Relic:
Cards that sit on the field until removed. They provide passive effects for as long as they remain on the field.
Effect:
A non-Unit card that triggers when it is played and is then Wasted.
Muster:
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Attuned:
At the start of your turn, this unit changes between its dormant and awakened state.
Singularity:
Utilized only by the Shroud. When cards are banished, send them to the Singularity. The Singularity can be interacted with through various other card abilities and Effects.
Intel:
If the Enemy has X or more revealed banked cards then this ability triggers when the associated Unit enters the Field.
Upgrade:
Upgrades can give a buff or effect to a Unit.
Pacifst:
Pacifist Units cannot attack, but they can defend if the Unit has Defender.
Decay:
A Unit with Decay will deal one (1) Damage to adjacent Units at the start of the owner’s turn.
Salvage:
A Unit ability that triggers when this Unit is Wasted. Move up to x of its Equipped Upgrades to other Units.
Banish:
Sends Unit(s) to the Singularity
Armed:
A Unit ability that when fighting another Unit, this card deals damage before non-Armed Units. If both Units have Armed, combat is resolved normally.
Shielded:
Shielded Units block the first Effect targeted at them.
Defender:
An ability of a Unit that allows you to select an enemy attack to block.
Assault:
If Damage was dealt to the Enemy this turn then playing a Unit with this keyword triggers that Unit’s associated ability. This ability does not trigger if no Damage was dealt to the Enemy this turn.
Battle-ready:
An ability that triggers when a Unit is played.