Understand instantly
  • 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
References
Good vs Evil
Good vs Evil

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.
Night City
Night City

Rivers of Fire

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

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.
Dwarven Mountains
Dwarven Mountains

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.
Mount Gundabaden
Mount Gundabaden

King Sanil Lands

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

Amazonia

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

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.
The Beacon
The Beacon

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.
Ice Wyvern
Ice Wyvern

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.
Blue Dragon Wizard
Blue Dragon Wizard

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.
Knight, the Light Bringer
Knight, the Light Bringer

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.
Eligur the Amazon Queen
Eligur the Amazon Queen

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.
Warrior Wasp
Warrior Wasp

Support Cards

Qilin

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

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.
Lady of Light
Lady of Light

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. 
Wonhwa
Wonhwa

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.
Leeches
Leeches

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)
Water Bolt
Water Bolt

Kinetic stone

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

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)
Induced Migraine
Induced Migraine

Reflect

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

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)
Protect
Protect

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)
Inner Reflex
Inner Reflex

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)
Ring of Swimming
Ring of Swimming

Polygon Amulet

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

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)
Mutiny!
Mutiny!

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.
Undead Forest
Undead Forest

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. 
Canyon of Lost Souls
Canyon of Lost Souls

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.
No Human Land
No Human Land

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.
Eye of The Shadows
Eye of The Shadows

Veryne

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

Unertkele Church of Faith

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

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. 
DAO the Treasury Island
DAO the Treasury Island

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.
Fire Wyvern
Fire Wyvern

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.
Bomber Bug
Bomber Bug

Naga

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

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.
The Magic Dragonfly
The Magic Dragonfly

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. 
Mage Werewolf
Mage Werewolf

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)
Werebear
Werebear

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.
Assassins
Assassins

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. 
The Eagle
The Eagle

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.
Weremite
Weremite

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. 
Scarecrow
Scarecrow

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)
Fire Bolt
Fire Bolt

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)
Air Bolt
Air Bolt

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)
Etherial Strike
Etherial Strike

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)
Limited Wish
Limited Wish

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)
Sword of Sight
Sword of Sight

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)
Ring of Earthwalking
Ring of Earthwalking

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)
The Bloodshield
The Bloodshield

Event Cards

Good Fortune

  • World: Spellfire
  • Element: Ether
  • Features: The player of this event draws two cards immediately. (Helpful)
1Good Fortune
1Good Fortune

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!