
Play when a Light Soul would take damage. Prevent 2 of that damage.
The shield arrives as a burst of white.
Flashguard Intercept
- Cost
- 1
Rules
Play when a Light Soul would take damage. Prevent 2 of that damage.
The shield arrives as a burst of white.

Play when a Light Soul would take damage. Prevent 2 of that damage.
The shield arrives as a burst of white.
Play when a Light Soul would take damage. Prevent 2 of that damage.
The shield arrives as a burst of white.

Play when a Dark Soul falls. Destroy the Soul that damaged it if that Soul has 4 HP or less.
Some hooks stay in after death.

Cancel an Event unless its controller discards a card.
The answer is an empty hand.

Play when an enemy Soul readies. Exhaust it and deal 1 damage to it.
The grave pulls hardest on those who rise.

Play when a Dark Soul attacks. It has +2 ATK this combat.
No moon. No witness.

Play when a Light Soul would fall. It survives with 1 HP, then ready it.
The last signal is the hardest to silence.

Play after a Light Soul takes damage. Deal that much damage to the attacker, up to 4.
Dawn remembers every insult.