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WITCHING HOUR (Unofficial Expansion #1)

General Notes
Reactive Abilities
Several creatures in the Witching Hour expansion have Reactive abilities.

Skirmish: Reactive Skirmish – You may move target engaged ally one cell.

* A Reactive ability has an ability as a trigger. After the creature is targeted by the listed ability and that ability
resolves, the Reactive ability activates.

Ex. – You target your engaged Sabrefang Skirmisher with the Advance ability of your Scarab Warcharm. You
choose to move the Sabrefang Skirmisher one cell then trigger its Reactive Assault 5, making a 5-power attack
against a local enemy.

* Reactive abilities are different from non-Reactive abilities (Reactive Scare is not the same ability as Scare),
and therefore cannot trigger other Reactive abilities.

----------

Insubordination Abilities
Several creatures in the Witching Hour expansion have Insubordination abilities.

{CIP}: Insubordination (Assembly) – Roll an initiative die. If the result is even, sacrifice a creature. If the result
is odd, sacrifice this creature unless you put a creature from your reserves into your graveyard.

* Insubordination abilities require you to roll an initiative die. Abilities that affect die rolls for initiative do not
affect Insubordination ability rolls.

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Slide
Several creatures in the Witching Hour expansion have abilities that require you to Slide a miniature.

Skid Drive – At the beginning of your spawn phase, slide this creature one cell away from your portal.
(“Sliding” means moving a creature left or right.)

* Slide movement takes place within a single row.


Ability-Specific Notes
Blackmail

Mr. Fixit
{Shield}: Blackmail – This combat, you make all decisions regarding attacking opponent's blade assignment
and resolving blade abilities. Attacking opponent still assigns damage as normal.

* During step 3 of the combat where this ability is activated, you assign the blades that your opponent rolled to
the blade abilities of local enemies and make all decisions about resolving those abilities as you see fit.

* Your local miniatures are considered “enemies” and your opponent’s local miniatures are considered “allies”
when blade abilities resolve.

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Boost

Frantic Generator
Skid Drive – At the beginning of your spawn phase, slide this creature one cell away from your portal.
("Sliding" means moving a creature left or right.)
{S}: Boost – Spawn phase abilities cost {1} less to activate.

*Spawn phase abilities with a cost of {X} either require you to spend one less point or are activated as if you
had spent one more point. This is not optional.

Ex. 1 – You want to use your Aviax Cowboy to Mindlock your opponent’s Scarab Warcharm. This would
usually cost 4 spawn points, but with an active Boost ability in play, it costs you 3.

Ex. 2 – You want to use he Assault ability of your Shard Troll to attack a local Chaos Puppeteer. You pay 5
spawn to activate the ability, which would normally grant you a 5-power attack. With an active Boost ability in
play, you make a 6-power attack, as if you had paid 6 spawn.

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Burrow

Earwig
{B}: Burrow – If target enemy would be disrupted, you may instead take control of that creature until the end of
the turn. (You can’t break the stacking limit with this ability.)

* When you take control of a creature, you control it for all purposes for the duration of the effect. You may
move it when you shift, attack with it, count it toward satisfying aspect costs for miniatures you spawn, and so
forth.

* If you attempt to take control of an enemy creature when you already control four creatures in that cell, the
ability will do nothing since that would violate the stacking limit.

* If you take control of a creature and something causes it to go to your reserves or graveyard, it goes to its
owner's reserves or graveyard instead.

* If you take control of a creature and your opponent destroys it, your opponent gets a conquest point and you
get bonus spawn points.

* If you take control of a creature that has an ability that exchanges miniatures between zones (such as the
Mutation or Deathform abilities) and you activate that ability, the exchange will not occur. In an exchange
between zones, both miniatures must be entering and leaving the same two zones. In this case, the creature in
play would be returning to its owner's reserves or graveyard, but a creature would be entering play from your
reserves or graveyard. Since the two miniatures are not going between the same two zones, the exchange can't
happen.

* If you take control of a creature and at the end of the turn your opponent controls four creatures in the cell, the
creature will still revert to your opponent's control. This will allow your opponent to control more than four
creatures in the same cell, and this is a legal game state.

----------

Call to Arms

Zungar Herald
Call to Arms – After you spawn a Valor creature, you may immediately move it one cell.

*If a Valor creature with Reinforce is spawned into a cell with an enemy creature, it may still move one cell.

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Chain Warpstrike

Doctor Shocksalot
{B}: Chain Warpstrike X – Make an X-power attack against target nonlocal enemy, where X is the number of
local and adjacent Madness allies. If target enemy is disrupted, make an X-power attack against a different
nonlocal enemy. Continue making attacks until you fail to disrupt an enemy or there are no valid targets.

*You may only attack a creature once with the Chain Warpstrike ability. If a creature is attacked and disrupted
to another cell, it is still the same creature so it may not be attacked again using that Chain Warpstrike ability
this phase.

*If you disrupt a creature and there are no more legal targets (because all remaining enemies have already been
targeted and disrupted or are local), the ability ends.

*If you fail to disrupt or choose to destroy a creature using Chain Warpstrike, the ability ends immediately.

----------

Chameleon

Convertible Convertible
Assist Drive – At the beginning of your spawn phase, move this creature one cell closer to the ally with the
lowest spawn cost.
Chameleon – This creature is considered to belong to all aspects of local allies.

*A creature with the Chameleon ability can be targeted with abilities that effect a specific aspect as long as it
has local allies of that aspect.

----------

Deadeye Warpstrike

Faceless Sniper
Deadeye Warpstrike X – When this creature is disrupted and removed from its cell, make an X-power attack
against target nonlocal enemy where X is that enemy's Defense.

*Deadeye Warpstrike triggers after the creature with the ability is disrupted and placed into a new cell on the
Dreamscape. The target of the ability must be nonlocal to the cell in which the creature is disrupted. Therefore,
Deadeye Warpstrike can target creatures in the cell that the creature was disrupted from.

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Duplicate

Sybil
Regenerate – If this creature would be destroyed, banish it instead.
Splinter – If this creature is disrupted, before it is removed from its cell, you may put a different Sybil miniature
from your reserves into play in that cell without paying its spawn cost.
Duplicate – Your second Sybil miniature does not count toward your warband's 16-miniature limit.

* The Duplicate ability doesn't change the three-copy limit rule for constructed play. In effect, this ability
allows you to have an 17-miniature warband if two of them are Sybils.

* In limited (sealed-box and draft) tournament play, the three-copy limit rule doesn't apply and you can have as
many of a single miniature in your warband as you receive. However, only the second Sybil won't count
towards your 16-miniature limit. Any additional Sybils beyond the second count towards your 16-miniature
limit as normal.

* In two-booster sealed-box and draft tournament play, the Duplicate ability works the same way, except that
the second Sybil miniature doesn't count towards your warband's 12-miniature limit.

----------

Flicker

Unstable Mabel
{S}, {X}: Flicker – Activate a {C} ability of target local creature with current cost {X}.

*You may activate a {C} ability of either a local ally or enemy with the Flicker ability.

*If you activate a {C} ability of a local enemy, your opponent makes all decisions when resolving the ability.

Ex. – You activate Flicker, targeting the : Corpsebuilt ability of a local enemy Butcher and paying 6 spawn.
Your opponent decides whether to sacrifice the Butcher or put a creature from his/her reserves into the
graveyard, and which creature goes to the graveyard, if any.

----------

Gargantuan

Grand Hive
{X}: You may spawn X Hiveling creatures in this cell. (You can't break the stacking limit with this ability.)
Gargantuan – The Hive counts as 3 miniatures toward your warband's 16-miniature limit.

*If you include a Grand Hive in your band, your warband size-limit is effectively reduced to 14.

*If you include three Omen Locust miniatures in your warband in addition to a Grand Hive, your warband will
contain 16 miniatures.

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Raze

Wreckless Wrecker
Raze – At the end of the conquest phase, if there is a local location, remove it from the game.

*This ability triggers at the end of the conquest phase, after the winner of the turn is determined and that player
has gained a victory point.

*When a miniature is removed from the game, it doesn’t generate a bonus conquest point or +2 bonus spawn
points.

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Signal Jam

Screaming Satellite
Drift Drive – At the beginning of your spawn phase, move this creature one cell toward your spawn row.
Signal Jam – During the initiative phase after both players have rolled the dice, if this creature is in a player’s
spawn row, that player skips their spawn phase, regardless of what was rolled.

*An active Energy Feed ability will not keep you from skipping your spawn phase due to Signal Jam.

*An active Tower of Unquenched Flame will keep you from skipping your spawn phase due to Signal Jam.

*If Signal Jam would cause you to lose your spawn phase on a turn where the spawn phase will be skipped due
to a 1 being rolled for initiative, the ability will have no extra effect.

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Splinter

Sybil
Regenerate – If this creature would be destroyed, banish it instead.
Splinter – If this creature is disrupted, before it is removed from its cell, you may put a different Sybil miniature
from your reserves into play in that cell without paying its spawn cost.
Duplicate – Your second Sybil miniature does not count toward your warband's 16-miniature limit.

*Splinter triggers after the creature with the ability is marked for disruption but before it is removed from the
cell. The Sybil that is put into play due to the Splinter ability is placed in the cell where the Sybil marked for
disruption is located before it is disrupted.

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Strafe

Aggrocopter
Intercept Drive – At the beginning of your spawn phase, move this creature one cell closer to the ally with the
lowest life.
{5}, {X}: Strafe – Make a 6-power attack on X target local enemies.

*You must pay {5} plus at least {1} in order for the Strafe ability to have any effect.

*You make one single 6-power attack and may assign the damage to any of the local enemies you paid to target.

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Strongarm

Menacing Brute
{B}: Strongarm – Choose a single blade ability of target local enemy. Activate that ability as if target enemy
were an ally.

*When you activate a local enemy miniature’s {B} ability with the Strongarm ability, you make all decisions
about resolving that ability as if you were the target local enemy’s controller.

Ex. – You activate the Strongarm ability and target the Skirmish ability of your opponent’s local Clawclan
Scout. You may then move one of your engaged creatures one cell.
Miniature-Specific Notes
Big Top
{3}: Local creatures can't move during their controller’s shift phase or attack during their controller’s strike
phase this turn.

*Creatures under the effect of a Big Top may be moved by Spawn phase abilities during the Spawn phase or by
{B} or {Shield} abilities during the Strike phase. They may not be moved at all during a shift phase.
VALOR
Zungar Herald
3V
0 4|4
{S}: Call to Arms – After you spawn a Valor creature, you may immediately move it one cell.
Uncommon

Man-At-Arms
4VV
2 4|5
{B}: Skirmish & Heroics 3 – You may move target engaged ally one cell. Then if you control fewer local
creatures than target opponent, deal +3 damage this combat.
Uncommon

Runetagged Acolyte
5V
2 8|8
Common

Master Tactician
6VV
3 7|7
Skirmish: Reactive Skirmish – You may move target engaged ally one cell.
Defender – This creature can't move into an enemy-occupied cell when you shift.
Rare

Soldier of Fortune
Janus
7V
5 7|7
{CIP}: Entry Insubordination – Roll an initiative die. If the result is even, slide this creature one cell away
from your portal. If the result is odd, slide this creature one cell toward your portal. ("Sliding" means moving a
creature left or right.)
Uncommon

Clawclan Hunter
Bloodcut
7V
4 6|7
Loner – This creature can't attack with other creatures.
Accuracy – This creature's regular attacks deal +2 damage for each {Miss1} and {Miss2} rolled.
Common
Pearlthorn Marshal
8V
4 8|9
{CIP}: Rush – You may move each ally in target cell one cell.
Common

Steadfast Squire
9VV
2 9|9
{MB}: Skirmish Self & Skirmish – If this creature is engaged, you may move it one cell. Then you may move
target engaged ally one cell.
Rare

War Chief
9VV
5 9|9
Expel: Reactive Enrage 2 – Your local and adjacent allies have +2 power.
Scare: Reactive Advance – You may move target unengaged ally one cell.
Common

Hero of the People


10V
4 9|10
{SHIELD}: Glory 2 – Score +2 conquest points this turn.
{B}: Exile – If target local enemy becomes disrupted this combat, you may place it in an occupied nonlocal cell.
Rare

Shimmering Watchtower
11VVV
LOCATION
{S}: If there are no local enemies and at least one local ally, all adjacent Valor allies have {B}: Skirmish – You
may move target engaged ally one cell.
Rare

Zungar Champion
12VVV
5 11|11
Halo (Ambition 1) – While this creature is unengaged, each adjacent ally has Ambition 1 – If this creature
claims a scoring cell this turn, score +1 conquest point.
Uncommon
MADNESS
Faceless Sniper
Lost
3M
2 1|7
Deadeye Warpstrike X – When this creature is disrupted and removed from its cell, make an X-power attack
against target nonlocal enemy where X is that enemy's Defense.
Uncommon

Big Top
3MMM
LOCATION
{3}: Local creatures can't move during their controller’s shift phase or attack during their controller’s strike
phase this turn.
Rare

Doctor Shocksalot
4MMM
1 2|6
{B}: Chain Warpstrike X – Make an X-power attack against target nonlocal enemy, where X is the number of
local and adjacent Madness allies. If target enemy is disrupted, make an X-power attack against a different
nonlocal enemy. Continue making attacks until you fail to disrupt an enemy or there are no valid targets.
Common

Sybil
Janus
5M
3 2|6
Regenerate – If this creature would be destroyed, banish it instead.
Splinter – If this creature is disrupted, before it is removed from its cell, you may put a different Sybil
miniature from your reserves into play in that cell without paying its spawn cost.
Duplicate – Your second Sybil miniature does not count toward your warband's 16-miniature limit.
Common

Dancing Lunatic
5M
3 3|7
{MB}: Swap – You may exchange this creature's position with target nonlocal ally.
Uncommon

Unstable Mabel
6MM
2 2|10
{S}, {X}: Flicker – Activate a {C} ability of target local creature with current cost {X}.
Rare
Madcap Aristocrat
7MMM
5 2|8
{B}: Duel 6 – If there are no allies and only one enemy in this cell, deal +6 damage this combat.
Shackle 1 – Whenever this creature is disrupted and removed from its cell, choose up to one target enemy from
that cell. Put that target in the same cell as this creature. There can be no combat in this cell this phase.
Uncommon

Whirlygig
7M
4 3|9
Reinforce Madness – You may spawn this creature in any cell that contains a Madness ally.
{CIP}: Reinforcement Insubordination – Roll an initiative die. If the result is even, target opponent disrupts
local allies. If the result is odd, you disrupt target local enemy.
Rare

Cornered Kitty
8MM
5 4|10
{SHIELD}: Deathrip – Choose a non-Deathrip single-blade ability of target creature in your graveyard. Until
end of phase, this creature has that ability. Activate that ability as if {B} were assigned to it.
Uncommon

Conductor
Stitched
9M
5 5|9
Reinforce Stitched – You may spawn this creature in any cell that contains a Stitched ally.
{CIP}: Transpose Enemy/Ally – You may exchange the position of target enemy with target nonlocal ally.
Common

Earwig
Hiveling
11MMM
4 2|16
{B}: Burrow – If target enemy would be disrupted, you may instead take control of that creature until the end
of the turn. (You can't break the stacking limit with this ability.)
Rare

Chaos Beast
12M
9 5|13
Common
FEAR
Grand Hive
Hiveling
3FFF
LOCATION
{X}: You may spawn X Hiveling creatures in this cell. (You can't break the stacking limit with this ability.)
Gargantuan – The Hive counts as 3 miniatures toward your warband's 16-miniature limit.
Rare

Incomplete Masterpiece
Stitched
3F
4 5|8
{CIP}: Assembly Insubordination – Roll an intiative die. If the result is even, sacrifice a creature. If the result
is odd, sacrifice this creature unless you put a creature from your reserves into your graveyard.
Uncommon

Horrifying Spectre
4FFF
2 4|5
{B}: Expel & Flanking 3 – You may move target engaged enemy one cell. Then if you control more creatures
in this cell than each opponent, deal +3 damage this combat.
Common

Infernal Whisperer
Hellbred
4F
3 3|5
Weaken Valor 1 – Local Valor enemies have –1 power.
Uncommon

Gas Man
5FF
3 4|6
{Shield}: Venom Cloud 5 – Assign 5 venom points to each local creature. Each phase, if a creature is assigned
venom points equal to or greater than its spawn cost, destroy it.
Uncommon

‘Fraidy Cat
6F
2 8|10
{B}: Nullify – Until the end of the phase, local creatures can't use blade abilities.
Common
Blood-Ash Infantry
7F
4 6|9
{B}: Panic 2 – Local enemies have –2 defense this combat. (A creature's defense can't be less than 1.)
Uncommon

Schoolyard Bully
7F
3 8|11
Demoralize – Local creatures can't use {Shield} abilities.
Common

Miss Discipline
8FFF
2 5|8
{CIP}, {X}: Scare X – You may push X number of unengaged enemies one cell each. (Pushing means moving
a creature away.)
{B}: Scare – You may push target unengaged enemy one cell. (Pushing means moving a creature away.)
Rare

Mr. Fixit
9FF
2 10|12
{Shield}: Blackmail – This combat, you make all decisions regarding attacking opponent's blade assignment
and resolving blade abilities. Attacking opponent still assigns damage as normal.
Rare

Nightmare
10F
6 9|12
Common

Menacing Brute
12FFF
6 10|13
{B}: Strongarm – Choose a single blade ability of target local enemy. Activate that ability as if target enemy
were an ally.
Rare
PASSION
Manic Miner
3P
3 1|3
Mine – At the beginning of your spawn phase, if there is a local location, gain +1 spawn point.
Common

Luminous Muse
4P
4 1|2
{2}: Tempt Madness – You may pull target engaged Madness enemy one cell. ("Pulling" means moving a
creature closer.)
{B}: Ferocity – If target local enemy becomes disrupted this combat, destroy it instead.
Uncommon

Burning Desire
4PPP
5 2|4
{CIP}: Energy Insubordination – Roll an initiative die. If the result is even, gain +2 spawn points. If the result
is odd, pay 2 spawn points or sacrifice this creature.
Rare

Clawclan Slasher
Bloodcut
5PP
4 4|5
{B}: Crit 2 – Deal +2 damage this combat.
Common

Heartsblood Marshal
6P
4 5|6
{Shield}: Spur – Choose an ally in the same cell as target enemy. Make an X-power attack against that enemy,
where X is the chosen ally's power.
Common

Bare-Knuckle Brawler
6P
6 3|4
Common
Infernal Beauty
Hellbred
7P
5 5|7
{B}: Tempt – You may pull target engaged enemy one cell. ("Pulling" means moving a creature closer.)
Uncommon

Bounty Hunter
7P
4 6|8
{B}: Reward X – If target local enemy is destroyed this combat, gain +X conquest points where X is that
enemy's current cost.
Rare

Spiritslayer
8P
5 4|6
{B}: Dissolve – If target enemy is destroyed this combat, it does not generate +2 bonus spawn points for its
controller.
Uncommon

Ravenous Vampyre
9PPP
4 6|8
{B}: Carnage Energize X – Gain +X spawn points at the beginning of your next spawn phase where X is the
number of local enemies you destroy this combat.
Uncommon

Spirit Vault
11P
LOCATION
{S}, {X}: At the beginning of your next spawn phase, gain +X spawn points.
Rare

Inescapable Adversary
13P
9 7|9
Expel: Reactive Tempt – You may pull target engaged enemy one cell. ("Pulling" means moving a creature
closer.)
Scare: Reactive Lure – You may pull target unengaged enemy one cell. ("Pulling” means moving a creature
closer.)
Rare
MULTI
Failed Experiment
Stitched
3FM
2 3|6
Transpose: Reactive Bomb 6 – Sacrifice this creature and deal 6 damage to each local enemy.
Common

Sabrefang Skirmisher
Bloodcut
4VP
3 3|4
Advance: Reactive Assault 5 – Make a 5-power attack against target local enemy.
Common

Double Talker
Janus
5VM
4 3|9
Incite Hellbred 2 – Local Hellbred enemies have +2 power.
Fight Hellbred +2 – While there is a local Hellbred enemy, this creature has +2 power.
Uncommon

Isolationist
8VF
4 7|7
{BB}: Expel & Skirmish Self – You may move target engaged enemy one cell. Then if this creature is
engaged, you may move this creature one cell.
Common

Drunken Master
9MP
6 3|9
Bloodthirsty – If this creature attacks and no enemy is destroyed by the end of combat, sacrifice this creature.
{B}: Unravel 3 – Target local enemy has –3 defense this combat. (A creature's defense can't be less than 1.)
{B}: Ferocity – If target local enemy becomes disrupted this combat, destroy it instead.
Rare

Infernal Persuader
Hellbred
10FP
5 7|11
Condemn – Local allies gain the Hellbred lineage.
Uncommon
ANVILBORN
Convertible Convertible
1
0 1|1
Assist Drive – At the beginning of your spawn phase, move this creature one cell closer to the ally with the
lowest spawn cost.
Chameleon – This creature is considered to belong to all aspects of local allies.
Rare

Screaming Satellite
6
2 5|7
Drift Drive – At the beginning of your spawn phase, move this creature one cell toward your spawn row.
Signal Jam – During the initiative phase after both players have rolled the dice, if this creature is in a player’s
spawn row, that player skips their spawn phase, regardless of what was rolled.
Rare

Frantic Generator
7
2 7|9
Skid Drive – At the beginning of your spawn phase, slide this creature one cell away from your portal.
("Sliding" means moving a creature left or right.)
{S}: Boost – Spawn phase abilities cost {1} less to activate.
Uncommon

Wreckless Wrecker
8
3 7|9
Geography Drive – At the beginning of your spawn phase, move this creature one cell closer to the location
with the highest cost.
Raze – At the end of the conquest phase, if there is a local location, remove it from the game.
Uncommon

Aggrocopter
9
5 6|6
Intercept Drive – At the beginning of your spawn phase, move this creature one cell closer to the ally with the
lowest life.
{5}, {X}: Strafe – Make a 6-power attack on X target local enemies.
Common
Fiendish Hybrid
11
9 6|7
Pursuit Drive – At the beginning of your spawn phase, move this creature one cell closer to the enemy with the
highest spawn cost.
{BB}: Turbo – If target local enemy is destroyed this combat, you may move this creature one cell.
Bloodthirsty – If this creature attacks and no enemy is destroyed by the end of combat, sacrifice this creature.
Rare
WITCHING HOUR Sealed Distribution
Each booster contains one mini from each group.

Common A Uncommon B
Manic Miner 3P Soldier of Fortune 7V
Failed Experiment 3FM Blood-Ash Infantry 7F
Sabrefang Skirmisher 4VP Infernal Beauty 7P
Doctor Shocksalot 4MMM Madcap Aristocrat 7MMM
Horrifying Spectre 4FFF Wreckless Wrecker 8
Spiritslayer 8P
Common B Cornered Kitty 8MM
Runetagged Acolyte 5V Ravenous Vampyre 9PPP
Sybil 5M Infernal Persuader 10FP
Clawclan Slasher 5PP Zungar Champion 12VVV
‘Fraidy Cat 6F
Heartsblood Marshal 6P

Common C Rare
Bare-Knuckled Brawler 6P Convertible Convertible 1
Clawclan Hunter 7V Big Top 3MMM
Schoolyard Bully 7F Grand Hive 3FFF
Pearlthorn Marshal 8V Bruning Desire 4PPP
Isolationist 8VF Screaming Satellite 6
Master Tactician 6VV
Common D Unstable Mabel 6MM
Aggrocopter 9 Whirlygig 7M
Conductor 9M Bounty Hunte 7P
War Chief 9VV Miss Discipline 8FFF
Nightmare 10F Steadfast Squire 9VV
Chaos Beast 12M Mr. Fixit 9FF
Drunken Master 9MP
Hero of the People 10V
Fiendish Hybrid 11
Uncommon A Spirit Vault 11P
Zungar Herald 3V Shimmering Watchtower 11VVV
Faceless Sinper 3M Earwig 11MMM
Incomplete Masterpiece 3F Menacing Brute 12FFF
Infernal Whisperer 4F Inescapable Adversary 13P
Luminous Muse 4P
Man-At-Arms 4VV
Gas Man 5FF
Dancing Lunatic 5M
Double Talker 5VM
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