a defense property (e.g. Talisman of Recompense, etc.) and add it onto the active chain link as a defending card when resolving the triggered effect.
  • You may choose to banish no cards from your hand.
  • If you banish multiple action cards from your hand, you choose the order they are added to the chain link.
  • You cannot put the chosen card onto the active chain link as a defending card if an effect is active in the game that would prevent that card from defending. For example, if the current attack has overpower and no defending cards, when you resolve this triggered effect and banish 2 action cards from hand, one of the cards is added to the chain link and the other one remains in the banished zone.
  • Adding cards to the chain link as defending cards through Base of the Mountain’s effect is not considered to be defending from hand for the purposes of effects like dominate.
  • Base of the Mountain’s second ability is a property-static ability that defines its defense value at all times based on the number of action cards defending on the active chain link. If there are no defending action cards or the combat chain is not open, then its {d} is 0.

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Sunkwater Lookout | Sunkwater Exoshell | Sunkwater Pincers | Sunkwater Scalers

Generic Equipment - Head | Generic Equipment - Chest | Generic Equipment - Arms | Generic Equipment - Legs

0{d}

When this defends, put a face-up card from your arsenal on the bottom of your deck. If you do, draw a card and this gets +1{d} until end of turn. Blade Break

  • These cards have an ability that triggers when they become defending cards on the combat chain. You must put a face-up card from your arsenal on the bottom of your deck when this triggered effect resolves. If you do, you will draw a card and the defending equipment card gets +1{d}
  • When resolving these cards’ triggered effects above, there is no priority between any of the effects generated (e.g. putting a face-up card from arsenal to the bottom of your deck, drawing a card).

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Call for Backup

Generic Action - Attack

(RED) 3{r} 7{p} 2{d}

When this defends, choose 2 attack action cards with different names in your graveyard. An opponent chooses 1 of them. Banish that card and put the other on top of your deck.

  • Call for Backup’s ability triggers when it becomes a defending card on the combat chain. When this triggered effect resolves, you choose 2 attack action cards with different names in your graveyard. Then an opponent of your choice chooses 1 of your cards. You will banish the chosen card and the card that isn’t banished is put on top of your deck.
  • When resolving Call for Backup’s triggered effect, there is no priority between any of the effects generated (e.g. choosing 2 attack action cards, the opponent choosing 1, you banishing it and putting the other one on top of your deck.)
  • If all the attack action cards in your graveyard have the same name, you choose 1 of them, the opponent banishes it, and no cards are put on the top of your deck.

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Captain of the Guard

Generic Action - Attack

(BLU) 3{r} 5{p} 2{d}

While this is defending, cards with {p} greater than the attack they are defending get +1{d}.

  • Captain of the Guard’s ability generates a conditional continuous effect that is always checking as long as it is face-up in the arena and defending. Cards with {p} greater than the attack they are defending get +1{d}.
  • Captain of the Guard’s ability will apply to itself when defending attack with 6{p} or more.
  • If the defending card have {p} greater than the attack they are defending but does not have printed {d} value, it will not gain defense value. (e.g. Riggermortis added as defending card with Base of the Mountain trigger)

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Fearless Confrontation

Generic Action - Attack

(BLU) 3{r} 5{p} 3{d}

Instant -- Discard this: Target attack gets -1{p} and loses and can't gain dominate.

  • Fearless Confrontation’s Instant activated ability may only be activated from hand.
  • This is a targeted effect: when you activate this ability, you must target an attack. When the activated ability resolves, that attack gets -1{p} and loses and can’t gain dominate.

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Smash Palace Card Notes

Bolfar, Bear Hands

Guardian Hero - Pit-Fighter

4{i} 20{h}

You can't equip weapons.

Action -- {r}{r}{r}: The next attack action card with crush you play this turn may attack an additional hero. Go again

  • Pit-Fighter heroes are legal in Ultimate Pit Fight, but not legal in other official competitive young-hero formats like Commoner and Blitz.
  • If an effect would cause you to equip a weapon, that effect fails. If Bolfar loses their hero abilities, they may equip weapons and keep them equipped even when they regain their hero abilities.
  • In Ultimate Pit Fight, the additional hero that may be attacked must be adjacent to Bolfar. You cannot attack an additional hero that is not adjacent unless an effect allows you to attack ANY hero (e.g. Crowd Roars Fight!).
  • If an effect would give your next attack action card a "Crush" label keyword (e.g.Leave a Dent), Blofar's activated ability would allow it to attack an additional hero.

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Bravo, Flattering Showman

Guardian Hero - Young

4{i} 20{h}

Action -- {r}{r}, {t}: Turn a face-down card in your arsenal face-up. If it has crush, it gets +2{p} and dominate this turn. Go again

  • Bravo, Flattering Showman is a young hero, and is legal in all formats that require a young hero, including Ultimate Pit Fight, Commoner, and Blitz
  • Whether the card you turned face-up has crush is evaluated at the time that the effect resolves. If the card doesn't have crush at the time the effect resolves, then the card gains crush later on (e.g.Leave a Dent), it doesn't retroactively gain +2{p} and dominate.

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Fightmaster Kox

Guardian Hero - Pit-Fighter

4{i} 19{h}

Action -- {t}, destroy a Gold you control: Look at the top 3 cards of the event deck, then put them back in any order. Go again

  • Pit-Fighter heroes are legal in Ultimate Pit Fight, but not legal in other official competitive young-hero formats like commoner and blitz.
  • If there is no event deck (Ultimate Pit Fight), you may still activate Kox's ability, but it will do nothing but resolve go again.

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Groundbreaker Crix

Guardian Hero - Pit-Fighter

4{i} 20{h}

Your attacks get +1{p} while attacking a hero who controls a Seismic Surge token.

Whenever you attack a Guardian hero, clash with them. The winner creates a Seismic Surge token.

  • Pit-Fighter heroes are legal in Ultimate Pit Fight, but not legal in other official competitive young-hero formats like commoner and blitz.
  • If the opposing hero doesn't control a Seismic Surge token, then gains control of one, your attacks will retroactively gain +1{p}. If the opposing hero controls a Seismic Surge token, then loses control of it, your attacks will lose the +1{p} effect.
  • If the opposing hero gains control of a Seismic Surge token during the damage step and causes effect to become active, it will get the +1{p} from the opposing hero controlling a Seismic Surge token but the damage will not be recalculated.

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Reya, the Unyielding

Guardian Hero - Pit-Fighter

4{i} 20{h}

Blocks you own and equipment you control with 1 or greater {d} get protect.

Whenever you protect another hero, create a Gold token.

  • Pit-Fighter heroes are legal in Ultimate Pit Fight, but not legal in other official competitive young-hero formats like commoner and blitz.
  • You own all the cards you start the game with and the tokens you create.
  • You declare defending cards AFTER the opponent being attacked has declared defending cards.
  • You cannot add additional defending cards using protect if it would be illegal to do so by another effect. You can't add additional action cards to an attack with overpower if there is already a defending action card. You can't add additional cards from hand to an attack with dominate if there is already a defending card from hand.
  • Adding a defending card to an attack for another hero using the protect effect triggers Raya's effect. Each card added this way causes the effect to trigger.

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Victor Goldmane, Match Fixer

Guardian Hero - Pit-Fighter

4{i} 20{h}

Instant -- {t}: Choose an opponent. The first card they reveal for their next clash this turn gets +1{p}. When they win that clash, you create a Gold token.

Whenever you attack, you may destroy 3 Gold you control. If you do, the attack gets +3{p} and dominate.

  • Pit-Fighter heroes are legal in Ultimate Pit Fight, but not legal in other official competitive young-hero formats like commoner and blitz.
  • In Ultimate Pit Fight, you may choose any opposing player, not just the players adjacent to you.
  • The activated ability's effect applies to the next clash for that chosen opponent. That opponent doesn't have to clash with you to get the +1{p} effect.
  • If an effect would change the outcome of the clash, you only create a Gold token if the final outcome is a win for the chosen opponent.

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Air of a Comeback

Event

You may put a non-attack action card from your graveyard on top of your deck. If you have no cards in hand, instead you may play it this turn from your graveyard without paying its {r} cost.

  • If you have no cards in hand, you don't put the non-attack action card from your graveyard on top of your deck. The event is replaced by the effect that allows you to play it from the graveyard.
  • Effects that increase {r} cost to play, still apply to the card you would play from your graveyard.

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Benefactor of Bloodworth Goldmane

Event

Create a Gold token.

Your next attack this turn gets "When this attacks, it gets +X{p}, where X is the number of Gold you control."

  • The value of X is determined at the time the trigger resolves. If you gain or lose gold after the trigger resolves, the value of X doesn't change.

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Big Hits, Big Applause

Event

Until end of turn, whenever a hero wins a clash, they draw a card.

Clash with each opposing hero.

  • You clash with each other hero one at a time, starting with the hero on your left and going clockwise around the table. Each clash is resolved completely before starting the clash with the next hero.
  • If an effect would change the outcome of the clash, the final outcome determines the winner that draws a card.

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Code of Conduct: Kill or Be Killed

Event

Until end of turn, you may attack any opposing hero and when you deal lethal damage to them, take an extra turn after this one.

  • In Ultimate Pit Fight, this effect allows you to target opposing heroes that are not directly adjacent (left or right) to you.
  • The effect triggers when you deal lethal damage to a hero, and queues up an extra turn after the current turn. You complete your end of turn procedures as normal, but you are the next turn player. Opposing players do NOT draw up to their intellect at the end of your turn unless it is the first turn of the game.
  • Code of Conduct: Kill or Be Killed only applies on the turn it is flipped. During the additional turn, Code of Conduct: Kill or Be Killed has already been put on the bottom of the deck and you flip another event card from the top of the deck at the beginning of your action phase..

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Hit the Jackpot

Event

Create a Gold token.

Draw cards equal to the total Gold you control.

  • The total Gold you control includes the Gold you create from this event.

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Random Events Unfold

Event

Shuffle the event deck, put this on the bottom, then flip the top card.

  • When the top card is flipped this way, it goes on the stack as it would normally with events.

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Visit the 'Winner Takes All'

Event

Until end of turn, your attacks get "When this attacks a hero, you each create a Gold token, then you wager with them. The winner gains control of all Gold tokens the other hero controls."

  • If there is no winner to the clash (both heroes reveal a card both with the same or both with no power) then both heroes retain the Gold they currently control.

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Bloodied Helm

Event Equipment - Head

0{d}

You may equip this.

Instant -- Destroy this: Put a card from your arsenal on the bottom of your deck. If you do, draw a card.

  • When the event resolves, you have the option to be able to equip this. You may only equip it if you have an empty head zone. You may not retroactively equip this later in the turn, after this event has resolved.
  • As an event equipment, this cannot be included in a player's card-pool and therefore cannot be equipped at the start of a game.

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Bloodied Strapping

Event Equipment - Chest

0{d}

You may equip this.

Action -- Destroy this: The next attack action card you play this turn costs {r}{r} less to play. Go again

  • When the event resolves, you have the option to be able to equip this. You may only equip it if you have an empty chest zone. You may not retroactively equip this later in the turn, after this event has resolved.
  • As an event equipment, this cannot be included in a player's card-pool and therefore cannot be equipped at the start of a game.

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Bloodied Gauntlet

Event Equipment - Arms

0{d}

You may equip this.

Action -- Destroy this: The next attack action card you play this turn gets +2{p}. Go again

  • When the event resolves, you have the option to be able to equip this. You may only equip it if you have an empty arms zone. You may not retroactively equip this later in the turn, after this event has resolved.
  • As an event equipment, this cannot be included in a player's card-pool and therefore cannot be equipped at the start of a game.

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Bloodied Boots

Event Equipment - Legs

0{d}

You may equip this.

Action -- Destroy this: Gain 2 action points.

  • When the event resolves, you have the option to be able to equip this. You may only equip it if you have an empty legs zone. You may not retroactively equip this later in the turn, after this event has resolved.
  • As an event equipment, this cannot be included in a player's card-pool and therefore cannot be equipped at the start of a game.

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Bloodied Shield

Event Equipment - Off-Hand

2{d}

You may equip this.

Blade Break

  • When the event resolves, you have the option to be able to equip this. You may only equip it if you have an empty weapon zone and no other off-hand equipped. You may not retroactively equip this later in the turn, after this event has resolved.
  • As an event equipment, this cannot be included in a player's card-pool and therefore cannot be equipped at the start of a game.

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Arena Medic

Event

Gain 1{h}.

If you have no cards in hand, instead gain 3{h}.

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Crowd Roars Fight!

Event

Your next attack this turn gets +1{p} and may target any opposing hero.

  • In Ultimate Pit Fight, this effect allows your next attack to target opposing heroes that are not directly adjacent (left or right) to you.

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Crushing Impact

Event

The next time you would deal less than 4 damage this turn, instead deal 4 damage.

  • This effect replaces a damage event to deal 4 damage. If you would deal 0 damage, this does not cause it to deal 4 damage instead. e.g. if the power = total defense for an attack.

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Didn't See That Coming

Event

Each hero who has more {h} than you discards a card.

  • The {h} of each hero is checked at the same time, then each hero that meets the criteria discards a card, starting with the hero on your left and going clockwise.

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Dominate the Competition

Event

Your next attack this turn gets dominate.

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Ezy Sqeez Bookie Syndicate

Event

Until end of turn, whenever you attack a hero, wager with them. The winner creates 2 Gold tokens.

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Fight Night Prize Purse

Event

Choose an opponent. You each create a Gold token.

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Ire of the Crowd

Event

At the beginning of your end phase, if you didn't hit a hero this turn, lose 2{h}.

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Let Me Buy You a Drink

Event

Destroy a Gold you control.

Choose an opponent. They draw a card and until the start of your next turn, attacks they control that target you get -2{p}.

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Lion's Pounce

Event

3{p}

This attacks each hero.

  • When this is flipped, the combat chain immediately opens and the Layer Step begins.
  • Each hero is considered an attack-target, and combat progresses simultaneously.
  • Each hero declares defending cards for themselves in clockwise order starting with the turn-player. If a player has cards with protect, they declare those cards AFTER the a player declares defending cards for themselves, but BEFORE the next player declares defending cards for themselves.
  • Damage is calculated and dealt to each hero based on the power value of Lion's Pounce and the total defense value of the defending cards for that hero.
  • If all remaining heroes are killed by Lion's Pounce, the game is a draw.

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Pick Yourself Up Off the Floor

Event

Put an attack action card from your graveyard on the top of your deck. If you have less {h} than an opponent, instead put it in your hand.

  • You meet the criteria of having less {h} than an opponent if your hero has less {h} than ANY opposing hero currently in the game - NOT less than each opposing hero.

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Rally the Underdog

Event

Draw a card. If you have less {h} than an opponent, instead draw 2 cards.

  • You meet the criteria of having less {h} than an opponent if your hero has less {h} than ANY opposing hero currently in the game - NOT less than each opposing hero.

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The Moat Exchange

Event

Each hero may put any number of cards from their hand or arsenal on the bottom of their deck, then draws a card for each card put on the bottom this way.

  • Starting with yourself, and going clockwise each hero chooses the cards, puts them on the bottom of their deck, then draws that many cards before the next player does so.

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Tremor of Anticipation

Event

Until end of turn, if any hero would create 1 or more tokens, instead they create that many plus 1 of each of those tokens.

Create a Gold token.

  • If a player would create 2 different tokens, they instead create one more of each of those tokens (creating 4 tokens total - 2 of each).
  • The effect that increases the number of tokens created applies to the creation of the Gold token from this event.

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