Sun Elf’s organized play performance is on the Stats page.

Face 1: Stave
Stave
Face 2: Stave
Stave
Face 3: Stave
Stave
Face 4: Charge
Charge
Face 5: Charge
Charge
Face 6: Sun Power
Sun Power

Setup. Begin the game with Sun Dial set to 0 with the Dusk side face up.

Status Effects

Charged Gem Positive Status Effect

Stack limit 1

  • A player with this token may spend it during their Main Phase and roll 1 die: On 1-2, gain 1 CP. On 3-4, deal 2 as an isolated source of undefendable dmg to a chosen opponent. On 5-6, gain 1 CP and deal 2 as an isolated source of undefendable dmg to a chosen opponent.

Sun Marked Negative Status Effect

Stack limit 1, Attack Modifier

  • When a player afflicted with this token is Attacked by an opponent, the Attacker Heals 2. Attack Modifier. Persistent.

Other Rules

Sun Dial Mechanic

  • The Sun Dial is a dial with a maximum of 5 and two sides, Dusk and Dawn. When an ability or effect reads "increase Sun Dial", increase the value on your Sun Dial by the same amount. If the Sun Dial would be increased above 5, Heal 1 for each increase above 5 instead.

Abilities

Light Staff Offensive (98.4% / 87.9% / 51.3%)

  • StaveStaveStave Deal 4 dmg
  • StaveStaveStaveStave Deal 5 dmg
  • StaveStaveStaveStaveStave Deal 7 dmg
  • On 4-of-a-kind, increase Sun Dial by 1.

Ray Absorption Offensive (53.6%)

Needs ChargeChargeChargeCharge

  • Increase Sun Dial by 3. Heal 2. Gain Charged Gem.

Scorching Staff Offensive (78.6%)

Needs StaveChargeChargeCharge

  • Deal 5 dmg and roll 1 die: On Stave, add 2 dmg. On Charge, increase Sun Dial by 2. On Sun Power, gain Charged Gem and increase Sun Dial by 2.

Radiant Energy Offensive (34.9%)

Needs StaveStaveStaveSun PowerSun Power

  • Inflict Sun Marked. Then deal 6 dmg.

Ray of Light Offensive (61.5%)

Needs a Small Straight

  • Increase Sun Dial by 1. Then deal 7 dmg.

Solar Burst Offensive (10.4%)

Needs Sun PowerSun PowerSun PowerSun Power

  • Increase Sun Dial by 2. Choose one: Gain Charged Gem -or- inflict Sun Marked. Then deal 8 dmg.

Sunbeam Offensive (26.1%)

Needs a Large Straight

  • Increase Sun Dial by 2. Then deal 9 dmg.

Harness the Light Defensive

Defense Roll 3 dice

  • Heal 1 x Stave. On Charge Charge, increase Sun Dial by 1. On Sun Power, increase Sun Dial by 1.

Solar Flare! Ultimate (1.3%)

Needs Sun PowerSun PowerSun PowerSun PowerSun Power

  • Increase Sun Dial by 3. Gain Charged Gem. Inflict Sun Marked. Then deal 10 dmg.

Upgrades

Light Staff II Upgrade of Light Staff (1 CP)

  • StaveStaveStave Deal 5 dmg
  • StaveStaveStaveStave Deal 6 dmg
  • StaveStaveStaveStaveStave Deal 7 dmg
  • On 3-of-a-kind, increase Sun Dial by 1.

Scorching Staff II Upgrade of Scorching Staff (2 CP)

Needs StaveChargeChargeCharge

  • Deal 5 dmg and roll 2 dice: Add 2 x Stave dmg. For each Charge, increase Sun Dial by 1. On Sun Power, gain Charged Gem and increase Sun Dial by 2.

Radiant Energy II Upgrade of Radiant Energy (2 CP)

Needs StaveStaveSun PowerSun Power

  • Inflict Sun Marked on a chosen opponent. Then deal 6 dmg.

Praise the Sun Same card (80.2%)

Needs StaveStaveStaveSun Power

  • Gain Charged Gem. Deal 5 dmg.

Solar Burst II Upgrade of Solar Burst (2 CP)

Needs Sun PowerSun PowerSun PowerSun Power

  • Increase Sun Dial by 2. Gain Charged Gem. Inflict Sun Marked. Then deal 7 undefendable dmg.

Bestow Your Light Same card (35.5%)

Needs Sun PowerSun PowerSun Power

  • Increase Sun Dial by 4. Inflict Sun Marked.

Sunbeam II Upgrade of Sunbeam (2 CP)

Needs a Large Straight

  • Increase Sun Dial by 3. Then deal 9 dmg.

Soaking Up the Sun Same card (26.8%)

Needs ChargeSun PowerSun PowerSun Power

  • Gain Charged Gem. Deal 9 dmg.

Harness the Light II Upgrade of Harness the Light (3 CP)

Defense Roll 3 dice

  • Heal 1 x Stave. On Charge, increase Sun Dial by 1. For each Sun Power, increase Sun Dial by 1. On Stave Charge Sun Power, gain Charged Gem.

Hero Cards

Radiant Exchange! Card

Roll Phase Action, 2 CP

  • Reduce Sun Dial to 0 (must reduce by at least 1). Change the value of one of your dice to a 6.

Sun Shield! Card

Instant Action, 0 CP

  • Remove Charged Gem to prevent 3 incoming dmg.

Here Comes the Sun! Card

Instant Action, 1 CP

  • Play only if Sun Dial is on the Dusk side. Increase Sun Dial by 2.

The Sun's Blessing! Card

Main Phase Action, 1 CP

  • Roll 1 die: On Stave, gain Charged Gem. On Charge, draw 2. On Sun Power, set Sun Dial to 5.

Solstice! Card

Main Phase Action, 2 CP

  • Choose one: Deal 2 dmg to all opponents -or- you and all teammates Heal 2.

The Glorious Sun! Card

Main Phase Action, 0 CP

  • Flip over your Sun Dial.

Clouds Parting! Card

Main Phase Action, 1 CP

  • Roll 1 die: Increase Sun Dial by 1/2 the value rolled (rounded up).

It Gives Life! Card

Main Phase Action, 1 CP

  • Reduce Sun Dial to 0 (must reduce by at least 1). A chosen player Heals equal to the amount reduced (max 5).

First Light! Card

Main Phase Action, 2 CP

  • Play only if Sun Dial is at 0. Increase Sun Dial by 2. Inflict Sun Marked on a chosen opponent.

Shine Upon Us! Card

Main Phase Action, 0 CP, Promo card

  • Roll 1 die: On Sun Power, increase Sun Dial by 3 and inflict Sun Marked on a chosen player. On any other outcome, draw 1.