Keeper
They hold the Orb of the ancient runic caves. The Battle Planes
are riddled with these interconnected underground caves, and it is
the Keeper's task to prevent them from awakening. The Keeper are
able to use these caves to their strategic advantage, particularly
for attacks and unit movement.
Special Abilities:
Mods |
Mana |
Name |
Ability |
0 |
1 |
Move |
Move to an adjacent Tria. |
0 |
2 |
Attack |
Attack an adjacent unit. |
0 |
2 |
Runic Trap |
If the Keeper is on a Runic Tria, attack the unit on
the Runic Tria bearing the same run on the local
Battle Plane.
|
1 |
1 |
Short Warp |
If the Keeper is on a Runic Tria, move the Keeper onto
the Runic Tria bearing the same run on the local
Battle Plane.
|
2 |
2 |
Runic Blast |
If the Keeper is on a Runic Tria, attack any unit on
a Runic Tria bearing the same run on any Battle Plane.
|
3 |
1 |
Warp |
If the Keeper is on a Runic Tria, move the Keeper
onto a Runic Tria bearing the same rune on any
Battle Place.
|
|
Strength:
-
Keeper can attack longer ranges via Runic Trias.
-
Can remove/scare away opponent's units from Runic Trias to
leave opponent's Cast cards useless. Thus removing some of
the unknown factor.
-
Keeper can flee faster than rest of the units if 1+ Mods
are attached.
|
Weakness:
-
Retrieving the Keeper's Orb back becomes a tedious task if
the opponent manages to add 1+ Mods to the Keeper due to
Keeper's ability to flee further and quickly.
-
Off Runic Trias, the Keeper is only as good as an Inka with
Mods when compared against other Idols.
|
Comments:
-
As more Battle Planes make up the battlefield, the Keeper
becomes more and more powerful and quickly gains Mods.
|