
ID | 14 |
Name | CLEVER |
Power | 2 |
Ability | Put a card from a space OR the loop on the top OR the bottom of the deck. |
Faction | END |
Lore | Mischief and trickery are the two tenets that CLEVER lives by. Stopping the plans of others or stealing those plans for yourself are sure ways to throw your enemy off-balance, so CLEVER often tries to remain unassuming and harmless, waiting to strike at the most opportune moment. |
Clarification | None |