Netjhim. (3 evolutions in all). On his last evolution : Rare. Character. Desert Nomad. Priest. Human. Spirit 2. Attack 5/7. Defense 0. Health points 18. Each time one of your Priests suffers damage points, a card from your Discard pile is placed in your Deck.
Turns 1, 3, 6 and 10: the opposing characters loose 1 Health point and their Maximum Health point limit is reduced by 1 until the end of the game.
Protection of the people. Rare. Action. Desert Nomads, Priest, Warrior. Permanent.
At the start of the fight, heals 1 Health point per character who has already been healed during the game.
Wood staff Uncommon. One Hand Weapon Item Stick. Desert Nomads, Priest. Permanent. Spirit +1.
At the start of fight, you can choose up to two cards in any Discard pile, these cards are withdrawn from the game and you win 2 Health points per Nomad card among them.
Precognition. Uncommon. Destiny Theurgy. Desert Nomads, Priest. Duration 2 fights. At the end of the fight, your opponent suffers X magic damage points where X is the sum of the Heal points received by both characters in battle this turn.
Chain Theurgy.
Heat stroke. Common. Action. Desert Nomads. You and your opponent suffer 1 direct damage point per card worn by one or the other (5 maximum).
Temple Guardian: a dead opponent suffers 10 direct damage points.
Warrior: Chain.
Naptys’ eyes. Common. Action. Desert Nomads. Each character in battle heals 4 Health points.
Each Temple Guardian heals 2 Health points.
Chain Theurgy.
Repulsion. Common. Action. Desert Nomads Duration 3 turns. If an Immortal dies, the others have Attack +3 until the end of the game.
Immortal: among the cards attached to the characters in battle, two opposing cards and one of yours are placed in their owner’s Deck.
Chain.
Enjoy the game!