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Sun Elf’s organized play performance is on the Stats page.  Stave Stave Stave Charge Charge Sun Power
Setup. Begin the game with Sun Dial set to 0 with the Dusk side face up. Status EffectsCharged Gem Positive Status EffectStack 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 EffectStack limit 1, Attack Modifier - When a player afflicted with this token is Attacked by an opponent, the Attacker Heals 2. Attack Modifier. Persistent.
Other RulesSun 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.
AbilitiesLight Staff Offensive (98.4% / 87.9% / 51.3%)  Deal 4 dmg   Deal 5 dmg    Deal 7 dmg
- On 4-of-a-kind, increase Sun Dial by 1.
Ray of Light Offensive (61.5%)Needs a Small Straight - Increase Sun Dial by 1. Then deal 7 dmg.
Sunbeam Offensive (26.1%)Needs a Large Straight - Increase Sun Dial by 2. Then deal 9 dmg.
UpgradesLight Staff II Upgrade of Light Staff (1 CP)  Deal 5 dmg   Deal 6 dmg    Deal 7 dmg
- On 3-of-a-kind, increase Sun Dial by 1.
Sunbeam II Upgrade of Sunbeam (2 CP)Needs a Large Straight - Increase Sun Dial by 3. Then deal 9 dmg.
Hero CardsRadiant Exchange! CardRoll 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! CardInstant Action, 0 CP - Remove Charged Gem to prevent 3 incoming dmg.
Here Comes the Sun! CardInstant Action, 1 CP - Play only if Sun Dial is on the Dusk side. Increase Sun Dial by 2.
Solstice! CardMain Phase Action, 2 CP - Choose one: Deal 2 dmg to all opponents -or- you and all teammates Heal 2.
The Glorious Sun! CardMain Phase Action, 0 CP Clouds Parting! CardMain Phase Action, 1 CP - Roll 1 die: Increase Sun Dial by 1/2 the value rolled (rounded up).
It Gives Life! CardMain 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! CardMain 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! CardMain Phase Action, 0 CP, Promo card - Roll 1 die: On
, increase Sun Dial by 3 and inflict Sun Marked on a chosen player. On any other outcome, draw 1.
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