Feral One
Rush: Can attack the turn they are deployed.
Chance Betrayal: After two turns in your
army, flip a coin and let your opponent
call it. If they win, the Feral one is added
to their army for two turns, at which point this
process repeats. If you win, the Feral one
remains in your army but gains the Raging
feature.
(Raging: When the Feral One is destroyed,
the nearest allied card takes 2 damage.)
Card Comments