Discipline
Card spotlight · Spell

Discipline

Calm
Card text[Reaction] (Play any time, even before spells and abilities resolve.) / Give a unit +2 Might this turn. Draw 1.

+2 Might and a card for two Energy, at [Reaction] speed. Its real power is timing: cast it after they've committed — once their damage spell is on the Chain, or once the fight has started — and it saves a unit or swings the combat they thought they'd won.

Advanced ◆

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Expert ◆

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Legends that can run it ◆