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Starwind

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1

Tuesday, May 9th 2017, 4:07am

Search the Guide with Starwind! (version 1.2)

All cards noted are at Godlike ranking
(Ver. 1.0 I will be fixing up the formatting, but I want to get
it out and get some early feedback/ see how the formatting works out.
(I have about half of everything typed up already, but this first version should cover 1.0 into 1.3 of the creature guide)

(Ver. 1.1 added about 200 more cards)
(Ver. 1.2 fixing up formatting)


Text only!, feel free to ctrl F and learn about your favorite cards!

1.
Guard
Armour 2: Reduces Physical damage taken by 2.

2.

Sentinel
Armour 2: Reduces Physical damage taken by 2.

3.
Captain
Armour 3: Reduces Physical damage taken by 3.

4.
Squire
Vigilance: Can attack adjacent enemies,
attacking backwards in preference.

5.
Paladin
Vigilance: Can attack adjacent enemies,
attacking backwards in preference.
Cure 2: Restores 2 Life to the most damaged
friendly creature each turn.

6.
Templar
Vigilance: Can attack adjacent enemies,
attacking backwards in preference.
Armour 1: Reduces Physical damage taken by 1.
Cure 2: Restores 2 Life to the most damaged
friendly creature each turn.

7.
Crusader Lucanus
Vigilance: Can attack adjacent enemies,
attacking backwards in preference.
Cure 2: Restores 2 Life to the most damaged
friendly creature each turn.
Life 6: Humans: All other friendly Humans gain
+6 Life.

8.
Emperor Augustus
King’s Command: Summons 1 Royal Horseman
(2/5/3/Cavalry) in an adjacent square each turn.

9.
Lancer
Cavalry: Calvary. +2 movement

10.
Lance Knight
Cavalry: Calvary. +2 movement
Charge 1: For each 2 squares this creature
moves, it gains +1 Attack for its next attack. Deals double damage to
Archers.

11.
Lance Champion
Cavalry: Calvary. +2 movement
Charge 1: For each 2 squares this creature
moves, it gains +1 Attack for its next attack. Deals double damage to
Archers.

12.
Horseman
Cavalry: Calvary. +2 movement

13.
Knight
Cavalry: Calvary. +2 movement
When this creature deals damage, it gains +2
Attack.

14.
Champion Knight
Cavalry: Calvary. +2 movement
When this creature deals damage, it gains +2
Attack.

15.
Eacann the Charger
Cavalry: Calvary. +2 movement
Charge 1: For each 2 squares this creature
moves, it gains +1 Attack for its next attack. Deals double damage to Archers
Dash: Attacks target creature, as well as all
enemy creatures or heroes behind it in a 2x1 area.

16.
Emrys the Unyielding
Cavalry: Calvary. +2 movement
Sunder Armour: Damage dealt cannot be reduced.

17.
Fencer

18.
Grand Fencer
Counterattack: (When this creature is attacked
by a creature in attack range, it will retaliate).

19.
Fencing Master
Counterattack (When this creature is attacked
by a creature in attack range, it will retaliate).

20.
Mercenary

21.
Mercenary Veteran

22.
Mercenary Captain
Whirlwind: Attacks all enemy
creatures or heroes in adjacent squares

23.
Wind-Dancer Elke
Whirlwind: Attacks all enemy
creatures or heroes in adjacent squares
Sunder Armour: Damage dealt cannot be reduced.
Heroic 2: When this creature deals damage, it
gains +2 Attack.

24.
Jasmine the Dervish
Hurricane: Attacks all enemy creatures or
heroes in adjacent squares. Damaged creatures will be knocked back 3 squares.
Sunder Armour: Damage dealt cannot be reduced.
First Strike: Will strike first if attacked by
any creature in range.


25.
Crossbowman
Heavy Crossbow: Archer. +2 Range. Cannot attack after moving
:kitty: Starwind :kitty:
Game Master EN

This post has been edited 6 times, last edit by "Starwind" (May 17th 2017, 1:11am)

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2

Tuesday, May 9th 2017, 4:09am

26.
Heavy Crossbowman
Heavy Crossbow:Archer. +2 Range. Cannot attack after moving

27.
Crossbow Captain
Heavy Crossbow:Archer. +2 Range. Cannot attack after moving

28.
Repeating Crossbow
Repeating Crossbow: +2 Range. Archer. Attacks
twice each round if able.

29.
Heavy Repeating Crossbow
Repeating Crossbow: +2 Range. Archer. Attacks
twice each round if able.
Vigilance: Can attack adjacent
enemies, attacking backwards in preference.

30.
Repeating Crossbow Captain
Repeating Crossbow: +2 Range. Archer. Attacks
twice each round if able.
Vigilance: Can attack adjacent
enemies, attacking backwards in preference.
Heroic 2: When this creature deals damage, it
gains +2 Attack.

31.
Demon Hunter Azrael
Repeating Crossbow: +2 Range. Archer. Attacks
twice each round if able.
Sunder Armour: Damage dealt cannot be reduced
Impale: Attacks target creature, as well as
the enemy creature or hero behind.

32.
Dragon Hunter Vincent
Heavy Crossbow:Archer. +2 Range. Cannot attack after moving
Knock Back 2: Damaged creatures are pushed
back 2 tiles when damaged by this creature
Dragon Slayer: Deals double damage to
creatures whose Countdown is 5 or more.

33.
Priestess
Holy Light: +2 Range. Damage dealt cannot be
reduced, and creatures killed cannot activate ability Reanimate, Soulbound or
Skeleton.

34.
Battle Priestess
Holy Light: +2 Range. Damage dealt cannot be
reduced, and creatures killed cannot activate ability Reanimate, Soulbound or
Skeleton.
Faith 1: When this creature cures a creature
(or hero), regenerates, it gains +1 Life, +1 Attack.
Cure 2: Restores 2 Life to the most damaged
friendly creature each turn.

35.
Battle Abbess
Holy Light: +2 Range. Damage dealt cannot be
reduced, and creatures killed cannot activate ability Reanimate, Soulbound or
Skeleton.
Faith 1: When this creature cures a creature
(or hero), regenerates, it gains +1 Life, +1 Attack.
Cure 3:
Restores 3 Life to the most damaged friendly creature each turn.

36.
Priest
Holy Light: +2 Range. Damage dealt cannot be
reduced, and creatures killed cannot activate ability Reanimate, Soulbound or
Skeleton.
Cure3: Restores 3 Life to the most damaged
friendly creature each turn.

37.
High Priestess
Holy Light: +2 Range. Damage dealt cannot be
reduced, and creatures killed cannot activate ability Reanimate, Soulbound or
Skeleton.
Cure 4: Restores 4 Life to the most damaged
friendly creature each turn.

38.
Holy Master
Holy Light: +2 Range. Damage dealt cannot be
reduced, and creatures killed cannot activate ability Reanimate, Soulbound or
Skeleton.
Dispel: Has a 50% chance to remove a negative
effect from a random friendly creature.
Cure 1: Restores 1 Life to the most damaged
friendly creature each turn.

39.
Pontiff Faol
Holy Light: +2 Range. Damage dealt
cannot be reduced, and creatures killed cannot activate ability Reanimate,
Soulbound or Skeleton.
Regeneration 3: Restores 3 Life each turn.
Regeneration 2: Humans: All other friendly
Humans gain status: Regeneration 2 (Restores 2 Life each turn).

40.
Elven Archer
Bow: +3 Range. Archer.

41.
Elven Longbow Archer
Longbow: +4 Range. Archer. Deals
double damage to Flying creatures.

42.
Elven Marksman
Longbow: +4 Range. Archer. Deals
double damage to Flying creatures.

43.
Elven Hunter
Bow: +3 Range. Archer.

44.
Elven Sniper
Bow: +3 Range. Archer.
Sniper: Attacks the enemy
creature or hero with lowest Life within range.

45.
Elven Sharp Shooter
Bow: +3 Range. Archer.
Sniper: Attacks the enemy
creature or hero with lowest Life within range.

46.
First Ranger Talenor
Longbow: +4 Range. Archer. Deals
double damage to Flying creatures.
Attack 2: Elves: All other friendly Elves gain +2 Attack.

47.
King Vel’Assar
Longbow: +4 Range. Archer. Deals
double damage to Flying creatures.
Forestall: Will strike first if
attacked by any creature in range. If the Retaliate deals damage, it will
interrupt the enemy attack.

48.
Elven Witch
Holy Light: +2 Range. Damage dealt
cannot be reduced, and creatures killed cannot activate ability Reanimate,
Soulbound or Skeleton.
Inspiration 1: Reduces the Countdown of
a card with the highest Countdown in its summoner's hand by 1.

49.
Elven Priestess
Holy Light: +2 Range. Damage dealt
cannot be reduced, and creatures killed cannot activate ability Reanimate,
Soulbound or Skeleton.
Inspiration 1: Reduces the Countdown of
a card with the highest Countdown in its summoner's hand by 1.

50.
Elven High Priestess
Holy Light: +2 Range. Damage dealt
cannot be reduced, and creatures killed cannot activate ability Reanimate,
Soulbound or Skeleton.
Inspiration 1: Reduces the Countdown of
a card with the highest Countdown in its summoner's hand by 1.
Cure 3: Restores 3 Life to the
most damaged friendly creature each turn.
:kitty: Starwind :kitty:
Game Master EN

This post has been edited 2 times, last edit by "Starwind" (May 16th 2017, 10:46pm)

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3

Tuesday, May 9th 2017, 4:10am

51.
Elven Fire Apprentice
Ember: +2 Range. Damaged
creatures will take 1 Fire damage at the end of their next turn.

52.
Elven Fire Mage
Ember: +2 Range. Damaged creatures will take 1
Fire damage at the end of their next turn.
Hero's Bane 2: Deals 2 Fire damage to an
enemy hero each turn.

53.
Elven Fire Archmage
Ember: +2 Range. Damaged creatures will take 1
Fire damage at the end of their next turn.
Hero's Bane 2: Deals 2 Fire damage to an
enemy hero each turn.

54.
Tanwen Wildfire
Ember: +2 Range. Damaged creatures will take 1
Fire damage at the end of their next turn.
Hero's Bane 3: Deals 3 Fire damage to an
enemy hero each turn.
Immolation 3: Takes 3 Fire damage each
turn.

55.
Ryli the White Witch
Icy Tempest: Attacks all enemy creatures in
front in a 5x3 area. Damaged enemy creatures cannot move for 1 turn.
Arctic Barrier: Cannot be affected by positive or negative effects.
Hero’s Bane 2: Deals 2 Fire damage to an
enemy hero each turn.

56.
Pegasus Scout
Pegasus: +2 Movement. Cavalry.
Flying. Can pass over non-Flying creatures.

57.
Pegasus Guard
Pegasus: +2 Movement. Cavalry.
Flying. Can pass over non-Flying creatures.
Regeneration 2: Restores 2 Life each turn.

58.
Pegasus Champion
Pegasus: +2 Movement. Cavalry.
Flying. Can pass over non-Flying creatures.
Regeneration 3: Restores 3 Life each turn.

59.
Pegasus Rider
Pegasus: +2 Movement. Cavalry.
Flying. Can pass over non-Flying creatures.

60.
Pegasus Legionnaire
Pegasus: +2 Movement. Cavalry.
Flying. Can pass over non-Flying creatures.
Resistance 3: Reduces Magic damage
taken by 3.

61.
Pegasus Raid Leader
Pegasus: +2 Movement. Cavalry.
Flying. Can pass over non-Flying creatures.
Resistance 4: Reduces Magic damage
taken by 4.

62.
Ophelia West-Wind
Pegasus: +2 Movement. Cavalry.
Flying. Can pass over non-Flying creatures.
Attack 2: Cavalry: All other friendly Cavalry gains +2 Attack.

63.
Tariel the Phalanx
Pegasus: +2 Movement. Cavalry.
Flying. Can pass over non-Flying creatures.
Nimble: Cannot be targeted by
single-target skills.
Summon Familiar: When this creature deals
damage to hero, summon 1 Elfin (1/1/2) in an adjacent square.

64.
Elven Samurai
Armour 1: Reduces Physical damage
taken by 1.
Resistance 3: Reduces Magic damage
taken by 3.

65.
Blessed Elven Samurai
Nimble: Cannot be targeted by
single-target skills.
Armour 1: Reduces Physical damage
taken by 1.
Resistance 4: Reduces Magic damage
taken by 4.

66.
Elven Rebel
Nimble: Cannot be targeted by
single-target skills.
Armour 1: Reduces Physical damage
taken by 1.
Resistance 5: Reduces Magic damage
taken by 5.

67.
Elven Guard
Spear: +1 Range. Deals double
damage to creatures with the ability: Cavalry.
Vigilance: Can attack adjacent
enemies, attacking backwards in preference.

68.
Elven Praetorian
Spear: +1 Range. Deals double
damage to creatures with the ability: Cavalry.
Vigilance: Can attack adjacent enemies,
attacking backwards in preference.
Nimble: Cannot be targeted by
single-target skills.

69.
Elven Legionnaire
Spear: +1 Range. Deals double
damage to creatures with the ability: Cavalry.
Vigilance: Can attack adjacent
enemies, attacking backwards in preference.
Nimble: Cannot be targeted by
single-target skills.

70.
Velyn the Unscarred
Spear: +1 Range. Deals double
damage to creatures with the ability: Cavalry.
Nimble: Cannot be targeted by
single-target skills.
Magic Reflection: Reflects damage magic.

71.
Sorann the Unforgiving
Vigilance: Can attack adjacent
enemies, attacking backwards in preference.
Nimble: Cannot be targeted by
single-target skills.
Disdain: When this creature deals
damage to a creature whose Countdown is 2 or less, kill that creature
immediately. When this creature is attacked by creature whose Countdown is 2
or less, reduce damage taken to 0.

72.
Elven Thunder Apprentice
Lightning Bolt: +2 Range. Damaged creatures have a 25% chance of being unable to
act for 1 turn.
Thunderbolt 2: Deals 2 Lightning damage
to a random enemy creature or hero.

73.
Elven Thunder Mage
Lightning Bolt: +2 Range. Damaged creatures have a 25% chance of being unable to
act for 1 turn.
Nimble: Cannot be targeted by
single-target skills.
Thunderbolt 3: Deals 3 Lightning damage to
a random enemy creature or hero.

74.
Elven Thunder Archmage
Lightning Bolt: +2 Range. Damaged creatures have a 25% chance of being unable to
act for 1 turn.
Nimble: Cannot be targeted by
single-target skills.
Thunderbolt 4: Deals 4 Lightning damage
to a random enemy creature or hero.

75.
Elven Frost Apprentice
Frost Shock: +2 Range. Damaged
creatures have half movement for 2 turns.
:kitty: Starwind :kitty:
Game Master EN

This post has been edited 3 times, last edit by "Starwind" (May 17th 2017, 12:55am)

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4

Tuesday, May 9th 2017, 4:11am

76.
Elven Frost Archmage
Frost Shock: +2 Range. Damaged
creatures have half movement for 2 turns.
Entropic Touch: This creature gains +2 Attack for each effect the target
creature has (excluding 'Aura'), for that turn only.

77.
Elven Frost Sorcerer
Frost Shock: +2 Range. Damaged
creatures have half movement for 2 turns.
Entropic Touch: This creature gains +2 Attack for each effect the target
creature has (excluding 'Aura'), for that turn only.

78.
Silva the Frozen Heart
Lightning Bolt: +2 Range. Damaged creatures have a 25% chance of being unable to
act for 1 turn.
Entropic Touch: This creature gains +2 Attack for each effect the target creature
has (excluding 'Aura'), for that turn only.
Ice Shield 2: When this creature takes
Physical damage it deals 2 Frost damage to the attacker and the attacker
cannot move for 2 turns.

79.
Kathryn Emberwind
Ember: +2 Range. Damaged
creatures will take 1 Fire damage at the end of their next turn.
Immolation 2: Takes 2 Fire damage each
turn.
Hero's Bane 1: Elves: All other friendly Elves gain status: Hero's Bane 1 (Deal 1 Fire
damage to an enemy hero each turn).

80.
Feles Swordsman
Ambush: When attacking for the
first time, Attack is doubled.

81.
Feles Assassin
Ambush: When attacking for the
first time, Attack is doubled.

82.
Feles Assassin Master
Ambush: When attacking for the
first time, Attack is doubled.
Sunder Armour: Damage dealt cannot be
reduced.

83.
Feles Messenger
Distraction 1: The Countdown of 1 random
card in an enemy hero's hand is increased by 1 each turn.

84.
Feles Scout
Distraction 1: The Countdown of 1 random
card in an enemy hero's hand is increased by 1 each turn.

85.
Feles Tracker
Distraction 1: The Countdown of 1 random
card in an enemy hero's hand is increased by 1 each turn.
Hit and Run: Moves backward after
attacking.

86.
Mifzuna the Wind
Wind Walk: On this creature's first
turn, it gains +5 Movement.
Ambush: When attacking for the
first time, Attack is doubled.

87.
Maia the Shadowblade
Wind Walk: On this creature's first
turn, it gains +5 Movement.
Ambush: When attacking for the
first time, Attack is doubled.
Heroic 2: When this creature deals
damage, it gains +2 Attack.

88.
Centaur Rider
Cavalry: +2 Movement.Cavalry.

89.
Centaur Guerrilla
Cavalry: +2 Movement.Cavalry.
Charge 1: For each 2 squares this creature
moves, it gains +1 Attack for its next attack. Deals double damage to
Archers.
Hit and Run: Moves backward after
attacking.

90.
Centaur Guerrilla Leader
Cavalry: +2 Movement.Cavalry.
Charge 1: For each 2 squares this creature
moves, it gains +1 Attack for its next attack. Deals double damage to
Archers.
Hit and Run: Moves backward after
attacking.

91.
Centaur Archer
Cavalry: +2 Movement.Cavalry.
Shortbow: +2 Range. Archer.

92.
Centaur Hunter
Cavalry: +2 Movement.Cavalry.
Shortbow: +2 Range. Archer.

93.
Centaur Marksman
Cavalry: +2 Movement.Cavalry.
Shortbow: +2 Range. Archer.
Hit and Run: Moves backward after
attacking.

94.
Lucius Swift
Cavalry: +2 Movement.Cavalry.
Shortbow: +2 Range. Archer.
Hit and Run: Moves backward after
attacking.

95.
Chieftain Lionroar
Cavalry: +2 Movement.Cavalry.
Hit and Run: Moves backward after
attacking.
Attack 1: All other friendly
creatures gain +1 Attack.

96.
Tengu Samurai
Flying: Can pass over non-Flying creatures.

97.
Tengu Warrior
Flying: Can pass over non-Flying
creatures.
Heroic 2: When this creature deals
damage, it gains +2 Attack.

98.
Tengu Shadow Warrior
Flying: Can pass over non-Flying creatures
Counterattack: When this creature is
attacked by a creature in range, it will retaliate.
When this creature deals damage, it gains +2
Attack.

99.
Tengu Assassin
Flying: Can pass over non-Flying
creatures.
Backstab: When possible, will
attack enemy creature directly behind with a double Attack.

100.
Tengu Assaulter
Flying: Can pass over non-Flying
creatures.
Backstab: When possible, will
attack enemy creature directly behind with a double Attack.


:kitty: Starwind :kitty:
Game Master EN

This post has been edited 2 times, last edit by "Starwind" (May 17th 2017, 8:41pm)

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5

Tuesday, May 9th 2017, 4:13am

101.
Tengu Bloodseeker
Flying: Can pass over non-Flying
creatures.
Backstab: When possible, will
attack enemy creature directly behind with a double Attack.
Bleeding Attack: Damaged creatures cannot be healed for 5 turns.

102.
Chief Hrafn
Flying: Can pass over non-Flying
creatures.
Wild March: All other friendly
Halfbloods and Beasts gain Movement +2.

103.
Sky Reaver Vara
Leap: Movement +1. Flying. Can
pass over non-Flying creatures.
Vicious Backstab: When possible, will attack enemy creature directly behind for
Triple Damage.
Hit and Run: Moves backward after
attacking.

104.
Zombie Guard
Reanimate: When this creature dies,
it has a 33% chance to resurrect in its current square. Can activate only
once.
Armour 2: Reduces Physical damage
taken by 2.

105.
Zombie Sentinel
Reanimate: When this creature dies,
it has a 33% chance to resurrect in its current square. Can activate only
once.
Armour 2: Reduces Physical damage
taken by 2.

106.
Zombie Captain
Reanimate: When this creature dies,
it has a 33% chance to resurrect in its current square. Can activate only
once.
Armour 3: Reduces Physical damage
taken by 3.

107.
Zombie Swordsman
Reanimate: When this creature dies,
it has a 33% chance to resurrect in its current square. Can activate only
once.
Vigilance: Can attack adjacent
enemies, attacking backwards in preference.

108.
Zombie Legionnaire
Reanimate: When this creature dies,
it has a 33% chance to resurrect in its current square. Can activate only
once.
Vigilance: Can attack adjacent
enemies, attacking backwards in preference.
Regeneration 2: Restores 2 Life each turn.

109.
Zombie Champion
Reanimate: When this creature dies,
it has a 33% chance to resurrect in its current square. Can activate only
once.
Vigilance: Can attack adjacent
enemies, attacking backwards in preference.
Regeneration 3: Restores 3 Life each turn.

110.
Ofeigur the Undying
Reanimate: When this creature dies,
it has a 33% chance to resurrect in its current square. Can activate only
once.
Martyr: Takes all damage that
would be dealt to adjacent ally creatures or heroes.

111.
Undead King Bael
Call of the Undead King: When an enemy creature is killed, it will be reanimated by this
creature's summoner as a Zombie (1/2/3/Reanimate).

112.
Vampire
Vampirism: Converts all Physical
damage dealt to Life.

113.
Vampire Noble
Vampirism: Converts all Physical
damage dealt to Life.

114.
Vampire Lord
Vampirism: Converts all Physical
damage dealt to Life.
Dishearten 2: Damaged creatures gain -2
Attack for 5 turns.

115.
Vampire Apprentice
Drain Life: +2 Range. Converts all
Magic damage dealt to Life.

116.
Vampire Mage
Drain Life: +2 Range. Converts all
Magic damage dealt to Life.
Dishearten 2: Damaged creatures gain -2
Attack for 5 turns.

117.
Vampire Archmage
Drain Life: +2 Range. Converts all
Magic damage dealt to Life.
Dishearten 3: Damaged creatures gain -3
Attack for 5 turns.

118.
Prince Serka
Vampirism: Converts all Physical
damage dealt to Life.
Counterattack: When this creature is
attacked by a creature in range, it will retaliate.
Life 6: Undead: All other friendly Undead gain +6 Life.

119.
Princess Sarya
Drain Life: +2 Range. Converts all
Magic damage dealt to Life.
Withering Aura 6: All enemy creatures lose 6 Life.

120.
Ghost
Soulbound: Upon dying, has a 50%
chance of returning to its summoner's hand.
Frost Bolt: +2 Range. Damaged
creatures have a 50% chance of being unable to move for 1 turn.

121.
Chilling Ghost
Soulbound: Upon dying, has a 50%
chance of returning to its summoner's hand.
Frost Bolt: +2 Range. Damaged creatures
have a 50% chance of being unable to move for 1 turn.

122.
Icy Gale Ghost
Soulbound: Upon dying, has a 50%
chance of returning to its summoner's hand.
Icy Blast: +2 Range. Damaged
creatures will be knocked back 2 squares.

123.
Wraith
Soulbound: Upon dying, has a 50%
chance of returning to its summoner's hand.
Shadow Bolt: +2 Range. Deals 0%-200%
damage randomly.

124.
Dread Wraith
Soulbound: Upon dying, has a 50%
chance of returning to its summoner's hand.
Shadow Bolt: +2 Range. Deals 0%-200%
damage randomly.
Fear: Has a 25% chance of
returning a random enemy creature within range to its summoner's hand.

125.
Dread Phantom
Soulbound: Upon dying, has a 50%
chance of returning to its summoner's hand.
Incorporeal: Reduces Physical damage
taken to 1.
Fear: Has a 25% chance of
returning a random enemy creature within range to its summoner's hand.
:kitty: Starwind :kitty:
Game Master EN

This post has been edited 1 times, last edit by "Starwind" (May 16th 2017, 11:50pm)

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6

Tuesday, May 9th 2017, 4:14am

126.
Desperate Soul
Soulbound: Upon dying, has a 50%
chance of returning to its summoner's hand.
Incorporeal: Reduces Physical damage
taken to 1.
Mystic Barrier: Reduces Magic damage taken to 0.

127.
Gringheist
Soulbound: Upon dying, has a 50%
chance of returning to its summoner's hand.
Shadow Bolt: +2 Range. Deals 0%-200%
damage randomly.
Physical Reflection: Reflect physical damage.

128.
Hunting Dog
Sprint: +1 Movement.
Counterattack: When this creature is
attacked by a creature in range, it will retaliate.

129.
Hound
Sprint: +1 Movement.
Counterattack: When this creature is
attacked by a creature in range, it will retaliate.

130.
Fiery Hound
Sprint: +1 Movement.
Counterattack: When this creature is attacked
by a creature in range, it will retaliate.
Rage 1: Whenever this creature
takes damage, it gains +1 Attack.

131.
Hell Hound
Ember: +2 Range. Damaged
creatures will take 1 Fire damage at the end of their next turn.

132.
Cerberus
Cone of Fire: Attacks target creature,
as well as all enemy creatures or heroes adjacent to it in a 2x3 area

133.
Fiery Cerberus
Cone of Fire: Attacks target creature,
as well as all enemy creatures or heroes adjacent to it in a 2x3 area
Vigilance: Can attack adjacent
enemies, attacking backwards in preference

134.
Cerberus Hegemon
Cone of Fire: Attacks target creature, as well
as all enemy creatures or heroes adjacent to it in a 2x3 area
Vigilance: Can attack adjacent enemies,
attacking backwards in preference
Counterattack: When this creature is
attacked by a creature in range, it will retaliate.

135.
Big Shuck
Strike Again: Upon attacking, damage us
doubled.
Sprint: +1 Movement.
Dominating: Gain +3 Attack when no.
of enemy creatures in play is equal or less to friendly creatures.

136.
Lizard
Lumbering: -1 Movement.
Armour 2: Reduces Physical damage
taken by 2.

137.
Armoured Lizard
Lumbering: -1 Movement.
Knock Back 2: Damaged creatures will be
knocked back 2 squares.
Armour 3: Reduces Physical damage
taken by 3.

138.
Aegis Lizard
Lumbering: -1 Movement.
Knock Back 2: Damaged creatures will be
knocked back 2 squares.
Armour 4: Reduces Physical damage
taken by 4.

139.
Thunder Lizard
Lightning Breath: Damaged creatures have a 50% chance of being unable to act for 1
turn.
Lumbering: -1 Movement.
Armour 2: Reduces Physical damage
taken by 2.

140.
Senior Thunder Lizard
Lightning Breath: Damaged creatures have a 50% chance of being unable to act for 1
turn.
Lumbering: -1 Movement.
Armour 3: Reduces Physical damage
taken by 3.

141.
Sawtooth Thunder Lizard
Lightning Breath: Damaged creatures have a 50% chance of being unable to act for 1
turn.
Lumbering: -1 Movement.
Armour 4: Reduces Physical damage
taken by 4.

142.
Chief Ironhide
Lumbering: -1 Movement.
Armour 4: Reduces Physical damage
taken by 4.
Attack 2: Beasts: All other friendly Beasts gain +2 Attack.

143.
Storm Lizard King
Cone of Lightning: Attacks target creature, as well as all enemy creatures or
heroes adjacent to it in a 2x3 area.
Damaged creatures have a 50% chance of being unable to act for 1 turn.
Lumbering: -1 Movement.
Armour 5: Reduces Physical damage
taken by 5.

144.
Bat
Flying: Can pass over non-Flying
creatures.
Vampirism: Converts all Physical
damage dealt to Life.

145.
Bloodthirsty Bat
Flying: Can pass over non-Flying
creatures.
Vampirism: Converts all Physical
damage dealt to Life.

146.
Scarlet Bat
Flying: Can pass over non-Flying
creatures.
Vampirism: Converts all Physical
damage dealt to Life.
Bleeding Attack: Damaged creatures cannot be healed for 5 turns.

147.
Venomous Bat
Flying: Can pass over non-Flying
creatures.
Toxic Blade 2: Damaged creatures will
take 2 Shadow damage at the end of their turn for 5 turns.

148.
Septic Bat
Flying: Can pass over non-Flying
creatures.
Toxic Blade 2: Damaged creatures will
take 2 Shadow damage at the end of their turn for 5 turns.

149.
Spiteful Bat
Flying: Can pass over non-Flying
creatures.
Toxic Blade 3: Damaged creatures will
take 3 Shadow damage at the end of their turn for 5 turns.

150.
Virulent Bat King
Flying: Can pass over non-Flying
creatures.
Bleeding Attack: Damaged creatures cannot be healed for 5 turns.
Decay 5: Damaged creatures will
take 5 Shadow damage at the end of their next turn.
:kitty: Starwind :kitty:
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This post has been edited 1 times, last edit by "Starwind" (May 16th 2017, 11:56pm)

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7

Tuesday, May 9th 2017, 4:15am

151.
Lord Fleder
Flying: Can pass over non-Flying
creatures.
Vampirism: Converts all Physical
damage dealt to Life.
Battle Spirit 1: Whenever this creature takes physical damage, it gains +1
Attack, +1 Life.

152.
Goblin Rogue

153.
Goblin Bandit

154.
Goblin Scoundrel
Hit and Run: Moves backward after
attacking.

155.
Goblin Mobster

156.
Goblin Bully
Counterattack: When this creature is
attacked by a creature in range, it will retaliate.

157.
Goblin Outlaw
Counterattack: When this creature is
attacked by a creature in range, it will retaliate.
Toxic Blade 2: Damaged creatures will
take 2 Shadow damage at the end of their turn for 5 turns.

158.
Goblin Bowman
Shortbow: +2 Range. Archer.

159.
Goblin Poacher
Shortbow: +2 Range. Archer.

160.
Goblin Poison Archer
Shortbow: +2 Range. Archer.
Toxic Blade 2: Damaged creatures will
take 2 Shadow damage at the end of their turn for 5 turns.

161.
Raid Captain Gubba
Hit and Run: Moves backward after
attacking.
Attack 2: Savage: All other friendly Goblins and Ogres gain +2 Attack.

162.
Goblin Adonis
Shortbow: +2 Range. Archer.
Charm: Controls a random enemy
creature within range for 1 turn.

163.
Warlord Graz'nak
Slash Attack: Attacks all enemy
creatures and heroes in a 1x3 area.
Savage Warlord: For each friendly Goblin or Ogre creature on the battlefield, it
gains +1 Attack, +3 Life.
Savage League: Countdown ability. For
every 2 other Goblin or Ogre creature cards in Hand, this cards Countdown is
reduced by 1 each turn. Immune to the effect of Inspiration, Distraction and
placing this card from the hand into the graveyard.

164.
Ogre

165.
Senior Ogre
Regeneration 2: Restores 2 Life each turn.

166.
Ogre Ringleader
Regeneration 2: Restores 2 Life each turn.

167.
Ogre Warrior

168.
Ogre Berserker
Rage 2: Whenever this creature
takes damage, it gains +2 Attack.

169.
Ogre Bloodrager
Rage 2: Whenever this creature
takes damage, it gains +2 Attack.

170.
Ogre Hercules

171.
Colossal Ogre Hercules
Stun: Damaged creatures have a
50% chance of being unable to act for 1 turn.

172.
Ogre Hercules Ringleader
Stun: Damaged creatures have a
50% chance of being unable to act for 1 turn.

173.
Chief Sharptooth
Regeneration 2: Restores 2 Life each turn.
Life 6: Savage: All other friendly Goblins and Ogres gain +6 Life.

174.
Boss Ragnar
Rage 2: Whenever this creature
takes damage, it gains +2 Attack.

175.
Krusha'
Dreadmaul: Damaged creatures have a
25% chance of being unable to act for 2 turns.
First Strike: Will strike first if
attacked by any creature in range.
:kitty: Starwind :kitty:
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This post has been edited 1 times, last edit by "Starwind" (May 17th 2017, 12:03am)

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8

Tuesday, May 9th 2017, 4:17am

176.
Fragile Relic Wall
Wall: Cannot move or attack.
Immolation 2: Takes 2 Fire damage each
turn.

177.
Relic Wall
Wall: Cannot move or attack.
Immolation 3: Takes 3 Fire damage each
turn.

178.
Archaic Relic Wall
Wall: Cannot move or attack.
Immolation 4: Takes 4 Fire damage each
turn.

179.
Ancient Relic Wall
Wall: Cannot move or attack.
Immolation 5: Takes 5 Fire damage each
turn.

180.
Outpost
Wall: Cannot move or attack.
Bow: +3 Range. Archer.

181.
Sentry Tower
Wall: Cannot move or attack.
Bow: +3 Range. Archer.

182.
Arrow Tower
Wall: Cannot move or attack.
Bow: +3 Range. Archer.

183.
Arrow Keep
Wall: Cannot move or attack.
Bow: +3 Range. Archer.

184.
Tower of Crystal
Wall: Cannot move or attack.
Siphon Mana: Takes all Magic damage
that would be dealt to adjacent ally creatures or heroes.

185.
Thorn Wall
Wall: Cannot move or attack.
Retaliate 2: When this creature is
dealt melee damage, it will retaliate for 2 irreducable damage.

186.
Spike Wall
Wall: Cannot move or attack.
Enmity: Cavalry: Deals double damage to creatures with the ability: Cavalry.

187.
Cauldron
Wall: Cannot move or attack.
Toxic Splash 2: When this creature is dealt Melee damage, attacker will take 2
Shadow damage at the end of each turn, for 5 turns.

188.
Cursed Cauldron
Wall: Cannot move or attack.
Toxic Splash 3: When this creature is dealt Melee damage, attacker will take 3
Shadow damage at the end of each turn, for 5 turns.

189.
Wall of Recovery
Wall: Cannot move or attack.
Regeneration 2: Restores 2 Life each turn.

190.
Wall of Renewal
Wall: Cannot move or attack.
Regeneration 3: Restores 3 Life each turn.

191.
Wall of Revival
Wall: Cannot move or attack.
Regeneration 4: Restores 4 Life each turn.

192.
Wall of Replenishing
Wall: Cannot move or attack.
Regeneration 5: Restores 5 Life each turn.

193.
Black Market Caravan
Wall: Cannot move or attack.
Explosive 4: Upon dying, deals 12 Fire
damage to all adjacent creatures and heroes.

194.
Angelic Statue
Wall: Cannot move or attack.
Life 6: Humans: All other friendly Humans gain +6 Life.

195.
Thornbush
Wall: Cannot move or attack.
Life 6: Elves: All other friendly Elves
gain +6 Life.

196.
Ogre Bone Heap
Wall: Cannot move or attack.
Attack 2: Ogres: All other friendly Ogres gain +2 Attack.

197.
Treasure Chest
Wall: Cannot move or attack.
Attack 2: Goblins: All other friendly Goblins gain +2 Attack.

198.
Halfblood Totem
Wall: Cannot move or attack.
Attack 2: Halfbloods: All other friendly Halfbloods gain +2 Attack.

199.
Wall of Dark Night
Wall: Cannot move or attack.
Life 6: Undead: All other friendly Undead gain +6 Life.

200.
Bone Wall
Wall: Cannot move or attack.
Reanimate: When this creature dies,
it has a 33% chance to resurrect in its current square. Can activate only
once.
:kitty: Starwind :kitty:
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This post has been edited 1 times, last edit by "Starwind" (May 17th 2017, 12:09am)

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9

Tuesday, May 9th 2017, 4:18am

201.
Skeleton Wall
Wall: Cannot move or attack.
Reanimate: When this creature dies,
it has a 33% chance to resurrect in its current square. Can activate only
once.

202.
Horrid Bone Wall
Wall: Cannot move or attack.
Reanimate: When this creature dies,
it has a 33% chance to resurrect in its current square. Can activate only
once.

203.
Dead Soldiers' Wall
Wall: Cannot move or attack.
Reanimate: When this creature dies,
it has a 33% chance to resurrect in its current square. Can activate only
once.

204.
Necropolis
Wall: Cannot move or attack.
Reanimate: When this creature dies,
it has a 33% chance to resurrect in its current square. Can activate only
once.
Pestilence: When this creature is
dealt Melee damage, attacker loses 5 Life.

205.
Wind Shelter Wall
Wall: Cannot move or attack.
Negates Flight: Prevents enemy Flying creatures from passing over.

206.
Wind Shielding Wall
Wall: Cannot move or attack.
Negates Flight: Prevents enemy Flying creatures from passing over.

207.
Grasping Wall
Wall: Cannot move or attack.
Negates Flight: Prevents enemy Flying creatures from passing over.

208.
Wall of Vacuum
Wall: Cannot move or attack.
Negates Flight: Prevents enemy Flying creatures from passing over.

209.
Arcane Crystal Tower
Wall: Cannot move or attack.
Siphon Mana: Takes all Magic damage
that would be dealt to adjacent ally creatures or heroes.

210.
Battle Drum
Wall: Cannot move or attack.
Inspiration 1: Reduces the Countdown of
a card with the highest Countdown in its summoner's hand by 1.

211.
Wolfclan Battle Drum
Wall: Cannot move or attack.
Inspiration 1: Reduces the Countdown of
a card with the highest Countdown in its summoner's hand by 1.

212.
Celestial Mirror
Wall: Cannot move or attack.
Dispel: Has a 50% chance to
remove a negative effect from a random friendly creature.
Magic Reflection: Reflects magic damage.

213.
Arcane Altar
Wall: Cannot move or attack.
Purge: Has a 50% chance to
remove a positive effect from a random enemy creature.
Siphon Mana: Takes all Magic damage
that would be dealt to adjacent ally creatures or heroes.

214.
Goblin Mine
Wall: Cannot move or attack.

215.
War Totem
Wall: Cannot move or attack.
Inspiration 1: Reduces the Countdown of
a card with the highest Countdown in its summoner's hand by 1.
Distraction 1: The Countdown of 1 random
card in an enemy hero's hand is increased by 1 each turn.

216.
Sylvi Apprentice

Fleet Foot: Cannot be affected by movement restrictions

Burrow: If attacked from the front, will burrow to an available tile directly behind attacking creature. Can still be damaged by attack abilities.

217.
Sylvi Protege
Triple Strike: Attack 3 times in a single strike
Fleet Foot: Cannot be affected by movement restrictions
Burrow: If attacked from the front, will burrow to an available tile directly behind attacking creature. Can still be damaged by attack abilities.

218.
Sylvi Bladesoul
Triple Strike: Attack 3 times in a single strike
Fleet Foot: Cannot be affected by movement restrictions
Burrow: If attacked from the front, will burrow to an available tile directly behind attacking creature. Can still be damaged by attack abilities.

219.
Sylvi Huntress
Bow: +3 Range. Archer.
Withdraw: Creature will retreat by movement range to avoid damage from enemy attack, will still take damage if within enemy attack range.

220.
Sylvi Ranger
Bow: +3 Range. Archer.
Withdraw: Creature will retreat by movement range to avoid damage from enemy attack, will still take damage if within enemy attack range.
Reckless Shot: Deals 5 ranged damage to creatures newly summoned by enemy heroes and themself.

221.
Sylvi Stalker
Bow: +3 Range. Archer.
Withdraw: Creature will retreat by movement range to avoid damage from enemy attack, will still take damage if within enemy attack range.
Reckless Shot: Deals 5 ranged damage to creatures newly summoned by enemy heroes and themself.

222.
Yumi Swiftshot
Bow: +3 Range. Archer.
Withdraw: Creature will retreat by movement range to avoid damage from enemy attack, will still take damage if within enemy attack range.
Deadly Reflex: Deals 3 ranged damage to creatures newly summoned by enemy heroes.

223.
Sensei Callista
Blitz Strike: Attack 5 times in a single strike.
Sunder Armour: Damage dealt cannot be reduced.
First Strike: Will strike first if attacked by any creature in range.

224.
Werewolf Ironclaw
Sprint: +1 Movement.

225.

Werewolf Steelclaw
Sprint: +1 Movement.
Sunder Armour: Damage dealt cannot be reduced.
Maim 2: Damaged creatures will take +2 damage from all physical attacks.
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10

Tuesday, May 16th 2017, 12:12pm

226.
Werewolf Deathclaw
Sprint: +1 Movement.

Sunder Armour: Damage dealt cannot be reduced.
Maim 2: Damaged creatures will take +2 damage from all physical attacks.

227.
Werewolf Howler
Sprint: +1 Movement.

Blood Price: Deals 3 damage to the summoning Hero when summoned.

228.
Werewolf Prowler
Sprint: +1 Movement.

Blood Price: Deals 3 damage to the summoning Hero when summoned
Carnivore 6: When this creature kills an enemy creature, it gains +6 Life.

229.
Werewolf Fleshripper
Sprint: +1 Movement.

Blood Price: Deals 3 damage to the summoning Hero when summoned
Carnivore 6: When this creature kills an enemy creature, it gains +6 Life.

230.
Fenris the Butcher
Sprint: +1 Movement.

Blood Price: Deals 3 damage to the summoning Hero when summoned
Rage 2: Whenever this creature takes damage, it gains +2 Attack.

231.
Whitemane
Sprint: +1 Movement.

Crush Armour: Damage dealt cannot be reduced, and deals double damage to creatures with the ability: Armour.
Crush Armour: Halfblood: All friendly Halfblood creatures gain status: Crush Armour (Damage dealt by this creature cannot be reduced. Deals double damage to creatures with ability: Armour).

232.
Vile Skeleton
Skeletal: Reduces ranged damage by half. Upon dying, collapses into a Bone Heap.


233.
Unholy Skeleton
Skeletal: Reduces ranged damage by half. Upon dying, collapses into a Bone Heap.

Reaping Curse 2: Upon dying, deals 2 shadow damage to enemy hero.

234.
Hellish Skeleton
Skeletal: Reduces ranged damage by half. Upon dying, collapses into a Bone Heap.

Reaping Curse 3: Upon dying, deals 3 shadow damage to enemy hero.

235.
Foul Skeleton
Skeletal: Reduces ranged damage by half. Upon dying, collapses into a Bone Heap.

Javelin: +2 Range. Archer.

236.
Rotten Skeleton
Skeletal: Reduces ranged damage by half. Upon dying, collapses into a Bone Heap.

Javelin: +2 Range. Archer.
Toxic Blade 2: Damaged creatures will take 2 Shadow damage at the end of their turn for 5 turns.

237.
Plagued Skeleton
Skeletal: Reduces ranged damage by half. Upon dying, collapses into a Bone Heap.

Javelin: +2 Range. Archer.
Toxic Blade 3: Damaged creatures will take 3 Shadow damage at the end of their turn for 5 turns.

238.
Cain the Traitor
Skeletal: Reduces ranged damage by half. Upon dying, collapses into a Bone Heap.

Javelin: +2 Range. Archer.
Vengeful Curse: Damaged creature will be cursed for next attack, any damage it deals, it will also receive.

239.

Executioner Grimbone

Skeletal: Reduces ranged damage by half. Upon dying, collapses into a Bone Heap.

Reaping Curse 2: Undead: All friendly Undead creatures gain status: Killing Curse 2: Upon dying, deals 2 shadow damage to enemy hero.
Resistance 4: Reduces Magic damage taken by 4.

240.
Dread Scout
Heavy Cavalry 1: Movement +2, Reduces Physical damage taken by 1.


241.
Dread Knight
Heavy Cavalry 1: Movement +2, Reduces Physical damage taken by 1.

Soul Eater 2: When this creature deals damage to enemy hero, it gains +2 Attack, +2 Life.

242.
Dread Champion
Fear: Has a 25% chance of returning a random enemy creature within range to its summoner's hand.

Heavy Cavalry 1: Movement +2, Reduces Physical damage taken by 1.
Soul Eater 2: When this creature deals damage to enemy hero, it gains +2 Attack, +2 Life.

243.
Dark Rider
Heavy Cavalry 1: Movement +2, Reduces Physical damage taken by 1.


244.
Black Rider

Heavy Cavalry 1: Movement +2, Reduces Physical damage taken by 1.

Spellfeed 1: Whenever this creature takes magic damage, it gains +1 Attack, +1 Life.
Accursed 2: Damaged creatures will take +2 damage from all magical attacks.

245.
Doom Rider
Heavy Cavalry 1: Movement +2, Reduces Physical damage taken by 1.

Spellfeed 1: Whenever this creature takes magic damage, it gains +1 Attack, +1 Life.
Accursed 3: Damaged creatures will take +3 damage from all magical attacks.

246.

Darius Darkhand

Panic Strike 1: When this creature deals damage to enemy hero, the Countdown of 1 random card in this enemy hero's hand is increased by 1.

Heavy Cavalry 1: Movement +2, Reduces Physical damage taken by 1.
Soul Eater 2: When this creature deals damage to enemy hero, it gains +2 Attack, +2 Life.

247.
Varkus the Blight
Heavy Cavalry 1: Movement +2, Reduces Physical damage taken by 1.

Soul Harvest: Whenever an enemy creature is killed, it gains +1 Attack, +1 Life.

248.
Chimera
Flying: Can pass over non-Flying creatures.

Chaos Bolt: +2 Range. Randomly attacks with Frost Bolt, Ember or Shadow Bolt.

249.

Great Chimera

Flying: Can pass over non-Flying creatures.

Chaos Bolt: +2 Range. Randomly attacks with Frost Bolt, Ember or Shadow Bolt.

250.
Ancient Chimera
Flying: Can pass over non-Flying creatures.

Chaos Bolt: +2 Range. Randomly attacks with Frost Bolt, Ember or Shadow Bolt.
:kitty: Starwind :kitty:
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11

Tuesday, May 16th 2017, 12:17pm

251.
Griffyn

Iron Wings: Can pass over non-Flying creatures. Reduces Physical damage taken by 1. Flying, Armour.
Vigilance: Can attack adjacent enemies, attacking backwards in preference.

252.
Griffyn Iron Wing

Iron Wings: Can pass over non-Flying creatures. Reduces Physical damage taken by 1. Flying, Armour.
Vigilance: Can attack adjacent enemies, attacking backwards in preference.
Enmity: Flying: Deals double damage to creatures with the ability: Flying.

253.
Griffyn Sky-Lord

Iron Wings: Can pass over non-Flying creatures. Reduces Physical damage taken by 1. Flying, Armour.
Vigilance: Can attack adjacent enemies, attacking backwards in preference.
Enmity: Flying: Deals double damage to creatures with the ability: Flying.

254.
Spellfire Chimera

Flying: Can pass over non-Flying creatures.
Chaos Breath: Randomly uses Ice Breath, Fire Breath or Shadow Breath. Breath hits all enemy creatures or heroes in a 4x1 area.

255.
Winged Emperor

Iron Wings: Can pass over non-Flying creatures. Reduces Physical damage taken by 1. Flying, Armour.
Predator: Will kill any creature that is summoned by an enemy creature.
Consume: When this creature kills an enemy creature, it gains +1 Attack, +3 Life.

256.
Redstone Nid

Toss: +1 Range. Archer.
Magical Surge 1: When hero uses a Skill, a card with highest countdown in Summoner's hand will reduce by 1.

257.
Skystone Nid

Toss: +1 Range. Archer.
Magical Surge 2: When hero uses a Skill, a card with highest countdown in Summoner's hand will reduce by 2.

258.
Etherstone Nid

Toss: +1 Range. Archer.
Magical Surge 3: When hero uses a Skill, a card with highest countdown in Summoner's hand will reduce by 3.

259.
Unicorn

Sprint: +1 Movement.
Inspired 3: Summoning hero will draw 1 extra card when summoned.

260.
Unicorn Mirager

Sprint: +1 Movement.
Inspired 3: Summoning hero will draw 1 extra card when summoned.

261.
Unicorn Tempest

Sprint: +1 Movement.
Inspired 3: Summoning hero will draw 1 extra card when summoned.
Inspired 1: Summoning hero has 50% chance of drawing 1 extra card when summoned.

262.
Crowned Nid

Fire Seed: +1 Range. 33% chance of damaging target creature, also damages any enemy creatures or heroes adjacent to target. Fire damage. Archer.
Stampede: For each friendly Beast creature on the battlefield, it gains +1 Attack, +3 Life.

263.
Brimstone Unicorn

Sprint: +1 Movement.
Fear: Has a 25% chance of returning a random enemy creature within range to its summoner's hand.
Inspired 3· Beasts: Summoning hero draws 1 extra card each time a Beast creature is summoned.

264.
265.
Pixie Adept

Ember: +2 Range. Damaged creatures will take 1 Fire damage at the end of their next turn.
Vengeance 6: Upon dying, deals 6 shadow damage to the enemy creature that killed it.

266.
Pixie Magi

Ember: +2 Range. Damaged creatures will take 1 Fire damage at the end of their next turn.
Vengeance 6: Upon dying, deals 6 shadow damage to the enemy creature that killed it.

267.
Pixie Grand Magi

Ember: +2 Range. Damaged creatures will take 1 Fire damage at the end of their next turn.
Vengeance 9: Upon dying, deals 9 shadow damage to the enemy creature that killed it.

268.
Pixie Keeper

Net: +3 Range. Damaged creatures are pulled to the front of the attacking creature. Netted creature cannot move for 1 turn. Archer.

269.
Pixie Marshall

Net: +3 Range. Damaged creatures are pulled to the front of the attacking creature. Netted creature cannot move for 1 turn. Archer.
Sniper: Attacks the enemy creature or hero with lowest Life within range.

270.
Pixie Warden

Net: +3 Range. Damaged creatures are pulled to the front of the attacking creature. Netted creature cannot move for 1 turn. Archer.
Sniper: Attacks the enemy creature or hero with lowest Life within range.
Hit and Run: Moves backward after attacking.

271.
Chief-Warden Ariella

Iron Net: +3 Range. Damaged creatures are pulled to the front of the attacking creature. Damaged creatures have a 25% chance of being unable to act and 75% chance of being unable to move for 1 turn. Archer.
Hit and Run: Moves backward after attacking.

272.
Wisdom Juju

Ember: +2 Range. Damaged creatures will take 1 Fire damage at the end of their next turn.
Voodoo 6: Savage: All other friendly Goblins and Ogres gain status: Voodoo 6 (Upon dying, deals 6 shadow damage to the enemy creature that killed it). Dumb
Vengeance 6: Upon dying, deals 6 shadow damage to the enemy creature that killed it.

273.
Troll

Dumb: -1 Movement, -1 Range.

274.
Forest Troll

Dumb: -1 Movement, -1 Range.
Troll Skin 4: When this creature takes Physical damage it gains ability: Armour 4 for 1 turn; when this creature takes Magic damage it gains ability: Resistance 4 for 1 turn.
Rage 2: Whenever this creature takes damage, it gains +2 Attack.

275.
Mountain Troll

Dumb: -1 Movement, -1 Range.
Troll Skin 5: When this creature takes Physical damage it gains ability: Armour 5 for 1 turn; when this creature takes Magic damage it gains ability: Resistance 5 for 1 turn
Rage 3: Whenever this creature takes damage, it gains +3 Attack.
:kitty: Starwind :kitty:
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12

Tuesday, May 16th 2017, 12:24pm

276.
Furious Troll

Thick-Headed: If this creature takes lethal damage, it will finish its own turn before dying.

277.
Frenzied Troll

Thick-Headed: If this creature takes lethal damage, it will finish its own turn before dying.
Desperate Strength: When creature takes damage, Attack will increase by the amount lost; if creature is healed, Attack will decrease by amount of Life gained.

278.
Rampaging Troll

Thick-Headed: If this creature takes lethal damage, it will finish its own turn before dying.
Desperate Strength: When creature takes damage, Attack will increase by the amount lost; if creature is healed, Attack will decrease by amount of Life gained.

279.
Smasha' Rulk

Dumb: -1 Movement, -1 Range.
Thick Skinned: Reduce damage by half.
Rage 1: Whenever this creature takes damage, it gains +1 Attack.

280.
Gork Irongut

Thick Skinned: Reduce damage by half.
Desperate Strength: When creature takes damage, Attack will increase by the amount lost; if creature is healed, Attack will decrease by amount of Life gained.
Counterattack: When this creature is attacked by a creature in range, it will retaliate.

281.
Flame Whelp

Flame Wing: Flying. Can pass over non-Flying creatures. Reduces Fire damage taken to half.

282.
Flame Drake

Flame Wing: Flying. Can pass over non-Flying creatures. Reduces Fire damage taken to half.
Ember: +2 Range. Damaged creatures will take 1 Fire damage at the end of their next turn.

283.
Flame Dragon

Flame Wing: Flying. Can pass over non-Flying creatures. Reduces Fire damage taken to half.
Hot Breath: Breath hits all creatures or heroes in a 4x1 area. Damaged creatures will take 1 Fire damage at the end of their next turn.

284.
Kaelithus

Flame Dragonscale: Reduces Physical damage taken to 3. Reduces Fire damage taken to half.
Hot Breath: Breath hits all creatures or heroes in a 4x1 area. Damaged creatures will take 1 Fire damage at the end of their next turn.
Fire Synergia 2: Fire damage dealt by all other friendly creatures is raised by 2.

285.
Blaze Adept

Call Dragon: On this creature's first turn, summons 1 random Dragon creature (Flame Whelp, Flame Dragon, Flame Dragonkin or Kaelithus) in an adjacent square. Summons ranks: Good - Godlike

286.
Flame Dragonkin

Sunder Armour: Damage dealt cannot be reduced.
Rage 2: Whenever this creature takes damage, it gains +2 Attack.

287.
Blaze Disciple

Vigilance: Can attack adjacent enemies, attacking backwards in preference.
Sunder Armour: Damage dealt cannot be reduced.
Cinder 2: Damaged creatures will take 2 Fire damage each turn and cannot be healed.

288.
Danika Flameheart

Dragon Queen: All damage will be taken by the friendly creatures in adjacent squares.
Dragon Call: Summons 1 random high rank Dragon creature (Flame Whelp, Flame Dragon, Flame Dragonkin or Kaelithus) in an adjacent square each turn. Summoned creatures are immune against "Predator".
Draconic Majesty: Countdown ability. Each turn the summoner has 4 or more creatures on the battelfield, this cards Countdown is reduced by 1. Immune to the effect of Inspiration, Distraction and placing this card from the hand into the graveyard.

289.
Frost Whelp

Frost Wing: Flying. Can pass over non-Flying creatures. Reduces Frost damage taken to half.

290.
Frost Drake

Frost Wing: Flying. Can pass over non-Flying creatures. Reduces Frost damage taken to half.
Frost Bolt: +2 Range. Damaged creatures have a 50% chance of being unable to move for 1 turn.

291.
Frost Dragon

Frost Wing: Flying. Can pass over non-Flying creatures. Reduces Frost damage taken to half.
Icy Breath: Breath hits all creatures or heroes in a 4x1 area. Damaged creatures have a 50% chance of being unable to move for 1 turn.

292.
Tharymaskus

Icy Breath: Breath hits all creatures or heroes in a 4x1 area. Damaged creatures have a 50% chance of being unable to move for 1 turn.
Frost Dragonscale: Reduces Physical damage taken to 3. Reduces Frost damage taken to half.
Frost Synergia 2: Frost damage dealt by all other friendly creatures is raised by 2.

293.
Chilled Adept

Frozen: Damaged creatures have a 50% chance of being unable to move for 1 turn.
Knock Back 3: Damaged creatures will be knocked back 3 squares.

294.
Frost Dragonkin

Entropic Touch: This creature gains +2 Attack for each effect the target creature has (excluding 'Aura'), for that turn only.
Ice Shield 2: When this creature takes Physical damage it deals 2 Frost damage to the attacker and the attacker cannot move for 2 turns.

295.
Chilled Disciple

Vigilance: Can attack adjacent enemies, attacking backwards in preference.
Entropic Touch: This creature gains +2 Attack for each effect the target creature has (excluding 'Aura'), for that turn only.
Accursed 3: Damaged creatures will take +3 damage from all magical attacks.

296.
Ferena Drake

Icy Blast: +2 Range. Damaged creatures will be knocked back 2 squares.
Shiver: All enemy creatures gain -1 Movement, -1 Range.
Draconic Majesty: Countdown ability. Each turn the summoner has 4 or more creatures on the battelfield, this cards Countdown is reduced by 1. Immune to the effect of Inspiration, Distraction and placing this card from the hand into the graveyard.

297.
Storm Whelp

Storm Wing: Flying. Can pass over non-Flying creatures. Reduces Lightning damage taken to half.

298.
Storm Drake

Storm Wing: Flying. Can pass over non-Flying creatures. Reduces Lightning damage taken to half.
Lightning Bolt: +2 Range. Damaged creatures have a 25% chance of being unable to act for 1 turn.

299.
Storm Dragon

Storm Wing: Flying. Can pass over non-Flying creatures. Reduces Lightning damage taken to half.
Storm Breath: Breath hits all creatures or heroes in a 4x1 area. Damaged creatures have a 25% chance of being unable to act for 1 turn. Damage dealt is shared between all targets

300.
Tesalos

Storm Breath: Breath hits all creatures or heroes in a 4x1 area. Damaged creatures have a 25% chance of being unable to act for 1 turn. Damage dealt is shared between all targets
Storm Dragonscale: Reduces Physical damage taken to 3. Reduces Lightning damage taken to half.
Lightning Synergia 2: Lightning damage dealt by all other friendly creatures is raised by 2.
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This post has been edited 1 times, last edit by "Starwind" (May 17th 2017, 1:07am)

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13

Tuesday, May 16th 2017, 12:25pm

301.
Stormy Adept

Wind Walk: On this creature's first turn, it gains +5 Movement.

Hit and Run: Moves backward after attacking.

302.
Stormy Dragonkin

Static Shield 1: When this creature takes Physical damage it deals 1 Lightning damage to the attacker and the attacker cannot act for 1 turn.

Heroic 1: When this creature deals damage, it gains +1 Attack.

303.
Stormy Disciple
Vigilance: Can attack adjacent enemies, attacking backwards in preference.
Stun: Damaged creatures have a 50% chance of being unable to act for 1 turn.
Maim 2: Damaged creatures will take +2 damage from all physical attacks.

304.
Volante Voidstep

Teleport: Movement is increased to Max. Can pass through enemy creatures.

Hit and Run: Moves backward after attacking.
Draconic Majesty: Countdown ability. Each turn the summoner has 4 or more creatures on the battelfield, this cards Countdown is reduced by 1. Immune to the effect of Inspiration, Distraction and placing this card from the hand into the graveyard.

305.
Blessed Whelp

Blessed Wing: Flying. Can pass over non-Flying creatures. Reduces the Countdown of a card with the highest Countdown in its summoner's hand by 1.


306.
Blessed Drake

Flying. Can pass over non-Flying creatures. Reduces the Countdown of a card with the highest Countdown in its summoner's hand by 1.

Holy Light: +2 Range. Damage dealt cannot be reduced, and creatures killed cannot activate ability Reanimate, Soulbound or Skeleton.

307.
Blessed Dragon

Flying. Can pass over non-Flying creatures. Reduces the Countdown of a card with the highest Countdown in its summoner's hand by 1.

Blessed Breath: Breath hits all creatures or heroes in a 4x1 area. Creatures killed cannot activate ability: Resurrect, Soulbound or Skeleton.

308.
Valikastraz

Breath hits all creatures or heroes in a 4x1 area. Creatures killed cannot activate ability: Resurrect, Soulbound or Skeleton.

Blessed Dragonscale: Reduces Physical damage taken to 3. Reduces Magical damage taken by 2.
Holy Synergia 2: Holy damage dealt by all other friendly creatures is raised by 2.

309.
Pious Adept

Dispel: Has a 50% chance to remove a negative effect from a random friendly creature.

Inspiration 1: Reduces the Countdown of a card with the highest Countdown in its summoner's hand by 1.

310.
Blessed Dragonkin

Resistance 1: Reduces Magic damage taken by 1.

Armour 3: Reduces Physical damage taken by 3.

311.
Pious Disciple

Vigilance: Can attack adjacent enemies, attacking backwards in preference.

Cure 2: Restores 2 Life to the most damaged friendly creature each turn.

312.
Aurora Veloxia

Featherstep: Newly summoned own creatures gain maximum movement, can pass through enemy creatures and move backward after attacking. Lasts for 1 turn.

Inspiration 2: Reduces the Countdown of a card with the highest Countdown in its summoner's hand by 2.

313.
Shadow Whelp

Shadow Wing: Flying. Can pass over non-Flying creatures. The Countdown of 1 random card in an enemy hero's hand is increased by 1 each turn.


314.
Shadow Drake

Shadow Wing: Flying. Can pass over non-Flying creatures. The Countdown of 1 random card in an enemy hero's hand is increased by 1 each turn.

Shadow Bolt: +2 Range. Deals 0%-200% damage randomly.

315.
Shadow Dragon

Shadow Wing: Flying. Can pass over non-Flying creatures. The Countdown of 1 random card in an enemy hero's hand is increased by 1 each turn.

Dark Breath: Breath hits all creatures or heroes in a 4x1 area. Deals 0%-200% damage randomly.

316.
Draaksarus

Dark Breath: Breath hits all creatures or heroes in a 4x1 area. Deals 0%-200% damage randomly.

Shadow Dragonscale: Reduces Physical damage taken to 3. Reduces Shadow damage taken to half.
Shadow Synergia 2: Shadow damage dealt by all other friendly creatures is raised by 2.

317.
Shade Adept

Fright: Has a 50% chance of returning a random enemy creature within range to its summoner's hand.

Distraction 1: The Countdown of 1 random card in an enemy hero's hand is increased by 1 each turn.

318.
Shadow Dragonkin

Vampirism: Converts all Physical damage dealt to Life.

Rage 2: Whenever this creature takes damage, it gains +2 Attack.

319.
Shade Disciple

Vigilance: Can attack adjacent enemies, attacking backwards in preference.

Dishearten 2: Damaged creatures gain -2 Attack for 5 turns.

320.
Kyrene Roxia

Halt!: Creatures newly summoned by enemy heroes cannot act for 1 turn.

Fright: Has a 50% chance of returning a random enemy creature within range to its summoner's hand.

321.
Angel

Angel: Prevents enemy flying creatures from passing over.

Healing Prayer 3: Restores 3 Life to each friendly creature when summoned.

322.
Angel Protector

Angel: Prevents enemy flying creatures from passing over.

Healing Prayer 3: Restores 3 Life to each friendly creature when summoned.
Last Order 3; Upon dying, restores 3 Life to its summoner.

323.
Angel Lightbinder

Angel: Prevents enemy flying creatures from passing over.

Last Order 5; Upon dying, restores 5 Life to its summoner.
Healing Prayer 4: Restores 4 Life to each friendly creature when summoned.

324.
Judge Aleksandra

Angel: Prevents enemy flying creatures from passing over.

Prayer of the Savior: Restores 99 Life to each friendly creature when summoned.
Last Call 3: Upon dying, puts 3 creature cards from summoner's graveyard back into his deck.

325.
Angelic Shield

Angel: Prevents enemy flying creatures from passing over.

Savior: Converts all Physical damage it deals to Life for it's Summoner.
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This post has been edited 3 times, last edit by "Starwind" (May 17th 2017, 1:32am)

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14

Tuesday, May 16th 2017, 12:26pm

326.
Angelic Aegis

Angel: Prevents enemy flying creatures from passing over.

Vigilance: Can attack adjacent enemies, attacking backwards in preference
Savior: Converts all Physical damage it deals to Life for it's Summoner.

327.
Angelic Savior

Angel: Prevents enemy flying creatures from passing over.

Vigilance: Can attack adjacent enemies, attacking backwards in preference
Savior: Converts all Physical damage it deals to Life for it's Summoner.

328.
Judge Caitlyn

Angel: Prevents enemy flying creatures from passing over.

Savior: Converts all Physical damage it deals to Life for it's Summoner.
Victory Rush 8: When the summoner's life is half or more, it gains +8 Attack.

329.
Angel Guardian

Angel: Prevents enemy flying creatures from passing over.

Nemesis:
+2 Range. Attacks target creature and any adjacent heroes or creatures
in a 2x3 area. Damage dealt is shared between all targets.


330.
Angel Warder

Angel: Prevents enemy flying creatures from passing over.

Nemesis:
+2 Range. Attacks target creature and any adjacent heroes or creatures
in a 2x3 area. Damage dealt is shared between all targets.


331.
Angel Vanguard

Angel: Prevents enemy flying creatures from passing over.

Nemesis:
+2 Range. Attacks target creature and any adjacent heroes or creatures
in a 2x3 area. Damage dealt is shared between all targets.

Encouraging Prayer 1: On this creature's first turn, reduces the Countdown of all cards in its summoner's hand by 1.

332.
Judge Lenaya

Angel: Prevents enemy flying creatures from passing over.

Nemesis:
+2 Range. Attacks target creature and any adjacent heroes or creatures
in a 2x3 area. Damage dealt is shared between all targets.

Embrave 1: Reduces the Countdown of each card in its summoner's hand by 1.

333.
Heavenly Spear

Angel: Prevents enemy flying creatures from passing over.

Spear: +1 Range. Deals double damage to creatures with the ability: Cavalry.
Bodyguard: Takes all damage that would be dealt to its summoner when in play.

334.
Heaven's Judgement

Angel: Prevents enemy flying creatures from passing over.

Spear: +1 Range. Deals double damage to creatures with the ability: Cavalry.
Bodyguard: Takes all damage that would be dealt to its summoner when in play.

335.
Heaven's Fury

Angel: Prevents enemy flying creatures from passing over.

Spear: +1 Range. Deals double damage to creatures with the ability: Cavalry.
Bodyguard: Takes all damage that would be dealt to its summoner when in play.

336.
Judge Artimus

Angel: Prevents enemy flying creatures from passing over.

Spear: +1 Range. Deals double damage to creatures with the ability: Cavalry.
Divine Protection 2: Damage taken by summoner is reduced by 2.

337.
Angelic Spirit

Holy
Light: +2 Range. Damage dealt cannot be reduced, and creatures killed
cannot activate ability Reanimate, Soulbound or Skeleton.

Resistance 2: Reduces Magic damage taken by 2.

338.
Angelic Soul

Holy
Light: +2 Range. Damage dealt cannot be reduced, and creatures killed
cannot activate ability Reanimate, Soulbound or Skeleton.

Absorb Magic 1: Whenever this creature takes magic damage, it gains +1 Attack, +3 Life.

339.
Angelic Flame

Holy
Light: +2 Range. Damage dealt cannot be reduced, and creatures killed
cannot activate ability Reanimate, Soulbound or Skeleton.

Absorb Magic 2: Whenever this creature takes magic damage, it gains +2 Attack, +6 Life.

340.
Judge Martyn

Holy
Light: +2 Range. Damage dealt cannot be reduced, and creatures killed
cannot activate ability Reanimate, Soulbound or Skeleton.

Absorb Magic 1: Whenever this creature takes magic damage, it gains +1 Attack, +3 Life.
Shield Ward: Cannot be affected by negative effects.

341.
Angelic Sheriff

Angel: Prevents enemy flying creatures from passing over.

Cure 2: Restores 2 Life to the most damaged friendly creature each turn.

342.
Angelic Steward

Angel: Prevents enemy flying creatures from passing over.

Call Squire: On this creature's first turn, summons 1 Legendary Squire (1/3/7/Vigilance) in an adjacent square.

343.
Angelic Marshall

Angel: Prevents enemy flying creatures from passing over.

Call Paladin: Summons 1 Paladin (2/2/9/Vigilance/Cure 2) in an adjacent square each turn.

344.
Judge Raziel

Angel: Prevents enemy flying creatures from passing over.

Holy
Guard: Cannot be affected by negative effects. For each friendly Human
or Angel creature on the battlefield, it gains +1 attack, +3 Life.

Martyr: Takes all damage that would be dealt to adjacent ally creatures or heroes.

345.
Virtuous Rider

Heavy Cavalry 1: Movement +2, Reduces Physical damage taken by 1.

Cure 1: Restores 1 Life to the most damaged friendly creature each turn.

346.
Virtuous Knight

Angelic Steed 1: +2 Movement. Cavalry. Armour. Reduces Physical damage taken by 1. Can pass over enemy creatures.

Cure 1: Restores 1 Life to the most damaged friendly creature each turn.
Belief 2: When this creature cures, it gains +2 Attack.

347.
Virtuous Champion

Angelic Steed 1: +2 Movement. Cavalry. Armour. Reduces Physical damage taken by 1. Can pass over enemy creatures.

Cure 1: Restores 1 Life to the most damaged friendly creature each turn.
Belief 2: When this creature cures, it gains +2 Attack.

348.
Judge Samael

Angelic Steed 2: +2 Movement. Cavalry. Armour. Reduces Physical damage taken by 2. Can pass over enemy creatures.

Order
2: When this creature deals damage to an enemy hero, a card with
highest countdown in the Summoner's hand will reduce by 2.


349.
Cherubic Skirmisher

Bow: +3 Range. Archer.

Eagle Eye: On this creature's first turn, it gains +4 Range. Attacks the enemy creature or hero with lowest Life within range.

350.
Cherubic Archer

Bow: +3 Range. Archer.

Eagle Eye: On this creature's first turn, it gains +4 Range. Attacks the enemy creature or hero with lowest Life within range.
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15

Tuesday, May 16th 2017, 12:27pm

351.
Cherubic Elite

Bow: +3 Range. Archer.

Eagle Eye: On this creature's first turn, it gains +4 Range. Attacks the enemy creature or hero with lowest Life within range.

352.
Soaring Hazel

Longbow: +4 Range. Archer. Deals double damage to Flying creatures.

Sniper: Attacks the enemy creature or hero with lowest Life within range.
Bodkin Arrow: On this creature's first turn, when it deals damage to a creature whose Countdown is 3 or less, kill it immediately.

353.
Archangel Michael

Seraphim: Prevents enemy Flying creatures from passing over. Cannot be affected by negative effects

Verdict: Each turn one random creature gains ability Immolation 5: Takes 5 Fire damage each turn. Lasts for 5 turns.
Innocent: On your turn, all other friendly creatures reflect Physical damage, and reduce Magic damage taken to 0.

354.
Archangel Raphaela

Seraphim: Prevents enemy Flying creatures from passing over. Cannot be affected by negative effects

Savior: Converts all Physical damage it deals to Life for it's Summoner.
Resonance: Countdown ability. This card's CD will reduce by N each turn where N is the no. of your cards in play with CD of 5 or more. Immune to the effect of Inspiration, Distraction and placing this card from the hand into the graveyard.

355.
Archangel Gabriel

Seraphim: Prevents enemy Flying creatures from passing over. Cannot be affected by negative effects.

Healing Chant 3: Restores 3 Life to the three most damaged friendy creatures each turn.
Resonance: Countdown ability. This card's CD will reduce by N each turn where N is the no. of your cards in play with CD of 5 or more. Immune to the effect of Inspiration, Distraction and placing this card from the hand into the graveyard.

356.
Archangel Maximus

Seraphim: Prevents enemy Flying creatures from passing over. Cannot be affected by negative effects.

Heavenly Judgement: Deals N irreducable Holy damage to target creature, where N is the number of target creature's Attack. Will strike first if attacked by any creature in range. Creature killed in this way cannot activate ability Resurrect, Soulbound or Skeleton.

357.
Imp

Infiltrate: Can pass over enemy creatures.

Temptation 1: When this creature deals damage to enemy hero, it puts a card from the deck of this enemy hero into the graveyard.

358.
Hellish Imp

Infiltrate: Can pass over enemy creatures.

Temptation 1: When this creature deals damage to enemy hero, it puts a card from the deck of this enemy hero into the graveyard.

359.
Hellborn

Infiltrate: Can pass over enemy creatures.

Temptation 2: When this creature deals damage to enemy hero, it puts two cards from the deck of this enemy hero into the graveyard.

360.
Jaraax the Tormentor

Teleport: Movement is increased to Max. Can pass through enemy creatures.

Elusiveness: When this creature deals damage to an enemy hero, it has a 50% chance of returning to its summoner's hand. Resets its Countdown to half of its highest number (rounded up).
Temptation 1: When this creature deals damage to enemy hero, it puts a card from the deck of this enemy hero into the graveyard.

361.
Stone Gargoyle

Wall: Cannot move or attack.

Fossilize: Upon dying, it will be reanimated as a Stone Gargoyle (2/5/13/Flying/Backstab).

362.
Marble Gargoyle

Wall: Cannot move or attack.

Distraction 1: The Countdown of 1 random card in an enemy hero's hand is increased by 1 each turn.
Fossilize: Upon dying, it will be reanimated as a Marble Gargoyle (3/5/9/Flying/Backstab).

363.
Obsidian Gargoyle

Wall: Cannot move or attack.

Distraction 1: The Countdown of 1 random card in an enemy hero's hand is increased by 1 each turn.
Fossilize: Upon dying, it will be reanimated as an Obsidian Gargoyle (4/5/14/Flying/Backstab).

364.
Grotesque Goliath

Wall: Cannot move or attack.

Immolation 3: Takes 3 Fire damage each turn.
Fossilize: Upon dying, it will be reanimated as a Grotesque Goliath (4/7/12/Flying/Backstab/Resistance 3).

365.
Hellfire Immolation

3: Takes 3 Fire damage each turn.

Explosive 1: Upon dying, deals 4 Fire damage to all adjacent creatures and heroes.

366.
Tremor Hellfire

Immolation 3: Takes 3 Fire damage each turn.

Explosive 1: Upon dying, deals 4 Fire damage to all adjacent creatures and heroes.

367.
Dread Hellfire

Immolation 3: Takes 3 Fire damage each turn.

Explosive 2: Upon dying, deals 8 Fire damage to all adjacent creatures and heroes.

368.
Pyro Herostratus

Flaming Oil 3: Attacks all enemy creatures and heroes in a 1x3 area. Damaged creatures will take 3 Fire damage at the end of their next turn.

Immolation 3: Takes 3 Fire damage each turn.
Explosive 1: Upon dying, deals 4 Fire damage to all adjacent creatures and heroes.

369.
Pit Warrior

Carnivore 3: When this creature kills an enemy creature, it gains +3 Life.

Ferocity 5: When enemy summoner's life is half or less, this creature gains +5 Attack.

370.
Pit Lord

Carnivore 3: When this creature kills an enemy creature, it gains +3 Life.

Ferocity 5: Knock Back 2: When enemy summoner's life is half or less, this creature gains +5 Attack, and ability Knock Back 2: Damaged creatures will be knocked back 2 squares.

371.
Pit Fiend

Carnivore 3: When this creature kills an enemy creature, it gains +3 Life. Ferocity 5: Knock Back 2: When enemy summoner's life is half or less, this creature gains +5 Attack, and ability Knock Back 2: Damaged creatures will be knocked back 2 squares.


372.
Tyrant Caligula

Carnivore 6: When this creature kills an enemy creature, it gains +6 Life.

Ferocity 5: Assault: When enemy summoner's life is half or less, this creature gains +5 Attack and ability Assault: Deals same amount of damage to enemy creature and its summoner both.

373.
Corrupt Ankheg

Acid Scale 2: +3 Range. Archer. Damaged creatures will take 2 Shadow damage at the end of their turn.


374.
Bilious Ankheg

Acid Scale 1: +3 Range. Archer. Damaged creatures will take 1 Shadow damage at the end of their turn.

Withered 4: Causes a random enemy creature within range to lose 4 Life for 5 turns.

375.
Plagued Ankheg

Acid Scale 1: +3 Range. Archer. Damaged creatures will take 1 Shadow damage at the end of their turn.

Withered 5: Causes a random enemy creature within range to lose 5 Life for 5 turns.
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16

Tuesday, May 16th 2017, 12:27pm

376.
Pestilence Kra'gash
Acid Scale 1: +3 Range. Archer. Damaged creatures will take 1 Shadow damage at the end of their turn.
Wound 3: Damaged creatures will take +3 damage from all attacks.

377.
Succubus
Enticing Kiss: +2 Range. Damaged creatures have a 25% chance of being charmed for 1 turn.
Battle Fatigue 2: Enemy hero takes 2 Shadow damage each time when they draw an extra card.

378.
Succubus Whisperer
Enticing Kiss: +2 Range. Damaged creatures have a 25% chance of being charmed for 1 turn.
Battle Fatigue 2: Enemy hero takes 2 Shadow damage each time when they draw an extra card.

379.
Succubus Temptress
Enticing Kiss: +2 Range. Damaged creatures have a 25% chance of being charmed for 1 turn.
Battle Fatigue 3: Enemy hero takes 3 Shadow damage each time when they draw an extra card.

380.
Lilith the Betrayer
Drain Life: +2 Range. Converts all Magic damage dealt to Life.
Charming Dream: One random enemy creature has a 50% chance of being controlled by this creature each turn.
Battle Fatigue 2: Enemy hero takes 2 Shadow damage each time when they draw an extra card.

381.
Lesser Eye
Rooted 2: A random enemy creature in range has a 75% chance of being unable to act for 1 turn.

382.
Eyeball
Rooted 2: A random enemy creature in range has a 75% chance of being unable to act for 1 turn.

383.
Greater Eye
Rooted 3: A random enemy creature in range cannot act for 1 turn.

384.
OverSeer

Shadow Star: Attacks all adjacent enemy creatures and heros. Deals 0%-200% damage randomly.


385.
Dark Angel
Leap: Movement +1. Flying. Can pass over non-Flying creatures.
Solace 3: If it's alone on its own half of the battlefield, it gains +3 Attack.

386.
Fallen Angel

Leap: Movement +1. Flying. Can pass over non-Flying creatures.

Solace 5: If it's alone on its own half of the battlefield, it gains +5 Attack.

387.
Ruined Angel
Leap: Movement +1. Flying. Can pass over non-Flying creatures.
Solace 7: If it's alone on its own half of the battlefield, it gains +7 Attack.

388.
Merciless Mareth

Angel of Resurrection: When this creature dies, it has a 33% chance to resurrect in its current square. Can activate only once. Prevents enemy Flying creatures from passing over.

Corruption: All other friendly creatures gain status: Corruption (Dies upon finishing its turn and deals 4 Shadow damage to all adjacent creatures and Heroes).
Solace 7: If it's alone on its own half of the battlefield, it gains +7 Attack.

389.
Baphomet

Sunder Armour: Damage dealt cannot be reduced.


390.
Baphomet Soldier
Sunder Armour: Damage dealt cannot be reduced.
Assault: Deals same amount of damage to enemy creature and its summoner both.

391.
Baphomet Champion
Sunder Armour: Damage dealt cannot be reduced.
Assault: Deals same amount of damage to enemy creature and its summoner both.

392.
Aeneas the Scourge
Assault: Deals same amount of damage to enemy creature and its summoner both.
Crush Armour: Damage dealt cannot be reduced, and deals double damage to creatures with the ability: Armour.

393.
Argaroth, The Eternal Dark
Toxic Blade 1: Damaged creatures will take 1 Shadow damage at the end of their turn for 5 turns.
Stunned 2: Enemy hero has a 50% chance of failure when drawing 1 extra card.
Baal: Countdown ability. For every 6 cards in the graveyard, this card's countdown reduces by 1. Immune to the effect of Inspiration, Distraction and placing this card from the hand into the graveyard.

394.

395.


396.
Darkbringer Garghael
Shadow Flare: +3 Range. Attack target creature and all adjacent enemy creatures or heroes within a cross-shaped area. Deals 0%-200% damage randomly.
Fickle Fire: Deals 5 Shadow damage to an enemy hero each turn. Upon dying or returning to its summoner's hand, restores 10 Life to enemy hero.
Baal: Countdown ability. For every 6 cards in the graveyard, this card's countdown reduces by 1. Immune to the effect of Inspiration, Distraction and placing this card from the hand into the graveyard.

397.
Tarsis
Shadow Bolt: +2 Range. Deals 0%-200% damage randomly.
Distraction 2: The Countdown of 1 random card in an enemy hero's hand is increased by 1 each turn.
Reanimation 2: Upon dying, it will be reanimated as Agitated Tarsis (6/4/10/Battle Fatigue 2/Transform 2).

398.
Agitated Tarsis
Battle Fatigue 2: Enemy hero takes 2 Shadow damage each time when they draw an extra card.
Transform 2: Upon dying, it will be reanimated as Destroyer Tarsis (6/4/10/Inferno 8).

399.
Destroyer Tarsis
Inferno 8: Upon dying, deals 8 Fire damage to each creature and hero.

400.
Diabolos

Flame Hell: All adjacent enemy creatures cannot move, and take 8 Fire damage each turn.

Energy Drain 2: Whenever an enemy creature is killed, it gains +2 Life.
:kitty: Starwind :kitty:
Game Master EN

This post has been edited 3 times, last edit by "Starwind" (May 17th 2017, 8:43pm)

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