Feasting. Rare. Action. Desert Nomads. Defense +1. If the next opposing card is an Action, an additional Defense +2. Eclipse: if it is an Action or a Spell, it is discarded. Chain.

Sent to the gravelard . Rare. Action. Desert Nomads. Marauder. The Attack bonuses of your next Item are doubled. Eclipse: At the end of the fight, Heals 4 to 6 Health points if your opponent has suffered more than 8 physical damage. Chain Item.

Holy blade from Kehper. Uncommon. Sword. Desert Nomads. Warrior. Activates after the fight. Duration 4 fights. Attack +4/+5. Temple Guardian: -2 to damage suffered by your Temple Guardians.

Eclipsing. Uncommon. Dagger. Marauder. Permanent. Dual Wield. Attack +2. An additional Attack +1 if your opponent is not wearing a Weapon. Eclipse: a "Requiem from the Grave" or a "Sol'ra Eclipse" from your Hand, is played.

Cobra venom. Common. Action. Marauder. The characters in fight cannot be healed. Eclipse: Attack +2. Chain.

Emerald snake. Common. Jewel. Desert Nomads. Gardien du Temple. Duration 3 fights. As this card activates and at the start of your fights, Attack +2 and Defense -1.

Neythiri. (3 evolutions in all). On its last evolution : Common. Desert Nomads. Marauder. Human. Eclipse. Spirit 1. Attack 8/11. Defense 0. Health points 17. Defense +2 against the Sap Heart. The "Sol'ra Eclipse" last 2 more turns. If you play "Eclipsing", the opposing characters have Defense -1 until the end of the game. Turns 2, 4, 6: Attack +1 and Defense +2.

Enjoy the game!