Understand instantly
  • Choose between leading the Dynasty or embracing Nature's power to play
  • Dynasty Themed Card Deck: Perfectly Balanced for a Quick Game Start
  • Realm Cards
  • Holding Cards
  • Event Cards
  • Champion Cards
  • Support Cards
  • Magical Items
  • Nature Themed Card Set: Perfectly Balanced for an Effortless Start
References
Agent Undercover
Agent Undercover

Choose between leading the Dynasty or embracing Nature's power to play

Get ready for legendary battles with our Dynasty and Nature themed card set. This exclusive collection features two introductory 25-card decks, along with 3 common booster packs, deckbuilding instructions, and gameplay guidelines. Crafted for two players, it plunges you into an enthralling clash between civilization and the untamed wilderness. Each deck showcases a Rare Prime Edition card.

Embark on a dual journey for two players straight out of the package. It serves as the perfect entry point for budding tacticians eager to shape their destiny. Your expedition through mystical realms and monumental conflicts commences with a choice – will you lead the Dynasty, or embrace the power of Nature?

Dynasty Themed Card Deck: Perfectly Balanced for a Quick Game Start

Realm Cards

Exiled City

World: Holy Deadlands

Element: Air

Features: Home of Exiles. Only flyers can attack this floating realm.

Exiled City
Exiled City

Samurai City

World: Blood Birth

Element: Air

Features: Home of Samurais. Boost Samurai's morale. All Samurai in the pool get +2 levels while defending the realms.

Samurai City
Samurai City

The Blue Moon Islands

World: Holy Deadlands

Element: Air

Features: Shadow Fleet sails around the Islands. It can transport any champion to any coastal realm.

The Blue Moon Islands
The Blue Moon Islands

Oriental Metropolis

World: Blood Birth

Element: Ether

Power: 6

Features: The Shadow of Oriental Metropolis can defend itself as an Undead Hero. If Shadow loses realm razes.

Oriental Metropolis
Oriental Metropolis

Ninja Town

World: Blood Birth

Element: Fire

Features: Home of Ninjas. While defending this realm ninja champions get +2 levels.

Ninja Town
Ninja Town

Mirage Town

World: Blood Birth

Element: Earth

Features: Part of Vortex of Unknown (68/Prime). Attacker tempts fate. If drawn number is 8 or greater, Mirage Town disappears and cannot be attacked.

Mirage Town
Mirage Town

Holding Cards

Desert Cactus

World: Blood Birth

Element: Water

Features: May be placed under realm, showing deserts. Cactus spits spikes and makes unfriendly flying champions weaker by 2 levels.

Desert Cactus
Desert Cactus

Event Cards

The Flag of Choice

World: Spellfire

Element: Water

Features: Every player must show the cards he draws during phase 1. All drawn events are discarded. The event lasts until the end of the Flag holder's next turn. (Harmful)

The Flag of Choice
The Flag of Choice

Hurricane

World: Spellfire

Element: Earth

Features: This player draws one card. All other players must discard one card. (Harmful)

Hurricane
Hurricane

Champion Cards

Giant Viper

Type: Monster

World: Frozen Fire

Element: Earth

Power: 4

Features: Creature. Giant Viper hates heroes and gets 4 levels against them in the battle.

Giant Viper
Giant Viper

Scavenger Dragon

Type: Monster

World: Blood Birth

Element: Water

Power: 4

Features: Dragon. Flyer. Scavenger. If victorious, the dragon can absorb one magical item. Dragon level increases by +1. The item loses its special power and stays attached to the dragon for level counting.

Scavenger Dragon
Scavenger Dragon

Dragon Hunter

Type: Cleric

World: Frozen Fire

Element: Water

Power: 5

Features: Orc. Samurai. Dragon Hunter gets 2 levels against dragons.

Dragon Hunter
Dragon Hunter

Dragonide

Type: Cleric

World: Frozen Fire

Element: Air

Power: 6

Features: Creature. Dragon blood flows in the veins of Dragonide. Dragons do not fight him.

Dragonide
Dragonide

Tribal Chunin

Type: Hero

World: Flaming Waters

Element: Earth

Power: 5

Features: Half-elf. Ninja. Genin from any pool cannot resist helping Chunin in the battle as an ally, which does not lose icon ability.

Tribal Chunin
Tribal Chunin

Thorvidian

Type: Hero

World: Frozen Fire

Element: Earth

Power: 3

Features: Human. Thorvidian gains 3 levels when fighting monsters.

Thorvidian
Thorvidian

Support Cards

Light Bubble

Type: Cleric Spell

World: Spellfire

Element: Air

Power: +2

Features: A strong light bubble surrounds opposing allies, making them ineffective in this battle. +2 additional levels against trolls and orcs. (Off/4)

Light Bubble
Light Bubble

I Set You Free!

Type: Cleric Spell

World: Spellfire

Element: Water

Power: +2

Features: Blinding light transforms shapeshifters to original forms instantly. Light provides additional +2 levels against werebeasts and Undead. (Off/3/4)

I Set You Free!
I Set You Free!

Power Strike

Type: Unarmed Combat Card

World: Spellfire

Element: Earth

Power: +2

Features: The opposing player tempts fate. If the last digit is 8 or higher, the power wave blows the champion back to the pool. The battle may continue with another champion. (Def/4)

Power Strike
Power Strike

Venomous Bite

Type: Unarmed Combat Card

World: Spellfire

Element: Earth

Power: +1

Features: Venomous. The bite may infect the champion. If successful, this card keeps attached to the champion until the end of turn. (Off/4)

Venomous Bite
Venomous Bite

Oriental Mountain Troll

Type: Ally

World: Spellfire

Element: Water

Power: +3

Features: Troll. Oriental Mountain Troll gets 1 additional level in the mountains.

Oriental Mountain Troll
Oriental Mountain Troll

Flea

Type: Ally

World: Spellfire

Element: Earth

Power: -1

Features: Insect. Flyer. It can be attached to any realm "in play" on phase 3. It affects all champions defending that realm.

Flea
Flea

Sloth

Type: Ally

World: Spellfire

Element: Air

Power: +3

Features: Creature. Plants are Sloth's favorite food. Sloth provides 2 additional levels against them in battle.

Sloth
Sloth

Vampire Finches

Type: Ally

World: Spellfire

Element: Fire

Power: +2

Features: Vampire. Flyer. Opposing champions in the battle suffer -1 level of damage from vampire finches.

Vampire Finches
Vampire Finches

Magical Items

Ring of Scavenger

World: Spellfire

Element: Fire

Power: +1

Features: Champion becomes a scavenger. If victorious in battle, one of the opposing player's magical items stays with the ring holder. (Def)

Ring of Scavenger
Ring of Scavenger

Shadow Sword

World: Spellfire

Element: Earth

Power: +4

Features: Mutual. Shadow Sword can be used anytime directly from the hand. Provides additional 3 levels against the undead. (Off)

Shadow Sword
Shadow Sword

Nature Themed Card Set: Perfectly Balanced for an Effortless Start

Realm Cards

Undead Island

World: Frozen Fire

Element: Water

Features: Collectible. Only opposing undead champions may pass Charon to the Island. Others need to pay the price - sacrifice a card to enter the Island.

Undead Island
Undead Island

The Valley of Crossroads

World: Frozen Fire

Element: Earth

Features: Part of Mount Gundabaden (11/Prime). When this realm is played, draw 1 card. This will help you to choose your game strategy.

The Valley of Crossroads
The Valley of Crossroads

Dragon Nest

World: Holy Deadlands

Element: Fire

Features: Deadly silence is kept in the Temple of Clerics. All clerics pray here. They do not fight.

Dragon Nest
Dragon Nest

Orc Town

World: Wet Deserts

Element: Water

Features: Home of Orcs. Player's orcs get 1 level while defending this realm.

Orc Town
Orc Town

The Islands of Druids

World: Holy Deadlands

Element: Water

Features: Home of Druids. All player's druids get 2 levels in a defense of this realm.

The Islands of Druids
The Islands of Druids

City of the Damned

World: Blood Birth

Element: Ether

Features: Collectible. Home of all Bloodborns. They get +2 levels.

City of the Damned
City of the Damned


Holding Cards

The Needle

World: Holy Deadlands

Element: Earth

Features: This strange building makes a connection with the dead allowing you to bring back one ally from the discard pile on phase 5 of every turn.

The Needle
The Needle

Event Cards

Cataclysm!

World: Spellfire

Element: Earth

Features: Destroy one realm of your choice, except the front one. that realm is razed. (Harmful)

Cataclysm!
Cataclysm!

Champion Cards

The Dolphin

Type: Monster

World: Frozen Fire

Element: Ether

Power: 3

Features: Holy Bloodborn. Swimmer. If you have a Dolphin "in play", all your champions become swimmers.

The Dolphin
The Dolphin

Poison Wyvern

Type: Monster

World: Wet Deserts

Element: Water

Power: 4

Features: Dragon. Flyer. Venomous. Wyvern's poison stinger can kill instantly. You may draw and discard a card. If it's realm - the opposing champion dies.

Poison Wyvern
Poison Wyvern


Forest Dragon

Type: Wizard

World: Flaming Waters

Element: Water

Power: 6

Features: Dragon. Flyer. Forest dragon gets 2 levels in the forests. He is on a special diet and eats insects primarily, and their base level is reduced twice (rounded up).

Forest Dragon
Forest Dragon

Miss Scavenger

Type: Cleric

World: Holy Deadlands

Element: Ether

Power: 3

Features: Half-elf. Druid. Scavenger. After a victorious battle, can sell magical items to the owning player. For every sold item, she draws a card. If a player refuses to buy back items, they are discarded.

Miss Scavenger
Miss Scavenger


Sunflower Alraune

Type: Hero

World: Frozen Fire

Element: Fire

Power: 5

Features: Plant. Sunflower Alraune is powered by light, boosts morale, and calms emotions. Allies get additional 1 level when participating in battle with this Alraune.

Sunflower Alruane
Sunflower Alruane


War Witch

Type: Hero

World: Holy Deadlands

Element: Water

Power: 4

Features: Orc. War Witch can cast wizard spells. The dwarves slew her parents. War Witch keeps her rage against dwarves giving her +2 levels against them.

War Witch
War Witch

Support Cards

Let there be Light

Type: Wizard Spell

World: Spellfire

Element: Earth

Power: +4

Features: Powerful strike of light. This spell gives additional 2 levels of power against demons. (Off/4)

Let there be Light
Let there be Light


Dispel Magic

Type: Wizard Spell

World: Spellfire

Element: Water

Features: Can be cast at any time to cancel the effects of a just-cast wizard spell or to cancel an existing spell. (Def)

Dispel Magic
Dispel Magic


Spell Turning

Type: Wizard Spell

World: Spellfire

Element: Water

Features: Can be cast at any time to turn a just-cast offensive wizard spell back upon its caster as if the original target had cast it. (Def)

Spell Turning
Spell Turning


Clear Mind

Type: Cleric Spell

World: Spellfire

Element: Air

Features: This spell clears your mind to see the illusions and traps. If helps to cancel the unarmed combat card in battle. (Def/4)

Clear Mind
Clear Mind


Fire Breath

Type: Unarmed Combat Card

World: Spellfire

Element: Fire

Power: +4

Features: Usable only by dragon champions. Fire Breath turns to ashes an opposing ally of your choice. Ally goes to Abyss. (Off/4)

Fire Breath
Fire Breath


High Kick

Type: Unarmed Combat Card

World: Spellfire

Element: Water

Power: +3

Features: A kick to the head. +2 levels against clerics. (Off/4)

High Kick
High Kick

Vampire Eye

Type: Ally

World: Spellfire

Element: Water

Power: +1

Features: Vampire. Flyer. Vampire Eye can see opposing player's cards in hand during the battle.

Vampire Eye
Vampire Eye


Agent Undercover

Type: Ally

World: Spellfire

Element: Air

Power: +7

Features: Elf. Attach Agent Undercover to any champion "in play" on phase 3. Agent persuades champion to participate in the battle or not. She stays attached till discarded by the rules.

Agent Undercover
Agent Undercover


Carnivore Lily

Type: Ally

World: Spellfire

Element: Earth

Power: +3

Features: Plant. Absorbs and negates blood abilities in the battle. Insects are delicious for the Lily, and she gets 2 levels against them.

Carnivore Lily
Carnivore Lily

Magical Items

Wyvern Blood Sword

World: Spellfire

Element: Air

Power: +4

Features: This old sword is infused with the Fire Wyvern's blood and provides additional +2 damage to Air air champions. (Off)

Wyvern Blood Sword
Wyvern Blood Sword


Master Sword

World: Spellfire

Element: Ether

Power: +3

Features: Exclusive. In the right hands, this Sword gives an additional +2 bonus and immunity to offensive spells. The art of the cards must match. (Off)

Master Sword
Master Sword

Whether you choose to lead the illustrious Dynasty or harness the primal forces of Nature, this themed card set guarantees countless hours of captivating entertainment. With each draw of the cards, immerse yourself in the rich tapestry of strategy, skill, and excitement that awaits. Prepare to embark on an unforgettable journey filled with epic showdowns and unforgettable moments. Let the battle begin!