
Adiba wields nasty tools for banishing cards (sending them face-up to the "banish pool"). She can shave away her opponents' cards, reducing their decks to vapor, leaving them with few options. Why fight an army when you can take away their weapons?
Remember: all banished cards go to the same banish pool. Place the banish pool off to the side. Any player may look through it at any time, and it is not considered "on the field."
Adiba will want to pay close attention to which attributes her opponents raise. This gives a good idea which of their cards she's aiming to banish. Every deck has 4 cards of each attribute. Keep in mind, you may always look through a player's discard pile and ask how many cards they have in their hand (they must answer truthfully).
When playing against Adiba, think twice about reloading. If you do, consider carefully which card you banish from your deck. Adiba's nuke, For the Fallen, and her Item, Teleportation Pad, take advantage of cards sent to the banish pool.
Adiba discovered her telepathic abilities while living as a war orphan in the Burrow.
The Burrow serves as headquarters for the Zenko Clan, the kitsunes of Rougarou Swamp.
There, she grew up under the care of Den Mother Sahmay.
Her powers developed to unimaginable levels.
She can read minds, possess other people, and even create shields of psychic energy.
None of this holds a candle to the day she technically died.
During that time, her ghost absorbed information concerning past, present, and all possible futures.
It nearly drove her mad.
Eventually, she telepathically controlled every drone (flying and man-shaped) in every army on Earth, including the massive Armor units.
All at once.
That's not even mentioning the time she psychically bonded with the Vognen (a city-sized spaceship crafted from a giant, magical pine cone).
Adiba is a 13-year-old force-fed centuries of wisdom.
She enjoys grilled cheese sandwiches with a hint of paprika.
Click the link below.

While this Support, Kyo, is on your side of the field, you may, at the end of each of your turn, banish 1 card from the top of ANY 1 player's deck.
Yes, you may target your own deck.
Yes, there are situations where you'll want to.
You do not get to peek at a card before banishing it.
You do it blindly and live with your choices.
That said, card counting is encouraged (hell, it's how you win the game).

When YOU banish a card from anywhere, at any time, and Buthaynah is on your side of the field, you'll either:
1) Deal 3 points of damage to an opponent's hit points, OR (drum roll, please) . . .
2) Gain 1 point in 1 of your attributes.
You'll need a bit of set-up before this can truly pop off, but Buthaynah can provide repetitive, aggressive value.

Whenever you banish cards (anyone's cards), and Sahmay is on your side of the field, you may afterwards draw up to as many cards as you just banished.
This allows Adiba to dive deep into her deck, seeking out the exact cards she needs to complete her combos.
Yes, if you reload, Sahmay will draw you an extra card (because you banish a card from your discard pile while reloading).
However, the timing is a bid weird here.
When you reload, you discard your hand, banish a card from your discard pile (which is when you'd draw a card from your deck if your deck still has any cards in it) and THEN shuffle your remaining discard pile into your deck before drawing up to 2 cards.
Basically, if you had at least 1 card left in your deck BEFORE you started to reload (and you have Sahmay on your side of the field), you'll have 3 cards total in your hand by the time you finish reloading.
Otherwise, you'll just have the usual 2 cards in hand after reloading.

When you play this Event, you'll lower an opponent's hit points by the number of points you have in Influence.
Afterwards, you MAY banish (remove from the game) 1 card from ANY 1 discard pile.
Remember that a played Event doesn't enter its discard pile until after its final effect resolves.
That means Vognen isn't in your discard pile while its effects are resolving--MEANING you can't use Vognen to banish Vognen.
This is a great card for targeting a card in your opponent's discard pile you don't want to deal with a second time.
It's also a great card to use on your own discard pile.
Banishing Adiba's Combat card, Burrow, will give you consistent, small-scale damage.
Banishing a card like Adiba's nuke, For the Fallen, might seem like a bad idea, but Adiba's deck gives her plenty of opportunities to grab or even play it from the banish pool.
Thus, banishing a card until she needs it isn't the worst thing in the world for Adiba.

Items and Supports rarely ask you to spend actions to activate them once their on your side of the field (you only pay an action to play it, putting it onto the field from your hand).
Teleportation Pad proves an exception to this commonality.
While this Level 2 Item is on your side of the field, you may spend 1 action to play a banished Event (regardless of whose deck it was banished from or who banished it).
Afterwards, send that Event to its discard pile (which un-banishes it).
"It's discard pile" means the discard pile belonging to the player whose deck that banished card originated from.
While that banished event's effects resolve, it is no longer in the banish pool or anywhere else (it's "in the ether" until its effect finish and it goes to its discard pile).
Teleportation Pad basically adds the banish pool to your hand!
That's insane card advantage not fit for civilized society.

Once during your turn, while this Item, Badge, is on your side of the field, you may gain 2 actions (so long as at least 3 of your own cards are banished).
Yes, you can activate this the same turn you play it.
The Tempo here is powerful.
If you go Knowledge-heavy with Adiba, you'll want to banish your own cards (easily accomplished with Adiba's Knowledge, Event, Going offensive.
Once you've accomplished that, Badge will give you what you need to fire off Teleportation pad several times per turn, allowing you to rapid-fire punch your opponent's hit points.

While this Level 4 Item is on your side of the field, you MAY, whenever you would lose hit points for any reason, send a card, banished from your deck, to your discard pile from the banished pool.
Doing so will reduce the amount of damage you would've taken by up to 3 points.
You can only activate this once per instance of damage.
While this might deactivate the effects of Badge (Adiba's level 3 Item), Armor gives Adiba a lot of value.
Not only does it shield her from damage, it also gives her an opportunity to get back a card she would rather not leave floating in the banish pool.

When you play Going Offensive, you'll either:
1) Swing at an opponent's hit points for an amount equal to your Knowledge, OR . . .
2) Banish up to 2 cards from your own discard pile.
At first glance, this 2nd option seems rather underwhelming.
It's a card you'll probably avoid in Draft Play (see "Other Modes of Play").
Adiba loves this card's 2nd option, though.
It sets up all three of her Item cards.
Teleportation Pad allows her to play banished cards.
Badge grants her 2 extra actions per turn, so long as at least 3 of her cards are in the banish pool.
Armor allows her to avoid damage by sending her banished cards to her discard pile.
Also, her Combat card, Burrow, has a passive effect that only works while it's in the banish pool.
Not enough? If she plays this while her Support cards, Buthaynah and Sahmay, are on her side of the field, and Adiba uses Going Offensive to banish 2 cards from her discard pile, Sahmay will draw her up to 2 cards, and Buthaynah will either deal 3 points of damage to an opponent and gain her an attribute point, or swing for 6 points of damage, OR give Adiba 2 attribute points.

When you play this Event, you'll hit an opponent's hit points with damage equal to your Combat.
Also, Burrow has a passive effect (text in those purple boxes are passive effects).
In this case, so long as Burrow is in the banish pool, at the end of each of Adiba's turns, she'll deal 1 point of damage to 1 opponent.
Banishing this card quickly to nickel-and-dime your opponent's hit points is nice.
Using Teleportation Pad to play it from the banish pool once you stack a full bar (5 points) in Combat, right when that's enough damage to finish off your opponent . . .that's divine.

This is Adiba's nuke.
It offers the highest ceiling (so far) in the game when it comes to dealing damage.
However, you have to set the table before you can get serve so many knuckle sandwiches (I want you to know I'm deeply proud of that joke).
When you play this Event, you'll target an opponent, who'll afterwards lose hit points equal to the number of points you possess in Combat PLUS the number of ALL banished cards (even other players').
If you find yourself swallowing lethal damage when Adiba uses this card against you, know it's probably payback for some terrible misdeed from your recent past.

Nearly every deck offers at least 1 "removal" card (for destroying Items), and at least 1 token-smashing, "destruction" card (which destroys tokens).
Adiba's deck rolls these two forms of removal into a single slap . . . a Psychic Slap.
When you play this Event, EITHER:
1) Remove 1 Item on the field from the game, sending it to the banish pool, OR
2) Destroy up to as many tokens as points you have in Combat (as always, you may mix-and-match these tokens, destroying, for example, a couple Stamina tokens, 1 Bleed token, and 1 Relic).
The upside here is flexibility.
The downside is that all of Adiba's both effects rest in a single card.
That means that if Adiba uses this card to banish an Item, she hold no other means for destroying tokens, and vice versa.
However, Adiba's talent for banishing cards off the top of her opponent's deck serves as a blind, preemptive form of removal and destruction.

Adiba has 2 cards that help her ramp.
The first one is her Support, Buthaynah.
The second is this Combat card, Forbidden Find.
When you play this card, you get an options of 2 possible effects:
1) Banish 1 random card from an opponent's hand, OR
2) Gain up to 2 points in Combat.
If your opponent has no cards in their hand, and you're maxed out in Combat, this card does nothing, but almost always, you'll have a card to banish and a point or two to gain in Combat.