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Knights of Tezoth

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#9797
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Ple-Sen

Is it just me, or did super-evolution used to last only one turn?

Does it also have full battlefield range?

Hmm...

In general, with super-evolution in its current format, there is a very broken combo that allows a mage to keep one such ally in that state 24/7, through a simple cast -> olive -> cast script. If immunity to everything includes damage, then it turns into a kind of immortal terminator. And this continues until the enemy breaks through to the caster and removes them somehow, which can be very difficult. Assuming, of course, that the caster doesn't then put that immunity on themselves when the enemy gets close, and then sit under it themselves. I'm not sure if this was intended or not, but I'd rather warn in advance so that adjustments can be made before the Heroist assembles their units.