
Rowan Brightwell
Mystic KnightRestore 3
When Played: Give an enemy unit -3/-3 for this phase. If a friendly unit was defeated this phase, give that enemy unit -6/-6 for this phase instead.


You spend your evenings and your paychecks on Bloom Wars: The Veil, the card game everyone in Seedblossom plays. Then a card you don't own turns up on your pillow, and the game starts leaking into the city.
Walk the streets. Open packs. Build a deck. Duel your way to the Veil.

Walk Seedblossom in classic top-down style: six districts, the roads between them, card shops, cafés, parks and a place of your own. Talk to everyone. Some of them want a duel.

Bloom Wars: The Veil is a complete trading card game: leaders, Anchors, two battlefields, resources and initiative. Open boosters, chase rares and build any deck you can imagine.
Every card in the base set is illustrated, and every ability is scripted and tested. A few from the set:

Restore 3
When Played: Give an enemy unit -3/-3 for this phase. If a friendly unit was defeated this phase, give that enemy unit -6/-6 for this phase instead.

Restore 2
Each other friendly unit gains Restore 1.
When Played: Play an Astral Collegium unit from your discard pile. It costs 3 less.

Ambush
When Played: Search the top 10 cards of your deck for any number of Gilded Court units with combined cost 3 or less and play each of them for free.

When Played/On Attack: An opponent chooses a non-leader unit they control. Defeat that unit.

When Played/When Defeated: You may discard your hand. If you do, draw 3 cards.

This unit enters play ready.
When you ready cards during the regroup phase: Either pay 1 or return this unit to her owner's hand.

This unit can attack units in the Waking World.
While this unit is attacking a Waking unit, the defender gets -2/-0.

While you control another VAGABOND unit, this unit gains RAID 1.
On Attack: Discard a card from the defending player's deck. If it's an event, exhaust a resource that player controls.

Sentinel (Units in this world can't attack your non-Sentinel units or your Anchor.)
When Played: Heal up to 8 total damage from any number of units and/or Anchors. Deal that much damage to this unit.

Choose a unit. It loses all abilities for this phase. Then, if you control an ARCANE unit, pay any number of resources and deal 2 damage to the chosen unit for each resource paid this way.

Sentinel
Overwhelm
When Played: You may deal damage to a unit equal to the number of resources you control.

Sentinel (Units in this world can't attack your non-Sentinel units or your Anchor.)
On Attack: The next non-Astral Collegium, non-Gilded Court card you play this phase costs 2 less.

Shielded (When you play this unit, give a Shield token to it.)
On Attack: Name a card. An opponent reveals their hand and discards a card with that name from it.

Attach to a non-WARBEAST unit.
If attached unit is an ARCANE unit, it gains: "On Attack: Give the defender -2/-2 for this phase."

Choose a world (Waking or Dreaming). Deal 3 damage to each unit in that world.

Ambush
When this unit attacks and defeats a unit: Ready her.
Every district has a card shop, and every shop has a Keeper who holds a ring. Beat them in order and the road to the next district opens. Nobody has ever wondered what the rings are for.
Ring1Runs the Friday tables at Afterglow and treats every duel like a party she's throwing.
Ring2Builds tiny clockwork figures between customers, and plays a deck far louder than she is.
Ring3A foxkin in head-to-toe pink who pours tea between duels and is sharper than the frills suggest.
Ring4An elf of a hundred and thirty-two who keeps an old map of the city that nobody else can read.
Ring5The newly crowned queen, who plays in a hooded cloak that fools no one.
Ring6Holds the last ring, plays the strongest deck in the city, and has been waiting for you.
Each faction is a philosophy for fighting in both worlds. Your leader and your Anchor decide which ones your deck plays cheaply.
Big bodies, healing and patience. Outlast the other side.
Thorn ravens, moss stags, bramble wolves
Ramp into resources, then land the biggest threats in the set.
Armored wyverns, iron-scaled dragons
Cheap units, raids and burn. Hit the Anchor early and often.
Flame falcons, fire imps, fang wyverns
Tricks, ambushes and tempo. Never quite where you expect.
Shadow-stalkers, mirror-wraiths, mimics
The heroic alignment. Pairs with any of the four above.
Pegasi, starlit griffons, a phoenix-titan
The villainous alignment, and the faction behind the story's threat.
Nightmare dragons, the shadow-basilisk
A best friend who keeps a tally of his losses, a streamer with a chat full of goblins, a slime in the park, and a woman who visits your dreams.
Captured straight from the current build.
Patrons help decide where the game goes next, and higher tiers get early builds.