Shadow Cut 0 Battleflow one card Refresh your might decks You must take this card each encounter ? 0 Manifest a Shade within range 5 This attack costs + A A A Manifest a Shade within 3. Gain a Redraw Token , a Battleflow Token , or a +2 Animus Token Dark Bargain 2 0 1 Kill a Shade within 6. Repossess 2 3 1 If the target of this attack was a Shade and it is killed by this attack you may immediately attack again. This attack costs + A Trade spaces with target Shade within 5. Shadow Swap 2 0 2 Chain (Range 2) Kill a Shade within 6. Cull 2 3 2 You may select up to 2 targets with this chain attack. You may select Shades as targets for the chain attack without them counting A towards the limit of two targets. If you do, pay + per Shade you are targeting in this way. Cone, Range 2 Collective Nightmare 3 3 3 For each non-Shade target hit (up to a max equal to the number of Shades on your player board), Manifest a Shade adjacent to the target and increase the range of the cone by 1. Shades Manifested by this attack cannot be hit by it. Attack once and apply to all targets. Extra cards cannot be drawn for this attack. For each Shade that was on your player board when this card was played, Manifest a Shade in an adjacent space and Attack a non-Shade. Only one of these attacks can trigger the determination rule. Dark Envelopment 3 4 3 Move each Shade 2 towards you. This attack targets each adjacent Shade. Attack once and apply to all targets. This card costs - for each Shade in play. Target an adjacent enemy and Manifest a Shade adjacent to it. Attack the target. If there is a Shade adjacent to the rear of the target add the Shades Might to your attack and gain a redraw on the attack. Traitorous Shadow 2 3 1 2 This attack costs + A Manifest a Shade adjacent to the attacker. This Shade does not activate this round. Gain D equal to your Shade’s A against this attack and you may force the attacker to redraw any one card. Haunt 2 0 2 Use instead of playing a defense card when attacked. 2 Manifest a Shade in an adjacent space. Gain an Empowered x3 Token You count as a Shade and not as an Oathsworn until the end of this rounds Encounter Phase, except that any damage you take is applied to your Oathsworn. Embrace Madness 2 0 1 Immediately before a Stage card is resolved or immediately before Minions activate. 5 This attack costs + A A A Until the end of the round, Shades act as obstacles for the purpose of movement of normal size non-Shade enemies, have their movement reduced to 2, and follow normal knockback rules. Coalescence 3 3 3 5 Manifest up to two Shades within 3. For each Shade Manifested, choose a non-Shade target adjacent to it for the Shade to attack. This costs - Move each Shade 2. For each Shade, choose a non-Shade target adjacent to it for the Shade to attack. Shade Swarm 2 4 2 10 You cannot draw extra cards for attacks on this card and they cannot miss. If multiple Shades are attacking the same target, add their damage together to form a single attack. Target a Shade and an ally within 3 of the targeted Shade. The targeted player and Shade swap places. The Shade is attacked instead of the friendly character. For each A the shade loses after mitigation, you take 4 damage (then mitigated by your armor). Night’s Protection 0 3 Before damage is drawn against an ally within 3 of a Shade. This attack costs + A 10 3 Move 3. You may Manifest a Shade in an adjacent space to Move 3. You can repeat this effect as long as you have a Shade on your player board to Manifest. This costs -AAAAAAA Move each Shade 1. Each Shade in play may trade spaces with a normal sized target within 3. If a Shade swaps places with an ally, give that ally a Defense Token . If a shade swaps places with a non-Shade enemy, draw . If it shows a number, they suffer Knockback equal to the result. Shadow Dance 3 5 3 15 Prevent loss to the target when they have 1 health. Add Iron to their player board equal to the the loss prevented. During Encounter Phases, the target player counts, not as an Oathsworn, but as a Shade with the following differences: Their name is Dread instead of Shade, their Might equals times the Iron value on their player board, their movement is 10 instead of 5, and they act as if their name were Shade for the purpose of the Mob rule. Dread Return 3 0 3 15 When an Oathsworn within 6 takes lethal damage. +2 Damage This attack costs + A A A