Keeper
Keeper

They hold the Orb of the ancient runic caves. The Battle Planes are riddled with these interconnected underground caves, and it is the Keeper's task to prevent them from awakening. The Keeper are able to use these caves to their strategic advantage, particularly for attacks and unit movement.

Special Abilities:
Mods Mana Name Ability
0 1 Move Move to an adjacent Tria.
0 2 Attack Attack an adjacent unit.
0 2 Runic Trap If the Keeper is on a Runic Tria, attack the unit on the Runic Tria bearing the same run on the local Battle Plane.
1 1 Short Warp If the Keeper is on a Runic Tria, move the Keeper onto the Runic Tria bearing the same run on the local Battle Plane.
2 2 Runic Blast If the Keeper is on a Runic Tria, attack any unit on a Runic Tria bearing the same run on any Battle Plane.
3 1 Warp If the Keeper is on a Runic Tria, move the Keeper onto a Runic Tria bearing the same rune on any Battle Place.
Strength:
  1. Keeper can attack longer ranges via Runic Trias.
  2. Can remove/scare away opponent's units from Runic Trias to leave opponent's Cast cards useless. Thus removing some of the unknown factor.
  3. Keeper can flee faster than rest of the units if 1+ Mods are attached.
Weakness:
  1. Retrieving the Keeper's Orb back becomes a tedious task if the opponent manages to add 1+ Mods to the Keeper due to Keeper's ability to flee further and quickly.
  2. Off Runic Trias, the Keeper is only as good as an Inka with Mods when compared against other Idols.
Comments:
  1. As more Battle Planes make up the battlefield, the Keeper becomes more and more powerful and quickly gains Mods.