- Discover The Magic of Our Themed Card Set
- Introductory Deck of Good - a Perfect Starting Point For Noble Adventurers
- Realm Cards
- Holding Cards
- Champion Cards
- Support Cards
- Magical Items
- Event Cards
- Introductory Deck of Evil - Designed For Those Who Seek Sinister Strategies

Discover The Magic of Our Themed Card Set
Prepare for epic showdowns with our Good vs Evil themed card set. This unique set includes two introductory 25-card decks, 3 common booster packs, deckbuilding & gameplay rules. Ideal for two players, it sets the stage for an epic clash between light and darkness. Each deck includes a Rare Prime Edition card.
Experience a two-player dual experience straight out of the box. It’s the perfect entry point for aspiring spellcasters ready to embrace their destiny. Your journey through enchanted realms and epic battles begins with a choice – will you master the Good, or wield the power of Evil?
Let's explore the cards within these two decks:
Introductory Deck of Good - a Perfect Starting Point For Noble Adventurers
Realm Cards
Night City
- World: Frozen Fire
- Element: Air
- Power -1
- Features: It's always winter in these lands. All champions attacking this realm are weaker by 1 level.

Rivers of Fire
- World: Frozen Fire
- Element: Fire
- Features: Part of Dragon King Lair (5/Prime). Only flyers can attack this realm.

Dwarven Mountains
- World: Frozen Fire
- Element: Water
- Features: Part of Mount Gundabaden (11/Prime). The opposing player needs to discard a card from the hand to attack this realm.

Mount Gundabaden
- World: Frozen Fire
- Element: Fire
- Features: Collectible. Mount is a sacred place for dwarves giving them 1 level while defending the realm. The powers of other parts of the mount add up to this realm.

King Sanil Lands
- World: Flaming Waters
- Element: Air
- Features: Cannot be attacked by flyers.

Amazonia
- World: Wet Deserts
- Element: Earth
- Features: Collectible. Home of Amazons. Adds 1 level to player's Amazons.

Holding Cards
The Beacon
- World: Frozen Fire
- Element: Earth
- Features: This mysterious beacon from the past gives a feeling of dignity to the player. Draw two victory cards instead of one when winning battles.

Champion Cards
Ice Wyvern
- Type: Monster
- World: Frozen Fire
- Element: Air
- Power: 7
- Features: Dragon. Flyer. Ice Wyvern gains 4 levels when fighting other flyers.

Blue Dragon Wizard
- Type: Wizard
- World: Flaming Waters
- Element: Water
- Power: 8
- Features: Dragon. Swimmer. Blue Dragon Wizard has been living in the lagoon for centuries, where he learned to cast cleric spells too.

Knight, the Light Bringer
- Type: Hero
- World: Frozen Fire
- Element: Water
- Power: 6
- Features: Human. Knight, the Light Bringer, can cast cleric spells. Undead fear the knight and flee from battle.

Eligur the Amazon Queen
- Type: Hero
- World: Holy Deadlands
- Element: Ether
- Power: 4
- Features: Human. Amazon. As long as Eligur is in pool, all your amazons get a morale boost of 2 levels.

Warrior Wasp
- Type: Hero
- World: Wet Deserts
- Element: Air
- Power: 1
- Features: Insect. Samurai. Flyer. Warrior Wasp can kill the opposing champion instantly with its sting but dies (discards) heroically too.

Support Cards
Qilin
- Type: Ally
- World: Spellfire
- Element: Air
- Power: +2
- Features: Creature. The opposing champion is automatically defeated unless he discards a card.

Lady of Light
- Type: Ally
- World: Spellfire
- Element: Air
- Power: +3
- Features: Creature. Human. This Warrior Lady of the Light gets 2 levels against thieves.

Wonhwa
- Type: Ally
- World: Spellfire
- Element: Fire
- Power: +3
- Features: Human. Amazon. Wonhwa may rush to help female champions anytime in any battle. Opposing samurai respect this courage and leave the battle by going back to pool or hand.

Leeches
- Type: Ally
- World: Spellfire
- Element: Water
- Power: -1
- Features: Creature. Earthwalker. During phase 3, attach leeches to any champion "in play" to reduce its base level until the end of turn.

Water Bolt
- Type: Wizard Spell
- World: Spellfire
- Element: Water
- Power: +3
- Features: Water Bolt destroys an artifact in combat immediatelly. Chosen by the caster (Off/4)

Kinetic stone
- Type: Wizard Spell
- World: Spellfire
- Element: Earth
- Power: +3
- Features: Kinetic stone kills champions of level 3 or less. (Off/4)

Induced Migraine
- Type: Cleric Spell
- World: Spellfire
- Element: Fire
- Power: -3
- Features: Migraine pain can be induced to any spellcaster in play on phase 3. Champion becomes weaker by 3 levels until the end of turn. (Off/3)

Reflect
- Type: Cleric Spell
- World: Spellfire
- Element: Fire
- Features: This spell reflects the wizard spell back at the spellcaster. (Def/3/4)

Protect
- Type: Unarmed Combat Card
- World: Spellfire
- Element: Water
- Power: +2
- Features: The champion gains will and extraordinary strength to defend against monsters. Double the power against monsters. (Def/4)

Inner Reflex
- Type: Unarmed Combat Card
- World: Spellfire
- Element: Air
- Features: Champion can use this card to cancel the effect of an offensive magical item in the battle. (Def/4)

Magical Items
Ring of Swimming
- World: Spellfire
- Element: Water
- Power: +1
- Features: A champion and allies can become swimmers when needed. Swimming allies get +1 additional level. (Def)

Polygon Amulet
- World: Spellfire
- Element: Ether
- Power: +3
- Features: Champion wearing Polygon Amulet becomes stronger by 3 levels against Ether champions.

Event Cards
Mutiny!
- World: Spellfire
- Element: All
- Features: No battles can be fought until the player's next turn. A battle in progress stops immediately with no victor; allies are discarded. (Harmful)

Introductory Deck of Evil - Designed For Those Who Seek Sinister Strategies
Realm Cards
Undead Forest
- World: Holy Deadlands
- Element: Air
- Features: Collectible. Opposing wizards are afraid of the forest and are weaker by 1 level. Other parts of the Undead Forest add their powers to this realm too.

Canyon of Lost Souls
- World: Wet Deserts
- Element: Air
- Features: When playing this realm, a champion from any world can be taken from your discard pile and attached to Canyon of Lost Souls as a Holding champion to protect this realm.

No Human Land
- World: Wet Deserts
- Element: Fire
- Features: Insects love the shores of this realm. Their Chirr is so loud that attacking human champions become mad here. Discard them. Defending Insect champions get 1 level.

Eye of The Shadows
- World: Flaming Waters
- Element: Ether
- Features: Only earthwalkers may pass the Eye of the Shadows unnoticed. Other champions suffer the terrible gaze and become weaker by 1 level.

Veryne
- World: Flaming Waters
- Element: Ether
- Features: Home of Werebeasts. Player's werebeasts get 2 levels.

Unertkele Church of Faith
- World: Flaming Waters
- Element: Earth
- Features: Part of Vortex of Unknown (68/Prime). Unertkele gives +2 blessing for defending champions.

Holding Cards
DAO the Treasury Island
- World: Flaming Waters
- Element: Air
- Power: +4
- Features: This location is the world's rarest and desirable gem, protected by the Guardian Dragon ally, immune to artifacts.

Champion Cards
Fire Wyvern
- Type: Monster
- World: Flaming Waters
- Element: Fire
- Power: 6
- Features: Dragon. Flyer. Fire Wyvern Gains 5 levels when fighting other flyers. Immune to Fire cards.

Bomber Bug
- Type: Monster
- World: Flaming Waters
- Element: Air
- Power: 3
- Features: Insect. Flyer. Bomber Bug explodes when dying in combat, killing the opposing champion too. Exploded bug goes to abyss.

Naga
- Type: Monster
- World: Wet Deserts
- Element: Earth
- Power: 3
- Features: Creature. Amazon. Can attack twice per turn. Naga gets +2 levels against humans.

The Magic Dragonfly
- Type: Wizard
- World: Flaming Waters
- Element: Air
- Power: 4
- Features: Insect. Dragon. Flyer. Co-op. Dragons do not combat Dragonflies. The magic Dragonfly adores human flesh and gets 3 levels against humans.

Mage Werewolf
- Type: Wizard
- World: Wet Deserts
- Element: Ether
- Power: 4
- Features: Werebeast. A powerful Mage stuck in a hybrid form between a wolf and a human. Mage retains the consciousness of a human and helps to fight creatures. All creatures are weaker by 2 levels.

Werebear
- Type: Hero
- World: Holy Deadlands
- Element: Earth
- Power: 5
- Features: Werebeast. Likes to eat elves and humans. They fear of werebear, and their adjusted level is halved. (Rounded up)

Support Cards
Assassins
- Type: Ally
- World: Spellfire
- Element: Air
- Power: +6
- Features: Human. If this card is on the losing side of the battle, it destroys one champion anywhere in play, chosen by this player.

The Eagle
- Type: Ally
- World: Spellfire
- Element: Fire
- Power: +2
- Features: Undead. Flyer. As long as The Eagle is "in play", it disrupts (negates) the effect of the opposing player's offensive magical items.

Weremite
- Type: Ally
- World: Spellfire
- Element: Earth
- Power: -1
- Features: Insect. Werebeast. Flyer. Weremite can be attached to any champion "in play" during phase 3 and stays with the host until the end of turn.

Scarecrow
- Type: Ally
- World: Spellfire
- Element: Earth
- Power: +3
- Features: Creature. Flyers are afraid of Scarecrow and do not fight or flee from the combat immediately. Plants get +2 addtional levels.

Fire Bolt
- Type: Wizard Spell
- World: Spellfire
- Element: Fire
- Power: +2
- Features: Fire Bolt destroys one magical item in combat immediately. Chosen by the caster (Off/4)

Air Bolt
- Type: Wizard Spell
- World: Spellfire
- Element: Air
- Power: +3
- Features: Air Bolt destroys 1 opposing ally immediately. Chosen by the opposing player (Off/4)

Etherial Strike
- Type: Wizard Spell
- World: Spellfire
- Element: Ether
- Power: +3
- Features: Etherial strike can negate and discard one offensive wizard spell from the battle (Off/4)

Limited Wish
- Type: Wizard Spell
- World: Spellfire
- Element: Ether
- Power: +1
- Features: This spell can be cast at any time to negate the effect of any spell. (Def)

Magical Items
Sword of Sight
- World: Spellfire
- Element: Fire
- Power: +2
- Features: Sword provides additonal +2 levels against shapeshifters and forces shapeshifting creatures to return to their true form. (Off)

Ring of Earthwalking
- World: Spellfire
- Element: Water
- Power: +1
- Features: Champion and allies can become earthwalkers when needed. Earthwalking allies get +1 additional level. (Def)

The Bloodshield
- World: Spellfire
- Element: Water
- Power: +3
- Features: Mutual. This shield has seen the blood of thousands of champions. The Bloodshield gives additional 2 levels of protection against heroes. (Def)

Event Cards
Good Fortune
- World: Spellfire
- Element: Ether
- Features: The player of this event draws two cards immediately. (Helpful)

Now that you've had a chance to acquaint yourself with all the cards, an intriguing question arises: which path will you tread - the virtuous road of Good or the shadowy depths of Evil?
The choice is yours to make, and the battle for supremacy awaits!