Order: Reset the power of a unit.
Inspired: If it was boosted, give it Bleeding for the duration equal to the amount of boost it lost.
Formation: If played on the melee row, gain Zeal. If played on the ranged row, boost self by 1.
Order: An ability triggered manually by the player. Cards with Order cannot be used for 1 turn after being placed on the battlefield.
Inspired: Trigger this ability if this unit's current power is higher than its base power.
Bleeding: Status that damages the unit by 1 at the end of its turn. Note: Bleeding turns can accumulate, 1 turn of Bleeding cancels out 1 turn of Vitality. Bleeding ignores armor.
I've not been a good father, I know, but… perhaps it's not too late.