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Scarlet Witch’s organized play performance is on the Stats page.  Warp Warp Warp Chaos Spell Crown
Status Effects Probability Manipulation Positive Status Effect
Stack limit 2 - Spend to change the value of any of your dice displaying an even number (2, 4, 6), up or down by a value of 1 (a value of 6 cannot be increased).
Reality Warp Negative Status Effect
Stack limit 1 - If a player is inflicted with this token when they begin their Offensive Roll Phase, they must remove it and use one of Scarlet Witch's dice in place of one of their own until the end of the Offensive Roll Phase.
Conjure Positive Status Effect
Stack limit 1 - Once per turn, a player with this token may spend it during their Main Phase to either: Gain a Positive Status Effect from a chosen player's leaflet (any opponent may prevent this by discarding a card of their choice), or inflict Reality Warp on a chosen opponent.
Crackle Positive Status Effect
Stack limit 3, Attack Modifier - If a player concludes their Offensive Roll Phase with an Attack, they may spend this token. If spent, add 1 dmg per Positive or Negative Status Effect on their Hero Board (excluding the Crackle that was just spent), up to a maximum of 3. Only two Crackle may be spent per turn.
AbilitiesHex Bolt Offensive (98.4% / 87.9% / 51.3%)  Deal 4 dmg   Deal 6 dmg    Deal 8 dmg
Darkhold Offensive (69.9%)Needs   - Draw 1. Gain 1 CP. Gain Crackle and Probability Manipulation.
Spellcraft Offensive (61.5% / 26.1%)- Small Straight Gain Probability Manipulation. Deal 7 dmg.
- Large Straight Inflict Reality Warp. Deal 9 dmg.
UpgradesHex Bolt II Upgrade of Hex Bolt (2 CP)  Deal 5 dmg   Deal 7 dmg    Deal 9 dmg
- On 4-of-a-kind, inflict Reality Warp.
Darkhold II Upgrade of Darkhold (2 CP)Needs   - Draw 1. Gain 2 CP. Gain 2 Crackle and 2 Probability Manipulation.
Spellcraft II Upgrade of Spellcraft (2 CP)- Small Straight Gain Probability Manipulation. Deal 8 dmg.
- Large Straight Inflict Reality Warp. Deal 10 dmg.
Hero CardsWarped! CardRoll Phase Action, 1 CP - Change the value of one of your dice to 1 or 2 or 3.
Chaos Manipulation! CardRoll Phase Action, 1 CP - Discard 2 Probability Manipulation to change the value of any one die.
No Dice! CardRoll Phase Action, 1 CP - Discard a Probability Manipulation token. Then change the value of any one of your opponent's dice to a 1.
Incantation! CardMain Phase Action, 1 CP Snap Crackle! CardMain Phase Action, 1 CP - Roll 1 die: If the value is even, gain Crackle. If the value is odd, gain 2 Crackle.
Hexellent! CardMain Phase Action, 0 CP, Promo card - Roll 1 die: On
, gain Conjure, Probability Manipulation, & Crackle. On any other outcome, draw 1.
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