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sync_wildbound_cards.dart --check passed.","implementation":{"divert":{"cost":1,"effects":[{"kind":"block","amount":8}],"exhaust":false,"remove":false,"growsMana":false},"invoke":{"cost":2,"effects":[{"kind":"turnStartBlock","amount":6}],"exhaust":false,"remove":true,"growsMana":false},"finalEffects":[],"finalExhaust":false,"nowEffects":[]},"text":{"name":"Vigilant","rarity":"uncommon","type":"power","divertCost":1,"invokeCost":2,"divert":"Block 8","invoke":"+6 Block at Start of Turn\nRemove","bottom":""},"engineFingerprint":"c75901d35a2bb225d3eeba0ef5a54595a3fafb94c045ee76bce0fffac5450a01","resolvedAt":"2026-10-15T23:35:09.854Z"}}}},"artDirection":{"prompt":"ART DIRECTION: SCULPTED 3D FANTASY — SOFT DEPTH OF FIELD\n\nThis is the complete visual direction for the Wildbound, including the foundational rendering style and the creative expression of Gather, Block, Blow, and Echoes.\n\nThe foundational style applies to every image. The effect-specific sections define what appears and what happens within that style.\n\nFOUNDATIONAL RENDERING STYLE\n\nREFERENCE PRIORITY\n\nThe approved Sculpted 3D references establish the rendering style. The close-up image of the Wildbound holding an open lantern and gathering green energy correctly demonstrates both rendering and Gather concept.\n\nOther Gather and Blow references demonstrate creative actions and environmental relationships only. Do not copy their dense facets, polygon mosaics, excessive surface detail, or uniformly sharp backgrounds. Translate their concepts into the approved sculpted style.\n\nOVERALL APPEARANCE\n\nCreate a polished, stylized three-dimensional fantasy illustration with the tactile presence of carefully sculpted objects. Characters, clothing, props, vegetation, and terrain have convincing volume, thickness, weight, and spatial relationships.\n\nCombine clear, deliberately designed shapes with gently modeled surfaces and selective crisp edges. The result should feel richly constructed and cinematic while remaining immediately readable at card size.\n\nAvoid photorealism, flat illustration, cel-shaded cartoon rendering, visible brushwork, polygon mosaics, and uniformly faceted low-poly surfaces. “Sculpted” means intentional three-dimensional form, not a coating of small triangles across every object.\n\nLINE AND EDGE LANGUAGE\n\nDefine forms primarily through silhouette, overlapping shapes, changes of plane, and light and shadow. Do not rely on drawn outlines, ink contours, crosshatching, or decorative linework.\n\nUse crisp edges selectively: cloak tips, mask contours, armor overlaps, leaf shapes, and important props. Balance these with rounded transitions across larger surfaces. Curving roots and branches should feel substantial and organic, while pointed cloak layers create a sharper contrasting rhythm.\n\nKeep the focal silhouette clear. Interior seams and grooves should explain construction rather than fill every surface with lines.\n\nSHAPE AND VOLUME\n\nBuild objects from strong primary masses, readable secondary layers, and a restrained amount of small detail. Establish the whole shape before adding subdivisions.\n\nThe Wildbound’s cloak uses broad, overlapping, leaf-like pointed panels with visible thickness and softly modeled surfaces. Its silhouette can be angular and dramatic without breaking each panel into numerous tiny facets.\n\nArmor uses clear overlapping plates with bevels, curved surfaces, and dark recesses. The ivory mask has a clean, strongly designed form with smooth planes and restrained detail. Preserve the established character design.\n\nTree trunks and roots use flowing, rounded masses with selected deep grooves and broad ridges. Foliage is arranged in readable clusters. Small leaves support larger shapes rather than creating an evenly distributed field of visual noise.\n\nCOMPLEXITY AND SIMPLICITY\n\nConcentrate detail where it helps identify the hero, explain an action, or distinguish a material. Allow larger quiet surfaces between those details.\n\nUse a hierarchy of large forms, medium overlaps, and occasional fine accents. Do not give every object the same density of detail.\n\nPreserve readable hands, gestures, masks, props, and magical effects at small viewing sizes. Avoid excessive filigree, dense scales, tiny fractures, repeated sharp facets, and intricate texture that competes with the main action.\n\nRichness comes from layered construction, material contrast, lighting, and depth, rather than maximizing surface detail.\n\nMATERIALS AND TEXTURE\n\nMaterials should be distinct but stylized. Use texture to support the sculpted form, with restrained fine detail.\n\nCloth has broad folds and a soft matte surface. Leather and dark armor have controlled highlights and clear construction. Bark has directional grooves and rounded ridges. Stone has weight and selective irregularity. Moss forms soft clustered patches. Metal has warm, controlled reflections and brighter highlights along rims and edges.\n\nAvoid photographic pores, gritty noise, excessive scratches, and texture applied uniformly across the image. Do not make every surface glossy, metallic, crystalline, or plastic.\n\nCOLOR\n\nUse rich, deliberate colors organized into clear masses. Preserve the Wildbound’s saturated red cloak, ivory mask, dark charcoal armor, and warm brass or gold details.\n\nSupport these with natural browns, moss greens, and cooler blue or blue-green distance. Keep the hero and the important effect distinct from their surroundings through color and value separation.\n\nFavor warm foreground illumination balanced against cooler environmental depth when appropriate to the scene. Adapt the palette to the location and time of day without losing its richness and clarity.\n\nReserve the most intense saturation and brightest values for selected focal elements. Avoid making every surface equally vivid or every shadow equally dark.\n\nLIGHTING\n\nUse directional, dimensional lighting that reveals the sculpted forms. Combine a clear principal light with softer environmental fill so shadowed surfaces remain readable.\n\nShow soft contact shadows where armor overlaps, cloth layers meet, feet touch the ground, and roots cross one another. These shadows give the image physical depth and weight.\n\nUse edge light and reflected light selectively to separate important silhouettes. Highlights should follow the material and curvature of the object.\n\nKeep a controlled range from luminous highlights to deep but readable shadows. Avoid flat all-over lighting, harsh black shadow blocks, excessive bloom, and an artificial outline of light around every object.\n\nCREATIVE DIRECTION: BLOCK, BLOW, AND ECHOES\n\nApply the established Sculpted 3D Fantasy — Soft Depth of Field art style. This direction defines how the hero uses the environment for protection and Invoke attacks, and how Echoes appear whenever a card explicitly requires them.\n\nThe reference images establish creative forms and actions. They do not override the established rendering style. Translate their ideas into sculpted dimensional forms, convincing materials, controlled illumination, and soft distant depth of field. Do not reproduce flat polygon mosaics or uniformly sharp backgrounds merely because they appear in a reference.\n\nCORE IDEA: THE ENVIRONMENT PARTICIPATES\n\nThe hero works with what is nearby: branches, roots, vines, leaves, bark, stones, earth, and other materials appropriate to the location. These materials become active participants in the card’s action.\n\nBegin with the location: what is within reach, underfoot, or overhead that the hero could grasp, bend, lift, gather, reinforce, or direct? Let those available materials suggest the action and its shape.\n\nBlock turns the environment into protection. Blow turns power drawn from the environment into a directed Invoke attack. Echoes are distinct spirit companions, included only when required.\n\nBLOCK: ENVIRONMENTAL PROTECTION\n\nThe hero uses the world around them to protect themselves. Nearby branches bend, roots rise, vines tighten, leaves gather, bark overlaps, and stones lift into defensive positions. Every expression of Block includes recognizable blue protective energy.\n\nWAYS TO EXPRESS BLOCK\n\n1. INTERCEPT WITH A BRANCH\n\nThe hero catches or pulls a nearby branch across an incoming strike. A few blue-charged leaves and a concentrated blue flare turn a modest piece of vegetation into a precise defense. The gesture is quick and economical: a small interception at exactly the right place.\n\n2. GATHER AN ORGANIC SHIELD\n\nTwigs, bark, vines, and overlapping leaves gather into a compact shield held close to the body. Its construction remains visibly organic, with irregular edges and interwoven material. Blue energy binds the pieces, strengthens the surface, and brightens where the shield receives pressure.\n\n3. BEND A LIVING BARRIER\n\nA sapling, branch, or braided growth curves up between the hero and the threat. The hero may pull it into position, hold it with one hand, or direct it with an open palm. Its connection to a nearby tree or the ground makes the environmental action clear. Blue energy follows the curve and spreads through the leaves.\n\n4. PUSH A BARRICADE INTO PLACE\n\nThe hero plants their feet and presses both hands forward, directing a thicker assembly of roots, wood, foliage, or stone into the path of danger. Show effort through the stance, shoulders, and hands. The barrier carries the force; blue light concentrates along its defensive face and through the seams holding it together.\n\n5. ANCHOR AND BRACE\n\nRoots curl around the hero’s boots or brace behind their legs while a separate barrier takes the impact. The roots provide leverage and stability, visibly connecting the hero to the ground. Their arrangement must read as support rather than entrapment. This can accompany another form of Block.\n\n6. DRAW DOWN A CANOPY\n\nThe hero lifts their hands and draws an existing bough or mass of foliage down into an overhead shelter. Leaves overlap into a protective roof, and blue energy traces its underside, edges, and supporting branches. The hero crouches or settles beneath it. The enclosing shape communicates protection even without a visible impact.\n\n7. CURL THE ENVIRONMENT INTO A SHELTER\n\nRoots, branches, or the growth around a tree hollow bend into a protective crescent around the hero. Show a safe interior and an outer face that receives danger. Blue-charged leaves and connecting strands reinforce the structure. Keep the hero visible through the opening so the protective relationship is immediately clear.\n\n8. RAISE A STONE OR EARTH RAMPART\n\nNearby stones, slabs, or fragments of the ground rise and overlap into a substantial barricade. Preserve their material weight, irregularity, and connection to the terrain. Blue energy runs through the gaps, supports suspended pieces, and defines the protective boundary. Arrange the mass to shelter the hero rather than resemble an outward explosion.\n\n9. WEAVE A BROAD DEFLECTING SCREEN\n\nBranches and scattered leaves form the framework for a wider, translucent blue defensive surface. The energy bridges the spaces between physical elements, extending their protective reach. Curve or angle the screen so incoming force visibly glances away from the hero. Keep its natural framework readable through the light.\n\nBLUE ENERGY: THE SHARED VISUAL LANGUAGE OF BLOCK\n\nBlue energy is present in every Block image, from a restrained glow along a few leaves to a broad luminous barrier. It is the force that activates, connects, reinforces, and directs the natural material.\n\nUse it purposefully: along leaf veins and edges, around bending branches, between interlocking stones, through braided roots, across the protective face, and at points of impact. Allow a brighter blue-white concentration where the defense is working hardest.\n\nKeep wood, foliage, and stone recognizable beneath the magic. Blue illumination does not automatically turn them into ice or literal crystal. Avoid a generic blue aura that has no visible relationship to the protective action.\n\nHERO AND BLOCK ACTION\n\nThe hero is actively making protection happen: catching, pulling, gathering, bracing, lifting, pushing, or guiding. Match the pose to the mechanism. A small parry can use a tight gesture; a heavy barricade calls for planted feet and visible leverage; shelter can use a lowered stance and raised hands.\n\nVary the action and silhouette across cards. Do not default to the same standing pose with two palms facing a circular shield.\n\nMAKE THE PROTECTION READ\n\nThe viewer should quickly understand what protects the hero and where the danger would be stopped. Place the defensive material between the hero and the threat, or give it a clear sheltering shape.\n\nWhen showing an impact, keep it on the exposed side of the defense. Fragments, sparks, or redirected trajectories should travel away from the protected space. Incoming attacks can originate offscreen.\n\nAn impact is optional. A branch held ready, an enclosing canopy, or a rising rampart can communicate Block through arrangement, gesture, and blue activation alone.\n\nVARY THE SCALE OF BLOCK\n\nExpress different degrees of protection through the amount of gathered material, its thickness, its coverage, the hero’s effort, and the extent of blue reinforcement. A single charged branch, a compact woven shield, and a massive curved rampart belong to the same visual language while telling different defensive stories.\n\nBLOW: ENVIRONMENTAL ATTACK ENERGY FOR INVOKE\n\nA Blow is a distinct Invoke attack, separate from Gather attacks. Its creative concept is attack energy taken from the environment and given direction by the hero. Whatever is at hand becomes the substance, conduit, or source of the strike.\n\nThe hero may grip a branch and drive power through it, braid nearby roots into a striking extension, sweep bark and leaves into a cutting arc, launch a compressed mass of stone, or command the ground itself to thrust upward. The attack should feel improvised from the location yet purposeful and forceful.\n\nGathering physical material to form a Blow does not make it a Gather attack. Follow the card’s stated mechanic. Do not represent a Blow as an Echo-led Gather attack or assume it requires Echoes.\n\nWAYS TO EXPRESS BLOW\n\n1. DRIVE A BRANCH INTO A THRUST\n\nThe hero grips or directs a nearby branch, root, or bundle of twigs. It stretches, braids, or aligns into a forceful thrust toward an offscreen target. Golden energy travels along its length and concentrates at the leading point.\n\nKeep the origin readable: the branch may remain connected to nearby growth, or its bark, leaves, and irregular construction may show that it was taken from the surroundings. Avoid turning it into a generic manufactured spear.\n\n2. FORM A HEAVY STRIKING HEAD\n\nRoots, wood, or stone compress into a substantial striking mass at the end of a twisting extension. It may suggest a fist, hammer, or blunt ram, with golden energy binding its construction and emphasizing the forward impact.\n\nA fist is an approved expression of Blow, not its universal symbol. When used, construct the knuckles and striking face from recognizable environmental material. Do not render a floating human hand or a complete summoned creature.\n\n3. SWEEP A CRESCENT STRIKE\n\nThe hero pulls or swings a branch, braided growth, or gathered material through a decisive arc. A luminous gold crescent extends the motion, carrying fragments of bark, leaves, or other local material along its path.\n\nShow where the sweep starts and where it travels. The crescent is the active edge of an attack, not a stationary circular shield. Use torso rotation, arm position, and flowing cloth to support the direction of force.\n\n4. RELEASE A DETACHED BLOW\n\nA formed striking mass separates from its source and flies toward an offscreen target. Trailing roots, leaves, fragments, and curved gold energy retain its environmental identity and show its trajectory.\n\nThe hero may release it from a hand gesture or direct it from nearby terrain. Avoid a generic glowing projectile with no visible relationship to the setting.\n\n5. RAISE A STRIKE FROM THE GROUND\n\nRoots, buried wood, stones, or earth drive upward or forward from the terrain as a forceful attack. A thick root may end in a blunt striking head; stone may rise as a compact ram; intertwined growth may surge into a powerful upward blow.\n\nDisturbed soil, lifted leaves, displaced fragments, and golden energy at the base make the source clear. The formation must read as an attack emerging from the environment, not a protective wall or a separate creature standing beside the hero.\n\n6. DIRECT MULTIPLE DISTINCT BLOWS\n\nWhen the card calls for multiple Blows, show separate striking forms or trajectories with clear spacing and purposeful direction. They may originate from both hands, several nearby roots, or different points in the terrain.\n\nKeep each Blow visually discrete. Do not substitute one oversized explosion for multiple attacks. Match the required number when specified, and do not add extra Blows solely to fill empty space.\n\n7. ADAPT THE STRIKE TO WHAT IS AVAILABLE\n\nThe examples are starting points. Use the actual surroundings to vary the attack: loose stones can compact and launch; vines can lash; a fallen bough can become a heavy sweeping ram; bark and leaves can ride a concentrated cutting wave.\n\nMaintain a visible relationship between the source material, the hero’s action, and the resulting strike. Do not insert a tree-root attack into a setting without suitable growth merely because roots appeared in a reference.\n\nGOLD ENERGY: THE SHARED VISUAL LANGUAGE OF BLOW\n\nUse warm gold, amber, and concentrated gold-white light to activate and direct Blows. Energy may thread through braided wood, spiral around a striking extension, bind stones together, trace a sweeping arc, or flare at the leading impact surface.\n\nThe light communicates force moving through environmental material. Keep that material visible beneath it. Wood remains wood, stone retains weight, and leaves retain recognizable shapes.\n\nGold does not automatically mean fire, molten metal, or literal gold construction. Avoid burning the environment unless the card specifically requires fire. Avoid replacing the entire attack with an abstract laser or featureless energy beam.\n\nConcentrate the brightest light where force is being released, accelerated, or delivered. Use supporting trails sparingly so the attack’s physical shape and direction remain clear.\n\nHERO AND BLOW ACTION\n\nThe hero actively channels the attack through a gesture that matches its mechanism: gripping, pulling, punching forward, thrusting, sweeping, releasing, or directing a surge from the ground.\n\nShow the transfer of force through stance and body mechanics. A heavy Blow can use planted feet and a committed shoulder; a crescent strike can use a turning torso; a released projectile can follow an opening hand; an upward environmental strike can answer a lifting gesture.\n\nVary poses across cards. Do not default to two outstretched palms or make every Blow a conventional fist punch. The hero’s hands may guide power without physically holding every part of the attack.\n\nMAKE THE ATTACK READ\n\nThe viewer should quickly understand where the Blow comes from, how the hero directs it, and where its force is going. Build a clear visual path from source to striking form to offscreen target.\n\nUse the alignment of the attack, tapered trails, displaced debris, and the hero’s pose to establish direction. Avoid symmetrical halos or surrounding effects that obscure whether the action is offensive or defensive.\n\nAn impact is optional. A fully committed thrust or a launched striking mass can communicate Blow without showing what it hits. Keep enemies offscreen, and do not make the hero attack the source tree or surrounding scenery merely to provide an impact surface.\n\nVARY THE SCALE OF BLOW\n\nExpress power through the mass of environmental material, the thickness of the striking form, the concentration of gold energy, and the hero’s commitment. A narrow branch thrust, a substantial root-and-stone ram, and a forceful ground eruption can all belong to the same visual language.\n\nGreater power does not automatically mean more attacks. Preserve the distinction between one heavy Blow and several separate Blows.\n\nECHOES: SHARED CREATIVE FORM\n\nEchoes are luminous, floating spirit companions with a compact facial core that flows directly into sweeping translucent plumes, layered ribbons, and tapered curling tails. Their bodies have coherent sculpted volume, with light shining through overlapping forms. They are neither featureless balls of light nor anatomically complete creatures.\n\nBuild their silhouettes from broad, graceful flowing shapes with a few finer trailing wisps. The layers may suggest leaves, petals, or flowing flame, but remain spectral material rather than literal foliage, feathers, scales, or fire. Avoid limbs, conventional wings, clothing, armor, and animal anatomy.\n\nEvery Echo must look self-illuminated. Light comes from within the face, body, plumes, and tails, rather than appearing only as an outline or surrounding halo. Preserve enough colored translucency and shading to reveal the sculpted layers. Brightness must not erase the eyes or flatten the entire spirit into a white silhouette.\n\nEchoes belong to one recognizable family with two independent distinctions: ordinary versus Loyal, and normal versus Crit. Loyalty changes the palette, expression, and refinement of the form. Crit changes its size, fullness, and sense of potency.\n\n1. ECHO\n\nThe standard Echo has a small, softly rounded luminous head flowing into a slender, swept-back body. A few broad overlapping plumes taper into long, delicate curling ribbons. Its silhouette feels light, agile, and uncomplicated.\n\nUse a pale mint-aqua palette with a warm ivory-white core and softly luminous translucent edges. The face consists primarily of two small, dark oval eyes, with minimal surrounding structure. Do not add a defined nose, mouth, cheekbones, brows, or forehead ornament.\n\nIts personality comes from eye placement, head angle, and the movement of its flowing body. Keep the form simple and appealing without turning it into a cartoon animal.\n\n2. CRIT ECHO\n\nThe Crit Echo is a larger, fuller, more potent version of the standard Echo. Retain the same simple facial core, small dark eyes, pale mint-aqua palette, and ivory-white inner light.\n\nIncrease the volume and breadth of the body substantially. Develop broad upper and lower plumes that fan outward from the core, with generous curved lobes and long tapered tips. The silhouette should feel full and powerful, not merely like a standard Echo with longer trailing strands.\n\nThe expanded shapes remain part of one continuous spectral body, not separate wings or additional creatures. Illuminate their interiors as strongly as the main body so the extra volume reads as concentrated living energy.\n\nCommunicate its capacity for a precise, powerful strike through a focused orientation and confident movement. Do not rely on an angry human face, teeth, horns, or an unrelated color change to signal Crit.\n\n3. LOYAL ECHO\n\nThe Loyal Echo is a more mature and subtly expressive relative of the standard Echo. Keep its normal form relatively compact and slender, with an elegant upright or swept-back plume and a few curling extensions.\n\nShift the palette toward luminous icy cyan and blue, with an ivory-white inner core. Use deeper blue selectively between overlapping layers to create depth. The overall spirit must remain bright throughout its body and tails; loyalty must not make it predominantly dark or opaque.\n\nGive it a softly suggested face within the glow. Two restrained almond-shaped eyes convey experience, attention, and quiet resolve. A faint brow or facial contour may be implied by light and flowing layers, but avoid a clearly modeled human face, pronounced nose bridge, cheekbones, lips, or a rigid mask.\n\nKeep the eyes and contours simplified. No forehead diamond, rune, decorative facial markings, or intricate filigree. Its face should be more expressive than the standard Echo’s two simple oval eyes, while remaining an impression within luminous spirit matter.\n\nUse somewhat richer layering than the standard Echo, organized into a few clear flowing forms. Avoid dense scales, excessive fine lines, or elaborate surface detail. Its maturity comes from composure and subtle structure, not wrinkles or ornamental complexity.\n\n4. LOYAL CRIT ECHO\n\nThe Loyal Crit Echo combines the Loyal Echo’s softened, mature expression and luminous blue palette with the Crit Echo’s larger, fuller body.\n\nPreserve the same restrained almond-shaped eyes and gently suggested face as the normal Loyal Echo. Do not make the face more anatomical or more ornate to indicate increased power.\n\nExpand the body into broad, sweeping upper and lower lobes, with substantial translucent volume and elegant curling tails. It must read as the same Loyal spirit in a more potent form.\n\nKeep the entire expanded silhouette luminous. The added lobes and tails contain bright cyan-white inner light, with blue accents separating the layers. Do not leave the extra shapes as dark navy masses surrounding a bright face.\n\nMaintain the simplified flowing construction. Greater power means more volume and luminous presence, not more decorative detail.\n\nKEEP THE FOUR FORMS DISTINCT\n\nEcho: slender form, simple dark oval eyes, mint-aqua and ivory light.\n\nCrit Echo: broader, fuller form, the same simple dark oval eyes, mint-aqua and ivory light.\n\nLoyal Echo: slender form, subtly expressive almond-shaped eyes, softly suggested face, luminous cyan-blue and ivory light.\n\nLoyal Crit Echo: broader, fuller form, the same softened Loyal face, luminous cyan-blue and ivory light.\n\nThe normal and Crit forms must remain distinguishable by silhouette even when viewed small. The ordinary and Loyal forms must remain distinguishable by palette and facial treatment without depending on tiny markings.\n\nECHOES WITHIN A SCENE\n\nInclude the Echo type and number required by the card. Do not add Echoes as general decoration or use a Crit form merely because it fills the composition more dramatically.\n\nPosition Echoes in a clear relationship to the hero and the card’s action. They may hover nearby, gather near a guiding hand, accompany movement, or travel along a purposeful path when the effect calls for it. Adapt their orientation and flowing tails to the scene while preserving their defining form.\n\nUse the reference images to establish Echo design, not to require the same tree hollow, lantern, moonlit lake, kneeling pose, or hand placement in every illustration.\n\nKeep the facial core and major body shapes readable against the background. Use restrained local light spill on nearby hands, clothing, or environmental surfaces to place the spirit convincingly within the scene. Preserve the established soft depth of field without blurring away the Echo’s defining features.\n\nWhen multiple Echoes appear, separate their silhouettes enough to read as individual spirits. Do not merge them into an indistinct cloud or allow their glow to overwhelm the hero and the primary action.\n\nKEEP THE VISUAL MECHANICS DISTINCT\n\nBlock uses blue energy to activate and reinforce environmental protection. Its composition intercepts, braces, encloses, shelters, or deflects.\n\nBlow uses warm gold energy to turn environmental material and power into a directed Invoke attack. Its composition thrusts, sweeps, launches, lashes, or erupts toward a target.\n\nEchoes are distinct luminous companions with eyes, coherent spectral bodies, and trailing forms. Their mint-aqua or cyan-blue glow does not make them Block energy.\n\nA Blow remains separate from a Gather attack. Do not infer Gather mechanics from the use of collected leaves, roots, stones, or other material in its construction. Do not portray every Invoke effect as a Blow; apply Blow direction when the card actually calls for that attack.\n\nWhen a card combines effects, keep each one readable. A blue barrier and a gold Blow can share a scene if both are required, but their directions and purposes must remain clear. Include an Echo only when required, and preserve its identity rather than blending it into a shield, striking fist, or energy trail.\n\nCONTENT BOUNDARIES\n\nUse these directions for protective actions, Invoke Blows, environmental ideas, and Echo design. Retain the separately established Sculpted 3D Fantasy — Soft Depth of Field rendering style.\n\nBlock does not imply an Echo. Blow does not imply an Echo. Include Echoes only when explicitly required by the card’s effects. Full Frontal must contain no Echo.\n\nKeep each illustration focused on the card’s actual effects. 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7","bottom":"","divertCost":1,"invokeCost":1,"rarity":"common","type":"action"},"implementation":{"divert":{"cost":1,"effects":[{"kind":"block","amount":7}],"exhaust":false,"remove":false,"growsMana":false},"invoke":{"cost":1,"effects":[{"kind":"gather","amount":7}],"exhaust":false,"remove":false,"growsMana":false},"finalEffects":[],"finalExhaust":false,"nowEffects":[]},"engineFingerprint":"25f9c7df7b93e24238aa4893b9d7c76d66997edb7a7d2cb14aa7e1976b6b4903","artHashes":{"init":"031ced5d4746d00f4cd4142000f6b2fa857c4b4148dc810c9ca15fcbb7b1ef33","divert":"1e52289061485bae66ca0edccebe631dcb12831554893f2b20b731b2e2ef8081","invoke":"99d6f69498d9602409ce074ce415ab414a0235e8689bdfae0360d6a5a6f36efe"}},"text":{"selected":"original","versions":[]},"art":{"init":{"selected":"original","versions":[]},"divert":{"selected":"original","versions":[]},"invoke":{"selected":"original","versions":[]}}},{"id":"first-mover","base":{"isProposal":false,"revision":"15acfffb8c04f57d","text":{"name":"First Mover","divert":"Each turn, make 1 more paid Divert free.\nRemove","invoke":"Each turn, make 1 more paid Invoke free.\nRemove","bottom":"","divertCost":3,"invokeCost":3,"rarity":"rare","type":"power"},"implementation":{"divert":{"cost":3,"effects":[{"kind":"firstPaidDivertFreePerTurn","amount":1}],"exhaust":false,"remove":true,"growsMana":false},"invoke":{"cost":3,"effects":[{"kind":"firstPaidInvokeFreePerTurn","amount":1}],"exhaust":false,"remove":true,"growsMana":false},"finalEffects":[],"finalExhaust":false,"nowEffects":[]},"engineFingerprint":"25f9c7df7b93e24238aa4893b9d7c76d66997edb7a7d2cb14aa7e1976b6b4903","artHashes":{"init":"5bfb69d06a19aff3f7fbe636937cd0bd39c02f73825de5956688fdb72182c928","divert":"cd2ddc128daaffd78051f276df5c3898158e85d1e0fb11b306035ba4e5d62848","invoke":"2053c4ca7503f6c0bf3924116b9705f38bf1d983266c24d2ad3a87f108164e16"}},"text":{"selected":"original","versions":[]},"art":{"init":{"selected":"f1ad4b59-1d03-4ff2-b919-0243b501e359","versions":[{"id":"7ba00daa-b18e-453a-b0b4-6e1280dbb9e2","parentVersion":"original","prompt":"I want a more desolate moonlit setting with the hero contemplating in init. Interesting, ancient stone figures with runes carved in then. Divert has him pivoting left and gesturing to block with the left side of the screen tinting the block color of blue as a fog or mist. Similarly, the invoke version is pivoting right with force and intention with a golden gradient mist.","initials":"AL","createdAt":1791934432419,"image":"/api/art/images/7ba00daa-b18e-453a-b0b4-6e1280dbb9e2"},{"id":"bfb91217-f5d6-4231-a098-2aaf571898ca","parentVersion":"7ba00daa-b18e-453a-b0b4-6e1280dbb9e2","prompt":"I want a more desolate moonlit setting with the hero contemplating in init. Interesting, ancient stone figures with runes carved in then. Divert has him pivoting left and gesturing to block with the left side of the screen tinting the block color of blue as a fog or mist. Similarly, the invoke version is pivoting right with force and intention with a golden gradient mist. I want nothing in the far distance other than the bleak sky and the moon. The ground is ancient sacred ground - no trees or vegetation. And the stone statues left and right should convey the two meanings - Divert and Invoke.","initials":"AL","createdAt":1791934688720,"image":"/api/art/images/bfb91217-f5d6-4231-a098-2aaf571898ca"},{"id":"9b982158-39c4-404f-acb5-6166afe27166","parentVersion":"bfb91217-f5d6-4231-a098-2aaf571898ca","prompt":"I want a more desolate moonlit setting with the hero contemplating in init. Interesting, ancient stone figures with runes carved in then. Divert has him pivoting left and gesturing to block with the left side of the screen tinting the block color of blue as a fog or mist. Similarly, the invoke version is pivoting right with force and intention with a golden gradient mist. I want nothing in the far distance other than the bleak sky and the moon. The ground is ancient sacred ground - no trees or vegetation. And the stone statues left and right should convey the two meanings - Divert and Invoke. I want the hero sitting, facing the moon, a closeup from his shoulders up. An intimate view. But the Divert and Invoke will be full body shots.","initials":"AL","createdAt":1791935232711,"image":"/api/art/images/9b982158-39c4-404f-acb5-6166afe27166"},{"id":"5864e1f8-cb02-4817-8ead-f0783d0eb3ad","parentVersion":"9b982158-39c4-404f-acb5-6166afe27166","prompt":"Here is what I said to create the init view: I want a more desolate moonlit setting with the hero contemplating in init. Interesting, ancient stone figures with runes carved in then. Divert has him pivoting left and gesturing to block with the left side of the screen tinting the block color of blue as a fog or mist. Similarly, the invoke version is pivoting right with force and intention with a golden gradient mist. I want nothing in the far distance other than the bleak sky and the moon. The ground is ancient sacred ground - no trees or vegetation. And the stone statues left and right should convey the two meanings - Divert and Invoke. I want the hero sitting, facing the moon, a closeup from his shoulders up. An intimate view. But the Divert and Invoke will be full body shots.\nI want the Invoke view to take into account what I said about invoke.","initials":"AL","createdAt":1791950972674,"image":"/api/art/images/5864e1f8-cb02-4817-8ead-f0783d0eb3ad"},{"id":"85064e86-1887-4065-a416-3abb3c6b0f8f","parentVersion":"9b982158-39c4-404f-acb5-6166afe27166","prompt":"Here is what I said to create the init view: I want a more desolate moonlit setting with the hero contemplating in init. Interesting, ancient stone figures with runes carved in then. Divert has him pivoting left and gesturing to block with the left side of the screen tinting the block color of blue as a fog or mist. Similarly, the invoke version is pivoting right with force and intention with a golden gradient mist. I want nothing in the far distance other than the bleak sky and the moon. The ground is ancient sacred ground - no trees or vegetation. And the stone statues left and right should convey the two meanings - Divert and Invoke. I want the hero sitting, facing the moon, a closeup from his shoulders up. An intimate view. But the Divert and Invoke will be full body shots.\nI want the Invert art you create to use the init view as the base and modify it properly, taking into account the way the Divert view does the right thing for Divert.","initials":"AL","createdAt":1791951108768,"image":"/api/art/images/85064e86-1887-4065-a416-3abb3c6b0f8f"},{"id":"912ff390-1c59-494a-8c0a-44a818ea2822","parentVersion":"9b982158-39c4-404f-acb5-6166afe27166","prompt":"Overall very good (the current version), but whereas the left stone statue implies block really well, the right statue does not convey Gather or Blow very well - it needs to be way more overtly offensive - like an angry elemental god of some sort.","initials":"AL","createdAt":1791953657143,"image":"/api/art/images/912ff390-1c59-494a-8c0a-44a818ea2822"},{"id":"f1ad4b59-1d03-4ff2-b919-0243b501e359","parentVersion":"912ff390-1c59-494a-8c0a-44a818ea2822","prompt":"Too complex. Too detailed. I want something simple, god-like, but a bit more icon. The left image for Divert is mainly a hand pressing back. This would be more like a fist rising upward.","initials":"AL","createdAt":1791953814692,"image":"/api/art/images/f1ad4b59-1d03-4ff2-b919-0243b501e359"}]},"divert":{"selected":"ba9421bb-8fde-4bde-9c3e-cffd27e3deba","versions":[{"id":"610f60f0-b664-41af-8c3c-e849edd3a154","parentVersion":"original","prompt":"Here is what I said to create the init view: I want a more desolate moonlit setting with the hero contemplating in init. Interesting, ancient stone figures with runes carved in then. Divert has him pivoting left and gesturing to block with the left side of the screen tinting the block color of blue as a fog or mist. Similarly, the invoke version is pivoting right with force and intention with a golden gradient mist. I want nothing in the far distance other than the bleak sky and the moon. The ground is ancient sacred ground - no trees or vegetation. And the stone statues left and right should convey the two meanings - Divert and Invoke. I want the hero sitting, facing the moon, a closeup from his shoulders up. An intimate view. But the Divert and Invoke will be full body shots.\nI want the Divert view to take into account what I said about divert.","initials":"AL","createdAt":1791950430150,"image":"/api/art/images/610f60f0-b664-41af-8c3c-e849edd3a154"},{"id":"4b0d9fd4-a167-4f5e-8ad4-47decfab8309","parentVersion":"610f60f0-b664-41af-8c3c-e849edd3a154","prompt":"Here is what I said to create the init view: I want a more desolate moonlit setting with the hero contemplating in init. Interesting, ancient stone figures with runes carved in then. Divert has him pivoting left and gesturing to block with the left side of the screen tinting the block color of blue as a fog or mist. Similarly, the invoke version is pivoting right with force and intention with a golden gradient mist. I want nothing in the far distance other than the bleak sky and the moon. The ground is ancient sacred ground - no trees or vegetation. And the stone statues left and right should convey the two meanings - Divert and Invoke. I want the hero sitting, facing the moon, a closeup from his shoulders up. An intimate view. But the Divert and Invoke will be full body shots.\nI want the Invoke view to take into account what I said about invoke.","initials":"AL","createdAt":1791950972568,"image":"/api/art/images/4b0d9fd4-a167-4f5e-8ad4-47decfab8309"},{"id":"30493068-b625-4be4-833b-b314aff127d5","parentVersion":"610f60f0-b664-41af-8c3c-e849edd3a154","prompt":"Here is what I said to create the init view: I want a more desolate moonlit setting with the hero contemplating in init. Interesting, ancient stone figures with runes carved in then. Divert has him pivoting left and gesturing to block with the left side of the screen tinting the block color of blue as a fog or mist. Similarly, the invoke version is pivoting right with force and intention with a golden gradient mist. I want nothing in the far distance other than the bleak sky and the moon. The ground is ancient sacred ground - no trees or vegetation. And the stone statues left and right should convey the two meanings - Divert and Invoke. I want the hero sitting, facing the moon, a closeup from his shoulders up. An intimate view. But the Divert and Invoke will be full body shots.\nI want the Invert art you create to use the init view as the base and modify it properly, taking into account the way the Divert view does the right thing for Divert.","initials":"AL","createdAt":1791951109536,"image":"/api/art/images/30493068-b625-4be4-833b-b314aff127d5"},{"id":"68ec9532-a462-460f-b3c6-4a3fad5a57a3","parentVersion":"610f60f0-b664-41af-8c3c-e849edd3a154","prompt":"Migrate the background changes in the init image to both Divert and Invoke.","initials":"AL","createdAt":1791954529153,"image":"/api/art/images/68ec9532-a462-460f-b3c6-4a3fad5a57a3"},{"id":"6a8c2770-02fa-453d-b1e8-920d682a9245","parentVersion":"610f60f0-b664-41af-8c3c-e849edd3a154","prompt":"Use the init background art to fix the backgrounds for both Divert and Invoke so the right side god with the first is used in all 3 cards (perfect in init right now)","initials":"AL","createdAt":1791957371388,"image":"/api/art/images/6a8c2770-02fa-453d-b1e8-920d682a9245"},{"id":"70d2d3fb-b7f7-4bc7-9245-58180204d020","parentVersion":"original","prompt":"The base image you are using in Divert is not the init image, but it should be. The left statue is wrong. Please fix it using the reference from init.","initials":"AL","createdAt":1792012935264,"image":"/api/art/images/70d2d3fb-b7f7-4bc7-9245-58180204d020"},{"id":"25d9f775-e60d-43df-a986-a04f2bf534b8","parentVersion":"70d2d3fb-b7f7-4bc7-9245-58180204d020","prompt":"That is still not right. Use exactly the init image, but apply the hero's stance and the blue mist you have here.","initials":"AL","createdAt":1792013058757,"image":"/api/art/images/25d9f775-e60d-43df-a986-a04f2bf534b8"},{"id":"ba9421bb-8fde-4bde-9c3e-cffd27e3deba","parentVersion":"25d9f775-e60d-43df-a986-a04f2bf534b8","prompt":"That's MUCH better. Love it! Can you add more blue mist?","initials":"AL","createdAt":1792013248834,"image":"/api/art/images/ba9421bb-8fde-4bde-9c3e-cffd27e3deba"},{"id":"5ab75aa0-a799-428c-9277-7b70bdc27d4b","parentVersion":"ba9421bb-8fde-4bde-9c3e-cffd27e3deba","prompt":"Look at how intense the Divert image is - how much blue mist there is, and ramp up the golden effect you have in this one, mainly across the ground so that this image is at parity with Divert.","initials":"AL","createdAt":1792014179366,"image":"/api/art/images/5ab75aa0-a799-428c-9277-7b70bdc27d4b"}]},"invoke":{"selected":"b30e6072-1d56-4e37-bfe9-8fe4c0a0acda","versions":[{"id":"06c6f6a6-2975-436b-ac14-088e87e592e1","parentVersion":"original","prompt":"Here is what I said to create the init view: I want a more desolate moonlit setting with the hero contemplating in init. Interesting, ancient stone figures with runes carved in then. Divert has him pivoting left and gesturing to block with the left side of the screen tinting the block color of blue as a fog or mist. Similarly, the invoke version is pivoting right with force and intention with a golden gradient mist. I want nothing in the far distance other than the bleak sky and the moon. The ground is ancient sacred ground - no trees or vegetation. And the stone statues left and right should convey the two meanings - Divert and Invoke. I want the hero sitting, facing the moon, a closeup from his shoulders up. An intimate view. But the Divert and Invoke will be full body shots.\nI want the Invoke view to take into account what I said about invoke.","initials":"AL","createdAt":1791950972991,"image":"/api/art/images/06c6f6a6-2975-436b-ac14-088e87e592e1"},{"id":"1de9a53f-605d-4d7a-b6f6-a771586513eb","parentVersion":"original","prompt":"Here is what I said to create the init view: I want a more desolate moonlit setting with the hero contemplating in init. Interesting, ancient stone figures with runes carved in then. Divert has him pivoting left and gesturing to block with the left side of the screen tinting the block color of blue as a fog or mist. Similarly, the invoke version is pivoting right with force and intention with a golden gradient mist. I want nothing in the far distance other than the bleak sky and the moon. The ground is ancient sacred ground - no trees or vegetation. And the stone statues left and right should convey the two meanings - Divert and Invoke. I want the hero sitting, facing the moon, a closeup from his shoulders up. An intimate view. But the Divert and Invoke will be full body shots.\nI want the Invert art you create to use the init view as the base and modify it properly, taking into account the way the Divert view does the right thing for Divert.","initials":"AL","createdAt":1791951115835,"image":"/api/art/images/1de9a53f-605d-4d7a-b6f6-a771586513eb"},{"id":"43a6e8da-5019-4829-8060-8adcfc5fe26f","parentVersion":"1de9a53f-605d-4d7a-b6f6-a771586513eb","prompt":"Migrate the background changes in the init image to both Divert and Invoke.","initials":"AL","createdAt":1791954538362,"image":"/api/art/images/43a6e8da-5019-4829-8060-8adcfc5fe26f"},{"id":"a1ee23de-4e51-43b8-8642-0cb6de19baac","parentVersion":"1de9a53f-605d-4d7a-b6f6-a771586513eb","prompt":"Use the init background art to fix the backgrounds for both Divert and Invoke so the right side god with the first is used in all 3 cards (perfect in init right now)","initials":"AL","createdAt":1791957381519,"image":"/api/art/images/a1ee23de-4e51-43b8-8642-0cb6de19baac"},{"id":"b30e6072-1d56-4e37-bfe9-8fe4c0a0acda","parentVersion":"a1ee23de-4e51-43b8-8642-0cb6de19baac","prompt":"Most gold mist, especially on the ground!","initials":"AL","createdAt":1792015271327,"image":"/api/art/images/b30e6072-1d56-4e37-bfe9-8fe4c0a0acda"}]}}},{"id":"stepping-blow","base":{"isProposal":false,"revision":"ed3396bdf10c59df","text":{"name":"Follow Through","divert":"—","invoke":"Each Blow adds the previous Blow damage this turn\nRemove","bottom":"","divertCost":0,"invokeCost":3,"rarity":"rare","type":"power"},"implementation":{"divert":{"cost":0,"effects":[],"exhaust":false,"remove":false,"growsMana":false},"invoke":{"cost":3,"effects":[{"kind":"steppingBlow","amount":1}],"exhaust":false,"remove":true,"growsMana":false},"finalEffects":[],"finalExhaust":false,"nowEffects":[]},"engineFingerprint":"25f9c7df7b93e24238aa4893b9d7c76d66997edb7a7d2cb14aa7e1976b6b4903","artHashes":{"init":"bdf5f5570dfef44613c2b6622535b9e7b16b07a4b6c2019784551a4c7a8bd769","divert":"ea000557b20860dd2ab160c6a0948b81af0bbfc4d1d83b962db20c95177eb5d3","invoke":"aaebf38ba01fa08cb00c69584de9f00a6c0bca28bfa657a79a213a939420c623"}},"text":{"selected":"original","versions":[]},"art":{"init":{"selected":"original","versions":[]},"divert":{"selected":"original","versions":[]},"invoke":{"selected":"original","versions":[]}}},{"id":"full-frontal","base":{"isProposal":false,"revision":"f7178faa984ab97a","text":{"name":"Full 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10\nExhaust","divertCost":5,"invokeCost":5,"rarity":"rare","type":"action"},"implementation":{"divert":{"cost":5,"effects":[{"kind":"block","amount":50}],"exhaust":true,"remove":false,"growsMana":false},"invoke":{"cost":5,"effects":[{"kind":"blow","amount":75}],"exhaust":true,"remove":false,"growsMana":false},"finalEffects":[{"kind":"block","amount":10}],"finalExhaust":true,"nowEffects":[]},"engineFingerprint":"25f9c7df7b93e24238aa4893b9d7c76d66997edb7a7d2cb14aa7e1976b6b4903","artHashes":{"init":"b8f14c3cf40b947556e0613970cd429949948c979b842e7c4b1f87834fc45637","divert":"3031b409415f3e569b14050c6dba33fad46b2273e8f540757149973d4441cd09","invoke":"273fa663089e405f25e6ccedab4480b2c9a2fdceeee6ed3d1772ada85f77aed7"}},"text":{"selected":"original","versions":[]},"art":{"init":{"selected":"original","versions":[]},"divert":{"selected":"original","versions":[]},"invoke":{"selected":"original","versions":[]}}},{"id":"gathering-light","base":{"isProposal":false,"revision":"031ec2d341100fc3","text":{"name":"Gathering 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(x3)\nExhaust","bottom":"","divertCost":2,"invokeCost":2,"rarity":"rare","type":"action"},"implementation":{"divert":{"cost":2,"effects":[{"kind":"wisps","amount":2}],"exhaust":true,"remove":false,"growsMana":false},"invoke":{"cost":2,"effects":[{"kind":"nextCriticalEcho","amount":1}],"exhaust":true,"remove":false,"growsMana":false},"finalEffects":[],"finalExhaust":false,"nowEffects":[]},"engineFingerprint":"25f9c7df7b93e24238aa4893b9d7c76d66997edb7a7d2cb14aa7e1976b6b4903","artHashes":{"init":"a31d4d81c9d692a465421ef459d8c8778597cd0eb867c3faee558448f7ffc32c","divert":"268a0cd95b1eadacba5e574f3cfb119c7427b32e967866eab7d4ef2d64f768b4","invoke":"510ce47e67f2dfc9b3dc7b4ee09497a6c203f267f41d9493adba5e3545db1beb"}},"text":{"selected":"original","versions":[]},"art":{"init":{"selected":"original","versions":[]},"divert":{"selected":"original","versions":[]},"invoke":{"selected":"original","versions":[]}}},{"id":"hammer-blow","base":{"isProposal":false,"revision":"d93a6f3910d8640b","text":{"name":"Hammer 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