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    Card List by chameleonshin

    Version: 1.15 | Updated: 02/08/08 | Search Guide | Bookmark Guide

    THE EYE OF JUDGMENT
    Card Spoiler
    
    Assembled by: (GameFAQS) chameleonshin
    
    1. Updates
    2. About the Guide
    2a. About the Listings
    2b. Card Effects Explained
    3. The Cards
    3a. Set 1: Biolith Rebellion
    4. Appendixes
    4a. Creature Effect Quick Reference
    4a00. Always Attacks Blindside
    4a01. Decrease Activation Cost
    4a02. Decrease Attack
    4a03. Discard Cards
    4a04. Dodge
    4a05. Draw Cards
    4a06. Fieldquake
    4a07. Fortress
    4a08. Gain HP
    4a09. Gain Mana
    4a10. Incarnation
    4a11. Increase Activation Cost
    4a12. Increase Attack
    4a13. Invisibility 
    4a14. Lower Attack Cost
    4a15. Magic Attack
    4a16. Multiple Targets
    4a17. Possession
    4a18. Protection
    4a19. Push
    4a20. Rotate Target
    4a21. Sacrifice
    4a22. Steal Mana
    4a23. Switch Places
    4a24. Two Attacks
    4a25. Quickness
    4b. Spell Effect Quick Reference
    4b01. Exchange Fields
    4b02. Fieldquake
    4b03. Force Attack
    4b04. Gain HP
    4b05. Gain Mana
    4b06. Increase Attack 
    4b07. Lose Mana
    4b08. Magic Damage
    4b09. Rotate Creature
    4b10. Switch Places
    4c. Preconstructed Deck Contents
    4c1. Starter Deck
    4c2. Biolith Scourage
    4c3. Earth Emperor
    4c4. Fire Crusader
    4c5. Water Barrage
    4c6. Wood Swarm
    5. Host Sites, Copyright Information, Contact, etc.
    
    ====================
    1. Updates
    ====================
    
    vx.xx - attempted upload 28 October 2007. The guide is made.
    v1.00 - uploaded 1 November 2007.
    v1.01 - uploaded 5 November 2007. More hosts and minor fixes. 
    v1.02 - uploaded 8 November 2007. Now hosted by MyCheats.com. :]
    v1.03 - uploaded 22 November 2007. 
          - Now hosted by EyeofJudgmentOnline.com. Fixes by Sembazuru.
    v1.04 - uploaded 27 November 2007. Now hosted by GamesRadar.com.
    v1.14 - uploaded 29 November 2007. Appendices!
    v1.15 - uploaded 8 February 2008. A few fixes.
    
    ====================
    Upcoming Updates:
    ====================
    
    I will update this list with future sets of cards as soon
    as possible after their release. Set 2 is scheduled for release
    on 27 March 2008, and Set 3 is scheduled for release in
    June of 2008.
    
    ====================
    2. About the Guide
    ====================
    
    This guide was created primarily through the use of the various theme
    deck "Summoner's Companions," and with the help of GameFAQs viewers 
    like you! Actually, just the two. Sekerah and Sembazuru, where noted. 
    The Phantom/Betrayer information was taken in-game, as were the deck
    lists.
    If you contribute
    a fix, you will be thanked and noted in-guide and the guide will be 
    updated promptly.
    
    ====================
    2a. About the Listings
    ====================
    
    Attack range designations should be easy to figure out.
    "All" typically indicates a choice of any enemy target on the field.
    "All" does not mean that it hits every field. 
    "N," "S," "E," "W" mean "North," "South," "East," and "West."
    "2N" means that the creature can target 2 squares in front of them.
    "N, 2N," for example, means that the creature can attack either 
    directly in front of it, or 2 spaces in front of it.
    "N+W" means that the creature will simultaneously attack both
    to the north and the west, even if an allied creature is there.
    "->2N" means that the creature attacks both spaces in front of it.
    "->2N" means that the creature will even hit your allies.
    "See Description" means, uh. See the body text of that card.
    
    A "Summon" cost is the amount of mana that needs to be payed to 
    actually put a monster on the field. This is the larger number on the
    top left corner of the creature's picture on the card. "Locked" means 
    that the monster cannot be summoned if there are less than 4 
    creatures presently on the field. 
    
    The "Activation" cost is the amount of mana that needs to be payed to 
    rotate the monster 90 degrees (once per turn) or to attack (the turn
    after it is summoned). This is the smaller number in the top left
    corner, under the summoning cost.
    
    "HP" is indicated by a heart icon on the card, and "Attack" power is
    indicated by the sword icon on the card. "HP" is the amount of
    damage a creature can sustain before being destroyed. "Attack" is
    the damage done to an enemy creature, pending effects like 
    Protection.
    
    ====================
    2b. Card Effects Explained
    ====================
    This includes short-hand names given in the appendices. 
    
    A "Dodge attempt" gives a creature an attempt to dodge a physical
    (non-magic) attack. The exact percentage to dodge is not known to
    to me. "Perfect Dodge" gives a creature a 100% chance to dodge
    physical attacts. 
    
    "Fortress" means that the creature can only counterattack. In
    other words, you can't attack with it.
    
    "Incarnation" is an ability unique to gods. A god can be summoned
    onto a square over an allied creature of the same element
    (attribute) for the difference in mana between the 
    
    "Invisibility" allows a creature to dodge both physical and 
    magic attacks 100% of the time. 
    ---
    A note from Sam C:
    Something about invisibility that you may want to mention: 
    "Invisible creatures cannot cause a counter attack. For instance, 
    lets say I have an invisible Verzar Foot Soldier right next to 
    my opponent's Triceptor Behemoth, and he has one of his own creatures 
    within the Behemoth's attack range. Can I activate the Foot Solider and
    attack the Behemoth, knowing that the counter-attack won't hit my solider 
    but WILL hit my opponents creature? No. The Behemoth doesn't "see" my 
    invisible creature, so he won't counter attack at all."
    
    "Magic Attack" means that the creature's attack deals magic
    damage, which gets around any Dodge or Protection that the 
    target creature has.
    
    "Possession" gives you control of a creature. However, it does
    not count towards your total monster count (to win the game).
    You must pay the full price to rotate or attack with a 
    possessed creature, and cannot use them to Incarnate a god,
    and you can only start controlling it on the next turn.
    However, a Possessed creature cannot at all be controlled by
    its owner. Possessing a creature as it is summoned stops its
    free attack.
    
    "Protection" reduces physical damage taken. A creature with 2
    Protection that is hit for 2 physical damage or less will take 
    0 damage.
    
    "Push" means the target creature is pushed back in the direction
    of the attack if possible. For example...
    before: _XO          after: X_O
    ...where X is the target creature, and O is the attacker attacking.
    
    "Quickness" means that the creature will attack or counterattack
    first in every case that it can attack. A Hellfire Spitter will
    perform a counterattack before taking damage from an attacker.
    If the attacker is destroyed by the counterattack, its attack
    does not go through at all. 
    If a creature with Quickness attacks a creature with Quickness,
    the attack goes through as normal.
    
    "Sacrifice" means that the creature being sacrificed is replaced on the field
    with another creature, free of charge. This can only happen the turn after the
    sacrificial creature is summoned, and the new creature does not get its free
    attack.
    
    I think most other effects are explained adequately on the cards.
    
    ====================
    3. The Cards
    ====================
    
    ====================
    3a. Set 1: Biolith Rebellion
    ====================
    
    No. 001. Flame Magus
    Human/Church of Parmus
    Common
    Attribute: Fire
    Attack Range: All
    Counter: None
    Blind Spot: N, S, E, W
    Summon: 1, Activation: 1, HP: 1, Attack: 1
    Magic Attack.
    
    No. 002. Hellfire Spitter
    Bug/None
    Common
    Attribute: Fire
    Attack Range: N, S, E, W
    Counter: N, S, E, W
    Blind Spot: None
    Summon: 1, Activation: 1, HP: 1, Attack: 1
    Quickness.
    
    No. 003. Freedonian Wanderer
    Elemental/None
    Common
    Attribute: Fire
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 2, Activation: 1, HP: 2, Attack: 1
    While Freedonian Wanderer is on a non-Fire field, you gain 1 mana 
    each time you summon an allied creature.
    
    No. 004. Partmole Flame Lizard
    Lizard/Dhees Empire
    Common
    Attribute: Fire
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 2, Activation: 2, HP: 2, Attack: 2
    Quickness. The Activation Cost to attack with Partmole Flame Lizard is
    1 less than listed.
    
    No. 005. Firefly Ninja
    Human/Yaksha
    Uncommon
    Attribute: Fire
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 3, Activation: 2, HP: 2, Attack: 1
    While Firefly Ninja is on a Fire field it gains Perfect Dodge. Firefly 
    Ninja gains Invisibility while at least one allied Spider Ninja is on 
    the board.
    
    No. 006. Great Minos of Sciondar
    Titan/None
    Rare
    Attribute: Fire
    Attack Range: ->2N
    Counter: N
    Blind Spot: S
    Summon: 3, Activation: 2, HP: 1, Attack: 2
    Perfect Dodge. The Activation Cost to attack with Great Minos is 1 less
    than listed. Destroy Great Minos if he is on a non-Fire field.
    
    No. 007. Flame Ascetic
    Human/Cult of Mourning
    Common
    Attribute: Fire
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 3, Activation: 3, HP: 3, Attack: 2
    Flame Ascetic adds 2 to its Attack half the time. The Activation Cost
    to attack with Flame Ascetic is 2 less than listed.
    
    No. 008. Partmole Flame Guard
    Demon/Dhees Empire
    Uncommon
    Attribute: Fire
    Attack Range: ->2N
    Counter: N
    Blind Spot: S
    Summon: 3, Activation: 2, HP: 3, Attack: 1
    Partmole Flame Guard adds 2 to its attack if at least one target 
    creature is on a Water field. 
    
    No. 009. Lesser Granvenoa
    Base/Cai-Shae
    Uncommon
    Attribute: Fire
    Attack Range: N, S, E, W
    Counter: N, S, E, W
    Blind Spot: None
    Summon: 4, Activation: 2, HP: 4, Attack: 2
    Fortress. Fields adjacent to Lesser Granvenoa cannot be fieldquaked or 
    exchanged. Destroy Lesser Granvenoa if it is on a Water field.
    
    No. 010. Partmole Fire Oracle
    Demon/Church of Parmus
    Uncommon
    Attribute: Fire
    Attack Range: All
    Counter: None
    Blind Spot: S
    Summon: 4, Activation: 2, HP: 3, Attack: 2
    Magic Attack. If Partmole Fire Oracle is destroyed, all allied 
    creatures on board gain 1HP.
    
    No. 011. Triceptaur Behemoth
    Beast/Dhees Empire
    Rare
    Attribute: Fire
    Attack Range: N+E+W
    Counter: N, E, W
    Blind Spot: S
    Summon: 5, Activation: 5, HP: 4, Attack: 5
    When Triceptaur Behemoth attacks 2 creatures, subtract 2 from its 
    Attack. When attacking 3 creatures, subtract 4 from its Attack.
    
    No. 012. Pursuer of Saint Dhees
    Demon/None
    Rare
    Attribute: Fire
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 6, Activation: 6, HP: 4, Attack: 5+
    Pursuer of Saint Dhees’ Attack is equal to 5 plus the number of other
    creatures on the board. The Activation Cost to attack with Pursuer of 
    Saint Dhees is 5 less than stated.
    
    No. 013. Infernal Sciondar Dragon
    Dragon/Dhees Empire
    Rare
    Attribute: Fire
    Attack Range: N, 2N
    Counter: N
    Blind Spot: S
    Summon: 7, Activation: 4, HP: 8, Attack: 5+
    Infernal Sciondar Dragon’s Attack is equal to 5 plus the number of other
    Fire creatures on the board. While Infernal Sciondar Dragon is on a Fire
    field, its Activation Cost to attack is 3 less than stated.
    
    No. 014. Didi the Enlightened
    Hero/Cai-Shae
    Ultra Rare
    Attribute: Fire
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 3, Activation: 2, HP: 4, Attack: 2
    Limit: 1 per all races per deck. Quickness. Didi attacks the same target
    twice. The target’s counterattack occurs after the second attack. Didi 
    adds 1 to his Attack if the target creature is on a Fire field. While 
    Didi is on the board, no Fire field can be fieldquaked or exchanged.
    
    No. 015. Warden Hilda
    Betrayer
    Phantom
    Attribute: Fire
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 3, Activation: 2, HP: 4, Attack: 2+
    Limit: 1 per all races per deck. Warden Hilda adds 1 to her Attack if 
    the target creature is a Fire creature. While on a non-Fire field, Hilda
    gains Possession of all enemies on Fire fields.
    
    No. 016. Crucible King Dios IV
    Noble/Dhees Empire
    Ultra Rare
    Attribute: Fire
    Attack Range: N, Magic Attack: See Description 
    Counter: N
    Blind Spot: S
    Summon: 6 (Locked), Activation: 4, HP: 6, Attack: 3x
    Limit: 1 per all races per deck. King Dios attacks the same target 
    twice. The counterattack of target creature occurs after the second 
    attack. While King Dios is on a Fire field, he must use his Magic Attack,
    which affects the target and all enemies adjacent to it. The Attack 
    value is equal to the number of Fire fields.
    
    No. 017. Sciondar Fire God
    God/Unknown
    Ultra Rare
    Attribute: Fire
    Attack Range: See Description
    Counter: None
    Blind Spot: None
    Summon: 9 (Locked), Activation: 5, HP: 9, Attack: 3
    Limit: 1 per all races per deck. Incarnation. Sciondar Fire God’s Magic
    Attack targets all enemies on non-Fire fields. Destroy Sciondar Fire God 
    if he is on a Biolith field. 
    
     No. 018. Red Cubic
    Egg/Unknown
    Rare
    Attribute: Fire
    Attack Range: None
    Counter: None
    Blind Spot: E, S, W
    Summon: 1, Activation: 1, HP: 1, Attack: 0
    Sacrifice Red Cubic to summon a non-cubic Fire creature in its place 
    (facing any direction) without paying the Summoning Cost. The summoned 
    creature cannot attack on this turn. This does not end your turn. 
    
    No. 019. Elder Monk of Okunada
    Merfolk/Okunada Monastery
    Common
    Attribute: Water
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 1, Activation: 1, HP: 1, Attack: 0
    All allied creatures on adjacent fields gain one Dodge attempt.
    
    No. 020. Tritonan Ice Guard
    Elemental/Tritonan Queendom
    Common
    Attribute: Water
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 1, Activation: 1, HP: 1, Attack: 1
    When Tritonan Ice Guard is summoned to a non-Water field, draw a card.
    
    No. 021. Tritonan Harpoonsman
    Merfolk/Tritonan Queendom
    Common
    Attribute: Water
    Attack Range: ->2N
    Counter: N
    Blind Spot: S
    Summon: 2, Activation: 1, HP: 2, Attack: 1
    While on a Water field, Tritonan Harpoonsman gains one Dodge attempt.
    
    No. 022. Aluhja Priestess
    Human/Church of Parmus
    Common
    Attribute: Water
    Attack Range: All
    Counter: None
    Blind Spot: N, S, E, W
    Summon: 2, Activation: 1, HP: 1, Attack: 1
    While on a Water field, Aluhja Priestess gains one Dodge attempt.
    
    No. 023. Tentacles of Possession
    Beast/None
    Uncommon
    Attribute: Water
    Attack Range: None
    Counter: None
    Blind Spot: S
    Summon: 2, Activation: 1, HP: 2, Attack: 0
    Tentacles of Possession gain Possession of the enemy directly in front 
    of it.
    
    No. 024. Wolf Ninja
    Human/Yaksha
    Uncommon
    Attribute: Water
    Attack Range: N, 2N, E, 2E, W, 2W
    Counter: N, E, W
    Blind Spot: S
    Summon: 3, Activation: 2, HP: 3, Attack: 1
    Wolf Ninja gains Invisibility while at least one allied Swallow Ninja is 
    on the board. If Wolf Ninja damages a creature on a Water field, it 
    changes places with that creature (who cannot counter attack).
    
    No. 025. Cloud Runner
    Weapon/Siam Pirates
    Uncommon
    Attribute: Water
    Attack Range: E, 2E, W, 2W
    Counter: E, W
    Blind Spot: S
    Summon: 3, Activation: 2, HP: 2, Attack: 1
    When Cloud Runner is summoned, draw cards equal to the number of Water 
    fields. Dodge attempt.
    
    No. 026. Dancing Temptress
    Undead/None
    Rare
    Attribute: Water
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 3, Activation: 2, HP: 1, Attack: 0
    If Dancing Temptress is destroyed, you steal 1 mana from the owner of the 
    creature on the field in front of her. If Dancing Temptress is destroyed, 
    the creature on the field in front of her is moved to the field she was 
    previously on.
    
     No. 027. Venoan Assassin
    Human/Corsez Family
    Common
    Attribute: Water
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 3, Activation: 2, HP: 3, Attack: 2
    Venoan Assassin always attacks the back of its target.
    
    No. 028. Queen’s Servant
    Elemental/Tritonan Queendom
    Rare
    Attribute: Water
    Attack Range: All
    Counter: None
    Blind Spot: S
    Summon: 4, Activation: 2, HP: 1, Attack: 1
    Magic Attack. Perfect Dodge. If Queen’s Servant is destroyed, steal 1 mana 
    from your opponent.
    
    No. 029. Moving Isle of Kadena
    Beast/Tritonan Queendom
    Rare
    Attribute: Water
    Attack Range: N, S, E, W
    Counter: N, S, E, W
    Blind Spot: None
    Summon: 4, Activation: 2, HP: 4, Attack: 1
    Fortress. If Moving Isle of Kadena is summoned to a non-Water field, steal 
    mana from your opponent equal to the number of Water fields. Destroy Moving
    Isle of Kadena if it is on a Fire field.
    
    No. 030. Don of Venoa
    Titan/Corsez Family
    Rare
    Attribute: Water
    Attack Range: Primary: N+S. Secondary: N+S+E+W
    Counter: N, S, E, W
    Blind Spot: None
    Summon: 5, Activation: 3, HP: 3, Attack: 2
    While on a Water field, Don must use his secondary attack. Don gains one 
    Dodge attempt for each adjacent enemy. Adjacent allied creatures gain one 
    Dodge attempt.
    
    No. 031. Dragon of Voice Sea
    Dragon/Tritonan Queendom
    Rare
    Attribute: Water
    Attack Range: N, 2N
    Counter: N
    Blind Spot: S
    Summon: 7, Activation: 8, HP: 4, Attack: 5+
    Dragon of Voice Sea’s Attack is equal to 5 plus the number of other Water 
    creatures on the board. While Dragon of Voice Sea is on a Water field, if 
    you summon a creature to an adjacent field, draw a card. 
    
    No. 032. Mercenary Savior Latoo
    Hero/Tritonan Queendom
    Ultra Rare
    Attribute: Water
    Attack Range: ->2N
    Counter: N
    Blind Spot: S
    Summon: 3, Activation: 2, HP: 3, Attack: 2
    Limit: 1 per all races per deck. Dodge Attempt.  Latoo adds 1 to his 
    Attack if at least one target creature is on a Water field. While Latoo is 
    on the board, all other allied creatures on Water fields gain one Dodge attempt.
    
    No. 033. Siam, Traitor of the Seas
    Betrayer
    Phantom
    Attribute: Water
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 3, Activation: 2, HP: 4, Attack: 2+
    Limit: 1 per all races per deck. Siam attacks the same target twice. The 
    counterattack of the target creature occurs after second attack. Siam adds 1 to 
    his Attack if the target creature is a Water creature. All enemies on Water 
    fields subtract 1 from their attack.
    
    No. 034. Imposter Queen Anfisa
    Noble/Tritonan Queendom
    Ultra Rare
    Attribute: Water
    Attack Range: All
    Counter: None
    Blind Spot: S
    Summon: 6 (Locked), Activation: 2, HP: 5, Attack: 2
    Limit: 1 per all races per deck. Magic Attack. While on a Water field, Imposter 
    Queen Anfisa gains possession of all enemies on adjacent fields.
    
    No. 035. Goddess Tritona
    God/Unknown
    Ultra Rare
    Attribute: Water
    Attack Range: See Description
    Counter: None
    Blind Spot: None
    Summon: 9 (Locked), Activation: 5, HP: 9, Attack: 3
    Limit: 1 per all races per deck. Incarnation. Goddess Tritona’s Magic Attack 
    targets all enemies on non-Water fields. Destroy Goddess Tritona if she is 
    on a Biolith field.
    
    No. 036. Blue Cubic
    Egg/Unknown
    Rare
    Attribute: Water
    Attack Range: None
    Counter: None
    Blind Spot: E, S, W
    Summon: 1, Activation: 1, HP: 1, Attack: 0
    Sacrifice Blue Cubic to summon a non-cubic Water creature in its place 
    (facing any direction) without paying the Summoning Cost. The summoned creature 
    cannot attack on this turn. This does not end your turn.
    
    No. 037. Verzar Canine
    Beast/Val na Vos
    Common
    Attribute: Earth
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 1, Activation: 1, HP: 1, Attack: 1
    Allied creatures on adjacent fields gain +1 Protection.
    
    No. 038. Verzar Foot Soldier
    Human/Val na Vos
    Common
    Attribute: Earth
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 1, Activation: 1, HP: 2, Attack: 1+
    Verzar Foot Soldier adds 1 to his Attack if at least one other allied Verzar 
    Foot Soldier is on the board.
    
     No. 039. Stone Wing Dwarf
    Dwarf/Hammer Valley
    Common
    Attribute: Earth
    Attack Range: N, S, E, W
    Counter: N, S, E, W
    Blind Spot: None
    Summon: 1, Activation: 1, HP: 1, Attack: 1
    Stone Wing Dwarf gains Protection equal to the number of allied Giant Axe 
    Dwarves on the board.
    
    No. 040. Skeleton Soldier (Thanks to Edwin B. for the fix)
    Undead/Novogus Dynasty
    Common
    Attribute: Earth
    Attack Range: N+W
    Counter: N, W
    Blind Spot: S+E
    Summon: 2, Activation: 1, HP: 2, Attack: 1
    If Skeleton Soldier is destroyed, you gain 1 additional mana.
    
    No. 041. Giant Axe Dwarf
    Dwarf/Hammer Valley
    Common
    Attribute: Earth
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 2, Activation: 1, HP: 3, Attack: 1
    Giant Axe Dwarf adds 1 to his Attack for every allied Stone Wing Dwarf 
    on the board.
    
    No. 042. Spider Ninja
    Human/Yaksha
    Uncommon
    Attribute: Earth
    Attack Range: All
    Counter: None
    Blind Spot: S
    Summon: 3, Activation: 2, HP: 2, Attack: 1
    Magic Attack. Spider Ninja gains Invisibility while at least one allied 
    Wolf Ninja is on the board. If Spider Ninja damages a creature on an Earth 
    field, it switches locations with that creature (who cannot counterattack).
    
    No. 043. Novogus Catapult
    Weapon/Novogus Dynasty
    Uncommon
    Attribute: Earth
    Attack Range: 2N
    Counter: N
    Blind Spot: S
    Summon: 3, Activation: 1, HP: 4, Attack: 2
    If Novogus Catapult is destroyed, you gain mana equal to the number of Earth 
    fields.
    
    No. 044. Dark Yokozuna Sekimaru
    Titan/Val na Vos
    Uncommon
    Attribute: Earth
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 3, Activation: 2, HP: 3, Attack: 2
    If Dark Yokozuna Sekimaru attacks but does not destroy a creature, that 
    creature is pushed back one field in the direction of the attack (provided 
    the field is empty) and cannot counterattack.
    
    No. 045. Se Hollyn Fortress
    Base/Val na Vos
    Uncommon
    Attribute: Earth
    Attack Range: N, S, E, W
    Counter: N, S, E, W
    Blind Spot: None
    Summon: 4, Activation: 2, HP: 4, Attack: 1
    Fortress. Allied creatures on adjacent fields gains +2 Protection. 
    Destroy Se Hollyn Fortress if it is on a Wood field.
    
    No. 046. Novogus Golem
    Beast/Novogus Dynasty
    Rare
    Attribute: Earth
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 4, Activation: 2, HP: 3, Attack: 2
    Novogus Golem gains Protection equal to the number of empty fields.
    
    No. 047. Dungeon of Ten Tyrants
    Base/Val na Vos
    Uncommon
    Attribute: Earth
    Attack Range: N, S, E, W
    Counter: N, S, E, W
    Blind Spot: None
    Summon: 4, Activation: 2, HP: 4, Attack: 1
    Fortress. While Dungeon of Ten Tyrants is on a non-Earth field, gain 1 
    mana during your Resolution Phase. Destroy Dungeon of Ten Tyrants if 
    it is on a Wood field.
    
    No. 048. Verzar Elephant Brigade
    Elemental/Val na Vos
    Uncommon
    Attribute: Earth
    Attack Range: A: ->2N, B: N
    Counter: N
    Blind Spot: S
    Summon: 5, Activation: 3, HP: 5, Attack: 2
    Verzar Elephant Brigade must use its secondary attack while it is on an 
    Earth field. While Verzar Elephant Brigade is on an Earth field, allied 
    creatures on adjacent fields add 2 to their Attack and 1 to their 
    Activation Cost.
    
    No. 049. Undead Dragon
    Dragon/Novogus Dynasty
    Rare
    Attribute: Earth
    Attack Range: N, 2N
    Counter: N
    Blind Spot: S
    Summon: 7, Activation: 4, HP: 8, Attack: 5+
    Undead Dragon’s Attack is equal to 5 plus the number of other Earth 
    creatures on the board. While Undead Dragon is on an Earth field, gain 
    1 additional mana whenever an adjacent allied creature is destroyed. 
    
    No. 050. Arelai the Protector
    Hero/Saint Val Devotee
    Ultra Rare
    Attribute: Earth
    Attack Range: N+S
    Counter: N, S
    Blind Spot: None
    Summon: 3, Activation: 2, HP: 3, Attack: 2
    Limit: 1 per all races per deck. Arelai gains Protection equal to the 
    number of Earth fields. Arelai adds 1 to his Attack if at least one 
    target creature is on an Earth field. All other allied creatures on 
    Earth fields gain +1 Protection.
    
    No. 051. Blackhood Dwarf Vulitra
    Betrayer
    Phantom
    Attribute: Earth
    Attack Range: ->2N
    Counter: N
    Blind Spot: S
    Summon: 3, Activation: 2, HP: 4, Attack: 2+
    Limit: 1 per all races per deck. Vulitra adds 1 to his Attack if at 
    least one target creature is an Earth creature. If Vulitra is 
    destroyed on a non-Earth field, your opponent must discard cards 
    equal to the number of Earth fields.
    
     No. 052. Undead King Novogus
    Noble/Novogus Dynasty
    Ultra Rare
    Attribute: Earth
    Attack Range: All
    Counter: None
    Blind Spot: S
    Summon: 6 (Locked), Activation: 3, HP: 6, Attack: 2
    Limit: 1 per all races per deck. Magic Attack. If Undead King Novogus 
    is on a non-Earth field and damages a creature, fieldquake the target 
    creature’s field. The target creature cannot counterattack.
    
    No. 053. Novogus Gravekeeper
    God/Unknown
    Ultra Rare
    Attribute: Earth
    Attack Range: See Description
    Counter: None
    Blind Spot: None
    Summon: 9 (Locked), Activation: 5, HP: 9, Attack: 3
    Limit: 1 per all races per deck. Incarnation. Novogus Gravekeeper’s 
    Magic Attack targets all enemies on non-Earth fields. Destroy Novogus 
    Gravekeeper if it is on a Biolith field. 
    
    No. 054. Yellow Cubic
    Egg/Unknown
    Rare
    Attribute: Earth
    Attack Range: None
    Counter: None
    Blind Spot: E, S, W
    Summon: 1, Activation: 1, HP: 1, Attack: 0
    Sacrifice Yello Cubic to summon a non-cubic Earth creature in its 
    place (facing any direction) without paying the Summoning Cost. 
    The summoned creature cannot attack on this turn. This does not 
    end your turn.
    
    No. 055. Leapfrog Bandit
    Anthromorph/Green Bandits
    Common
    Attribute: Wood
    Attack Range: 2N
    Counter: N
    Blind Spot: S
    Summon: 1, Activation: 1, HP: 1, Attack: 1
    If Leapfrog Bandit is destroyed on a non-Wood field, your opponent 
    must discard 1 card. 
    
    No. 056. Green Lycanthrope
    Anthromorph/Til Vorg Monarchy
    Common
    Attribute: Wood
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 1, Activation: 1, HP: 1+, Attack: 0+
    When Green Lycanthrope is summoned, half the time add 3 to its HP and
    2 to its attack.
    
    No. 057. Bewitching Elf Archeress
    Elf/Northern Forces
    Common
    Attribute: Wood
    Attack Range: 2N
    Counter: N
    Blind Spot: S
    Summon: 1, Activation: 1, HP: 2, Attack: 1
    When Bewitching Elf Archeress damages (but does not destroy) a 
    creature, that creature is rotated 180 degrees and cannot 
    counterattack.
    
    No. 058. Sleeptrap
    Plant/None
    Common
    Attribute: Wood
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 2, Activation: 1, HP: 2, Attack: 0
    Enemies on adjacent fields add 1 to their Activation Cost. 
    
    No. 059. Elven Berserker Maiden (Fixed by Sembazuru)
    Elf/Black Forest
    Uncommon
    Attribute: Wood
    Attack Range: N, 2N
    Counter: N
    Blind Spot: S
    Summon: 2, Activation: 2, HP: 3, Attack: 1+
    While Elven Berserker Maiden has exactly 1 HP, she adds 2 to her 
    attack and gains a Dodge attempt. 
    
    No. 060. Samurai Nagirashu
    Human/Nagirashu
    Uncommon
    Attribute: Wood
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 2, Activation: 2, HP: 2, Attack: 2
    When Samurai Nagirashu is destroyed on a Wood field, your opponent 
    must discard 1 card.
    
    No. 061. Twin Goblins
    Goblin/Green Bandits
    Common
    Attribute: Wood
    Attack Range: N+S
    Counter: N, S
    Blind Spot: None
    Summon: 2, Activation: 1, HP: 3, Attack: 1
    
    No. 062. Swallow Ninja
    Human/Yaksha
    Uncommon
    Attribute: Wood
    Attack Range: ->2N
    Counter: N
    Blind Spot: S
    Summon: 3, Activation: 2, HP: 3, Attack: 1
    Swallow Ninja gains Invisibility while a least one allied Firefly 
    Ninja is on the board. When Swallow Ninja damages (but does not 
    destroy) a creature, that creature is rotated so that its back 
    faces Swallow Ninja. The target creature cannot counterattack.
    
    No. 063. Juno Tree Haunt
    Titan/Northern Forces
    Rare
    Attribute: Wood
    Attack Range: N, 2N
    Counter: N
    Blind Spot: S
    Summon: 3, Activation: 1, HP: 1, Attack: 2
    Perfect Dodge. Destroy Juno Tree Haunt if it is on a non-Wood 
    field.
    
    No. 064. Elven Rider
    Elf/Til Vorg Monarchy
    Uncommon
    Attribute: Wood
    Attack Range: ->2N
    Counter: N
    Blind Spot: S
    Summon: 4, Activation: 2, HP: 4, Attack: 2
    If Elven Rider is destroyed on a non-Wood field, your opponent 
    must discard cards equal to the number of Wood fields.
    
     No. 065. Juno Prisoner Trap
    Plant/Black Forest
    Uncommon
    Attribute: Wood
    Attack Range: N, S, E, W
    Counter: N, S, E, W
    Blind Spot: None
    Summon: 4, Activation: 2, HP: 4, Attack: 0
    Fortress. When an enemy is summoned to a field adjacent to 
    Juno Prisoner Trap, all other allied creatures gain 1 HP. 
    Destroy Prisoner Trap if it is on an Earth field.
    
    No. 066. Elven Death Dancer
    Elf/Black Forest
    Rare
    Attribute: Wood
    Attack Range: All
    Counter: None
    Blind Spot: S
    Summon: 3, Activation: 2, HP: 3, Attack: 1
    Magic Attack. If Elven Death Dancer damages (but does not 
    destroy) a creature, she switches locations with that 
    creature (who cannot counterattack). Enemies on adjacent 
    fields add 3 to their Activation Cost.
    
    No. 067. Juno Forest Dragon
    Dragon/Til Vorg Monarchy
    Rare
    Attribute: Wood
    Attack Range: N, 2N
    Counter: N
    Blind Spot: S
    Summon: 7, Activation: 4, HP: 8, Attack: 5+
    Juno Forest Dragon’s Attack is equal to 5 plus the number 
    of other Wood creatures on the board. While Juno Forest 
    Dragon is on a Wood field, enemies on adjacent fields add 
    2 to their Activation Cost.
    
    No. 068. Edin the Persecuted
    Hero/Northern Forces
    Ultra Rare
    Attribute: Wood
    Attack Range: All
    Counter: None
    Blind Spot: S
    Summon: 3, Activation: 2, HP: 3, Attack: 2
    Limit: 1 per all races per deck. Magic Attack. Edin adds 1 
    to her Attack if the target creature is on a Wood field. All 
    other allied creatures on Wood fields gain Invisibility. 
    
    No. 086. Inquisitor Koog
    Betrayer
    Phantom
    Attribute: Wood
    Attack Range: N, E, W
    Counter: N, E, W
    Blind Spot: S
    Summon: 3, Activation: 2, HP: 3, Attack: 2+
    Limit: 1 per all races per deck. Inquisitor Koog adds 1 to his 
    Attack if the target creature is a Wood creature. If Inquisitor 
    Koog is destroyed, you gain additional mana equal to the number 
    of enemies.
    
    No. 070. Green Erlking Zomba
    Noble/Green Bandits
    Ultra Rare
    Attribute: Wood
    Attack Range: A: ->2N, B: N
    Counter: N
    Blind Spot: S
    Summon: 6 (Locked), Activation: 3, HP: 6, Attack: 3
    Limit: 1 per all races per deck. Zomba must use its secondary 
    attack while it is on a Wood field. While Zomba is on a Wood 
    field, each time an allied creature is destroyed, your opponent 
    must discard a card.
    
    No. 071. Exalted Elven Deity
    God/Unknown
    Ultra Rare
    Attribute: Wood
    Attack Range: See Description
    Counter: None
    Blind Spot: None
    Summon: 9 (Locked), Activation: 5, HP: 9, Attack: 3
    Limit: 1 per all races per deck. Incarnation. Exalted Elven Deity’s 
    Magic Attack targets all enemies on non-Wood fields. Destroy Exalted 
    Elven Deity if it is on a Biolith field.
    
    No. 072. Green Cubic
    Egg/Unknown
    Rare
    Attribute: Wood
    Attack Range: None
    Counter: None
    Blind Spot: E, S, W
    Summon: 1, Activation: 1, HP: 1, Attack: 0
    Sacrifice Green Cubic to summon a non-cubic Wood creature in its 
    place (facing any direction) without paying the Summoning Cost. 
    The summoned creature cannot attack on this turn. 
    This does not end your turn.
    
     No. 073. Biolith Bomber
    Blitz/Biolith Castle
    Common
    Attribute: Biolith
    Attack Range: N, 2N, S, 2S, E, 2E, W, 2W
    Counter: N, S, E, W
    Blind Spot: None
    Summon: 3 (Locked), Activation: 2, HP: 3, Attack: 1
    Biolith Bomber adds 2 to its Attack if the target creature has a 
    Summoning cost of 2 or lower. 
    
    No. 074. Biolith Stinger
    Bug/Biolith Castle
    Rare
    Attribute: Biolith
    Attack Range: N, S, E, W
    Counter: N, S, E, W
    Blind Spot: None
    Summon: 3 (Locked), Activation: 2, HP: 1, Attack: 0
    Dodge attempt. If Biolith Stinger damages (but does not destroy) a 
    creature, it switches locations with that creature (who cannot 
    counterattack).
    
    No. 075. Imperial Biolith Guard
    Mech/Biolith Castle
    Common
    Attribute: Biolith
    Attack Range: E+W
    Counter: E, W
    Blind Spot: None
    Summon: 3 (Locked), Activation: 2, HP: 4, Attack: 2
    Gain one mana each time you summon a creature to a Biolith field.
    
    No. 076. Biolith Battle Chariot
    Weapon/Biolith Castle
    Common
    Attribute: Biolith
    Attack Range: N+E
    Counter: N, E
    Blind Spot: S
    Summon: 4 (Locked), Activation: 4, HP: 5, Attack: 3
    
    No. 077. Morning Star Warrior
    Mech/Biolith Castle
    Common
    Attribute: Biolith
    Attack Range: N, 2N
    Counter: N
    Blind Spot: S
    Summon: 4 (Locked), Activation: 2, HP: 3, Attack: 2
    Morning Star Warrior adds 2 to its Attack if the target creature 
    has 5 or more HPs. Morning Star Warrior gains Protection equal to 
    the number of allied Biolith creatures. 
    
    No. 078. Biolith Ninja
    Mech/Biolith Castle
    Rare
    Attribute: Biolith
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 4 (Locked), Activation: 2, HP: 4, Attack: 2
    When Biolith Ninja is on a Biolith field, it gains Perfect Dodge. 
    Bioith Ninja always attacks the back of its target.
    
    No. 079. Behemoth Groundbreaker
    Weapon/Biolith Castle
    Uncommon
    Attribute: Biolith
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 4 (Locked), Activation: 3, HP: 4, Attack: 1
    When Behemoth Groundbreaker is summoned, fieldquake all 
    adjacent fields.
    
    No. 080. Dragoon Dragon Cavalry
    Mech/Biolith Castle
    Uncommon
    Attribute: Biolith
    Attack Range: N
    Counter: N
    Blind Spot: S
    Summon: 5 (Locked), Activation: 3, HP: 5, Attack: 3
    Dragoon Dragon Cavalry attacks the same target twice. The 
    counterattack of target creature occurs after the second attack. 
    All enemy dragons subtract 3 from their attack. 
    
    No. 081. Taurus Monolith
    Titan/Biolith Castle
    Uncommon
    Attribute: Biolith
    Attack Range: ->2N
    Counter: N
    Blind Spot: S
    Summon: 5 (Locked), Activation: 3, HP: 6, Attack: 3
    If Taurus Monolith attacks (but does not destroy) a creature, 
    that creature is pushed back one field in the direction of the 
    attack (provided the field is empty) and cannot counterattack.
    
    No. 082. Aegis Citadel
    Base/Biolith Castle
    Rare
    Attribute: Biolith
    Attack Range: N, S, E, W
    Counter: N, S, E, W
    Blind Spot: None
    Summon: 5 (Locked), Activation: 3, HP: 5, Attack: 1
    Fortress. All other allied creatures of the same element as the 
    field Aegis Citadel is on gain Invisibility. 
    
    No. 083. Arc Satellite Cannon
    Blitz/Biolith Castle
    Rare
    Attribute: Biolith
    Attack Range: All
    Counter: None
    Blind Spot: S
    Summon: 5 (Locked), Activation: 4, HP: 5, Attack: 4
    Magic Attack.
    
    No. 084. Ouroboros Dragon
    Dragon/Biolith Castle
    Ultra Rare
    Attribute: Biolith
    Attack Range: N, 2N
    Counter: N
    Blind Spot: S
    Summon: 7 (Locked), Activation: 4, HP: 10, Attack: 7+
    Limit: 1 per deck. Ouroboros Dragon’s Attack is equal to 7 plus 
    the number of other Biolith creatures on the board. While 
    Ouroboros Dragon is on a Biolith field, no field can be 
    fieldquaked or exchanged. 
    
    No. 085. Tino, Son of Scion
    Hero/Biolith Castle
    Ultra Rare
    Attribute: Biolith
    Attack Range: All, See Description
    Counter: None
    Blind Spot: S
    Summon: 4 (Locked), Activation: 3, HP: 4, Attack: 1x
    Limit: 1 per all races per deck. Tino’s Magic Attack targets all 
    enemies of the same element as the target. While Tino is on a 
    Biolith field, his Attack is equal to 1 plus the number of other 
    allied Biolith creatures. Gain 1 mana each time you summon a 
    creature.
    
    No. 086. Wormak, Biolith Heir
    Betrayer
    Phantom
    Attribute: Biolith
    Attack Range: All
    Counter: None
    Blind Spot: S
    Summon: 4 (?), Activation: 2, HP: 4, Attack: 2+
    Limit: 1 per all races per deck. Magic Attack. If the target is 
    an enemy Biolith, Wormak’s Attack is equal to 2 plus the number 
    of non-Biolith creatures on the board. Gain 1 mana each time 
    an enemy is summoned.
    
    No. 087. Scion, Biolith Lord
    Noble/Biolith Castle
    Ultra Rare
    Attribute: Biolith
    Attack Range: All, See Description
    Counter: None
    Blind Spot: S
    Summon: 6 (Locked), Activation: 3, HP: 5, Attack: 2
    Limit: 1 per all races per deck. Scions’s Magic Attack targets 
    all enemies of the same element as the target. All other allied 
    Biolith creatures subtract 2 from their Activation Cost.
    
    No. 088. Guardian Watchtower
    Ancient/Biolith Castle
    Ultra Rare
    Attribute: Biolith
    Attack Range: All, See Description
    Counter: None
    Blind Spot: S
    Summon: 6 (Locked), Activation: 3, HP: 10, Attack: 1
    Limit: 1 per all races per deck. Guardian Watchtower’s Magic Attack 
    targets all enemies of the same element as the target. When 
    Guardian Watchtower damages (but does not destroy) a creature, that 
    creature is rotated 180 degrees and cannot counterattack. While an 
    allied Scion is on the board, gain mana equal to the number of 
    allied creatures on the board during your Resolution Phase. 
    
    No. 089. Phaseus, Biolith God
    God/Unknown
    Ultra Rare
    Attribute: Biolith
    Attack Range: See Description
    Counter: None
    Blind Spot: None
    Summon: 9 (Locked), Activation: 6, HP: 12, Attack: 4
    Limit: 1 per all races per deck. Incarnation. Phaseus’ Magic Attack 
    targets all enemies. Destroy Phaseus if he is on a non-Biolith field. 
    
    No. 090. White Cubic (Fixed by Sembazuru)
    Egg/Unknown
    Ultra Rare
    Attribute: None
    Attack Range: None
    Counter: None
    Blind Spot: E, S, W
    Summon: 1, Activation: 1, HP: 1, Attack: 0
    Limit: 1 per deck. White Cubic does not belong to any element. 
    Sacrifice White Cubic to summon any creature in its place 
    (facing any direction) without paying the Summoning Cost. 
    The summoned creature cannot attack on this turn. 
    This does not end your turn. Dodge attempt.
    
    No. 091. Parmetic Holy Feast
    Ritual
    Uncommon
    Mana Cost: 0
    Limit: 1 per deck. Discard a creature. You gain 2 mana.
    
    No. 092. Goghlie Altar
    Ritual
    Uncommon
    Mana Cost: 0
    Limit: 1 per deck. Both players gain mana equal to the number of enemies 
    on the board.
    
    No. 093. Summoner Mesmer’s Lapse (Thanks to Sekerah)
    Ritual
    Uncommon
    Mana Cost: 0
    Limit: 1 per deck. Discard a creature. Your opponent loses mana equal to 
    the summoning cost of the discarded creature.
    
    No. 094. Beguiling Fog
    Conjuration
    Common
    Mana Cost: 0
    Rotate target creature in any direction.
    
    No. 095. Yuga’s Mesmerizing Fog
    Conjuration
    Common
    Mana Cost: 1
    Choose one allied creature. Rotate all adjacent enemies so that their 
    backs are facing that creature.
    
    No. 096. Clare Wil’s Banner
    Conjuration
    Common
    Mana Cost: 1
    Add 2 to the Attack of one allied creature until the end of the turn. 
    
     No. 097. Healing Shower
    Conjuration
    Common
    Mana Cost: 2
    All allied creatures of a chosen element gain 3 HP.
    
    No. 098. Fissure of Goghlie
    Conjuration
    Common
    Mana Cost: 2
    Fieldquake any 1 field.
    
    No. 099. Great Tolicore Quake
    Conjuration
    Rare
    Mana Cost: 4
    Fieldquake all fields of a chosen element.
    
    No. 100. Summoner Mesmer’s Errand
    Conjuration
    Common
    Mana Cost: 1
    Draw 2 cards.
    
    No. 101. Tinoan Telekinesis
    Conjuration
    Uncommon
    Mana Cost: 2
    Move 1 allied creature to an empty field without changing its 
    orientation.
    
    No. 102. Tinoan Teleportation
    Conjuration
    Uncommon
    Mana Cost: 3
    Switch the locations of two allied creatures without changing their 
    orientations.
    
    No. 103. Sciondar Inferno
    Dominion
    Uncommon
    Mana Cost: 0
    Limit: 3 per all races per deck. Discard 2 creatures (at least 1 must be 
    a Fire creature). This spell targets all enemies on and adjacent to a 
    selected Fire field. Target creatures are dealt magic damage equal to the 
    number of Fire fields. 
    
    No. 104. Ice Flood of Okunada
    Dominion
    Uncommon
    Mana Cost: 0
    Limit: 3 per all races per deck. Discard 2 creatures (at least 1 must be 
    a Water creature). This spell targets all enemies on and adjacent to a 
    selected Water field. Target creatures are dealt magic damage equal to the 
    number of Water fields.
    
    No. 105. Fist of Verzar
    Dominion
    Uncommon
    Mana Cost: 0
    Limit: 3 per all races per deck. Discard 2 creatures (at least 1 must be 
    an Earth creature). This spell targets all enemies on and adjacent to a 
    selected Earth field. Target creatures are dealt magic damage equal to the 
    number of Earth fields.
    
    No. 106. Wrathful Winds of Juno
    Dominion
    Uncommon
    Mana Cost: 0
    Limit: 3 per all races per deck. Discard 2 creatures (at least 1 must be 
    a Wood creature). This spell targets all enemies on and adjacent to a 
    selected Wood field. Target creatures are dealt magic damage equal to the 
    number of Wood fields.
    
    No. 107. Blinding Skies
    Dominion
    Ultra Rare
    Mana Cost: 0
    Limit: 1 per all races per deck. Discard 2 creatures (at least 1 must be 
    a Biolith creature). This spell targets all enemies on and adjacent to 
    Biolith fields. Target creatures are dealt magic damage equal to the 
    number of Biolith fields. Each target creature is only affected once.
    
    No. 108. Scion’s Riotous Impunity
    Sorcery
    Rare
    Mana Cost: 2
    Starting from the center field, all creatures engage in battle, 
    clockwise one at a time. Playing this card ends your turn.
    
    No. 109. Seer Vizak’s Calamity
    Dominion
    Rare
    Mana Cost: 5
    Fieldquake all fields. Playing this card ends your turn. 
    
    No. 110. Call of Timeless Juno
    Sorcery
    Rare
    Mana Cost: 5
    Exchange two fields. Creatures remain on the same fields while the 
    fields are exchanged. Playing this card ends your turn. 
    
    
    ====================
    4. Appendixes
    ====================
    
    ====================
    4a. Creature Effect Quick Reference
    ====================
    
    Effects are grouped vaguely and explained, when necessary, beside the 
    corresponding card name. Explanations are within context; for example,
    under the Protection header, Verzar Canine says: +1 to adjacent allies.
    This means that Verzar Canine gives +1 Protection to adjacent allies. 
    I will use some abbreviations for the sake of aesthetics. I only have 80
    characters to a line. 
    
    "/" is contextual. "w." means "when."
    
    "number/Earth fields," for example, means "number of Earth fields."
    
    Juno Prisoner Trap: +1/allied creatures w. enemy is summoned to adjacent field
    means, +1 HP to allied creatures when an enemy is summoned to a field adjacent
    to the Juno Prisoner Trap.
    
    "NF" and "NNF" mean "native field" and "non-native field."
    A Wood creature's native field is Wood. It's non-native field is
    every field except for Wood fields. Example:
    
    Freedonian Wanderer: +1 when you summon a creature (NNF).
    
    +1 mana when you summon a creature while Freedonian Wanderer is on 
    a non-Fire field.  
    
    Everything else is easy to figure out. Atk'ing = attacking, addt. = additional.
    So on. = means equals, + means plus...
    
    If I absolutely can't fit something onto one line, it'll say "See Description."
    So. Do that. 
    
    ====================
    4a00. Always Attacks Blindside
    ====================
    If the target creature has a back, attacks from these creatures will 
    do +1 damage to them.
    
    Biolith Ninja
    Venoan Assassin
    
    ====================
    4a01. Decrease Activation Cost
    ====================
    
    Scion, Biolith Lord: -2 to allied Biolith creatures.
    
    ====================
    4a02. Decrease Attack
    ====================
    
    Dragoon Dragon Cavalry: -3 from enemy dragons.
    Siam, Traitor of the Seas: -1 from enemies on Water fields.
    
    ====================
    4a03. Discard Cards
    ====================
    In all cases, the opponent must discard.
    
    Blackhood Dwarf Vulitra: equal to the number/Earth fields when destroyed (NNF).
    Elven Rider: equal to the number of Wood field when destroyed (NNF).
    Green Erlking Zomba: 1, when allied creature is destroyed (NF).
    Leapfrog Bandit: 1, when destroyed (NNF).
    Samurai Nagirashu: 1, when destroyed (NF).
    
    ====================
    4a04. Dodge
    ====================
    
    Aluhja Priestess: Dodge Attempt (NF).
    Biolith Ninja: Perfect Dodge (NF).
    Cloud Runner: Dodge Attempt.
    Don of Venoa: +1 for every adjacent enemy, +1 to adjacent allies.
    Elder Monk of Okunada: +1 to adjacent allies.
    Elven Berserker Maiden: Dodge Attempt, when she has exactly 1 HP.
    Firefly Ninja: Perfect Dodge (NF).
    Great Minos of Sciondar: Perfect Dodge (NF).
    Mercenary Savior Latoo: Dodge Attempt. +1 to allies on Water fields.
    Juno Tree Haunt: Perfect Dodge (NF).
    Tritonan Harpoonsman: Dodge Attempt (NF).
    Queen's Servant: Perfect Dodge.
    White Cubic: Dodge Attempt.
    
    ====================
    4a05. Draw Cards
    ====================
    
    Cloud Runner: equal to the number of Water fields.
    Dragon of Voice Sea: +1 when you summon to an adjacent field (NF).
    Tritonan Iceguard: +1 (NNF).
    
    ====================
    4a06. Fieldquake
    ====================
    
    Behemoth Groundbreaker: fieldquakes adjacent fields. 
    Didi the Enlightened: fire fields cannot be fieldquakes of exchanged.
    Lesser Gravenoa: adjacent fields cannot be fieldquaked or exchanged.
    Ouroboros Dragon: no fields can be fieldquaked or exchanged (NF).
    Undead King Novogus: fieldquakes the target's field if target's damaged (NNF).
    
    ====================
    4a07. Fortress
    ====================
    
    Dungeon of Ten Tyrants
    Juno Prisoner Trap
    Lesser Gravenoa
    Moving Isle of Kadena
    Se Hollyn Fortress
    
    ====================
    4a08. Gain HP
    ====================
    
    Juno Prisoner Trap: +1/allied creatures w. enemy is summoned to adjacent field.
    Partmole Fire Oracle: +1 to allied creatures when destroyed.
    
    ====================
    4a09. Gain Mana
    ====================
    
    Dungeon of Ten Tyrants: +1 during your resolution phase (NNF).
    Freedonian Wanderer: +1 when you summon a creature (NNF).
    Guardian Watchtower: see description.
    Imperial Biolith Guard: +1 when you summon a creature to a Biolith field.
    Inquisitor Koog: additional, equal to the number of enemies when destroyed.
    Novogus Catapult: addt., equal to the number of Earth fields when destroyed.
    Skeleton Soldier: additional +1 when destroyed.
    Tino, Son of Scion: +1 whenever you summon a creature.
    Undead Dragon: +1 whenever an adjacent allied creature is destroyed (NF).
    Wormak, Biolith Heir: +1 whenever an enemy is summoned.
    
    ====================
    4a10. Incarnation
    ====================
    
    Exalted Elven Diety
    Goddess Tritona
    Novogus Gravekeeper
    Phaseus, Biolith God
    Sciondar Fire God
    
    ====================
    4a11. Increase Activation Cost
    ====================
    
    Elven Death Dancer: +3 to adjacent enemies.
    Juno Forest Dragon: +2 to adjacent enemies (NF). 
    Sleeptrap: +1 activation cost to adjacent enemies.
    Verzar Elephant Brigade: +1 activation cost to adjacent allies (NF).
    
    ====================
    4a12. Increase Attack
    ====================
    
    Arelai the Protector: +1 if at least one target is on an Earth field.
    Biolith Bomber: +2 if target has summoning cost of 2 or less.
    Blackhood Dwarf Vulitra: +1 if at least one target is an Earth creature.
    Didi the Enlightened: +1 if target is on a Fire field. 
    Dragon of Voice Sea: 5+ the number of other Water creatures on board.
    Edin the Persecuted: +1 if the target is on a Wood field.
    Elven Berserker Maiden: +2, when she has exactly 1 HP.
    Flame Ascetic: +2 50% of the time.
    Giant Axe Dwarf: +1 for every allied Stone Wing Dwarf on board.
    Green Lycanthrope: +3 Health and +2 Attack 50% of the time.
    Infernal Sciondar Dragon: 5+ the number of other Fire creatures on board.
    Inquisitor Koog: +1 if target is a Wood creature.
    Juno Forest Dragon: 5+ the number of other Wood creatures on board.
    Mercenary Savior Latoo: +1 if target is on a Water field.
    Morning Star Warrior: +2 if target has 5 or more HPs.
    Ouroboros Dragon: 7+ number of other Biolith creatures on the board.
    Partmole Flame Guard: +2 if at least one target is a Water creature.
    Pursuer of Saint Dhees: 5+ the number of other creatures on the board.
    Siam, Traitor of the Seas: +1 if target is a Water creature.
    Tino, Son of Scion: 1+ the number of other allied Biolith creatures (NF).
    Undead Dragon: 5+ the number of other Earth creatures on board.
    Verzar Elephant Brigade: +2 attack to adjacent allies (NF). 
    Verzar Foot Soldier: +1 for every other allied Verzar Footsoldier on board.
    Warden Hilda: +1 if target is a Fire creature.
    Wormak, Biolith Heir: 2+ the # of non-Biolith creatures when atk'ing a Biolith.
    
    ====================
    4a13. Invisibility 
    ====================
    
    Aegis Citadel: to allies on the same field type.
    Edin the Persecuted: to allies on Wood fields.
    Firefly Ninja: with allied Spider Ninja on the board.
    Spider Ninja: with allied Wolf Ninja on the board.
    Swallow Ninja: with allied Firefly Ninja on the board.
    Wolf Ninja: with allied Swallow Ninja on the board.
    
    ====================
    4a14. Lower Attack Cost
    ====================
    *Attack Cost is always reduced to 1.
    
    Flame Ascetic
    Great Minos of Sciondar
    Partmole Flame Lizard
    Pursuer of Saint Dhees
    
    ====================
    4a15. Magic Attack
    ====================
    
    Aluhja Priestess
    Arc Sattelite Cannon
    Crucible King Dios IV (NF)
    Edin the Persecuted
    Elven Death Dancer
    Exalted Elven Deity
    Flame Magus
    Goddess Tritona
    Imposter Queen Anfisa
    Novogus Gravekeeper
    Partmole Fire Oracle
    Phaseus, Biolith God
    Queen's Servant
    Scion, Biolith Lord
    Sciondar Fire God
    Spider Ninja
    Tino, Son of Scion
    Undead King Novogus
    Wormak, Biolith Heir
    
    ====================
    4a16. Multiple Targets
    ====================
    
    Arelai the Protector: N+S
    Biolith Battle Chariot: N+E
    Blackhood Dwarf Vulitra: ->2N
    Crucible King Dios: enemies adjacent to target (NF).
    Don of Venoa: N+S (NNF), N+S+E+W (NF). 
    Elven Rider: ->2N
    Exalted Elven Deity: all enemies on non-Wood fields.
    Goddess Tritona: all enemies on non-Water fields.
    Great Minos of Sciondar: ->2N
    Green Erlking Zomba ->2N (NNF)
    Guardian Watchtower: all enemies the same element as target.
    Imperial Biolith Guard: E+W
    Mercenary Savior Latoo: ->2N
    Novogus Gravekeeper: all enemies on non-Earth fields.
    Partmole Flame Guard: ->2N
    Phaseus, Biolith God: all enemies.
    Scion, Biolith Lord: all enemies the same element as target.
    Sciondar Fire God: all enemies on non-Fire fields.
    Skeleton Soldier: N+W
    Swallow Ninja: ->2N
    Tino, Son of Scion: all enemies the same element as target.
    Triceptaur Behemoth: N+E+W with Attack penalty.
    Tritonan Harpoonsman: ->2N
    Twin Goblins: N+S
    
    ====================
    4a17. Possession
    ====================
    
    Imposter Queen Anfisa: enemies on adjacent fields (NF).
    Tentacles of Possession: enemy directly in front.
    Warden Hilda: all enemies on Fire fields (NNF).
    
    ====================
    4a18. Protection
    ====================
    
    Arelai the Protector: equal to the number of Earth fields.
    Arelai the Protector: +1 to allied creatures on Earth fields.
    Morning Star Warrior: equal to the number of allied Biolith creatures.
    Novogus Golem: equal to the number of empty fields.
    Se Hollyn Fortress: +2 to adjacent allies.
    Stone Wing Dwarf: +1 for every allied Giant Axe Dwarf on board.
    Verzar Canine: +1 to adjacent allies.
    
    ====================
    4a19. Push
    ====================
    
    Dark Yokozuna Sekimaru
    Taurus Monolith
    
    ====================
    4a20. Rotate Target 
    ====================
    Rotation happens upon damaging the target creature.
    Rotated creatures cannot counterattack.
    
    Guardian Watchtower: 180 degrees.
    Bewitching Elf Archeress: 180 degrees.
    Swallow Ninja: target creature's back faces Swallow Ninja.
    
    ====================
    4a21. Sacrifice
    ====================
    
    Blue Cubic: for a Water creature.
    Green Cubic: for a Wood creature.
    Red Cubic: for a Fire creature. 
    Yellow Cubic: for an Earth creature.
    White Cubic: for any creature.
    
    ====================
    4a22. Steal Mana
    ====================
    
    Dancing Temptress: when destroyed, from owner of creature in front.
    Moving Isle of Kadena: equal to the number Water fields when destroyed. (NNF)
    Queen's Servant: when destroyed.
    
    ====================
    4a23. Switch Places
    ====================
    
    Biolith Stinger: with a creature it damages.
    Dancing Temptress: creature in front switches when destroyed.
    Elven Death Dancer: with a creature it damages.
    Spider Ninja: with a creature it damages on an Earth field.
    Wolf Ninja: with a creature it damages on a Water field.
    
    ====================
    4a24. Two Attacks
    ====================
    
    Crucible King Dios IV
    Didi the Enlightened
    Dragoon Dragon Cavalry
    Siam, Traitor of the Seas
    
    ====================
    4a25. Quickness
    ====================
    
    Didi the Enlightened
    Hellfire Spitter
    Partmole Flame Lizard
    
    ====================
    4b. Spell Effect Quick Reference
    ====================
    Same rules apply as the Quick Reference for creatures. There is not yet a
    a section for cards that make the player discard, because, as of yet,
    it is only as a cost of other cards, not an effect itself.
    "d." means "discard."
    Numbers in parens indicate the mana cost of the card. If there is no number,
    there is no mana cost associated with the card.
    As before, see the main list for all the information about cards listed below.
    
    ====================
    4b00. Draw Cards
    ====================
    
    Summoner Mesmer's Errand: +2 (1)
    
    ====================
    4b01. Exchange Fields
    ====================
    
    Call of Timeless Juno: swap the types of two fields. (5)
    
    ====================
    4b02. Fieldquake
    ====================
    
    Fissures of Goghlie: fieldquake any one field. (2)
    Great Tolicore Quake: fieldquake all fields of a chosen element. (4)
    Seer Vizak's Calamity: fieldquake all fields. (5)
    
    ====================
    4b03. Force Attack
    ====================
    
    Scion's Rioutous Impunity: all creatures battle, clockwise from center. (5)
    
    ====================
    4b04. Gain HP
    ====================
    
    Healing Shower: all allied creatures of a chosen element gain 3 HP. (2)
    
    ====================
    4b05. Gain Mana
    ====================
    
    Goghlie Altar: both players gain mana equal to number of respective enemies.
    Parmetic Holy Feast: +2, discard a creature.
    
    ====================
    4b06. Increase Attack
    ====================
    
    Clare Wil's Banner: +2 to one allied creature until the end of the turn. (1)
    
    ==================== 
    4b07. Lose Mana
    ====================
    
    Summoner Mesmer's Lapse: d. a creature, opp. loses mana = to its summoning cost
    
    ====================
    4b08. Magic Damage
    ====================
    
    Blinding Skies: discard 2 creatures (1 Biolith). enemies on/adjacent to 
           Biolith Fields take Magic Damage equal to the number of Biolith fields.
    Fist of Verzar: discard 2 creatures (1 Earth). enemies on/adjacent to an Earth
                      Field take Magic Damage equal to the number of Earth fields.
    Ice Flood of Okunada: d. 2 creatures (1 Water). enemies on/adjacent to a Water
                      Field take Magic Damage equal to the number of Water fields.
    Sciondar Inferno: discard 2 creatures (1 Fire). enemies on/adjacent to a Fire
                      Field take Magic Damage equal to the number of Fire fields.
    Wrathful Winds of Juno: discard 2 creatures (1 Wood). enemies on/adjacent to a
                   Wood Field take Magic Damage equal to the number of Wood fields.
    
    ====================
    4b09. Rotate Creature
    ====================
    
    Beguiling Fog: any creature, any direction. 
    Yuga's Mesmerizing Fog: enemies adjacent to one ally face their backs to it (1)
    
    ====================
    4b10. Switch Places
    ====================
    
    Tinoan Telekinesis: move 1 allied creature to an empty field. (2)
    Tinoan Teleportation: swap the locations of two allied monsters. (3)
    
    ====================
    4c. Preconstructed Deck Contents
    ====================
    
    Contents are listed in alphabetical order beside their quantities.
    Creatures first, and then spell cards, separated by "---." 
    I couldn't decide which card details to put here, so I didn't put
    any. If you need information about the card, use your "Find" function.
    ;)
    
    ====================
    4c1. Starter Deck
    ====================
    
    2x Bewitching Elf Archeress
    1x Biolith Battle Chariot
    2x Elven Berserker Maiden
    1x Flame Magus
    1x Giant Axe Dwarf
    2x Hellfire Spitter
    1x Sciondar Fire God
    2x Se Hollyn Fortress
    1x Stone Wing Dwarf
    1x Taurus Monolith
    1x Triceptaur Behemoth
    2x Tritonan Ice Guard
    2x Twin Goblins
    2x Venoan Assassin
    2x Verzar Foot Soldier
    1x White Cubic
    ---
    2x Beguiling Fog
    1x Fissures of Goghlie
    2x Healing Shower
    1x Parmetic Holy Feast
    
    ====================
    4c2. Biolith Scourge
    ====================
    
    2x Behemoth Groundbreaker
    2x Biolith Battle Chariot
    2x Biolith Bomber
    1x Flame Magus
    2x Freedonian Wanderer
    2x Imperial Biolith Guard
    2x Leapfrog Bandit
    1x Monk Elder of Okunada
    2x Morning Star Warrior
    1x Novogus Catapult
    1x Ouroboros Dragon
    1x Samurai Nagirashu
    2x Skeleton Soldier
    1x Taurus Monolith
    2x Tritonan Ice Guard
    ---
    1x Goghlie Altar
    2x Healing Shower
    1x Seer Vizak's Calamity
    2x Summoner Mesmer's Errand
    
    ====================
    4c3. Earth Emperor
    ====================
    
    2x Aluhja Priestess
    1x Arelai the Protector
    2x Flame Magus
    2x Giant Axe Dwarf
    1x Great Minos of Sciondar
    1x Imperial Biolith Guard
    2x Novogus Catapult
    1x Partmole Fire Oracle
    2x Partmole Flame Lizard
    1x Se Hollyn Fortress
    2x Stone Wing Dwarf
    2x Tritonan Harpoonsman
    2x Verzar Canine
    2x Verzar Foot Soldier
    ---
    2x Beguiling Fog
    1x Fissures of Goghlie
    2x Fist of Verzar
    2x Summoner Mesmer's Errand
    
    ====================
    4c4. Fire Crusader
    ====================
    
    2x Bewitching Elf Archeress
    1x Didi the Enlightened
    2x Flame Ascetic
    2x Flame Magus
    2x Freedonian Wanderer
    2x Hellfire Spitter
    1x Lesser Gravenoa
    1x Morning Star Warrior
    2x Novogus Catapult
    1x Novogus Golem
    1x Partmole Flame Guard
    1x Partmole Flame Lizard
    1x Skeleton Soldier
    2x Twin Goblins
    2x Verzar Foot Soldier
    ---
    2x Clare Wil's Banner
    1x Fissures of Goghlie
    2x Healing Shower
    2x Sciondar Inferno
    
    ====================
    4c5. Water Barrage
    ====================
    
    2x Aluhja Priestess
    1x Biolith Bomber 
    2x Cloud Runner
    1x Elven Berserker Maiden
    1x Juno Tree Haunt
    1x Mercenary Savior Latoo
    2x Monk Elder of Okunada
    2x Skeleton Soldier
    2x Sleeptrap
    2x Stone Wing Dwarf
    1x Tentacles of Possession
    2x Tritonan Harpoonsman
    2x Tritonan Ice Guard
    2x Venoan Assassin
    ---
    1x Fissures of Goghlie
    2x Healing Shower
    2x Ice Flood of Okunada
    2x Summoner Mesmer's Errand
    
    ====================
    4c6. Wood Swarm
    ====================
    
    2x Bewitching Elf Archeress
    1x Biolith Battle Chariot
    1x Cloud Runner
    1x Edin the Persecuted
    1x Elven Rider
    2x Freedonian Wanderer
    2x Hellfire Spitter
    2x Leapfrog Bandit
    2x Monk Elder of Okunada
    2x Samurai Nagirashu
    2x Sleeptrap
    2x Tritonan Harpoonsman
    2x Twin Goblins
    1x Venoan Assassin
    ---
    2x Beguiling Fog
    1x Fissures of Goghlie
    2x Healing Shower
    2x Wrathful Winds of Juno
    
    ====================
    5. Host Sites, Copyright Information, Contact, etc.
    ====================
    
    Hosts
    1. www.GameFAQs.com
    2. www.Neoseeker.com
    3. www.SuperCheats.com
    4. www.MyCheats.com
    5. www.EyeofJudgmentOnline.com
    6. www.GamesRadar.com
    7. www.CheatPlanet.com
    
    This file is copyrighted as of the upload date, 1 November 2007, 
    to me, chameleonshin, a.k.a Chris Kauffman. Do not repost without 
    author's permission.
    
    If you find an error or would like to host this file, please 
    contact me at: ckauffm2@ycp.edu, or on PSN. My username is also
    "chameleonshin".
    
    The Eye of Judgment is a trademark of Sony Computer Entertainment Inc. 
    (C) 2007 Sony Computer Entertainment Inc.
    

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