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Main Phase: Exhaust this card to choose a Problem. You need -4 wild power to confront that Problem until the end of the turn.
When this card enters play, if you have another Purple character, you may move an opposing character.
Main Phase: Retire this card to put a Troublemaker from your discard pile into your hand.
When you play a Troublemaker, you need -2 wild power to confront this card's Problem until the end of the turn.
When you move this card, you may move an opposing character.
When this card enters play, reveal the top card of your deck. If you reveal a Resource this way, you may put it into play.
Opposing characters here have -1 power during faceoffs.
Main Phase: Exhaust this card to move an opposing character at this card's Problem.
Opponents pay +1 AT to play cards with cost 2 or less.
When you play an Event, you may exhaust this card and a number of your other Unicorn Friends equal to that Event's cost to copy its effects.
When you move a character, you may exhaust this card to gain 1 AT. If you moved an opposing character, you may exhaust this card to gain 2 AT instead.
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