Zeal. Order: Gain Vitality (2).
Crew: Boost self by 2 instead.
Cooldown: 2
Zeal: An Order ability can be used on the same turn the card is placed on the battlefield.
Order: An ability triggered manually by the player. Cards with Order cannot be used for 1 turn after being placed on the battlefield.
Vitality: Status that boosts this unit by 1 on its turn end. Note: Vitality turns can accumulate; 1 turn of Vitality cancels out 1 turn of Bleeding.
Crew: Trigger this ability if this unit is between two Soldiers.
Cooldown: The number of turns before an Order or Fee ability can be reused.
The latest rage in assaults on walled cities.