Scarlet Witch hero portrait

Scarlet Witch

Scarlet Witch’s organized play performance is on the Stats page.

Face 1: Warp
Warp
Face 2: Warp
Warp
Face 3: Warp
Warp
Face 4: Chaos
Chaos
Face 5: Spell
Spell
Face 6: Crown
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.

Abilities

Hex Bolt Offensive (98.4% / 87.9% / 51.3%)

  • WarpWarpWarp Deal 4 dmg
  • WarpWarpWarpWarp Deal 6 dmg
  • WarpWarpWarpWarpWarp Deal 8 dmg

Darkhold Offensive (69.9%)

Needs SpellSpell

  • Draw 1. Gain 1 CP. Gain Crackle and Probability Manipulation.

Jinx Offensive (57.6%)

Needs WarpWarpChaosChaos

  • Deal 6 dmg and roll 2 dice: On Warp, add 2 dmg. On Chaos, gain Probability Manipulation. On Spell, inflict Reality Warp. On Crown, add 1 dmg and then roll this die again.

Mind Blast Offensive (60.7%)

Needs WarpChaosSpellCrown

  • Gain Crackle. Deal 5 pure dmg & roll 1 die: If the value is even, gain Probability Manipulation. If the value is odd, deal 8 pure dmg instead.

Spellcraft Offensive (61.5% / 26.1%)

  • Small Straight Gain Probability Manipulation. Deal 7 dmg.
  • Large Straight Inflict Reality Warp. Deal 9 dmg.

Pure Chaos Offensive (10.4%)

Needs CrownCrownCrownCrown

  • Gain Conjure. Inflict Reality Warp. Deal 6 undefendable dmg.

Bewitch Offensive (31.0%)

Needs WarpCrownCrownCrown

  • Gain Conjure. Deal 9 dmg.

Double Trouble Defensive

Defense Roll 5 dice

  • On Warp Warp, gain Crackle. On Chaos Chaos, gain Probability Manipulation. On Spell Spell, gain Conjure. On Crown Crown, deal 4 dmg.

Sealed Your Fate! Ultimate (1.3%)

Needs CrownCrownCrownCrownCrown

  • Gain Conjure and Probability Manipulation. Inflict Reality Warp. Deal 12 dmg.

Upgrades

Hex Bolt II Upgrade of Hex Bolt (2 CP)

  • WarpWarpWarp Deal 5 dmg
  • WarpWarpWarpWarp Deal 7 dmg
  • WarpWarpWarpWarpWarp Deal 9 dmg
  • On 4-of-a-kind, inflict Reality Warp.

Conjuration Same card (90.1%)

Needs WarpWarpSpell

  • Gain Conjure. Deal 2 pure dmg.

Darkhold II Upgrade of Darkhold (2 CP)

Needs SpellSpell

  • Draw 1. Gain 2 CP. Gain 2 Crackle and 2 Probability Manipulation.

Jinx II Upgrade of Jinx (2 CP)

Needs WarpWarpChaosChaos

  • Deal 6 dmg and roll 2 dice: Add 2 x Warp dmg. Gain 1 x Chaos Probability Manipulation. On Spell, inflict Reality Warp. For each Crown, add 1 dmg and then roll this die again.

Mind Blast II Upgrade of Mind Blast (2 CP)

Needs WarpChaosSpellCrown

  • Gain 2 Crackle. Deal 5 pure dmg & roll 1 die: If the value is even, gain Probability Manipulation. If the value is odd, deal 9 pure dmg instead.

Spellcraft II Upgrade of Spellcraft (2 CP)

  • Small Straight Gain Probability Manipulation. Deal 8 dmg.
  • Large Straight Inflict Reality Warp. Deal 10 dmg.

Pure Chaos II Upgrade of Pure Chaos (2 CP)

Needs CrownCrownCrownCrown

  • Gain Conjure. Inflict Reality Warp. Deal 7 undefendable dmg.

Chaos Same card (35.5%)

Needs CrownCrownCrown

  • Gain Conjure, Probability Manipulation, & 2 Crackle.

Bewitch II Upgrade of Bewitch (1 CP)

Needs WarpCrownCrownCrown

  • Gain Conjure. Deal 10 dmg.

Energy Drain Same card (54.3%)

Needs ChaosChaosSpell

  • Steal 3 Health.

Double Trouble II Upgrade of Double Trouble (2 CP)

Defense Roll 5 dice

  • On Chaos Chaos, gain Probability Manipulation. On Spell Spell, gain Conjure. On Crown Crown, deal 4 dmg. On Warp Warp, gain Crackle -or- on Warp Warp Warp, gain 2 Crackle. You may discard a Probability Manipulation to change one of these dice to any value.

Hero Cards

Hex Shield! Card

Roll Phase Action, 1 CP

  • Play only after being Attacked. Roll 5 dice: Prevent 1 x Warp dmg. On Crown Crown, inflict Reality Warp.

Warped! Card

Roll Phase Action, 1 CP

  • Change the value of one of your dice to 1 or 2 or 3.

Chaos Manipulation! Card

Roll Phase Action, 1 CP

  • Discard 2 Probability Manipulation to change the value of any one die.

No Dice! Card

Roll 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! Card

Main Phase Action, 1 CP

  • Gain Conjure.

Snap Crackle! Card

Main Phase Action, 1 CP

  • Roll 1 die: If the value is even, gain Crackle. If the value is odd, gain 2 Crackle.

Hexellent! Card

Main Phase Action, 0 CP, Promo card

  • Roll 1 die: On Crown, gain Conjure, Probability Manipulation, & Crackle. On any other outcome, draw 1.