Cyreni's Razors Rivals deck
|CR1||Crashing Crescendo||Surge: Score this immediately after your warband's third or subsequent Charge superaction made in the same phase.||1||-||-||-|
|CR2||Inexplicable Dread||Dual: Score this in an end phase if:
Your warband holds one or more objectives
And: One or more of those objectives is in no one's territory or enemy territory.
|CR3||Lost Without Trace||Surge: Score this immediately after an enemy fighter is taken out of action in no one's territory or in your territory.||1||-||-||-|
|CR4||Means of Survival||Dual: Score this in an end phase if:
Your warband holds two or more objectives
And: Two or more enemy fighters are out of action.
|CR5||Mind Erosion||Score this in an end phase if one or more enemy fighters each have one or more Stagger tokens.||1||-||-||-|
|CR6||Nameless Horrors||Score this in an end phase if each surviving friendly fighter is adjacent to no enemy fighters.||1||-||-||-|
|CR7||Quota of Souls||Hybrid: Score this in an end phase if:
Your warband holds two or more objectives within 1 hex of no one's territory
Or: Three or more enemy fighters are out of action.
|CR8||Rising Threat||Surge: Score this immediately after your warband's third or subsequent Hammertide action and/or cast spell in the same phase.||1||-||-||-|
|CR9||Sensory Deprivation||Surge, Hybrid: Score this immediately after a power step if:
Three or more surviving enemy fighters each have one or more Stagger tokens
Or: Three or more enemy fighters are out of action.
|CR10||Snuff Out||Surge: Score this immediately after your warband deals precisely enough damage to an enemy fighter to take that fighter out of action.||1||-||-||-|
|CR11||Soul Harvesters||Score this in an end phase if more enemy fighters are out of action than friendly fighters are out of action.||2||-||-||-|
|CR12||Tsunami Strike||Surge: Score this immediately after an enemy fighter is taken out of action in enemy territory.||1||-||-||-|
|CR13||Counter-current||Gambit Spell Reaction (Channel): Play this after an enemy fighter's Move action. If cast, choose a friendly fighter not adjacent to that enemy fighter. The chosen fighter makes a Move action that must end within 2 hexes of that enemy fighter.||-||-||-||-|
|CR14||Creeping Mist||Reaction: Play this after a friendly fighter's Attack action that takes an enemy fighter out of action. That friendly fighter cannot be the target of Attack actions or be chosen as the target for a gambit until the start of your next activation step.||-||-||-||-|
|CR15||Deep-sight||Rolls of Double support are successes in Inspired friendly fighters' defence rolls. This effect persists until the end of the round.||-||-||-||-|
|CR16||Eerie Distortion||Choose an un-Inspired friendly fighter. Give the chosen fighter one Guard token.||-||-||-||-|
|CR17||Lurking Presence||Push a friendly Cephanyr up to 2 hexes.||-||-||-||-|
|CR18||Momentary Vortex||Gambit Spell (Channel): If cast, choose a fighter and push each other fighter that is within 2 hexes of the chosen fighter 1 hex so they are closer to that fighter in an order you choose. If a fighter cannot be pushed in that way, do not push that fighter.||-||-||-||-|
|CR19||Resurfacing Memory||Choose an enemy fighter within 2 hexes of one or more un-Inspired friendly fighters. Stagger the chosen fighter.||-||-||-||-|
|CR20||Spiteful Riptide||Inspired friendly fighters have the Flying trait. After a friendly fighter's Move action, stagger each enemy fighter whose hex that fighter moved through. This effect persists until the end of the round.||-||-||-||-|
|CR21||Steed of Tides||Gambit Spell (Channel Channel): If cast, choose a friendly fighter that is adjacent to no enemy fighters and is within 2 hexes of the caster. Place the chosen fighter in an edge hex and give that fighter one Move token.||-||-||-||-|
|CR22||Surging Stream||+1 Damage to Range 1 and Range 2 Attack actions made by un-Inspired friendly fighters. This effect persists until the end of the round or an un-Inspired friendly fighter makes one or more Attack actions.||-||-||-||-|
|CR23||Channelled Torment||Reaction: After this fighter's activation, stagger an adjacent enemy fighter.
Reaction: After this fighter is dealt damage, stagger an adjacent enemy fighter.
|CR24||Defensive Swarm||Reaction: After an enemy fighter's Attack action that targeted this fighter, if that fighter is within 3 hexes of this fighter, roll three attack dice. If you roll one or more Fury, deal 1 damage to the attacker and stagger the attacker.||-||Leader||-||-|
|CR25||Gifts of the Depths||You can re-roll one dice in this fighter's defence rolls.||-||Idoneth||-||-|
|CR26||Great Wake||Reaction: After this fighter's Move action, push a friendly fighter within 3 hexes 1 hex towards this fighter.||-||-||-||-|
|CR27||Incredible Dexterity||Reaction: After this fighter's activation, give this fighter one Guard token.||-||-||-||-|
|CR28||Savage Ferocity||+1 Dice to this fighter's Range 1 and Range 2 Attack actions.||-||-||-||-|
|CR29||Soulscry Lantern||If this fighter is on an objective token at the end of the third action phase, gain 1 glory point.||-||Idoneth||-||-|
|CR30||Soulsiphon Mantle||+1 Wounds.||-||Thrall||-||-|
|CR31||Voidchill||-1 Dice, to a minimum of 1, from adjacent enemy fighters' Attack actions that target this fighter.||-||-||-||-|
|CR32||Vortex Lance||Spell Attack action
3 Focus - 2