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[Call Cost] [Pay 2 gauge]
If this card would leave the field, you may discard two cards from your hand and pay 1 gauge. If you do, prevent this card from leaving the field.
[Penetrate] [Counterattack] [Lifelink 2]
[Call Cost] [When your life would become 0 during your opponent's turn, pay 3 gauge, and your life becomes 1]
When this card enters the field, discard your entire hand, put all cards other than this card from your field into your drop zone, for this turn, you cannot be dealt damage, and this card cannot be destroyed.
[Call Cost] [Pay 2 gauge & Put up to two spells from your drop zone into this card's soul]
[Double Attack] [Soulguard] [Lifelink 2]
This card cannot be called to the center.
[Call Cost] [Pay 1 gauge]
When you are attacked, you may pay 1 gauge. If you do, draw a card.
ACT: "Bloody History" You may [Rest] this card. If you do, draw a card. You may only use "Bloody History" once per turn.
[Call Cost] [Pay 3 gauge]
[Counter]ACT: You may discard a <<Wizard>> from your hand. If you do, for this turn, give a card on your opponent's field power-2000, defense-2000 and critical-1.
During your turn, when you cast a spell, draw a card. This ability only activates once per turn.
You may only call this card if you have a <<Hundred Demons>> monster on your field.
Thunder Mine When your opponent is dealt damage by the effect of "Thunder Mine", deal 1 damage to your opponent!. This ability only activates once per turn.
When this card enters the field, if you have an item equipped, search your deck for up to one <<Knight>> item, put it into your hand, and shuffle your deck.
When this card attacks, if you have two items equipped, put the top card of your deck into your gauge.
When you are dealt damage, put the top card of your deck into your gauge. This ability only activates once per turn.
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