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games : Magi-Nation Duel : Awakening


Agram :

ENERGIZE: (1). STARTING: Koil, Agram's Armor, Wudge. Power - Possess: (2) Choose any one of your Creatures in play and any one opposing Creature in play with less energy than your chosen Creature. Discard your chosen Creature. Gain control of the chosen opposing Creature. That Creature may not attack this turn. Effect - Focus: Before Agram energizes during your Energize Step, permanently add one to his energize rate. Effect - Opportunist: At the beginning of your turn, if Agram's energize rate is 10 or more, and you have another Magi in your Magi pile, place Agram at the bottom of your Magi pile face down. Discard all your cards from play, and play your next Magi face up. If Agram energizes for 11 or more, and he is your last Magi, you lose the game.

  • Number: 2
  • Rarity: Rare
  • Card Type: Magi
  • Region: Core
  • Energy: 15
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