decks/Hand of Justice

Mind Rot

Cunning and deceptive, dissect your opponent's piece by piece, withering them down slowly and gruesomely.

Vanguard

Vanguard

20 health / 6 damage - When summoned if you have no other unit's on the field, the Vanguard gains +10 health and +3 damage.

15 Mana: Summon to the field.

Enforcer

Enforcer

25 health / 8 damage - The Enforces inspires all friendly unit's increasing their attack speed by +20%.

20 Mana: Summon to the field.

Scout

Scout

12 health / 4 damage -

20 Mana: Summon to the field.

Eternal Warrior

Eternal Warrior

20 health / 10 damage - This unit has a rechargeable shield with 10 health. If this is the only card in your hand you may play it at a reduced mana cost.

10 Mana: Summon to the field under special conditions. 35 Mana: Summon to the field.

Power Grid

Power Grid

25 health, n/a damage - All friendly units benefit from +1 damage and +0.25 health regeneration per second.

50 Mana: Summon to the field.

Heal

Heal

Heals a target friendly unit by up to 45 health.

15 Mana: Cast on a target friendly unit or player.

Defense Barrier

Defense Barrier

Buffs a friendly unit or player, causing all incoming damage it takes to be halved and adding +0.5 health regeneration.

15 Mana: Cast on a target friendly unit or player.

Stasis

Stasis

Disables a target enemy unit for 20 seconds, preventing movement and attacks.

15 Mana: Cast on a target enemy unit.


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