Scarlet Witch

Scarlet Witch
A Mutant Mystic with the devastating ability to choose 1 figure each round and negate its powers. Scarlet Witch also makes 2 magical attacks per turn. And if things go wrong? She can also always reroll with Probability Field.

Abilities
Flight (symbol) - Figures with the Flying ability may choose, before moving, to start flying, and while flying, figures move as normal, but ignore elevations and obstacles, as well as engagement with any figures they may pass over. If a figure begins flying while engaged, they automatically take all leaving engagement attacks even if they do not move away from these figures.

Magical Combat (symbol) - Attacks made by figures with the Magical Combat ability are considered MAGIC attacks. If a figure with Magical Combat rolls at least 1 shield when rolling defense against a non-MAGIC attack, the most wounds it can take from that attack is 1.

Chaos Magic Curse - Start the game with 1 Curse marker on this card. Before attacking, you may choose an opponent’s Unique Hero within 8 clear-sight spaces of Scarlet Witch and place the Curse Marker on the chosen figure’s card. Figures with a Curse marker on their card may not use any special attack or ability but may still activate additional figures. At the end of each round, return the Curse Marker to this card. Figures with the Magical Combat ability are not affected by Chaos Magic Curse.

Hex Spheres (Magic, Range 6, Attack 4) - When Scarlet Witch attacks with Hex Spheres, she may attack 1 additional time. She may target the same figure or a different figure with the second attack.

Probability Field (Magic) - You may do each of the following once per round: Reroll any attack dice for Scarlet Witch that do not show skulls; reroll any defense dice for Scarlet Witch that do not show shields; or reroll the 20-sided for any effect or special ability that would  directly affect Scarlet Witch.