Human, Cursed, Bandit
Deploy: If your starting deck has at least 25 units, Create a curse to replace your leader ability, then Create a blessing and Infuse your leader ability with it.
Order: Spawn a base copy of an enemy unit on the opposite row.
Order: Boost an allied unit by 2. Increase this value by the target's base power.
Order: Spawn your stratagem on your Melee row, then Create a Neutral stratagem and Spawn it on your Ranged row.
Order: Play a bronze unit from your hand, then look at the top 3 units from your deck and draw 1.
Order: Damage all enemy units by 1.
Order: Damage an enemy unit by 6.
Deathblow: Deal excess damage to adjacent units.
Order: Destroy an enemy unit with 8 or less power.
At the end of your turn, if your leader ability is not used, boost the lowest-power allied unit by 1.
After using your leader ability, set the lowest-power allied unit to 10.
After using your leader ability, play the lowest-provision unit from your deck.
After using your leader ability, randomly split 6 damage among all enemy units.
The first time you play a unit on your side of the battlefield each turn:
- If it is odd-power, boost it by 1 for each adjacent even-power unit.
- If it is even-power, boost it by 1 for each adjacent odd-power unit.
Cooldown: 8.
Whenever you pass, boost the lowest-power allied unit by 4.
Doomed: Status that removes the card from the game after it leaves the battlefield.
Deploy: Trigger this ability when played.
Create: Spawn one of three randomly selected cards from the specified source.
Infused: Status that adds effects or categories to a card. Removing the status also removes all added effects and categories. Lock disables Infused abilities.
In this fairytale, the princess and the monster are the same person.
Illustration by: Maciej Łaszkiewicz, Toni Muntean