The great dragon lands on a chosen empty 2x2 area for 6 of your turns: nothing may enter its footprint, and after each of your moves it acts on its own: it burns an enemy pawn near its perch, or failing that its wingbeat hurls an adjacent enemy piece one square away.
You draft The Elder Wyrm in Buff mode. Activated: you choose when to use it, and using it is your move for that turn.
As a pieces card, it summons, revives, promotes, or converts a piece.
“It did not come when called. It came when it felt like it.”