
Guard, Wither Death: Summon a Guild Hand. For the rest of the game, your Guild Hands have Wither.

Guard, Wither Death: Summon a Guild Hand. For the rest of the game, your Guild Hands have Wither.
Attached
Attach a Dusk Brand to a target unit, or deal 1 damage to a target hero and summon a Ghoul.
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Guard, Wither Death: Summon a Guild Hand. For the rest of the game, your Guild Hands have Wither.
Attach a Dusk Brand to a target unit, or deal 1 damage to a target hero and summon a Ghoul.
Death: Summon a Guild Hand.
Guard Inspire (Earth): This unit gains +1 Power.
Give a target ally unit Guard, then deal damage equal to its Power to all enemy units.
Costs 5 less if your hero attacked this turn. Play: Draw and summon a unit whose cost matches this spell's current cost.
Spend all your mana to draw and summon your highest-cost unit costing that much or less, with an Iron Sigil attached.
Give a target ally unit +1/+1, then double its Attack and HP.
Armor Summon: Draw a Metal unit and give it +1/+1.
Dash When this unit takes damage, add Pyric Offering to both players' hands.
Play & Glory: Draw a Blade spell.