The Wicker ManEdit
A giant wicker effigy is filled with sacrifices and set ablaze to gain the favor of Elemental forces.
You must control an Elemental to play this card. Play this card at the beginning of your first turn. Place a Wicker Man marker in your starting area. Whenever a friendly monster slays a victim adjacent to the Wicker Man, you may heal a friendly Elemental of 1 damage. At the end of each of your turns after the first, roll a d6. On a result of 1, replace the Wicker Man with a hindering terrain marker.