Sunglow Vision

Only play if colors Gold+Red are Open. Draw 1 card. Gain 2 life. Deal 2 damage to each opponent.

Sunfire

If first in turn Opens colors Gold+Red. Look at the top card, if it’s a building you may play it. Discard the top card in your deck, deal it’s level in damage to any target.

Sunglow Pendant

When opponents creatures are created counter any effects.

Emberband Ring

If first in turn Opens colors Gold+Red. When an opponent’s creature attacks, it takes 1 damage. Once per turn, when you gain life you may put a +1 power counter on a building in play.

Holystone Sunglow

Shield 1, Fire 4. At end of your turn: Gain 1 life for each building in play you control.

Holystone Manor

Shield 1. While in play: When your creature is destroyed, you may destroy one creature. At end of your turn: Gain 1 life for each building in play you control.

Emberflare House

Fire 2. (When created: Deal 2 damage to any target.) Trap. (On opponent’s turn: Stop and discard a card before it is played, this Trap is sacrificed.) Stop next spell card or building card.

Sunfire House

If first in turn Opens colors Gold+Red. Shield 1, Trap. Stop next creature card.

Sunglow, Infernal Desert

If first in turn Opens colors Gold+Red. Fire 1. While in play: When you create a building gain 2 life.

Infernor

Flying, Shield 1. Whenever a Gold or Red creature you control deals combat damage: Gain 1 life + Deal 1 damage to each opponent.