These Blood Rites abilities are tied to YOUR turn, so they don't carry over into the opponent's turn. A little disappointing. Means our troops will be markedly weaker throughout half of the game. It's actually a substantial nerf to Witchbrew, all things considered. But hey, if it means we're wiping out units left and right during the charge, it'll be worth taking the extra beating on the off-turn. We'll have to see.