





Zeal Bomb
Start of Turn: Double the Zeal. Deal (Zeal) damage. Ready after 4 turns. Speed up the timer when you use a Charge. persistent.
ranged action

Zeal Bomb
by 0men98
Start of Turn: Double the Zeal. Deal (Zeal) damage. Ready after 4 turns. Speed up the timer when you use a Charge. persistent.
- Zeal
- Your Divine actions deal additional damage for each Zeal. At the start of the turn, take damage equal to your Zeal.
- persistent
- Cards with Persistent don't get discarded at the end of the turn and cannot be Buried.
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