
Other Light Souls you control have +1 DEF.
Where she stands, the dark cannot.
Seraph of First Light
- Cost
- 6
- ATK
- 6
- DEF
- 5
- HP
- 8
Rules
Other Light Souls you control have +1 DEF.
Where she stands, the dark cannot.

Other Light Souls you control have +1 DEF.
Where she stands, the dark cannot.
Other Light Souls you control have +1 DEF.
Where she stands, the dark cannot.

When this attacks, destroy an enemy Domain with DEF 4 or less.
No gate survives the second sunrise.

Enter: restore 2 HP divided among Light Souls you control.
The wound closes before despair can enter.

Whenever you play an Equipment, draw a card, then discard a card.
Every reflection shows another possible victory.

Flying. Event cards you play cost 1 less while this is in play.
Gold wings mark the safest road through war.

When another Light Soul falls, ready this and restore 2 HP to it.
Every vow becomes a blade when the dawn is threatened.

Guard. The first time this would take damage each turn, prevent 1 of it.
The court doors open only for the worthy.