Fourmarks

A short fight. Twenty life. Five slots.

Two heroes, fifteen cards each. Mana climbs from 1 to 5. Minions sit in five slots, and a wall has to be hit before anything behind it. On turn 7 the relic burns both of you.

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Draw 3, replace up to 2, then draw 1 at the start of each turn. Hand limit 7. An empty deck deals 1. Hero power costs 2 and happens once a turn. Haste attacks immediately. Drain heals. Grow adds stats at the end of your turn. Raid cares if you used your hero power. Pact asks you to pay before the card does anything.