Next on our list of heirlooms is the Robe of the King. This enchanted robe twists and distorts the energy around itself, manifesting in strange and powerful effects on the battlefield.
Once per turn - yours and your opponent's, after your army containing the Robe of the King is rolled, it can be used to change the outcome of that roll. Before you apply any effects of the roll - SAIs, re-rolls, etc. you may choose four health-worth of units to ignore entirely; pretend they never even rolled. Then roll the Robe of the King and see what SAI it manifests in their place.
The Amazon Queen grants the Stone SAI, the Coral Elf King provides Fly, the Lava Elf King offers Volley, the Dwarven King brings Trample, and the Goblin King gives Counter, each of which is considered four-points worth of effect!