Paragons

A Paragon is a Unit set aside at the beginning of the game that offers a persistent passive effect to your deck and in most cases an activated ability when played to the field. Each deck must have a Paragon.
Below you can find all the Paragons of each Parallel, their functions, stats, and energy costs.
Please note: these are subject to change as the game is still in active development.
Click a Parallel symbol to scroll to their Paragons.

Earthen

Gaffar, Arbiter of Earth
Nehemiah, Defender of Earth
Shoshanna, Rebuilder of Earth
Passive: Whenever a unit gains Pacifist, all friendly units gain +1/+1

Pacifist. Defender.

Unit: 4 Energy 0 Attack 8 Health

Active: When this Unit defends, add Pacifist to the attacker.
Passive: The first time each turn a friendly unit with Defender is destroyed, give another friendly unit Defender

Defender

Unit: 4 Energy 0 Attack 5 Health

Active: While Nehemiah is on the Field, all other units with Defender deal damage equal to their Health instead of Attack
Passive: Your maximum and starting Health is 40

Unit: 10 Energy 3 Attack 5 Health

Active: Muster: Set your current Health to 30

Marcolian

Armoured Division HQ
Catherine Lapointe, The Mad General
Lemieux, Master Commando
Passive: Vehicles you control gain +1/+0

Unit: 3 Energy 1 Attack 4 Health

Active:

3 Cost Unit

1/4

Pacifist.

Shielded.

The first time a friendly Vehicle deals damage to a player each turn, draw a card.
Passive: The second Unit you play each turn gets +1/+1

Unit: 4 Energy 4 Attack 4 Health

Active: 4 Cost 4/4 Unit

Cannot be healed.

This Unit cannot attack normally. At the end of your turn, this Unit attacks a random enemy target.
Passive: Begin the game with a 1/1 “Vanguard Infiltrator” in play.

Unit: 5 Energy 2 Attack 5 Health

Active: Muster: Choose one of the following Effects.

Destroy a Unit of your choice.
Return a Unit of your choice from your Waste to your hand.
Units you control gain +1/+1 this turn.
Assault: Do all three.

Augencore

Arak, Combat Overseer
Jahn, Chief Engineer
Juggernaut Workshop
Passive: When an Upgraded Non-Token Unit is Destroyed, Create a 1/1 Nanobot.

Unit: 5 Energy 2 Attack 2 Health

Active: Muster: create The Swarm.

The Swarm is a 4/4 Unit with the following Ability: When this Unit is destroyed, create four 1/1 Nanobots.

(All Nanobots have "You may transform this Unit into a Nanite - an Upgrade that grants +1/+1 to the Upgraded Unit".)
Passive: Any time you would Salvage, the effect is increased by one

Unit: 7 Energy 3 Attack 3 Health

Active: Muster: Reveal a random banked card. Repeat until an Upgrade is revealed. For each card revealed, attach a copy of the revealed Upgrade to any Unit
Passive: Begin the game with 5 counters on Juggernaut Workshop. At the end of your turn, remove 1. When Juggernaut workshop has no Counters on it, create 1 of the following:

4/4 Attack Juggernaut with Armed
3/6 Defence Juggernaut with Defender
2/5 Artillery Juggernaut with “When this Unit Enters the Battlefield, deal 3 damage to Target Unit”
After creating a Unit, place 5 Counters on Juggernaut Workshop.

Kathari

Aetio, Exalted Hydrolist
Gnaeus Valerus Alpha
Scipius Magnus Alpha
Passive: The first time each turn a friendly Kathari Unit enters the Field, Waste the top card of your deck.

Unit: 7 Energy 0 Attack 1 Health

Muster: If you have no cards left in your deck, create a 1/1 Kathari Iterant that gains all Stats and Keywords of Units in your Waste. This Iterant ignores Defender, and immediately attacks the Enemy.
Passive: At the end of your turn, if a friendly Unit dealt combat damage and survived, that Unit gains +1/+1.

Unit: 7 Energy 3 Attack 4 Health

Active: When this Unit attacks, up to 3 other friendly Units gain +1/+2 until the end of your turn.
Passive: Whenever you Bank a Unit, if you do not already have a clone named Scipius' Adjutant, create a 1/1 clone named Scipius' Adjutant.

Unit: 8 Energy 1 Attack 3 Health

Active: Muster: Trigger all Muster abilities that you have activated this game with targets chosen randomly.

Shroud

Brand, Steward Eternal
Niamh, Wielder Of Faith
The New Dawn
Passive:

Whenever a Unit is Banished, look at the top card of your deck, and place it on either the bottom or top of your deck.

Unit: 5 Energy 4 Attack 6 Health

When this Unit damages another Unit, Banish that Unit to your Singularity. The banished Unit becomes a 4/4 Corrupted Vision with no Abilities. When this Unit is Destroyed, return all Corrupted Visions from your Singularity to the Field under your control.
Passive: You may not include cards in your deck with an Energy cost above 5.

Unit: 10 Energy 6 Attack 6 Health

Muster: for each Effect, Relic, or Upgrade you have played this game, play a random Unit from any Parallel with the same Cost.

Battle Ready:
This card can not be targeted by Effects.

Ignores Defender..
Passive: Both players play with the top card of their deck face-up.

Unit: 3 Energy 0 Attack 6 Health
The New Dawn cannot be targeted by Effects.

You may pay 1 Energy to activate The New Dawn and Banish it to your Singularity. At the Start of your next turn, The New Dawn returns itself to the Field, and you return a card from your Singularity to your hand.
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