SECP / 1
When Played: You may disclose VigilanceVigilanceVillainy . If you do, exhaust an enemy unit. That unit can't ready while this unit is in play.
Card Commander / Library
Secrets of Power Weekly Play
SECP / 1
When Played: You may disclose VigilanceVigilanceVillainy . If you do, exhaust an enemy unit. That unit can't ready while this unit is in play.
SECP / 10
Deal damage to a unit equal to twice the number of units you control in its arena.
SECP / 11
Grit When Played/When damage is dealt to this unit: You may deal 2 damage to another <uq> unit.
SECP / 12
When Played/On Attack: You may deal 4 damage to a ground unit.
SECP / 13
Raid 2 While you control fewer resources than an opponent, this unit gets +2/+0.
SECP / 14
If a friendly unit was defeated while attacking this phase, draw 3 cards.
SECP / 15
If an opponent controls no ground units, this unit enters play ready.
SECP / 16
When Played: You may exhaust a unit. Plot
SECP / 17
On Attack: You may discard a card from your hand. If you do, create a Spy token.
SECP / 18
Saboteur
SECP / 19
Restore 1 On Attack: You may disclose HeroismHeroism . If you do, give a unit Sentinel for this phase.
SECP / 2
When Played: Give each enemy unit –3/–3 for this phase. When an enemy unit is defeated: Give an Experience token to a friendly unit.
SECP / 20
Deal 3 damage to a unit. Heal 3 damage from your base.
SECP / 21
When Played: You may disclose VigilanceVigilanceVillainy . If you do, exhaust an enemy unit. That unit can't ready while this unit is in play.
SECP / 22
When Played: Give each enemy unit –3/–3 for this phase. When an enemy unit is defeated: Give an Experience token to a friendly unit.
SECP / 23
Grit When Played: You may choose an enemy unit and another friendly non-leader unit. If you do, heal 6 damage from your base and the enemy unit captures the friendly unit.
SECP / 24
Plot
SECP / 25
At the start of the next action phase, for each enemy unit, its controller must pay 1 resource or exhaust that unit.
SECP / 26
Sentinel Overwhelm
SECP / 27
Action [Exhaust, return this unit to its owner's hand]: Give a unit +2/+2 for this phase.
SECP / 28
When Played: You may give another friendly unit +2/+2 for this phase. Plot
SECP / 29
This unit gets +1/+0 for each other exhausted friendly unit.
SECP / 3
Grit When Played: You may choose an enemy unit and another friendly non-leader unit. If you do, heal 6 damage from your base and the enemy unit captures the friendly unit.
SECP / 30
Deal damage to a unit equal to twice the number of units you control in its arena.
Card data: SWU API. Artwork belongs to its respective owners.