Ambush/Pounce - Devote Soul to deal its attack damage and combat effects to a Soul or Summoner. The Soul or Summoner attacked does 0 attack damage back.
Armor X - Negate X damage to this card that comes from Soul or Relic combat or ability damage.
Arrival - A triggered effect that activates when this card is played from Hand.
Aura - An effect that is active while the card is in play.
Bloodlust - May attack the turn it is summoned without needing to Devote.
Bodyguard - Can’t Attack. Can’t Defend. Can’t be Hunted. Anytime the Summoner is targeted by a Spell or Ability, or is attacked in combat while defending, the Bodyguard can replace them. A Summoner may only have one Bodyguard.
Can’t Attack - May not be used to initiate an attack. When Strong is checked, use this card’s current Health instead.
Can’t Defend - May not be used to block attackers..
Charge X - Has +X attack when initiating an attack.
Devote - Exhausted for 30 seconds.
Dodge - Focusing this card avoids all damage to it from a single source.
Double-Handed - Takes up both Relic hand slots of a Soul or Summoner.
Dying Breath - An effect which activates when this card is destroyed.
Expire - This card is destroyed at the end of the turn it is played.
Fast Attack - Deals damage before others in combat. If multiple combatants have Fast Attack,
they strike simultaneously.
Flurry - Deal damage to target twice, the second time after regular combat. If combined with Fast Attack, the second time happens during regular combat.
Focus - Exhausted for 10 seconds, the length of a Summoner’s turn.
Flying - Can’t be blocked except by other Flyers.
From the Grave - Summon this card when it is discarded from the Deck as damage. It enters play Devoted.
Heal X - Recover X cards from the bottom of your Discard to the bottom of your Summon Deck.
Hunt - Can target a specific Soul when attacking.
Incapacitate - A Soul that loses Health to this attack is immediately returned to their Summon Deck at a random location.. They will never be destroyed by this damage.
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Intervene - When the opposing Summoner targets one of your Souls in combat, this can block, fighting that combat instead of the targeted Soul.
Lifesap - Combat damage done by them Heals them by the same amount. Cannot receive more Healing than the target has Health.
Lumbering - Must Devote to attack.
Mount - Attaches to controlling Summoner. It and the Summoner gain Unit and share the Mount’s base abilities. A Summoner may only have one Mount.
Overkill - When initiating an attack, excess damage carries over to controlling Summoner.
Pay X - Pay listed cost to trigger listed effect.
Precision - This attack ignores Armor.
Regenerate X - Heal X damage to this card at end of the controlling Summoner’s turn.
Resistance X - Negate X damage to this card that comes from Spell damage.
Retreat - Devote to return to Hand.
Slow - Can’t initiate an attack the turn it is summoned.
Sneak Attack - Summoners cannot use cards in Hand to block this damage.
Stealth - Cannot be targeted by the opposing Summoner or their cards while it is Ready.
Strong - Cannot be blocked by Souls with 2 or less Attack. If blocked by a Can’t Attack Soul, Health is used instead of Attack.
Structure - Can’t Attack. Can’t be equipped with non-Structure specific Relics or have non-Structure specific persistent Spells cast on it.
Tall - Can block Flyers.
Territorial - After opponent declares attacks and targets, may be summoned from hand, if adequate Source is available, and block like a Ready Soul.
Terror - Must be blocked by two or more Souls.
Transform - This card Heals all damage from its previous form but retains any effects or equipped Relics.
Unit - Can attack or defend with another Soul. Controlling Summoner decides the damage distribution from combat.
Venom - A Soul that loses Health to this attack is destroyed.
Vigor - Doesn’t need to Focus to initiate an attack. Must still Devote to attack on the first turn summoned.
Vulnerable - Can be Hunted by any Soul or Summoner.
Wide - Can block two attackers at once.