The rules this set actually turns on. Wording is taken from the verified notes — it is not paraphrased.
Blood Debt
At the beginning of your end phase, every face-up card with blood debt in your banished zone puts a trigger on the stack; each one costs you 1 life.
It must be face-up AND already in the banished zone when the end phase begins. Face-down cards do not trigger. Cards banished during the end phase do not trigger that turn.
You may keep two separate piles in your banished zone — blood debt and not — to make counting easier.
Usurp
An additional cost. When you play a card with usurp you MUST destroy a Runechant if one is available — a Runechant token, or a card that counts as a Runechant, controlled by ANY player. Pay it and the card gets +2 power.
No Runechants around? You can still play the card, you just get no bonus.
"You" on a named Runechant refers to ITS controller, so usurping your opponent's Runechant of Greed makes them draw the card, not you.
Runechant tokens
When you play an attack action card or activate a weapon attack, every Runechant token is destroyed and deals 1 arcane damage to a target opposing hero.
They all pop, not just one. So a board of three Runechants plus one usurp attack is +2 power and 2 arcane — not +6.
Creating vs playing (Viserai)
Viserai banishes the top card of your deck whenever you CREATE one or more Runechants — once per event, not once per token. Create two at a time, banish one card.
Create 3 or more in a single turn and you traverse into Viserai, Usurper.
Playing a "Runechant of…" card is not creating. Its destruction trigger, which creates a token, IS.
Decay
At the beginning of your end phase, a zombie with decay gets a -1 counter. Counters are permanent; damage is not.
Ally life totals reset AFTER end-phase triggers resolve, so a zombie that hits 0 from the counter dies before the reset saves it.
Incarnate
Cannot start in your deck, and when it would die it is removed from the game instead.
That replacement means no death triggers — Malice does not get a new Corpse, and bound auras do not get their on-death effect. Corrupted Corpses also have blood debt, no decay, and their attacks have go again.
Unique (Blasmophet)
You may only control one Blasmophet at a time; make a second and you immediately clear one.
At the beginning of EACH player's end phase — including your opponent's — you may banish a card from your hand. Then, if you have not banished a card with blood debt this turn, Blasmophet is destroyed.
Levia's erratum
"If a card with 6 or more power has been put into your banished zone this turn, you don't lose life from blood debt during the end phase."
Hell Hammer and Hex Gauntlet are both printed at 6 power, so either one is a get-out-of-jail card. Banishing with Blasmophet's end-phase trigger also works, because it happens during the same turn.
Shadow Resist
Destroy it to prevent 1 damage from any source a SHADOW HERO controls — attacks, weapons, arcane, allies. The source itself does not need to be Shadow-typed.
It cannot prevent life loss from blood debt.
Gate to i'Arathael
Instant — pay 1, destroy it: you may play target action card with blood debt from your banished zone this turn.
This is how Corrupted Corpses get into the arena, how Baalghor replays his pitches, and how you stop the bleeding. In sealed, Gate-makers are close to a deckbuilding requirement for Malice and Baalghor.
Blocks
Block cards cannot be played, only defended with. Never put one in arsenal — it is stuck there for the game.
They are your best answer to overpower, which limits how many ACTION cards you may defend with but does not restrict blocks.
Building the deck
Exactly 30 cards. Hero, weapon and equipment do not count. You keep your unused cards and may swap between games once you have seen your opponent's hero.
Basic-rarity heroes, weapons and arms for Levia, Malice and Viserai come in the kit — you do not need to open them. Baalghor only comes from the promo pack, roughly 1 kit in 12.