Test2

## Legendary

**Anabel, Dawn's light:** 3-cost, 1/2. Pre-strike: Give all allies +1/+1.**Caroline, Holy Lance:** 4-cost, 3/4. Rejuvenation, Hexproof, Armor 1**Reinhardt, Militant:** 5-cost, 2/5. Trample, Synergy 3**Ian, Archbishop of Yang:** 6-cost, 3/6. Rejuvenation, when you restore heath: Double the Rejuvenation effect, this unit gains +0/+2.**Dazzling Angel Reyna:** 7-cost, 5/5. Debut: No enemies can attack this turn.**Dapton, Fortress:** 8-cost, 0/25. Defender, Shroud, Armor 2. Turn end: 8 crash damage to random opponent area.
## Epic

**Temple Guard:** 2-cost, 2/2. When this unit attacks the enemy: Summon a 1/1 Village Militia.**White Robed Bishop:** 3-cost, 2/3. Turn start: Give all other allies +0/+1.**Janissary Commander:** 4-cost, 2/3. Armor 3, Synergy 1**Lunar Priest:** 4-cost, 1/3. Turn end: Restore 8 health.**Royal Archer:** 5-cost, 3/3. First strike, Turn start: Summon a 1/1 Imperoal Archer on a random adjacent square.**Achilles, the Destroyer:** 6-cost, 0/11. Suspend, Armor 2, Synergy 5**Retribution Angel:** 6-cost, 4/6. Rejuvenation, Debut: If the 1st enemy in opp. row just entered the board, destroy it.**Wall of Glory:** 7-cost, 0/20. Defender, Armor 1, Turn end: Deal 4 damage to an opponent's random area.**Light Paladin:** 7-cost, 5/5. Armor 2, Debut: Restore 5 Health.**Templar Bannerman:** 8-cost, 5/6. Synergy 2, Debut: Give all other allies +2/+3.**Royal Griffin:** 9-cost, 6/4. Rejuvenation, Debut: Summon two 3/2 Bald Griffins in the same column.**Seal of Empire:** 2-cost Spell. Turn start: Summon a 1/1 Village Militia, add Seal of Empire to your hand.**Lights of Dawn:** 3-cost Spell. Turn end: Give all Allies +3/+3.**Hymn of Light:** 4-cost Spell. Give all allies +2/+2.**Honor Asylum:** 6-cost Spell. Give all allies +1/+1. In this turn, give target allies: Armor 6, Hexproof.**Apocalypse:** 7-cost Spell. Destroy 4 Units on each Fist.
## Rare

**Temple Garrison:** 2-cost, 2/2. Rejuvenation, Debut: Insight 1.**Fortification:** 2-cost, 0/5. Defender, Turn end: Gain +0/+2.**Fearless Dynamiter:** 3-cost, 1/4. Turn end: Deal 3 damage randomly to enemy. Death: Deal 3 damage to your health.**Elite Archer:** 3-cost, 3/2. First Strike, Deployment phase: Insight 1.**Temple Marksman:** 3-cost, 1/2. Synergy 1, Turn start: Deal damage to enemy player equal to this unit's attack.**Logistics Officer:** 3-cost, 2/4. Turn end: Restore your health equal to this unit's attack.**Shield Janissary:** 3-cost, 3/1. Armor 2.**Temple Knight:** 3-cost, 1/3. Rejuvenation, Synergy 2**Imperial Cannon:** 4-cost, 0/7. Defender, Turn end: If there is an ally right behind, deal 5 damage to opponent's random area.**The Empire Tent:** 4-cost, 0/4. Defender, Debut: Summon a 1/1 Village Militia. Turn End: Summon a 1/1 Village Militia.**Siege Tower:** 4-cost, 1/9. Turn end: Random enemy takes 1 damage.**Monk of Peace:** 4-cost, 2/2. Debut: enemies in the opposing row can't attack this turn.**Bartender:** 4-cost, 1/5. Turn start: Give a random adjacent ally +3/-1. If there's none, this unit gains +3/-1.**Temple Elite:** 4-cost, 3/4. Synergy 2.**Temple Missionary:** 5-cost, 2/5. Turn start: random enemy can't strike in this round.**Battlefield Priest:** 5-cost, 4/3. Debut: Give all other allies +1/+1.**Imperial Cuirassier:** 5-cost, 5/2. Debut: If the 1st enemy in the opposite row just entered the board, destroy it.**Temple Captain:** 5-cost, 3/4. Rejuvenation, When this unit attacks the enemy: Summon a 2/2 Temple Garrison.**Village Baron:** 6-cost, 3/5. Synergy 1, Turn end: Summon a 2/1 Security Guard on a random adjacent square.**Holy Power:** 2-cost Spell. Double target Ally's Defence. Draw a card.**Blessing of Reyna:** 2-cost Spell. Give all allies +0/+3.**Angel Nectar:** 2-cost Spell. Restore 4 Health, draw a card.**Horn of Victory:** 3-cost Spell. Turn end: Draw 2 cards. If more allies than enemies are on the board, give a random ally +3/+3.**Armed Force:** 3-cost Spell. Give target ally +2/+2 and Armor 2.**Counter Ambush:** 3-cost Spell. Give all allies +1/+0. Give all enemies -1/-0.**Seize Position:** 4-cost Spell. Return enemies in target to their owner. Summon a 1/1 Villafe Militia in the same row on your Fist.**Archer's Ambush:** 4-cost Spell. Turn end: Summon 3 1/1 Imperial Archers in target column, deal 1 Crash damage to 3 random enemies.**Dazzling Radiance:** 4-cost Spell. No enemies can attack in this turn.**Countryside Defense:** 5-cost Spell. Turn End: Summon three 1/3 Field Farmers. for every ally on the field, gain 1 health.**Light's Retribution:** 5-cost Spell. Destroy enemies in target row.
## Common

**Radiant Scarecrow:** 2-cost, 0/3. Turn start: If the 1st enemy in opp. row just entered the board, it can't strike in this round.**Village Vagrant:** 2-cost, 1/1. Rejuvenation.**Imperial Archer:** 2-cost, 1/1. First strike.**Nun:** 2-cost, 1/2. Turn end: Restore 2 health.**Imperial Soldier:** 2-cost, 1/1. Synergy 2.**Happy Dairy Cow:** 3-cost, 0/3. Turn end: Restore X Health (X equals to this unit's defence.)**The Empire War Flag:** 3-cost, 0/1. Defender, Debut: Give all adjacent allies +1/+1. Turn End: Give random ally +1/+1.**Protection Statue:** 3-cost, 0/5. Defender, Turn start: Give random adjacent ally +0/+1.**Ballista:** 3-cost, 0/3. Synergy 3.**Temple Recruit:** 3-cost, 2/3. Synergy 1.**Cautious Hackbuteer:** 4-cost, 3/3. Pre-strike: If there are other allies in the same row, deal 1 damage to random enemy.**Pumpkin Aunt:** 4-cost, 2/3. Debut: Deal 2 Damage to a random position in the opposite row.**Vanguard Cavalry:** 4-cost, 3/2. Debut: If there's no enemy in the opposing row, gain +2/-1.**Bald Griffin:** 4-cost, 3/2. Rejuvenation.**Sanctuary Keeper:** 4-cost, 1/4. Armor 1.**Village Taskmaster:** 4-cost, 1/3. When this unit attacks the enemy: Summon a 1/1 Village Militia.**Militia Captain:** 4-cost, 2/2. Debut: Summon a 1/1 Village Militia.**Young Cleric:** 4-cost, 1/3. Turn start: Give another random ally +0/+2.**Kitchen Handyman:** 5-cost, 2/3. Turn start: Give random ally +1/+1.**Imperial Hammersmith:** 6-cost, 3/3. Debut: Give another random ally +2/+2.**Beam of Faith:** 1-cost Spell. Deal X damage to target enemy. (Where X is the number of all allies on the board.)**Spearhead:** 1-cost Spell. Give target ally +3/+0.**Adaptability:** 1-cost Spell. If there's no enemy in target ally's opposing row, it gains +4/+0, or it gains +0/+4.**Adventurer's Gear:** 1-cost Spell. Give target ally +1/+1 and Rejuvenation.**Strong unity:** 2-cost Spell. Give target ally +X/+X. (Where X is the number of all allies on the board.)**Prepare For Battle:** 2-cost Spell. Give all allies +1/+1.**Holy shield Protector:** 3-cost Spell. Give target ally +1/+1. Give target ally Armor 5 this turn.**Light of Awe:** 3-cost Spell. Target Enemy can't strike this turn. Draw a card.**Empire's Vitality:** 3-cost Spell. Give target ally +0/+3, restore X Health. (X = target's Defence)**Holy Smite:** 3-cost Spell. Destroy an enemy on target square. Restore 3 Health to the enemy Player.**Cooperation Tactic:** 4-cost Spell. Give target ally +2/+2. Give adjacent allies +1/+1.**Stoning:** 4-cost Spell. Deal 3 damage to enemies in target row.**Thick Hide:** 5-cost Spell. Give target unit +1/+6 and Armor 1.
Newbie's**Parry & Riposte:** 2-cost Spell. Give target ally +1/+3.**Field Worker:** 2-cost, 1/3.**Security Guard:** 2-cost, 2/1.**Militia Warrior:** 3-cost, 3/1.**Kind Aunt:** 3-cost, 1/2. Debut: Give another random ally +1/+1.**Fat Guardsman:** 4-cost, 2/4.**Sturdy Foreman:** 5-cost, 3/4.**Imperial Hammerman:** 6-cost, 6/2.