TTTTTTTTT HHH   HHH EEEEEEEEE  
                            TTT    HHH   HHH EEE
                            TTT    HHHHHHHHH EEEEEE
                            TTT    HHH   HHH EEE
           Set              TTT    HHH   HHH EEEEEEEEE           Set
            ^            EEEEEEEEE YYY   YYY EEEEEEEEE            ^
           / \           EEE        YYY YYY  EEE                 / \
          < 1 >          EEEEEE      YYYYY   EEEEEE             < 2 >
           \ /           EEE          YYY    EEE                 \ /
            V            EEEEEEEEE    YYY    EEEEEEEEE            V
                              OOOOOOOOO FFFFFFFFF
                              OOO   OOO FFF
                              OOO   OOO FFFFFF
                              OOO   OOO FFF
                              OOOOOOOOO FFF
JJJJJJJJJ UUU   UUU DDDDDD    GGGGGGGGG MMM   MMM EEEEEEEEE NNN   NNN TTTTTTTTT
   JJJ    UUU   UUU DDD  DDD  GGG       MMMM MMMM EEE       NNNNN NNN    TTT
   JJJ    UUU   UUU DDD   DDD GGG GGGGG MMM M MMM EEEEEE    NNNNNNNNN    TTT
   JJJ    UUU   UUU DDD  DDD  GGG   GGG MMM   MMM EEE       NNN  NNNN    TTT
JJJJJJ    UUUUUUUUU DDDDDD    GGGGGGGGG MMM   MMM EEEEEEEEE NNN   NNN    TTT
==============================Card List FAQ v2.10==============================
================================Made By Jeppo99================================

->CONTENTS

Press Ctrl-F and type the following codes to zoom straight to the section you
want!

LEGAL.....................[CPYRGT]
About This Guide..........[INTROD]
Card List Key.............[CDLKEY]
Traits....................[WTFATT]
Main Card List............[LISTEM]
Pre-Constructed Decks.....[PRECON]
Card List by Race.........[CLBRCE]
Card List by Affiliation..[CLBAFF]
Contact Me................[CNTCTM]
Version History...........[TVHOTG]
Acknowledgements..........[TNXFYH]

===============================================================================

->LEGAL [CPYRGT]

READ THIS SECTION BEFORE GOING ANY FURTHER!

This FAQ is written by Jeppo99 and is intended to be used for PRIVATE USE ONLY.
You may print this off if you want and recommend it to your friends etc. but
here are some legal no-nos:-
-Don't pass this FAQ as your own. That is Plagiarism and that is illegal under
 International Law!
-Changing parts of this FAQ and then passing it as your own is still
 Plagiarism!
-Don't put this FAQ on your website or other people's website or in magazines
 without my (Jeppo99) permission. The only website allowed to host this faq is
 http://www.gamefaqs.com.
-You may reference this faq if you wish, but if you do, link your reference to
 this faq and say that I (Jeppo99) made the FAQ otherwise that is also
 Plagiarism.
-If you are reading this FAQ from a website but not GameFAQs then please
 contact me via my email address near the end of this file.

===============================================================================

->ABOUT THIS GUIDE [INTROD]

The Eye of Judgment is a vast and complex game with 210 cards available with
all sorts of strange actions so you can be forgiven for getting lost in the
complexity of the game. This is where this guide comes in! This Card list is
unlike any other card list on the internet. This card list isn't just simply
copied from the game. It is conveyed in a language that nearly everyone can
understand from new people to experts. This list contains both Set 1 Cards and
Set 2 Cards. Always wondered what 'Incarnation' or 'Resurrection' does? This
FAQ will tell you all that.

This guide also contains a useful Search facility. If you want to find a card
in the FAQ and you know what card number it is, press Control and F at the same
time to bring out the Search menu and type [#nnn] where 'nnn' is the number of
the card. Remember to enclose the number in square brackets and it will shoot
straight to the card you want to know about.

In addition to listing the cards there will also be a list of cards for each
pre-constructed card deck. So if you are thinking of buying a Wood Swarm deck,
be sure to check this guide to find out what cards are inside that deck.

In later versions of this FAQ there will be strategies on how useful each card
is, and how they can be used in conjunction with other cards.

===============================================================================

->CARD LIST KEY [CDLKEY]

Creature Cards - an example

[#008] PARTMOLE FLAME GUARD          -(1)
Set 1 Fire (Uncommon)                -(2)
Race: Demon        Aff: Dhees Empire -(3)
Cost Sum: 3  Act: 2  Rot: 2          -(4)
HP: 3        Atk: 1 / 3              -(5)
Range: 1F & 2F                       -(6}
Counter: F                           -(7)
Blind: B                             -(8)
Other info:                          -(9)
+2 Attack | on Partmole Flame Guard while attacking if at least 1 target
          | creature is on a Water field.

(1): The Card number of the creature and name of the creature.
(2): This tells you what Set the creature is in, what element is aligned to
     and how rare it is. There are four levels of Rarity: Common is the most
     common (donated by the black diamond on the card), Uncommon is next (White
     diamond) then Rare (Silver diamond) and finally Ultra Rare (Gold diamond)
     Phantom cards are summon cards that don't actually have anything written
     on the cards (except the recognition code and a picture donating what
     element is from)
(3): This tells you the Race of the creature and its Affiliation. Remember that
     for certain races you are only allowed 1 card of that race (Hero,
     Betrayer, Noble, God and Warlord). Also some traits benifit or hinder
     creatures of a certain Race or Affiliation.
(4): How much Mana it costs to Summon, Act and Rotate. If you see '(Lock)' next
     to this line, it means this creature cannot be summoned on a non-Biolith
     field until there are 4 or more creatures on the board. If there isn't an
     Act cost, that means that the creature either does not have an attack or
     it is a Fortress (more on that later).
(5): How much HP and attack the creature has. If the Attack value has two
     values, it means that the creature normally attacks with the first number,
     but if certain conditions are met, the attack value is the second number.
     To find out what these conditions are, seek underneath 'Other info'.
(6): Range donates who they can attack. 1F means that the creature can attack
     the creature 1 field in front of him, 2F means that the creature attacks
     the creature 2 fields in front of him (but not the field inbetween). B, L
     and R are the ranges for the back of the creature, to the left of the
     creature and to the right of the creature respectively. If the creature
     can attack on different fields, but only one field at a time, then a
     forward slash (/) is indicated. If it can attack fields at the same time,
     then an Ampersand (&) is indicated. If it says 'Magic attack', then the
     creature deals magic damage and therefore targets any one enemy creature
     (unless it says otherwise). In the above example Partmole Flame Guard
     targets both fields in front of him at the same time.
(7): This tells you if the creature counters other creature's attacks. Notice
     the number is missing before the letter. This basically means that if
     Partmole Flame Guard is attacked up front, he will counterattack by
     attacking according to his range. You can't counter magic and you can't
     counter with magic.
(8): This indicates what Blind sides the creature has (if any). If you attack a
     creature's Blind side, add 1 point of damage to that creature.
(9): This tells you any other traits that the creature may have, this could
     bestow positive status effects or enhanced stats on themselves and allied
     creatures or have detrimental effects on their enemies. See 'Traits' below
     for more information.

Spell Cards - an example

[#098] FISSURES OF GOGHLIE      -(1)
Set 1 Spell (Common)            -(2)
Type: Conjuration  Cost: 2 mana -(3)
Fieldquake | any one field.     -(4)
How To Use:                     -(5)
1: Place this card on top of the target field.

(1): The card number of the spell and the name of the spell.
(2): This tells you what Set the spell belongs to and the rarity of that spell.
(3): The type determines the effect of the spell. Ritual spells involve gaining
     or losing mana for one or both players. Some rituals force you to discard
     a creature. Dominion cards are technically element cards that deal damage,
     make it harder for your opponent to summon or causes you to summon a
     creature yourself. Nearly all Dominion cards forces you to discard 2
     creatures, at least one of which must be a certain element. Conjurations
     make up the bulk of spells, which affects the board such as Fieldquaking
     or rotating or moving creatures. Most of these cost mana to cast. Finally
     Sorcery cards are similar to Conjuration cards, but they are more powerful
     and forces you to end your turn after casting it. Sorcery spells consume
     mana.
(4): This bit tells you what the spell actually does, which is very useful to
     know. See 'Traits' below for more information.
(5): This gives you detailed step-by-step information on how to actually use
     the card. To "offer this card to the eye" you must place the card on the
     palm of your hand and then place your hand one or two inches above the
     playing mat. Ensure that the card is in full view of the Playstation Eye
     and that no fingers are obscuring the card code (the balck rectangles at
     the top and bottom of the card) or the green triangles on either side of
     the card. The eye should then be able to scan the card.

===============================================================================

->TRAITS [WTFATT]

This unique guide lists the traits of every creature in this form. Most are
Self explanatory but I fear a more detailed explanation is in order for some
of them.

The following are traits that Set 1 and 2 cards have access to:-

+/- Act/Rot Cost | This trait increases or decreases the activation cost of
                 | creatures to attack and rotate. Wood creatures like
                 | increasing activation costs of their enemies!
+/- Act Cost     | This trait decreases or increases the activation cost of
                 | creatures to attack but NOT to rotate. Some Fire creatures
                 | have a lower Activate cost than a Rotation cost so don't get
                 | caught out.
+/- Attack       | Self explanatory, really. Increases or decreases the attack
                 | value of creatures, making them do more or less damage.
Back Attack      | Creatures with this trait always attack the back of their
                 | target, even if the target is initially facing the creature.
                 | The Corsez Family cards usually have this trait.
Destroy          | Some creatures (such as Fortresses) hate being on fields of
                 | a certain element. If you place a creature on the wrong
                 | field, such as #063 Juno Tree Haunt on a non-Wood field,
                 | they are instantly destroyed.
Discard Card(s)  | A nasty trait that may force you to discard 1 or more cards
                 | leaving you with limited choices on your next turn. Wood
                 | creatures love forcing their opponents to discard cards.
+ Dodge Attempt  | Creatures with 1 Dodge Attempt have a 50% chance of dodging
                 | a physical attack. 2 Dodge Attempts means a 75% chance of
                 | dodging attacks, 3 Dodge Attempts = 87.5% and so on. No
                 | matter how many dodge attempts they have, creatures cannot 
                 | dodge Magic attacks. Water creatures tend to have dodge
                 | attempts.
Double Atk       | Creatures with this trait attacks their opponents two times
                 | in a row, meaning they can do double the damage. Fire
                 | creatures sometimes have this ability.
Draw Card(s)     | You get to draw 1 or more cards! How nice! Although this
                 | does give you more options, you risk losing the game if the
                 | battle is long and you draw too many cards this way. Water
                 | creatures have this trait more often than most.
Engage           | Some spell cards sometimes allows your creatures to fight
                 | without paying the activation cost. #108 Scion's Riotous
                 | Impunity is one such example.
Exchange         | Exchange two fields. Any creatures that happen to be on
                 | these fields stay in the same place while the fields are
                 | exchanged, getting the bonuses (or - in most cases -
                 | damages) of their new field.
Fieldquake       | Flips over a field so that its underside element is facing
                 | up. Fieldquake fields to get rid of any HP bonuses the enemy
                 | creature on top might enjoy, or maybe even destroy them
                 | altogether! The main fieldquaking spell card is #098
                 | Fissures of Goghlie.
Fortress         | Fortresses do not attack as soon as they are summoned, nor
                 | do they attack if you try to pay its Activation Cost (the
                 | game won't let you pay it). They will only attack when they
                 | are counterattacking.
+/- HP           | This trait allows creatures to gain or lose HP without
                 | actually attacking them.
Incarnation      | As you may know, God cards are bloody expensive to summon.
                 | However with their Incarnation ability, they are able take
                 | over an allied creature of a certain element by paying the
                 | difference in their Summoning Costs. That creature being
                 | taken over will be destroyed and the Incarnate cannot attack
                 | that turn. But at least it doesn't end your turn.
Invisibility     | A Ninja specialty. All creatures with invisibility cannot be
                 | targeted with either physical OR magical attacks! They
                 | cannot be counterattacked either. These creatures can only
                 | be taken on by either stopping whatever is making it
                 | invisible, or, if you can do it, destroying it by
                 | fieldquaking its field if its HP is low.
Magic Attack     | Spell cards that damage creatures are dealt Magic damage.
+/- Mana         | It is well known that some Earth creatures give their
                 | summoner extra mana. It's also well known that some spell
                 | cards take your mana away!
No Control       | This means fields can't be fieldquaked or exchanged. You can
                 | still control the creatures on top of said field, you just
                 | can't control the field itself.
Perfect Dodge    | Creatures with this trait enjoy 100% immunity from physical
                 | attacks. The only way to harm is to hit them with Magic
                 | attacks, Fieldquake or inflict Prayer on them.
Possession       | This one is evil! Some of your creatures can get possessed
                 | by your opponent. While you still technically 'own' them,
                 | you can't control them but your opponent can! You also can't
                 | target your creature that is possessed on its own by your
                 | creatures and your opponent can still attack them. If you
                 | summon a creature and they instantly get possessed, they
                 | won't attack that turn. Water creatures like possessing.
+ Protection     | Each Protection point absorbs one point of damage per
                 | attack. For example, if a creature with 3 attack attacks
                 | another creature with 2 Protection, the damage dealt is only
                 | one point of damage. This only applies to physical attacks;
                 | magic attacks deal damage as normal. Earth creatures have
                 | good Protection.
Push Back        | Creatures who are being attacked by another creature with
                 | this trait are pushed back one field in the direction of
                 | the attack. That's providing that there is a field behind
                 | them and it is empty. If it isn't, the attacked creature
                 | won't budge. Because of that, this doesn't actually happen
                 | that often.
Quickness        | Creatures with Quickness counterattacks before their
                 | attacker attacks them, provided that the attacking creature
                 | is in range for a counterattack. If both the attacking
                 | creature and its target both have Quickness, then the attack
                 | carries out as normal. To date, only Fire creatures are able
                 | to dish out the Quickness ability.
Rotate           | Some attacks and spells can make targets rotate without
                 | paying the rotation cost. Wood creatures love rotating enemy
                 | creatures.
Secondary Form   | Some creatures have a Secondary Form which gives them access
                 | to improved stats or a different attack. This tells you how
                 | to get the creature into their Secondary Form.
Steal Mana       | This really annoys your opponent. You save up all that mana
                 | in order to summon that dragon that has been in your hand
                 | for ages, only for your opponent to snaffle some of it to
                 | summon their own dragon. Water creatures like stealing mana.
                 | Some traits allow you to steal the exit mana of destroyed
                 | enemy creatures. The Zealots are adept to nicking exit mana.
Switch           | Basically, two creatures switch places with each other, no
                 | questions asked. Usually in an attack. Sometimes in a spell.
                 | The fields stay exactly where they are, though.
Transform        | This is a Cubic trait. Summon a Cubic, hope it survives your
                 | opponent's turn (Cubics are usually Public Enemy no. 1 - I
                 | feel sorry for the little buggars at times) and when it's
                 | your turn again, transform it into another creature in your
                 | hand without paying the summoning cost. Nice!

The following are traits exclusive to Set 2.

Decoy              | This is hard to explain, but I'll try. There are two
                   | traits: Decoy Target and Decoy. Creatures with Decoy
                   | Target can only attack enemy creatures with Decoy. They
                   | can't attack any other creature. If the Decoy isn't in
                   | range of the Decoy Target, tough!
Dismiss            | Players can remove creatures from the board immediately
                   | without destroying them. Dismissed creatures return to 
                   | their owner's hand, so it's not all bad. Useful against
                   | Green Lycanthropes and their ilk.
+ Element          | Some creatures have traits that allow fields of a certain
                   | element to behave like another element as well. This
                   | allows a greater opportunity for a player to place a
                   | creature on that field and gain that extra 2 HP, but bear
                   | in mind that it can work the other way too. If you have
                   | an enemy Earth creature on a Water field, if you make that
                   | field a Wood field (as well as Water) and that will reduce
                   | the HP of that crearure. Fields cannot have two opposing
                   | elements (eg Fire + Water).
Fieldmorph         | This trait allows the target creature to always stand on
                   | a field of the same element as itself. The opponent can
                   | fieldquake that field as much as they like, but it will
                   | stay the same element as long as that creature is still
                   | standing there. The creature has the fieldmorph ability,
                   | not the field. If the creature is destroyed, the field is
                   | reverted to what it was initially.
Graveyard->Library | This implies taking cards out of your graveyard and then
                   | putting them in your library, The library must be shuffled
                   | after this. You cannot do this to Ultra Rare cards.
Intercept          | Creatures with this trait attack any newly summoned
                   | creatures. To date only one creature has this trait and
                   | that is #184 Biolith Battleship.
Invocation         | Like Incarnation but in reverse. You can summon over any
                   | allied creature by paying the difference in the Summoning
                   | cost. The new summon must be a specific element (eg. Earth
                   | Invocation means you can summon Earth creatures over other
                   | creatures) and the new summon cannot be the same creature
                   | as the previous summon or any other summons that have been
                   | invocated in that spot before. The new summon cannot
                   | attack that turn and it does not end the summoner's turn.
                   | It is useful to Invocate creatures with just 1 HP left.
Library->Graveyard | This means players must put their top card (or cards) of
                   | their library and then put them straight into their
                   | graveyard. Let's just hope that that card isn't their
                   | favourite...
+ Magic Protection | Similar to normal Protection, only this time Magic
                   | Protection guard against magic attacks, not physical
                   | attacks. Fire creatures are good at this.
Negate Spells      | This trait prevents you from casting spells on certain
                   | creatures or sometimes stops you from casting spells at
                   | all! (like #202 Aluhjan Spellshield)
Prayer             | This takes off any Dodge Attempts or Perfect Dodges that
                   | targeted creatures may have. It doesn't remove
                   | Invisibility, though.
Resurrection       | If an allied creature with Resurrection is destroyed, if
                   | you have a card of the same name in your hand you may
                   | resummon it straight away by paying only 1 mana. You don't
                   | pay the Summoning Cost and the resummoned creature doesn't
                   | attack that turn. Some Undead creatures have Resurrection.
Return             | If an allied creature with Return is destroyed, you may
                   | return that creature to your hand by paying 1 mana. You
                   | don't have to do this by any means. It's just there as an
                   | option. Some Fire creatures have Return.
Return Card(s)     | This involves putting cards in your hand back into your
                   | Library. Not ideal, but better than discarding! Just don't
                   | forget to shuffle your Library!
Search Graveyard   | This ability allows you pick 1 or more cards in your
                   | graveyard and putting them in your hand. They can't be
                   | Ultra Rare, though!
Search Library     | Same process as Search Graveyard, only this time you're
                   | picking cards out of your Library and putting them in your
                   | hand. You do have to show the card to your opponent,
                   | though. Again shuffle the Library when you are done.
+ Spell Cost       | This trait increases the mana cost of spells used against
                   | creatures. So far only #137 Aluhja Zealot has this trait.
+/- Sum Cost       | This increases or decreases the Summoning cost of
                   | creatures. This can be restricted to targeted fields or
                   | specific races or Affiliations. Just pay attention as it
                   | is not always clear.
Summon             | This is where you can Summon without paying the Summoning
                   | Cost or under unusual circumstances (such as summoning on
                   | your opponent's turn) Read the description on the right
                   | for more information.
Visibility         | This makes Invisible creatures Visible again. Only one
                   | creature can do this and, unfortunately, it's Ultra Rare
                   | (#126 General Lug)

===============================================================================

->MAIN CARD LIST [LISTEM]

This is it! The main section of the walkthrough! The card list is arranged in
card number order.

#001-#018 - Set 1 Fire
-Creatures that have low Act costs, Quickness and have a high attack power.
#019-#036 - Set 1 Water
-Creatures that can dodge, Possess and enable their summoner draw extra cards.
#037-#054 - Set 1 Earth
-Creatures that have good Protection and give their summoner extra mana.
#055-#072 - Set 1 Wood
-Creatures that can force opponents to discard and move their creatures about.
#073-#090 - Set 1 Biolith/No Element
-Creatures with a good allround ability, although expensive to summon and use.
#091-#110 - Set 1 Spell
-Spells that are easy to understand and useful in all situations.
#111-#126 - Set 2 Fire
-Creatures that have good Magic Protection and have the Return Ability.
#127-#142 - Set 2 Water
-Creatures adept to stealing Mana and able to Search the Library for cards.
#143-#158 - Set 2 Earth
-Creatures who can Resurrect and uses Decoys and Prayer.
#159-#174 - Set 2 Wood
-Creatures with a good attacking range and raises mana costs on their opponent.
#175-#190 - Set 2 Biolith/No Element
-Powerful creatures who show no mercy if you can afford the high mana costs.
#191-#210 - Set 2 Spell
-More complicated than their Set 1 counterparts, but equally powerful.

A bit of nomenclature before we begin:
The "Allied Summoner" is the player who owns the creature card in question.
The "Spellcaster" is the player who owns the spell card in question.
The "Opposing Player" is the player the card is being used against.
"...hits (but does not destroy)..." means the attack only has to connect and
  not destroy the target in order for something to happen. Even if the attack
  does zero damage, it still counts as a hit. However if the attack misses (ie
  the target creature dodges) then that obviously does not count as a hit. The
  card information ingame uses the word "damages" instead of "hits", but this
  is not entirely true due to the zero damage still taking effect.
"Half the time" means that there is a 50% chance that something happens. For
  example if a creature attacks another creature with a dodge attempt, the
  attack will miss half the time. Understand? Good.

Okay! Here we go!

-Set 1

[#001] FLAME MAGUS
Set 1 Fire (Common)
Race: Human        Aff: Church of Parmus
Cost Sum: 1  Act: 1  Rot: 1
HP: 1        Atk: 1
Range: Magic attack
Blind: F, B, L, R
Other info:
none

[#002] HELLFIRE SPITTER
Set 1 Fire (Common)
Race: Bug          Aff: None
Cost Sum: 1  Act: 1  Rot: 1
HP: 1        Atk: 1
Range: 1F / 1B / 1L / 1R
Counter: F, B, L, R
Blind: none
Other info:
Quickness | on Hellfire Spitter.

[#003] FREEDONIAN WANDERER
Set 1 Fire (Common)
Race: Elemental    Aff: None
Cost Sum: 2  Act: 1  Rot: 1
HP: 2        Atk: 1
Range: 1F
Counter: F
Blind: B
Other info
+1 Mana | While Freedonian Wanderer is on a non-Fire field, its summoner gains
        | 1 mana each time they summon a creature.

[#004] PARTMOLE FLAME LIZARD
Set 1 Fire (Common)
Race: Lizard       Aff: Dhees Empire
Cost Sum: 2  Act: 1  Rot: 2
HP: 2        Atk: 2
Range: 1F
Counter: F
Blind: B
Other info
Quickness | on Partmole Flame Lizard.

[#005] FIREFLY NINJA
Set 1 Fire (Uncommon)
Race: Human        Aff: Yaksha
Cost Sum: 3  Act: 2  Rot: 2
HP: 2        Atk: 1
Range: 1F
Counter: F
Blind: B
Other info
Perfect Dodge | on Firefly Ninja while it is on a Fire field.
Invisibility  | on Firefly Ninja while there is at least one allied #042 Spider
              | Ninja on the board.

[#006] GREAT MINOS OF SCIONDAR
Set 1 Fire (Rare)
Race: Titan        Aff: None
Cost Sum: 3  Act: 1  Rot: 2
HP: 1        Atk: 2
Range: 1F & 2F
Counter: F
Blind: B
Other info
Perfect Dodge | on Great Minos of Sciondar.
Destroy       | if Great Minos of Sciondar is on a non-Fire field.

[#007] FLAME ASCETIC
Set 1 Fire (Common)
Race: Human        Aff: Cult of Mourning
Cost Sum: 3  Act: 1  Rot: 3
HP: 3        Atk: 2 / 4
Range: 1F
Counter: F
Blind: B
Other info
+2 Attack | while Flame Ascetic is attacking half the time.

[#008] PARTMOLE FLAME GUARD
Set 1 Fire (Uncommon)
Race: Demon        Aff: Dhees Empire
Cost Sum: 3  Act: 2  Rot: 2
HP: 3        Atk: 1 / 3
Range: 1F & 2F
Counter: F
Blind: B
Other info
+2 Attack | on Partmole Flame Guard while attacking if at least 1 target
          | creature is on a Water field.

[#009] LESSER GRANVENOA
Set 1 Fire (Uncommon)
Race: Base         Aff: Cai-Shae
Cost Sum: 4  Act: -  Rot: 2
HP: 4        Atk: 2
Range: 1F / 1B / 1L / 1R
Counter: F, B, L, R
Blind: none
Other info
Fortress   | Lesser Granvenoa cannot attack unless it is counterattacking.
No Control | Fields adjacent to Lesser Granvenoa cannot be fieldquaked or
           | exchanged.
Destroy    | if Lesser Granvenoa is on a Water field.

[#010] PARTMOLE FIRE ORACLE
Set 1 Fire (Uncommon)
Race: Demon        Aff: Church of Parmus
Cost Sum: 4  Act: 2  Rot: 2
HP: 3        Atk: 2
Range: Magic attack
Blind: B
Other info
+1 HP | If Partmole Fire Oracle is destroyed, all allied creatures gain 1 HP.

[#011] TRICEPTAUR BEHEMOTH
Set 1 Fire (Rare)
Race: Beast        Aff: Dhees Empire
Cost Sum: 5  Act: 5  Rot: 5
HP: 4        Atk: 5 / 3 / 1
Range: 1F & 1L & 1R
Counter: F, L, R
Blind: B
Other info
-2 Attack | on Triceptaur Behemoth while attacking 2 creatures.
-4 Attack | on Triceptaur Behemoth while attacking 3 creatures.

[#012] PURSUER OF SAINT DHEES
Set 1 Fire (Rare)
Race: Demon        Aff: None
Cost Sum: 6  Act: 1  Rot: 6
HP: 4        Atk: 5+
Range: 1F
Counter: F
Blind: B
Other info
+ Attack | Pursuer of Saint Dhees' attack is equal to 5 plus the number of
         | other creatures on the board.

[#013] INFERNAL SCIONDAR DRAGON
Set 1 Fire (Rare)
Race: Dragon       Aff: Dhees Empire
Cost Sum: 7  Act: 4 / 1 Rot: 4
HP: 8        Atk: 5+
Range: 1F / 2F
Counter: F
Blind: B
Other info
+ Attack    | Infernal Sciondar Dragon's attack is equal to 5 plus the number
            | of other Fire creatures on the board.
-3 Act Cost | on Infernal Sciondar Dragon while it is on a Fire field.

[#014] DIDI THE ENLIGHTENED
Set 1 Fire (Ultra Rare)
Race: Hero         Aff: Cai-Shae
Cost Sum: 3  Act: 2  Rot: 2
HP: 4        Atk: 2 (*2) / 3 (*2)
Range: 1F
Counter: F
Blind: B
Other info
Quickness  | on Didi the Enlightened.
Double Atk | Didi the Enlightened attacks the same target twice. The target's
           | counterattack occurs after the second attack.
+1 Attack  | on Didi the Enlightened while attacking a creature on a Fire
           | field.
No Control | No Fire field can be fieldquaked or exchanged.
Note: You can have only 1 Hero card in your deck.

[#015] WARDEN HILDA
Set 1 Fire (Ultra Rare) (Phantom)
Race: Betrayer     Aff: Cai-Shae
Cost Sum: 3  Act: 2  Rot: 2
HP: 4        Atk: 2 / 3
Range: 1F / 2F
Counter: F
Blind: B
Other info
+1 Attack  | on Warden Hilda while attacking a Fire creature.
Possession | of enemies on Fire fields while Warden Hilda is on a non-Fire
           | field.
Note: You can have only 1 Betrayer card in your deck.

[#016] CRUCIBLE KING DIOS IV
Set 1 Fire (Ultra Rare)
Race: Noble        Aff: Dhees Empire
Cost Sum: 6  Act: 4  Rot: 4 (Lock)
HP: 6        Atk: 3 (*2) / 0+
Range (Primary Form): 1F
Range (Secondary Form): Magic attack (attacks target and adjacent enemy
Counter: F (Primary Form only)        creatures)
Blind: B
Other info
Double Atk     | Crucible King Dios IV in his Primary Form attacks the same
               | target twice. The target's counterattack occurs after the
               | second attack.
Secondary Form | while Crucible King Dios IV is on a Fire field.
+/- Attack     | Crucible King Dios IV's attack in his Secondary Form is equal
               | to the number of Fire fields.
Note: You can have only 1 Noble card in your deck.

[#017] SCIONDAR FIRE GOD
Set 1 Fire (Ultra Rare)
Race: God          Aff: Unknown
Cost Sum: 9- Act: 5  Rot: 5 (Lock)
HP: 9        Atk: 3
Range: Magic attack (attacks all enemy creatures on non-Fire fields)
Blind: none
Other info
Incarnation | Sacrifice an allied Fire creature to summon Sciondar Fire God in
            | its place (facing any direction) by paying the difference in the
            | Summoning Cost. Sciondar Fire God cannot attack on this turn.
            | This does not end the allied summoner's turn.
Destroy     | if Sciondar Fire God is on a Biolith field.
Note: You can have only 1 God card in your deck.

[#018] RED CUBIC
Set 1 Fire (Rare)
Race: Egg          Aff: Unknown
Cost Sum: 1  Act: -  Rot: 1
HP: 1        Atk: no attack
Blind: B, L, R
Other info
Transform | 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 the
          | allied summoner's turn.

[#019] MONK ELDER OF OKUNADA
Set 1 Water (Common)
Race: Merfolk      Aff: Okunada Monastery
Cost Sum: 1  Act: 1  Rot: 1
HP: 1        Atk: 0
Range: 1F
Counter: F
Blind: B
Other info
+1 Dodge Attempt | on adjacent allied creatures.

[#020] TRITONAN ICE GUARD
Set 1 Water (Common)
Race: Elemental    Aff: Tritonan Queendom
Cost Sum: 1  Act: 1  Rot: 1
HP: 1        Atk: 1
Range: 1F
Counter: F
Blind: B
Other info
Draw 1 Card | If Tritonan Ice Guard is summoned on a non-Water field, its
            | summoner draws 1 card.

[#021] TRITONAN HARPOONSMAN
Set 1 Water (Common)
Race: Merfolk      Aff: Tritonan Queendom
Cost Sum: 2  Act: 1  Rot: 1
HP: 2        Atk: 1
Range: 1F & 2F
Counter: F
Blind: B
Other info
+1 Dodge attempt | on Tritonan Harpoonsman while it is on a Water field.

[#022] ALUHJA PRIESTESS
Set 1 Water (Common)
Race: Human        Aff: Church of Parmus
Cost Sum: 2  Act: 1  Rot: 1
HP: 1        Atk: 1
Range: Magic attack
Blind: F, B, L, R
Other info
+1 Dodge attempt | on Aluhja Priestess while she is on a Water field.

[#023] TENTACLES OF POSSESSION
Set 1 Water (Uncommon)
Race: Beast        Aff: None
Cost Sum: 2  Act: -  Rot: 1
HP: 2        Atk: no attack
Blind: B
Other info
Possession | of enemy creatures 1F of Tentacles of Possession.

[#024] WOLF NINJA
Set 1 Water (Uncommon)
Race: Human        Aff: Yaksha
Cost Sum: 3  Act: 2  Rot: 2
HP: 3        Atk: 1
Range: 1F / 2F / 1L / 2L / 1R / 2R
Counter: F, L, R
Blind: B
Other info
Invisibility | on Wolf Ninja while there is at least one allied #062 Swallow
             | Ninja on the board.
Switch       | If Wolf Ninja hits (but does not destroy) a creature on a Water
             | field, it changes places with that creature (who cannot
             | counterattack).

[#025] CLOUD RUNNER
Set 1 Water (Uncommon)
Race: Weapon       Aff: Siam Pirates
Cost Sum: 3  Act: 2  Rot: 2
HP: 2        Atk: 1
Range: 1L / 2L / 1R / 2R
Counter: L, R
Blind: F, B
Other info
Draw Card(s)     | If Cloud Runner is summoned, its summoner draws cards equal
                 | to the number of Water fields.
+1 Dodge Attempt | on Cloud Runner.

[#026] DANCING TEMPTRESS
Set 1 Water (Rare)
Race: Undead       Aff: None
Cost Sum: 3  Act: 2  Rot: 2
HP: 1        Atk: 0
Range: 1F
Counter: F
Blind: B
Other info
Steal 1 mana | If Dancing Temptress is destroyed, its summoner steals 1 mana
             | from the owner of the creature 1F of her.
Switch       | If Dancing Temptress is destroyed, the creature 1F of her is
             | moved to the field she was previously on.

[#027] VENOAN ASSASSIN
Set 1 Water (Common)
Race: Human        Aff: Corsez Family
Cost Sum: 3  Act: 2  Rot: 2
HP: 3        Atk: 2
Range: 1F
Counter: F
Blind: B
Other info
Back Attack | Venoan Assassin will always attack the back of its target. If the
            | target can counterattack from behind then it will counterattack
            | Venoan Assassin. Targets with Quickness will assume Venoan
            | Assassin will attack normally.

[#028] QUEEN'S SERVANT
Set 1 Water (Rare)
Race: Elemental    Aff: Tritonan Queendom
Cost Sum: 4  Act: 2  Rot: 2
HP: 1        Atk: 1
Range: Magic attack
Blind: B
Other info
Perfect Dodge | on Queen's Servant.
Steal 1 Mana  | If Queen's Servant is destroyed, its summoner steals 1 mana
              | from their opponent.

[#029] MOVING ISLE OF KADENA
Set 1 Water (Rare)
Race: Beast        Aff: Tritonan Queendom
Cost Sum: 4  Act: -  Rot: 2
HP: 4        Atk: 1
Range: 1F / 1B / 1L / 1R
Counter: F, B, L, R
Blind: none
Other info
Fortress   | Moving Isle of Kadena cannot attack unless it is counterattacking.
Steal Mana | If Moving Isle of Kadena is summoned to a non-Water field, its
           | summoner will steal mana equal to the number of Water fields from
           | their opponent.
Destroy    | if Moving Isle of Kadena is on a Fire field.

[#030] DON OF VENOA
Set 1 Water (Rare)
Race: Titan        Aff: Corsez Family
Cost Sum: 5  Act: 3  Rot: 3
HP: 3        Atk: 2
Range (Primary Form): 1F & 1B
Range (Secondary Form): 1F & 1B & 1L & 1R 
Counter: F, B, L, R
Blind: none
Other info
Secondary Form   | while it is on a Water field.
+ Dodge Attempt  | Don of Venoa gains one Dodge attempt for each adjacent
                 | enemy.
+1 Dodge Attempt | on adjacent allied creatures.

[#031] DRAGON OF VOICE SEA
Set 1 Water (Rare)
Race: Dragon       Aff: Tritonan Queendom
Cost Sum: 7  Act: 4  Rot: 4
HP: 8        Atk: 5+
Range: 1F, 2F
Counter: F
Blind: B
Other info
+ Attack    | Dragon of Voice Sea's attack is equal to 5 plus the number of
            | other Water creatures on the board.
Draw 1 Card | While Dragon of Voice Sea is on a Water field, if its summoner
            | summons a creature adjacent to Dragon of Voice Sea, they draw 1
            | card.

[#032] MERCENARY SAVIOR LATOO
Set 1 Water (Ultra Rare)
Race: Hero         Aff: Tritonan Queendom
Cost Sum: 3  Act: 2  Rot: 2
HP: 3        Atk: 2 / 3
Range: 1F & 2F
Counter: F
Blind: B
Other info
+1 Dodge Attempt | on Mercenary Savior Latoo.
+1 Attack        | on Mercenary Savior Latoo while attacking if at least one
                 | target creature is on a Water field.
+1 Dodge Attempt | on allied creatures on Water fields.
Note: You can have only 1 Hero card in your deck.

[#033] SIAM, TRAITOR OF THE SEAS
Set 1 Water (Ultra Rare) (Phantom)
Race: Betrayer     Aff: Siam Pirates
Cost Sum: 3  Act: 2  Rot: 2
HP: 4        Atk: 2 (*2) / 3 (*2)
Range: 1F
Counter: F
Blind: B
Other info
Double Atk | Siam, Traitor of the Seas attacks the same target twice. The
           | target creature's counterattack occurs after the second attack.
+1 Attack  | on Siam, Traitor of the Seas while attacking a Water creature.
-1 Attack  | on enemy creatures on Water fields.
Note: You can have only 1 Betrayer card in your deck.

[#034] IMPOSTER QUEEN ANFISA
Set 1 Water (Ultra Rare)
Race: Noble        Aff: Tritonan Queendom
Cost Sum: 6  Act: 2  Rot: 2 (Lock)
HP: 5        Atk: 2
Range: Magic attack
Blind: B
Other info
Possession | of adjacent enemy creatures while Imposter Queen Anfisa is on a
           | Water field.
Note: You can have only 1 Noble card in your deck.

[#035] GODDESS TRITONA
Set 1 Water (Ultra Rare)
Race: God          Aff: Unknown
Cost Sum: 9- Act: 5  Rot: 5 (Lock)
HP: 9        Atk: 3
Range: Magic attack (attacks all enemy creatures on non-Water fields)
Blind: none
Other info
Incarnation | Sacrifice an allied Water creature to summon Goddess Tritona in
            | its place (facing any direction) by paying the difference in the
            | Summoning Cost. Goddess Tritona cannot attack on this turn. This
            | does not end the allied summoner's turn.
Destroy     | if Goddess Tritona is on a Biolith field.
Note: You can have only 1 God card in your deck.

[#036] BLUE CUBIC
Set 1 Water (Rare)
Race: Egg          Aff: Unknown
Cost Sum: 1  Act: -  Rot: 1
HP: 1        Atk: no attack
Blind: B, L, R
Other info
Transform | 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 this turn. This does not end the
          | allied summoner's turn.

[#037] VERZAR CANINE
Set 1 Earth (Common)
Race: Beast        Aff: Val na Vos
Cost Sum: 1  Act: 1  Rot: 1
HP: 1        Atk: 1
Range: 1F
Counter: F
Blind: B
Other info:
+1 Protection | on adjacent allied creatures.

[#038] VERZAR FOOT SOLDIER
Set 1 Earth (Common)
Race: Human        Aff: Val na Vos
Cost Sum: 1  Act: 1  Rot: 1
HP: 2        Atk: 1 / 2
Range: 1F
Counter: F
Blind: B
Other info:
+1 Attack | on Verzar Foot Soldier if there is at least one other allied Verzar
          | Foot Soldier on the board.

[#039] STONE WING DWARF
Set 1 Earth (Common)
Race: Dwarf        Aff: Hammer Valley
Cost Sum: 1  Act: 1  Rot: 1
HP: 1        Atk: 1
Range: 1F / 1B / 1L / 1R
Counter: F, B, L, R
Blind: None
Other info:
+ Protection | Stone Wing Dwarf gains Protection equal to the number of allied
             | #041 Giant Axe Dwarves on the board.

[#040] SKELETON SOLDIER
Set 1 Earth (Common)
Race: Undead       Aff: Novogus Dynasty
Cost Sum: 2  Act: 1  Rot: 1
HP: 2        Atk: 1
Range: 1F & 1L
Counter: F, L
Blind: B, R
Other info:
+1 Mana | If Skeleton Soldier is destroyed, its summoner gains 1 mana in
        | addition to its exit mana.

[#041] GIANT AXE DWARF
Set 1 Earth (Common)
Race: Dwarf        Aff: Hammer Valley
Cost Sum: 2  Act: 1  Rot: 1
HP: 3        Atk: 1+
Range: 1F
Counter: F
Blind: B
Other info:
+ Attack | Giant Axe Dwarfs' attack is equal to 1 plus the number of allied
         | #039 Stone Wing Dwarves on the board.

[#042] SPIDER NINJA
Set 1 Earth (Uncommon)
Race: Human        Aff: Yaksha
Cost Sum: 3  Act: 2  Rot: 2
HP: 2        Atk: 1
Range: Magic attack
Blind: B
Other info:
Invisibility | on Spider Ninja while there is at least one allied #024 Wolf
             | Ninja on the board.
Switch       | If Spider Ninja hits (but does not destroy) a creature on an
             | Earth field, it switches locations with that creature.

[#043] NOVOGUS CATAPULT
Set 1 Earth (Uncommon)
Race: Weapon       Aff: Novogus Dynasty
Cost Sum: 3  Act: 1  Rot: 1
HP: 4        Atk: 2
Range: 2F
Counter: F
Blind: B
Other info:
+ Mana | If Novogus Catapult is destroyed, its summoner gains mana equal to the
       | number of Earth fields in addition to its exit mana.

[#044] DARK YOKOZUNA SEKIMARU
Set 1 Earth (Uncommon)
Race: Titan        Aff: Val na Vos
Cost Sum: 3  Act: 2  Rot: 2
HP: 3        Atk: 2
Range: 1F
Counter: F
Blind: B
Other info:
Push Back | If Dark Yokozuna Sekimaru hits (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.

[#045] SE HOLLYN FORTRESS
Set 1 Earth (Uncommon)
Race: Base         Aff: Val na Vos
Cost Sum: 4  Act: -  Rot: 2
HP: 4        Atk: 1
Range: 1F / 1B / 1L / 1R
Counter: F, B, L, R
Blind: none
Other info:
Fortress      | Se Hollyn Fortress cannot attack unless unless it is
              | counterattacking.
+2 Protection | on adjacent allied creatures.
Destroy       | if Se Hollyn Fortress is on a Wood field.

[#046] NOVOGUS GOLEM
Set 1 Earth (Rare)
Race: Beast        Aff: Novogus Dynasty
Cost Sum: 4  Act: 2  Rot: 2
HP: 3        Atk: 2
Range: 1F
Counter: F
Blind: B
Other info:
+ Protection | Novogus Golem gains Protection equal to the number of empty
             | fields.

[#047] DUNGEON OF TEN TYRANTS
Set 1 Earth (Uncommon)
Race: Base         Aff: Val na Vos
Cost Sum: 4  Act: -  Rot: 2
HP: 4        Atk: 1
Range: 1F / 1B / 1L / 1R
Counter: F, B, L, R
Blind: none
Other info:
Fortress | Dungeon of Ten Tyrants cannot attack unless it is counterattacking.
+1 Mana  | While Dungeon of Ten Tyrants is on a non-Earth field, its summoner
         | gains 1 mana during their Resolution phase.
Destroy  | if Dungeon of Ten Tyrants is on a Wood field.

[#048] VERZAR ELEPHANT BRIGADE
Set 1 Earth (Uncommon)
Race: Elemental    Aff: Val na Vos
Cost Sum: 5  Act: 3  Rot: 3
HP: 5        Atk: 2
Range (Primary Form): 1F & 2F
Range (Secondary Form): 1F
Counter: F
Blind: B
Other info:
Secondary Form  | while Verzar Elephant Brigade is on an Earth field.
+2 Attack       | on adjacent allied creatures while Verzar Elephant Brigade is
                | on an Earth field.
+1 Act/Rot Cost | on adjacent allied creatures while Verzar Elephant Brigade is
                | on an Earth field.

[#049] UNDEAD DRAGON
Set 1 Earth (Rare)
Race: Dragon       Aff: Novogus Dynasty
Cost Sum: 7  Act: 4  Rot: 4
HP: 8        Atk: 5+
Range: 1F / 2F
Counter: F
Blind: B
Other info:
+ Attack | Undead Dragon's attack is equal to 5 plus the number of other Earth
         | creatures on the board.
+1 Mana  | While Undead Dragon is on an Earth Field, its summoner gains 1 mana
         | whenever an adjacent allied creature is destroyed in addition to its
         | exit mana.

[#050] ARELAI THE PROTECTOR
Set 1 Earth (Ultra Rare)
Race: Hero         Aff: Saint Val Devotee
Cost Sum: 3  Act: 2  Rot: 2
HP: 3        Atk: 2 / 3
Range: 1F & 1B
Counter: F, B
Blind: none
Other info:
+ Protection  | Arelai the Protector gains Protection equal to the number of
              | Earth fields.
+1 Attack     | on Arelai the Protector while attacking if at least one target
              | creature is on an Earth field.
+1 Protection | on allied creatures on Earth fields.
Note: You can have only 1 Hero card in your deck.

[#051] BLACKHOOD DWARF VULITRA
Set 1 Earth (Ultra Rare) (Phantom)
Race: Betrayer     Aff: Blackhoods
Cost Sum: 3  Act: 2  Rot: 2
HP: 4        Atk: 2 / 3
Range: 1F & 2F
Counter: F
Blind: B
Other info:
+1 Attack       | on Blackhood Dwarf Vulitra while attacking if at least one
                | target creature is an Earth creature.
Discard Card(s) | If Blackhood Dwarf Vulitra is destroyed on a non-Earth field,
                | the opposing player must discard cards equal to the number
                | of Earth fields.
Note: You can have only 1 Betrayer card in your deck.

[#052] UNDEAD KING NOVOGUS
Set 1 Earth (Ultra Rare)
Race: Noble        Aff: Novogus Dynasty
Cost Sum: 6  Act: 3  Rot: 3 (Lock)
HP: 6        Atk: 2
Range: Magic attack
Counter: None
Blind: B
Other info:
Fieldquake | If Undead King Novogus is on a non-Earth field and hits a
           | creature, fieldquake the target creature's field. The target
           | creature cannot counterattack.
Note: You can have only 1 Noble card in your deck.

[#053] NOVOGUS GRAVEKEEPER
Set 1 Earth (Ultra Rare)
Race: God          Aff: Unknown
Cost Sum: 9- Act: 5  Rot: 5 (Lock)
HP: 9        Atk: 3
Range: Magic attack (attacks all enemy creatures on non-Earth fields)
Blind: None
Other info:
Incarnation | Sacrifice an allied Earth creature to summon Novogus Gravekeeper
            | in its place (facing any direction) by paying the difference in
            | the Summoning Cost. Novogus Gravekeeper cannot attack on this
            | turn. This does not end the allied summoner's turn.
Destroy     | if Novogus Gravekeeper is on a Biolith field.
Note: You can have only 1 God card in your deck.

[#054] YELLOW CUBIC
Set 1 Earth (Rare)
Race: Egg          Aff: Unknown
Cost Sum: 1  Act: -  Rot: 1
HP: 1        Atk: no attack
Blind: B, L, R
Other info:
Transform | Sacrifice Yellow Cubic to summon a non-cubic Earth creature in its
          | place (facing any direction) without paying the Summoning Cost. The
          | summoned creature cannot attack this turn. This does not end the
          | allied summoner's turn.

[#055] LEAPFROG BANDIT
Set 1 Wood (Common)
Race: Anthromorph  Aff: Green Bandits 
Cost Sum: 1  Act: 1  Rot: 1
HP: 1        Atk: 1
Range: 2F
Counter: F
Blind: B
Other info:
Discard 1 Card | If Leapfrog Bandit is destroyed on a non-Wood field, the
               | opposing player must discard 1 card.

[#056] GREEN LYCANTHROPE
Set 1 Wood (Common)
Race: Anthromorph  Aff: Til Vorg Monarchy
Cost Sum: 1  Act: 1  Rot: 1
HP: 1 / 4    Atk: 0 / 2 
Range: 1F
Counter: F
Blind: B
Other info:
Secondary Form | When summoned, Green Lycanthrope transforms into his Secondary
               | form half the time.
+3 HP          | on Green Lycanthrope in his Secondary Form.
+2 Attack      | on Green Lycanthrope in his Secondary Form.

[#057] BEWITCHING ELF ARCHERESS
Set 1 Wood (Common)
Race: Elf          Aff: Northern Forces
Cost Sum: 1  Act: 1  Rot: 1
HP: 2        Atk: 1
Range: 2F
Counter: F
Blind: B
Other info:
Rotate | When Bewitching Elf Archeress hits (but does not destroy) a creature,
       | that creature is rotated 180 degrees and cannot counterattack.

[#058] SLEEPTRAP
Set 1 Wood (Common)
Race: Plant        Aff: None
Cost Sum: 2  Act: 1  Rot: 1
HP: 2        Atk: 0
Range: 1F
Counter: F
Blind: B
Other info:
+1 Act/Rot Cost | on adjacent enemy creatures.

[#059] ELVEN BERSERKER MAIDEN
Set 1 Elf (Uncommon)
Race: Elf          Aff: Black Forest
Cost Sum: 2  Act: 2  Rot: 2
HP: 3        Atk: 1 / 3
Range: 1F / 2F
Counter: F
Blind: B
Other info:
Secondary Form   | while Elven Berserker Maiden's HP is equal to 1. If she
                 | gains any HP, she reverts back to her Primary Form.
+2 Attack        | on Elven Berserker Maiden while she is in her Secondary
                 | Form.
+1 Dodge Attempt | on Elven Berserker Maiden while she is in her Secondary
                 | Form.

[#060] SAMURAI NAGIRASHU
Set 1 Wood (Uncommon)
Race: Human        Aff: Nagirashu
Cost Sum: 2  Act: 2  Rot: 2
HP: 2        Atk: 2
Range: 1F
Counter: F
Blind: B
Other info:
Discard 1 Card | If Samurai Nagirashu is destroyed on a Wood field, the
               | opposing player must discard 1 card.

[#061] TWIN GOBLINS
Set 1 Wood (Common)
Race: Goblin       Aff: Green Bandits
Cost Sum: 2  Act: 1  Rot: 1
HP: 3        Atk: 1
Range: 1F & 1B
Counter: F, B
Blind: None
Other info:
none

[#062] SWALLOW NINJA
Set 1 Wood (Uncommon)
Race: Human        Aff: Yaksha
Cost Sum: 3  Act: 2  Rot: 2
HP: 3        Atk: 1
Range: 1F & 2F
Counter: F
Blind: B
Other info:
Invisibility | on Swallow Ninja while there is at least one allied #005 Firefly
             | Ninja on the board.
Rotate       | When Swallow Ninja hits (but does not destroy) a creature, that
             | creature is rotated so that its back faces Swallow Ninja. The
             | target creature cannot counterattack.

[#063] JUNO TREE HAUNT
Set 1 Wood (Rare)
Race: Titan        Aff: Northern Forces
Cost Sum: 3  Act: 1  Rot: 1
HP: 1        Atk: 2
Range: 1F / 2F
Counter: F
Blind: B
Other info:
Perfect Dodge | on Juno Tree Haunt.
Destroy       | if Juno Tree Haunt is on a non-Wood field.

[#064] ELVEN RIDER
Set 1 Wood (Uncommon)
Race: Elf          Aff: Til Vorg Monarchy
Cost Sum: 4  Act: 2  Rot: 2
HP: 4        Atk: 2
Range: 1F & 2F
Counter: F
Blind: B
Other info:
Discard Card(s) | If Elven Rider is destroyed on a non-Wood field, the opposing
                | player must discard cards equal to the number of Wood fields.

[#065] JUNO PRISONER TRAP
Set 1 Wood (Uncommon)
Race: Plant        Aff: Black Forest
Cost Sum: 4  Act: -  Rot: 2
HP: 4        Atk: 0
Range: 1F / 1B / 1L / 1R
Counter: F, B, L, R
Blind: none
Other info:
Fortress | Juno Prisoner Trap cannot attack unless it is counterattacking.
+1 HP    | When an enemy creature is summoned adjacent to Juno Prisoner Trap,
         | all other allied creatures gain 1 HP.
Destroy  | if Juno Prisoner Trap is on an Earth field.

[#066] ELVEN DEATH DANCER
Set 1 Wood (Rare)
Race: Elf          Aff: Black Forest
Cost Sum: 5  Act: 4  Rot: 4
HP: 3        Atk: 1
Range: Magic attack
Blind: B
Other info:
Switch          | If Elven Death Dancer hits (but does not destroy) a creature,
                | she switches locations with that creature (who cannot
                | counterattack).
+3 Act/Rot Cost | on adjacent enemy creatures.

[#067] JUNO FOREST DRAGON
Set 1 Wood (Rare)
Race: Dragon       Aff: Til Vorg Monarchy
Cost Sum: 7  Act: 4  Rot: 4
HP: 8        Atk: 5+
Range: 1F / 2F
Counter: F
Blind: B
Other info:
+ Attack        | Juno Forest Dragon's attack is equal to 5 plus the number of
                | other Wood creatures on the board.
+2 Act/Rot Cost | on adjacent enemy creatures while Juno Forest Dragon is on a
                | Wood field.

[#068] EDIN THE PERSECUTED
Set 1 Wood (Ultra Rare)
Race: Hero         Aff: Northern Forces
Cost Sum: 3  Act: 2  Rot: 2
HP: 3        Atk: 2 / 3
Range: Magic attack
Blind: B
Other info:
+1 Attack    | on Edin the Persecuted while attacking a creature on a Wood
             | field.
Invisibility | on Allied creatures on Wood fields.
Note: You can have only 1 Hero card in your deck.

[#069] INQUISITOR KOOG
Set 1 Wood (Ultra Rare) (Phantom)
Race: Betrayer     Aff: Church of Parmus
Cost Sum: 3  Act: 2  Rot: 2
HP: 3        Atk: 2 / 3
Range: 1F / 1L / 1R
Counter: F, L, R
Blind: B
Other info:
+1 Attack | on Inquisitor Koog while attacking a Wood creature.
+ Mana    | If Inquisitor Koog is destroyed, its summoner will gain mana equal
          | to the number of enemy creatures on the board in addition to the
          | exit mana.
Note: You can have only 1 Betrayer card in your deck.

[#070] GREEN ERLKING ZOMBA
Set 1 Wood (Ultra Rare)
Race: Noble        Aff: Green Bandits
Cost Sum: 6  Act: 3  Rot: 3 (Lock)
HP: 6        Atk: 3
Range (Primary Form): 1F & 2F
Range (Secondary Form): 1F
Counter: F
Blind: B
Other info:
Secondary Form | while Green Erlking Zomba is on a Wood field.
Discard 1 Card | While Green Erlking Zomba is on a Wood field, each time an
               | allied creature is destroyed, the opposing player must discard
               | 1 card.
Note: You can have only 1 Noble card in your deck.

[#071] EXALTED ELVEN DEITY
Set 1 Wood (Ultra Rare)
Race: God          Aff: Unknown
Cost Sum: 9- Act: 5  Rot: 5 (Lock)
HP: 9        Atk: 3
Range: Magic attack (attacks all enemy creatures on non-Wood fields)
Blind: none
Other info:
Incarnation | Sacrifice an allied Wood creature to summon Exalted Elven Deity
            | in its place (facing any direction) by paying the difference in
            | the Summoning Cost. Exalted Elven Deity cannot attack on this
            | turn. This does not end the allied summoner's turn.
Destroy     | if Exalted Elven Deity is on a Biolith field.
Note: You can have only 1 God card in your deck.

[#072] GREEN CUBIC
Set 1 Wood (Rare)
Race: Egg          Aff: Unknown
Cost Sum: 1  Act: -  Rot: 1
HP: 1        Atk: no attack
Blind: B, L, R
Other info:
Transform | 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 this turn. This does not end
          | the allied summoner's turn.

[#073] BIOLITH BOMBER
Set 1 Biolith (Common)
Race: Blitz        Aff: Biolith Castle
Cost Sum: 3  Act: 2  Rot: 2 (Lock)
HP: 3        Atk: 1 / 3
Range: 1F / 2F / 1B / 2B / 1L / 2L / 1R / 2R
Counter: F, B, L, R
Blind: none
Other info:
+2 Attack | on Biolith Bomber while attacking a creature who has a Summoning
          | Cost of 2 or lower.

[#074] BIOLITH STINGER
Set 1 Biolith (Rare)
Race: Bug          Aff: Biolith Castle
Cost Sum: 3  Act: 2  Rot: 2 (Lock)
HP: 1        Atk: 0
Range: F / B / L / R
Counter: F, B, L, R
Blind: none
Other info:
+1 Dodge Attempt | on Biolith Stinger.
Switch           | If Biolith Stinger hits (but does not destroy) a creature,
                 | it switches locations with that creature (who cannot
                 | counterattack).

[#075] IMPERIAL BIOLITH GUARD
Set 1 Biolith (Common)
Race: Mech         Aff: Biolith Castle
Cost Sum: 3  Act: 2  Rot: 2 (Lock)
HP: 4        Atk: 2
Range: 1L & 1R
Counter: L, R
Blind: none
Other info:
+1 Mana | The allied summoner gains 1 mana each time they summon a creature to
        | a Biolith field.

[#076] BIOLITH BATTLE CHARIOT
Set 1 Biolith (Common)
Race: Weapon       Aff: Biolith Castle
Cost Sum: 4  Act: 4  Rot: 4 (Lock)
HP: 5        Atk: 3
Range: 1F & 1R
Counter: F, R
Blind: B
Other info:
none

[#077] MORNING STAR WARRIOR
Set 1 Biolith (Common)
Race: Mech         Aff: Biolith Castle
Cost Sum: 4  Act: 2  Rot: 2 (Lock)
HP: 3        Atk: 2 / 4
Range: 1F / 2F
Counter: F
Blind: B
Other info:
+2 Attack    | on Morning Star Warrior while attacking a creature who has 5 or
             | more HP.
+ Protection | Morning Star Warrior gains Protection equal to the number of
             | allied Biolith creatures (including itself).

[#078] BIOLITH NINJA
Set 1 Biolith (Rare)
Race: Mech         Aff: Biolith Castle
Cost Sum: 4  Act: 2  Rot: 2 (Lock)
HP: 4        Atk: 2
Range: 1F
Counter: F
Blind: B
Other info:
Perfect Dodge | on Biolith Ninja while it is on a Biolith field.
Back Attack   | Biolith Ninja will always attack the back of its target. If the
              | target can counterattack from behind then it will counterattack
              | Biolith Ninja. Targets with Quickness will assume Biolith Ninja
              | will attack normally.

[#079] BEHEMOTH GROUNDBREAKER
Set 1 Biolith (Uncommon)
Race: Weapon       Aff: Biolith Castle
Cost Sum: 4  Act: 3  Rot: 3 (Lock)
HP: 4        Atk: 1
Range: 1F
Counter: F
Blind: B
Other info:
Fieldquake | When Behemoth Groundbreaker is summoned, fieldquake all adjacent
           | fields.

[#080] DRAGOON DRAGON CAVALRY
Set 1 Biolith (Uncommon)
Race: Mech         Aff: Biolith Castle
Cost Sum: 5  Act: 3  Rot: 3 (Lock)
HP: 5        Atk: 3 (*2)
Range: 1F
Counter: F
Blind: B
Other info:
Double Atk | Dragoon Dragon Cavalry attacks the same target twice. The target's
           | counterattack occurs after the second attack.
-3 Attack  | on enemy dragons.

[#081] TAURUS MONOLITH
Set 1 Biolith (Uncommon)
Race: Titan        Aff: Biolith Castle
Cost Sum: 5  Act: 3  Rot: 3 (Lock)
HP: 6        Atk: 3
Range: 1F & 2F
Counter: F
Blind: B
Other info:
Push Back | If Taurus Monolith hits (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.

[#082] AEGIS CITADEL
Set 1 Biolith (Rare)
Race: Base         Aff: Biolith Castle
Cost Sum: 5  Act: -  Rot: 3 (Lock)
HP: 5        Atk: 1
Range: 1F / 1B / 1L / 1R
Counter: F, B, L, R
Blind: none
Other info:
Fortress     | Aegis Citadel cannot attack unless it is counterattacking.
Invisibility | on all other allied creatures of the same element as the field
             | Aegis Citadel is on.

[#083] ARC SATELLITE CANNON
Set 1 Biolith (Rare)
Race: Blitz        Aff: Biolith Castle
Cost Sum: 5  Act: 4  Rot: 4 (Lock)
HP: 5        Atk: 4
Range: Magic attack
Blind: B
Other info:
none

[#084] OUROBOROS DRAGON
Set 1 Biolith (Ultra Rare)
Race: Dragon       Aff: Biolith Castle
Cost Sum: 7  Act: 4  Rot: 4 (Lock)
HP: 10       Atk: 7+
Range: 1F / 2F
Counter: F
Blind: B
Other info:
+ Attack   | Ouroboros Dragon's attack is equal to 7 plus the number of other
           | Biolith creatures on the board.
No Control | While Ouroboros Dragon is on a Biolith field, no field can be
           | fieldquaked or exchanged.
Note: You can have only 1 Ouroboros Dragon card in your deck.

[#085] TINO, SON OF SCION
Set 1 Biolith (Ultra Rare)
Race: Hero         Aff: Biolith Castle
Cost Sum: 4  Act: 3  Rot: 3 (Lock)
HP: 4        Atk: 1+
Range: Magic attack (attacks enemy creatures of the same element as the target)
Blind: B
Other info:
+ Attack | While Tino, Son of Scion is on a Biolith field, his attack is equal
         | to 1 plus the number of other allied Biolith creatures.
+ 1 Mana | The allied summoner gains 1 mana each time they summon a creature.
Note: You can have only 1 Hero card in your deck.

[#086] WORMAK, BIOLITH HEIR
Set 1 Biolith (Ultra Rare)
Race: Betrayer     Aff: Biolith Castle
Cost Sum: 4  Act: 2  Rot: 2 (Lock)
HP: 4        Atk: 2+
Range: Magic attack
Blind: B
Other info:
+ Attack | If the target is an enemy Biolith, Wormak, Biolith Heir's attack is
         | equal to 2 plus the number of non-Biolith creatures on the board.
+1 Mana  | The allied summoner gains 1 mana each time an enemy creature is
         | summoned.
Note: You can have only 1 Betrayer card in your deck.

[#087] SCION, BIOLITH LORD
Set 1 Biolith (Ultra Rare)
Race: Noble        Aff: Biolith Castle
Cost Sum: 6  Act: 3  Rot: 3 (Lock)
HP: 5        Atk: 2
Range: Magic attack (attacks enemy creatures of the same element as the target)
Blind: B
Other info:
-2 Act/Rot Cost | on all other allied Biolith creatures.
Note: You can have only 1 Noble card in your deck.

[#088] GUARDIAN WATCHTOWER
Set 1 Biolith (Ultra Rare)
Race: Ancient      Aff: Biolith Castle
Cost Sum: 6  Act: 3 Rot: 3 (Lock)
HP: 10       Atk: 1
Range: Magic attack (attacks enemy creatures of the same element as the target)
Blind: none
Other info:
Rotate | When Guardian Watchtower hits (but does not destroy) a creature, that
       | creature is rotated 180 degrees and cannot counterattack.
+ Mana | While an allied #087 Scion, Biolith Lord is on the board, The allied
       | summoner gains mana equal to the number of allied creatures during
       | their Resolution Phase.
Note: You can have only 1 Ancient card in your deck.

[#089] PHASEUS, BIOLITH GOD
Set 1 Biolith (Ultra Rare)
Race: God          Aff: Biolith Castle
Cost Sum: 9- Act: 6  Rot: 6 (Lock)
HP: 12       Atk: 4
Range: Magic attack (attacks all enemy creatures)
Blind: none
Other info:
Incarnation | Sacrifice an allied Biolith creature to summon Phaseus, Biolith
            | God in its place (facing any direction) by paying the difference
            | in the Summoning Cost. Phaseus, Biolith God cannot attack on this
            | turn. This does not end the allied summoner's turn.
Destroy     | if Phaseus, Biolith God is on a non-Biolith field.
Note: You can have only 1 God card in your deck.

[#090] WHITE CUBIC
Set 1 No Element (Ultra Rare)
Race: Egg          Aff: Unknown
Cost Sum: 1  Act: -  Rot: 1
HP: 1        Atk: no attack
Blind: B, L, R
Other info:
Transform        | Sacrifice White Cubic to summon any creature in its place
                 | (facing any direction) without paying the Summoning Cost.
                 | This summoned creature cannot attack this turn. This does
                 | not end the allied summoner's turn.
+1 Dodge Attempt | on White Cubic.
Note: You can have only 1 White Cubic card in your deck.

[#091] PARMETIC HOLY FEAST
Set 1 Spell (Uncommon)
Type: Ritual       Cost: Discard 1 creature
+2 Mana | The spellcaster gains 2 Mana.
How to use:
1: Offer this card to the eye.
2: Offer the discarded creature card to the eye.
Note: You can have only 1 Parmetic Holy Feast card and a maximum of 3 Ritual
      cards in your deck.

[#092] GOGHLIE ALTAR
Set 1 Spell (Uncommon)
Type: Ritual       Cost: nothing
+ Mana | Both players gain mana equal to the number of enemy creatures on the
       | board.
How to use:
1: Offer this card to the eye.
Note: You can have only 1 Goghlie Altar card and a maximum of 3 Ritual cards
      in your deck.

[#093] SUMMONER MESMER'S LAPSE
Set 1 Spell (Uncommon)
Type: Ritual       Cost: Discard 1 creature
- Mana |The opposing player loses mana equal to the summoning cost of the
       |discarded creature.
How to use:
1: Offer this card to the eye
2: Offer the discarded creature card to the eye.
Note: You can have only 1 Summoner Mesmer's Lapse card and a maximum of 3
      Ritual cards in your deck.

[#094] BEGUILING FOG
Set 1 Spell (Common)
Type: Conjuration  Cost: nothing
Rotate | any one creature in any direction.
How to use:
1: Place this card on top of the target creature pointing in the direction you
   wish the creature to face.
2: If the target creature card is on your playing mat, rotate the card in the
   required direction as shown on the screen.

[#095] YUGA'S MESMERIZING FOG
Set 1 Spell (Common)
Type: Conjuration  Cost: 1 Mana
Rotate | all enemy creatures adjacent to the targeted creature so that their
       | backs are facing that creature.
How to use:
1: Place this card on top of the target creature.
2: If the affected creature cards are on your playing mat, rotate the cards in
   the required direction as shown on the screen.

[#096] CLARE WIL'S BANNER
Set 1 Spell (Common)
Type: Conjuration  Cost: 1 Mana
+2 Attack | on one targeted allied creature until the end of the spellcaster's
          | turn.
How to use:
1: Place this card on top of the target creature.

[#097] HEALING SHOWER
Set 1 Spell (Common)
Type: Conjuration  Cost: 2 Mana
+3 HP | on all allied creatures of the same element as the target.
How to use:
1: Place this card on top of an allied creature belonging to the desired
   element.

[#098] FISSURES OF GOGHLIE
Set 1 Spell (Common)
Type: Conjuration  Cost: 2 Mana
Fieldquake | any one field.
How to use:
1: Place this card on top of the target field.

[#099] GREAT TOLICORE QUAKE
Set 1 Spell (Rare)
Type: Conjuration  Cost: 4 Mana
Fieldquake | all fields of the same element as the target.
How to use:
1: Place this card on top of a field belonging to the desired element.

[#100] SUMMONER MESMER'S ERRAND
Set 1 Spell (Common)
Type: Conjuration  Cost: 1 Mana
Draw 2 Cards | The Spellcaster draws two cards.
How to use:
1: Offer this card to the eye.
2: Draw 2 cards.

[#101] TINOAN TELEKINESIS
Set 1 Spell (Uncommon)
Type: Conjuration  Cost: 2 Mana
Switch | Move 1 allied creature to an empty field without changing its
       | orientation.
How to use:
1: Place this card on top of the target creature.
2: Either place the Action Card on top of the target field or use the
   directional buttons on your Playstation controller to highlight the target
   field and press X.
3: Move the trageted creature card to the target field.

[#102] TINOAN TELEPORTATION
Set 1 Spell (Uncommon)
Type: Conjuration  Cost: 3 Mana
Switch | Switch the locations of two allied creatures without changing their
       | orientations.
How to use:
1: Place this card on top of the first target creature.
2: Place this card on top of the second target creature.
3: Swap the two creature cards.

[#103] SCIONDAR INFERNO
Set 1 Spell (Uncommon)
Type: Dominion     Cost: Discard 2 creatures (at least one must be a Fire
                         creature)
Magic Attack | Attacks enemy creatures on and adjacent to a targeted Fire field
             | for damage equal to the number of Fire fields.
How to use:
1: Place this card on top of the target field.
2: Offer your first discarded card to the eye.
3: Offer your second discarded card to the eye.
Note: You can have a maximum of 3 Dominion cards in your deck.

[#104] ICE FLOOD OF OKUNADA
Set 1 Spell (Uncommon)
Type: Dominion     Cost: Discard 2 creatures (at least one must be a Water
                         creature)
Magic Attack | Attacks enemy creatures on and adjacent to a targeted Water
             | field for damage equal to the number of Water fields.
How to use:
1: Place this card on top of the target field.
2: Offer your first discarded card to the eye.
3: Offer your second discarded card to the eye.
Note: You can have a maximum of 3 Dominion cards in your deck.

[#105] FIST OF VERZAR
Set 1 Spell (Uncommon)
Type: Dominion     Cost: Discard 2 creatures (at least one must be a Earth
                         creature)
Magic Attack | Attacks enemy creatures on and adjacent to a targeted Earth
             | field for damage equal to the number of Earth fields.
How to use:
1: Place this card on top of the target field.
2: Offer your first discarded card to the eye.
3: Offer your second discarded card to the eye.
Note: You can have a maximum of 3 Dominion cards in your deck.

[#106] WRATHFUL WINDS OF JUNO
Set 1 Spell (Uncommon)
Type: Dominion     Cost: Discard 2 creatures (at least one must be a Wood
                         creature)
Magic Attack | Attacks enemy creatures on and adjacent to a targeted Wood field
             | for damage equal to the number of Wood fields.
How to use:
1: Place this card on top of the target field.
2: Offer your first discarded card to the eye.
3: Offer your second discarded card to the eye.
Note: You can have a maximum of 3 Dominion cards in your deck.

[#107] BLINDING SKIES
Set 1 Spell (Ultra Rare) (Lock)
Type: Dominion     Cost: Discard 2 creatures (at least one must be a Biolith
                         creature)
Magic Attack | Attacks enemy creatures on and adjacent to all Biolith fields
             | for damage equal to the number of Biolith fields.
How to use:
1: Offer this card to the eye.
2: Offer your first discarded card to the eye.
3: Offer your second discarded card to the eye.
Note: You can have only 1 Blinding Skies card in your deck. If you have a
      Blinding Skies card in your deck you cannot add any more Dominion cards.

[#108] SCION'S RIOTOUS IMPUNITY
Set 1 Spell (Rare)
Type: Sorcery      Cost: 2 Mana
Engage | Starting from the center field, all creatures engage in battle,
       | clockwise one at a time. Playing this card ends the casters' turn.
How to use:
1: Place this card on top of the center field pointing in the direction you
   wish the battle to start.

[#109] SEER VIZAK'S CALAMITY
Set 1 Spell (Rare)
Type: Sorcery      Cost: 5 Mana
Fieldquake | all fields. Playing this card ends the spellcaster's turn.
How to use:
1: Offer this card to the eye.

[#110] CALL OF TIMELESS JUNO
Set 1 Spell (Rare)
Type: Sorcery      Cost: 5 Mana
Exchange | any two fields. Creatures remain in the same location while the
         | fields are exchanged. Playing this card ends the spellcaster's turn.
How to use:
1: Place this card on top of the first target field.
2: Place this card on top of the second target field.

-Set 2

[#111] FLAME NOVICE
Set 2 Fire (Common)
Race: Human        Aff: Cult of Mourning
Cost Sum: 1  Act: 1  Rot: 1
HP: 1        Atk: 1 / 2
Range: 1F
Counter: F
Blind: B
Other info:
+1 Attack | on Flame Novice while attacking half the time.
- HP      | Each adjacent enemy creature loses 1 HP for each of its Dodge
          | Attempts. Any lost HP is restored if Flame Novice is moved or
          | destroyed or the enemy creatures lose their Dodge Attempt(s).
          | Creatures with Perfect Dodge are not affected.

[#112] FLAME GUARD RECRUIT
Set 2 Fire (Common)
Race: Demon        Aff: Dhees Empire
Cost Sum: 1  Act: 1  Rot: 1
HP: 2        Atk: 0 / 2
Range: 1F & 1B
Counter: F, B
Blind: L, R
Other info:
+2 Attack | on Flame Guard Recruit while attacking if at least one target
          | creature is on a Water field.

[#113] FLAME LIZARD ARCHER
Set 2 Fire (Common)
Race: Lizard       Aff: Dhees Empire
Cost Sum: 2  Act: 2  Rot: 2
HP: 2        Atk: 1 (*2)
Range: 2F
Counter: F
Blind: B
Other info:
Double Atk | Flame Lizard Archer attacks the same target twice. The target's
           | counterattack occurs after the second attack.

[#114] PARTMOLE WARHOUND
Set 2 Fire (Common)
Race: Beast        Aff: Dhees Empire
Cost Sum: 2  Act: 1  Rot: 1
HP: 2        Atk: 1
Range: 1F
Counter: F
Blind: B
Other info:
+1 Magic Protection | on adjacent allied creatures.
Return              | on Partmole Warhound.

[#115] PARTMOLE AXETHROWER
Set 2 Fire (Common)
Race: Lizard       Aff: Dhees Empire
Cost Sum: 3  Act: 3  Rot: 3
HP: 2        Atk: 2
Range: 1F / 2F / 1L / 2L / 1R / 2R
Counter: F, L, R
Blind: B
Other info:
Quickness | on Partmole Axethrower.

[#116] BEACON OF CAI-SHAE
Set 2 Fire (Common)
Race: Weapon       Aff: Cai-Shae
Cost Sum: 3  Act: -  Rot: 2
HP: 1        Atk: no attack
Blind: none
Other info:
Perfect Dodge | on Beacon of Cai-Shae.
Quickness     | on all allied creatures while an allied #014 Didi the
              | Enlightened is on the board.
-1 Sum Cost   | on other allied Fire creatures (minimum 1).

[#117] SHRINE OF MOURNING
Set 2 Fire (Uncommon)
Race: Base         Aff: Cult of Mourning
Cost Sum: 3  Act: 2  Rot: 2
HP: 3        Atk: 1
Range: Magic attack
Blind: B
Other info:
-1 Attack | on all adjacent enemy creatures while there are no enemy Fire
          | creatures on the board.
+ Attack  | If an allied Cult of Mourning creature would add to its attack half
          | the time, it now always adds to its attack.

[#118] BEHEMORPH
Set 2 Fire (Uncommon)
Race: Beast        Aff: Cai-Shae
Cost Sum: 3  Act: 3  Rot: 3
HP: 3        Atk: 1 / 3
Range (Primary Form): 1F
Range (Secondary Form): 1F & 1L & 1R
Counter: F, L, R
Blind: B
Other info:
Secondary Form | When summoned, Behemorph transforms into its Secondary Form
               | half the time.
+2 Attack      | on Behemorph in its Secondary Form.

[#119] FLAME LIZARD COMMANDER
Set 2 Fire (Rare)
Race: Lizard       Aff: Dhees Empire
Cost Sum: 4  Act: 4  Rot: 4
HP: 4        Atk: 3
Range: 1F & 2F
Counter: F
Blind: B, L, R
Other info:
Quickness       | on Flame Lizard Commander
+1 Mana         | The allied summoner gains 1 mana each time they summon a
                | Lizard creature.
-1 Act/Rot Cost | on all other allied Lizard creatures.

[#120] PARMETIC DEATHSPEAKER
Set 2 Fire (Rare)
Race: Demon        Aff: Church of Parmus
Cost Sum: 4  Act: 3  Rot: 3
HP: 4        Atk: 2
Range: Magic attack
Blind: B
Other info:
+2 HP  | When Parmetic Deathspeaker is summoned, the allied creature 1F of her
       | gains 2 HP.
Return | on Parmetic Deathspeaker.

[#121] NORAM ZEALOT
Set 2 Fire (Uncommon)
Race: Missionary   Aff: Church of Parmus
Cost Sum: 4  Act: 2  Rot: 2
HP: 3        Atk: 1
Range: 1F & 2F
Counter: F
Blind: B
Other info:
Steal 1 Mana | The allied summoner steals the exit mana of enemy Water
             | creatures.
- Attack     | Subtract 1 from the attack of adjacent enemy creatures for each
             | allied Earth Missionary creature.
-2 Sum Cost  | on allied Earth Missionary creatures (minimum 1).
Note: You can have a maximum of 5 Missionary creatures in your deck as of
version 2.01.

[#122] FLAME ARCHMAGE
Set 2 Fire (Rare)
Race: Human        Aff: Church of Parmus
Cost Sum: 5  Act: 4  Rot: 4
HP: 3        Atk: 2
Range: Magic attack (attacks enemy creatures of the same race as the target)
Blind: B
Other info:
-1 Sum Cost | on other allied Church of Parmus creatures (minimum 1).

[#123] FLAMEHEART
Set 2 Fire (Uncommon)
Race: Beast        Aff: Dhees Empire
Cost Sum: 5  Act: -  Rot: 3
HP: 4        Atk: no attack
Blind: B
Other info:
+ Fire              | Any Earth field 1F & 2F of Flameheart is also treated as
                    | a Fire field.
+2 Magic Protection | on other allied creatures.
-1 Sum Cost         | on other allied Fire creatures (minimum 1).

[#124] FIRE WITCH FREEDONIA
Set 2 Fire (Ultra Rare) (Phantom)
Race: Hero         Aff: None
Cost Sum: 5  Act: 4  Rot: 4 (Lock)
HP: 5        Atk: 2+
Range: Magic attack (attacks enemy creatures of the same element as the target)
Blind: B
Other info:
+ Attack | If Fire Witch Freedonia attacks a Biolith creature, her attack is
         | equal to 2 plus her summoner's current mana.
Return   | on adjacent allied creatures.
Note: You can have only 1 Hero card in your deck.

[#125] SHAMAN ZOLDA
Set 2 Fire (Ultra Rare)
Race: Betrayer     Aff: Dhees Empire
Cost Sum: 5  Act: 4  Rot: 4 (Lock)
HP: 3        Atk: 2
Range: Magic attack
Blind: B
Other info:
Dismiss | During the opposing player's Resolution Phase, the allied summoner
        | summoner chooses another creature currently on the board with a
        | Summoning Cost less than or equal to the number of Lizard creatures
        | in their graveyard. Return that creature to its owner's hand.
Note: You can have only 1 Betrayer card in your deck.

[#126] GENERAL LUG
Set 2 Fire (Ultra Rare)
Race: Warlord      Aff: Dhees Empire
Cost Sum: 6  Act: 5  Rot: 5 (Lock)
HP: 4        Atk: 3
Range: Magic attack (attacks all enemy creatures on and adjacent to the
Blind: B             targeted Fire field)
Other info:
Visibility  | Creatures with Invisibility can be attacked as though they
            | didn't have that ability.
Invocation  | Sacrifice an allied creature to summon any Fire creature (except
            | creatures of the same name as the creature being sacrificed) in
            | its place (facing any direction) by paying the difference in the
            | Summoning Cost. The Summoned creature cannot attack on this turn.
            | This does not end the allied summoner's turn.
-1 Sum Cost | on other allied Fire creatures (minimum 1).
Note: You can have only 1 Warlord card in your deck.

[#127] CLOUDRUNNER MARAUDER
Set 2 Water (Common)
Race: Merfolk      Aff: Siam Pirates
Cost Sum: 1  Act: 1  Rot: 1
HP: 2        Atk: 1
Range: 1F / 2F
Counter: F
Blind: B
Other info:
Steal 1 Mana | While an allied #033 Siam, Traitor of the Seas is on the board,
             | if Cloudrunner Marauder is destroyed, its summoner steals 1 Mana
             | from their opponent.

[#128] QUEEN'S COURIER
Set 2 Water (Common)
Race: Elemental    Aff: Tritonan Queendom
Cost Sum: 1  Act: -  Rot: 1
HP: 2        Atk: no attack
Blind: B
Other info:
Draw 2 Cards    | When Queen's Courier is summoned, its summoner draws 2 cards
Discard 2 Cards | and then discards 2 cards.

[#129] FROST GUARDS
Set 2 Water (Common)
Race: Elemental    Aff: Tritonan Queendom
Cost Sum: 2  Act: 1  Rot: 1
HP: 3        Atk: 1
Range: 1L & 1R
Counter: L, R
Blind: none
Other info:
Perfect Dodge | on Frost Guards while being attacked by a Fire creature.

[#130] VENOAN SPY
Set 2 Water (Uncommon)
Race: Merfolk      Aff: Corsez Family
Cost Sum: 2  Act: 2  Rot: 2
HP: 2        Atk: 1
Range: 1F
Counter: F
Blind: B
Other info:
Draw 1 Card | Each time another allied creature is destroyed, the allied
            | summoner draws 1 card.

[#131] SIAM'S LOOKOUT
Set 2 Water (Common)
Race: Merfolk      Aff: Siam Pirates
Cost Sum: 3  Act: 1  Rot: 1
HP: 3        Atk: 1
Range: 1F
Counter: F
Blind: B
Other info:
Draw 1 Card   | Each time an allied creature is summoned, the allied summoner
Return 1 Card | draws 1 card, then returns a card from their hand into their
              | library. Their library is then shuffled.

[#132] ALUHJA MOVING CITADEL
Set 2 Water (Uncommon)
Race: Base         Aff: Church of Parmus
Cost Sum: 3  Act: 1  Rot: 1
HP: 3        Atk: 1
Range: Magic attack
Blind: B
Other info:
- HP    | Each adjacent enemy creature loses 1 HP for each Protection it has.
        | Any lost HP is restored if Aluhja Moving Citadel is moved or
        | destroyed or the enemy creatures lose their Protection.
Destroy | if Aluhja Moving Citadel is on a Fire field.

[#133] GHOST SHIP
Set 2 Water (Common)
Race: Weapon       Aff: Unknown
Cost Sum: 3  Act: -  Rot: 2
HP: 1        Atk: no attack
Blind: none
Other info:
Perfect Dodge | on Ghost Ship.
Possession    | of enemy creatures on Water fields 1F or 2F of Ghost Ship.

[#134] SHADOW DIVER
Set 2 Water (Common)
Race: Human        Aff: Corsez Family
Cost Sum: 3  Act: 2  Rot: 2
HP: 2        Atk: 1
Range: 1F
Counter: F
Blind: B
Other info:
Back Attack      | Shadow Diver will always attack the back of its target. If
                 | the target can counterattack from behind then it will
                 | counterattack Shadow Diver. Targets with Quickness will
                 | assume Shadow Diver will attack normally.
+1 Dodge Attempt | on Shadow Diver.

[#135] SHIP'S SURGEON
Set 2 Water (Rare)
Race: Merfolk      Aff: Siam Pirates
Cost Sum: 4  Act: 2  Rot: 2
HP: 4        Atk: 2
Range: 1F
Counter: F
Blind: B
Other info:
Steal 1 Mana   | Each time an allied Siam Pirates creature dodges an attack,
               | the allied summoner steals 1 Mana from their opponent.
Search Library | Each time an allied Water creature is destroyed, the allied
               | summoner searches their library for a creature that is not
               | Ultra Rare, reveal it to their opponent and then put it in
               | their hand. Their library is then shuffled.

[#136] OKUNADA MOVING TEMPLE
Set 2 Water (Rare)
Race: Base         Aff: Okunada Monastery
Cost Sum: 4  Act: -  Rot: 2
HP: 3        Atk: 1
Range: 1F / 1B / 1L / 1R
Counter: F, B, L, R
Blind: none
Other info:
Fortress      | Okunada Moving Temple cannot attack unless it is
              | counterattacking.
Perfect Dodge | on adjacent allied creatures, during the opposing player's
              | turn, while Okunada Moving Temple is on a Water field.
Destroy       | if Okunada Moving Temple is on a Fire field.

[#137] ALUHJA ZEALOT
Set 2 Water (Uncommon)
Race: Missionary   Aff: Church of Parmus
Cost Sum: 4  Act: 3  Rot: 3
HP: 3        Atk: 2
Range: Magic attack
Blind: B
Other info:
Steal 1 Mana | The allied summoner steals the exit mana of enemy Fire
             | creatures.
+ Spell Cost | Add 1 to the cost of spells cast by the opposing player for each
             | allied Wood Missionary creature.
-2 Sum Cost  | on allied Wood Missionary creatures (minimum 1).
Note: You can have a maximum of 5 Missionary creatures in your deck as of
version 2.01.

[#138] QUEEN'S EMISSARY
Set 2 Water (Uncommon)
Race: Elemental    Aff: Tritonan Queendom
Cost Sum: 5  Act: -  Rot: 3
HP: 3        Atk: no attack
Blind: B
Other info:
+ Water    | Any Wood fields adjacent to Queen's Emissary are also treated as
           | Water fields.
Possession | of all adjacent enemy creatures on Water fields.

[#139] ALUHJA INQUISITRIX
Set 2 Water (Rare)
Race: Human        Aff: Church of Parmus
Cost Sum: 5  Act: 3  Rot: 3
HP: 5        Atk: 2
Range: Magic attack
Blind: B
Other info:
Search Library   | Each time a creature is summoned to a Water field, the 
                 | allied summoner may search their library for any number of
                 | creatures with the same name as the summoned creature,
                 | reveal them and put them into their hand. Their library is
                 | then shuffled.
+1 Dodge Attempt | on all other allied Church of Parmus creatures.

[#140] SARMA OF TINOA
Set 2 Water (Ultra Rare) (Phantom)
Race: Hero         Aff: Tritonan Queendom
Cost Sum: 5  Act: 3  Rot: 3 (Lock)
HP: 4        Atk: 3
Range: 1F / 1L / 1R
Counter: F, L, R
Blind: B
Other info:
+ HP        | When Sarma of Tinoa is summoned, all other allied creatures on
            | Water fields gain HP equal to the number of Water fields.
Push Back   | If Sarma of Tinoa hits (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.
+2 Sum Cost | on adjacent enemy creatures.
Note: You can have only 1 Hero card in your deck.

[#141] CORLEO, VENOAN CAPO
Set 2 Water (Ultra Rare)
Race: Betrayer     Aff: Corsez Family
Cost Sum: 5  Act: 3  Rot: 3 (Lock)
HP: 4        Atk: 2+
Range: 1F
Counter: F
Blind: B
Other info:
+ Attack         | Corleo, Venoan Capo's attack is equal to 2 plus the number
                 | of other allied Corsez Family creatures on the board.
Steal Mana       | Each time an allied creature dodges an attack, the allied
                 | summoner steals mana equal to the number of allied Corsez
                 | Family creatures on the board from their opponent.
+1 Dodge Attempt | on other allied creatures.
Note: You can have only 1 Betrayer card in your deck.

[#142] ADMIRAL BELTA
Set 2 Water (Ultra Rare)
Race: Warlord      Aff: Tritonan Queendom
Cost Sum: 6  Act: 2  Rot: 2 (Lock)
HP: 5        Atk: 1
Range: Magic attack (attacks all enemy creatures on and adjacent to the
Blind: B             targeted Water field.)
Other info:
Fieldquake  | all Fire fields during the allied summoner's Resolution Phase.
Invocation  | Sacrifice an allied creature to summon any Water creature (except
            | creatures of the same name as the creature being sacrificed) in
            | its place (facing any direction) by paying the difference in the
            | Summoning Cost. The Summoned creature cannot attack on this turn.
            | This does not end the allied summoner's turn.
-1 Sum Cost | on all other allied Water creatures (minimum 1).
Note: You can have only 1 Warlord card in your deck.

[#143] VERZAR SWORDSMAN
Set 2 Earth (Common)
Race: Human        Aff: Saint Val Devotee
Cost Sum: 1  Act: 2  Rot: 2
HP: 1        Atk: 2
Range: 1F
Counter: F
Blind: B, L, R
Other info:
none

[#144] RELENTLESS SKELETON
Set 2 Earth (Common)
Race: Undead       Aff: Novogus Dynasty
Cost Sum: 1  Act: 1  Rot: 1
HP: 1        Atk: 1
Range: 1F
Counter: F
Blind: B
Other info:
Resurrection | on Relentless Skeleton while it is on a non-Earth field.

[#145] FAR LAND SAND DOG
Set 2 Earth (Common)
Race: Beast        Aff: Saint Val Devotee
Cost Sum: 2  Act: 1  Rot: 1
HP: 2        Atk: 1
Range: 2F
Counter: F
Blind: B
Other info:
Decoy | on Far Land Sand Dog for the enemy creature 1F of him.

[#146] DWARF SNIPER
Set 2 Earth (Common)
Race: Dwarf        Aff: Blackhoods
Cost Sum: 2  Act: 1  Rot: 1
HP: 3        Atk: 1
Range: 1F / 2F
Counter: F
Blind: B
Other info:
Prayer        | on enemy creatures 1F and 2F of Dwarf Sniper.
+1 Protection | on Dwarf Sniper while there is an allied #051 Blackhood Dwarf
              | Vulitra on the board.

[#147] BATTERING RAM
Set 2 Earth (Uncommon)
Race: Weapon       Aff: Val na Vos
Cost Sum: 3  Act: 3  Rot: 3
HP: 3        Atk: 1 / 4
Range: 1F & 2F
Counter: F
Blind: B
Other info:
+3 Attack     | on Battering Ram while attacking at least one Base creature.
+1 Protection | on adjacent allied creatures.

[#148] NOVOGUS BANDWAGON
Set 2 Earth (Rare)
Race: Undead       Aff: Novogus Dynasty
Cost Sum: 3  Act: -  Rot: 2
HP: 2        Atk: no attack
Blind: None
Other info:
Decoy   | on other allied Undead creatures for all enemy creatures while an
        | allied Undead creature is adjacent to Novogus Bandwagon.
Destroy | if Novogus Bandwagon is on a Wood field.

[#149] NOVOGUS WARRIOR
Set 2 Earth (Uncommon)
Race: Undead       Aff: Novogus Dynasty
Cost Sum: 3  Act: 2  Rot: 2
HP: 2        Atk: 2
Range: 1F & 1B
Counter: F, B
Blind: none
Other info:
Resurrection | on Undead Warrior.

[#150] VERZAR GOLEM
Set 2 Earth (Rare)
Race: Elemental    Aff: Val na Vos
Cost Sum: 3  Act: 3  Rot: 3
HP: 3        Atk: 0+
Range: 1F
Counter: F
Blind: B
Other info:
+ Attack | Verzar Golem's attack is equal to the number of empty fields.

[#151] DWARF BATTLEBUGGY
Set 2 Earth (Common)
Race: Dwarf        Aff: Hammer Valley
Cost Sum: 3  Act: 2  Rot: 2
HP: 3        Atk: 1 / 2
Range: 1F / 2F / 1L / 2L / 1R / 2R
Counter: F, L, R
Blind: B
Other info:
+1 Attack | on Dwarf Battlebuggy while attacking a non-adjacent enemy creature.
Decoy     | on Dwarf Battlebuggy for adjacent enemies while there is a an
          | allied Dwarf creature adjacent to him.
Note: the description printed on the cards is incorrect. The cards say that
      while there is an allied Dwarf creature adjacent to Dwarf Battlebuggy,
      Dwarf Battlebuggy gains Decoy for all enemies. This is a misprint and it
      should say that Dwarf Battlebuggy gains Decoy on adjacent enemies. The
      description in-game is correct.

[#152] DWARF WARBANNER
Set 2 Earth (Uncommon)
Race: Dwarf        Aff: Hammer Valley
Cost Sum: 4  Act: -  Rot: 2
HP: 4        Atk: no attack
Blind: B
Other info:
- Attack     | All Dwarf creatures lose 1 attack for each Dwarf creature on
             | the board.
+ Protection | All Dwarf creatures (including Dwarf Warbanner) gain 1
             | Protection for each Dwarf creature on the board.

[#153] DWARF BATTLE FORGE
Set 2 Earth (Uncommon)
Race: Base         Aff: Hammer Valley
Cost Sum: 4  Act: -  Rot: 3
HP: 5        Atk: no attack 
Blind: None
Other info:
+ Earth   | Any Fire fields adjacent to Dwarf Battle Forge are also treated as
          | Earth fields.
+1 Attack | on all allied Dwarf creatures.
Destroy   | if Dwarf Battle Forge is on a Wood field.

[#154] VISVAR VAAS ZEALOT
Set 2 Earth (Uncommon)
Race: Missionary   Aff: Church of Parmus
Cost Sum: 4  Act: 2  Rot: 2
HP: 3        Atk: 2
Range: 1F
Counter: F
Blind: B
Other info:
Steal 1 Mana | The allied summoner steals the exit mana of enemy Wood
             | creatures.
- Mana       | During the opposing player's Resolution phase, they lose mana
             | equal to the number of allied Water Missionary creatures.
-2 Sum Cost  | of allied Water Missionary creatures (minimum 1).
Note: You can have a maximum of 5 Missionary creatures in your deck as of
version 2.01.
Note: A fix by version 2.01 means that the information on the cards differs to
      what it actually does in the game. In the earlier version, the opponent
      lost mana during the allied summoner's resolution phase. This has now
      changed to the opponent's resolution phase.

[#155] NOVOGUS SINBEARER
Set 2 Earth (Rare)
Race: Undead       Aff: Novogus Dynasty
Cost Sum: 5  Act: -  Rot: 3
HP: 5        Atk: no attack
Blind: none
Other info:
+ Mana        | While Novogus Sinbearer is on an Earth field, each time another
              | allied creature is destroyed, the allied summoner gains 1 mana
              | for each Undead creature in their graveyard.
+1 Protection | on other allied creatures while Novogus Sinbearer is on a
              | non-Earth field.
Destroy       | if Novogus Sinbearer is on a Wood field.

[#156] ARCHBISHOP JIRVA
Set 2 Earth (Ultra Rare) (Phantom)
Race: Hero         Aff: Hammer Valley
Cost Sum: 5  Act: 3  Rot: 3 (Lock)
HP: 5        Atk: 1+
Range: Magic attack
Blind: B
Other info:
+ Attack | Archbishop Jirva's attack is equal to 1 plus the current mana of its
         | summoner.
+1 Mana  | The allied summoner gains 1 mana during their Resolution Phase.
Note: You can have only 1 Hero card in your deck.

[#157] VAMAS, TOMB SENTINEL
Set 2 Earth (Ultra Rare)
Race: Betrayer     Aff: Novogus Dynasty
Cost Sum: 5  Act: 4  Rot: 4 (Lock)
HP: 5        Atk: 2+
Range (Primary Form): 1F / 1B / 1L / 1R
Range (Secondary Form): 1F & 1B & 1L & 1R
Counter: F, B, L, R
Blind: none
Other info:
Secondary Form   | while Vamas, Tomb Sentinel is on a non-Earth field.
+ Attack         | Vamas, Tomb Sentinel's attack is equal to 2 plus the number
                 | of Undead creatures in its summoner's graveyard.
Search Graveyard | Each time an enemy creature is destroyed, the allied
                 | summoner chooses 1 Earth creature that is not Ultra Rare
                 | from their graveyard and return it to their hand.
Note: You can have only 1 Betrayer card in your deck.

[#158] MARSHAL AKHUM
Set 2 Earth (Ultra Rare)
Race: Warlord      Aff: Novogus Dynasty
Cost Sum: 6  Act: 3  Rot: 3 (Lock)
HP: 7        Atk: 1
Range: Magic attack (attacks enemy creatures on and adjacent to the target
Blind: B             Earth field)
Other info:
Discard Card(s) | If the allied summoner is forced to discard 1 or more cards,
                | their opponent must discard their own instead of them.
Invocation      | Sacrifice an allied creature to summon any Earth creature
                | (except creatures of the same name as the creature being
                | sacrificed) in its place (facing any direction) by paying the
                | difference in the Summoning Cost. The Summoned creature
                | cannot attack on this turn. This does not end the allied
                | summoner's turn.
-1 Sum Cost     | on other allied Earth creatures.
Note: you can have only 1 Warlord card in your deck.

[#159] TREE FOXES
Set 2 Wood (Common)
Race: Beast        Aff: None
Cost Sum: 1  Act: 2  Rot: 2
HP: 1        Atk: 1
Range: 1F
Counter: F
Blind: B
Other info:
Rotate | When Tree Foxes is summoned, rotate the creature 1F of it 180 degrees.
Note: There is a misprint on the Tree Foxes cards. the cards say that Tree
      Foxes only rotate enemy creatures 180 degrees. This is a misprint and
      should say that it rotates all creatures (enemy and allied). The
      description in-game is correct.

[#160] ELVEN SOUL HUNTER
Set 2 Wood (Common)
Race: Elf          Aff: Til Vorg Monarchy
Cost Sum: 1  Act: 1  Rot: 1
HP: 1        Atk: 1
Range: 2F
Counter: F
Blind: B
Other info:
Graveyard->Library | If Elven Soul Hunter is destroyed on a non-Wood field, its
                   | summoner takes 1 creature from their graveyard with a
                   | Summoning Cost of 3 or less, not Ultra Rare and not called
                   | Elven Soul Hunter and places it in their Library. Their
                   | Library is then shuffled.

[#161] WHITE TREE HAUNT
Set 2 Wood (Uncommon)
Race: Titan        Aff: Northern Forces
Cost Sum: 2  Act: -  Rot: 1
HP: 1        Atk: no attack
Blind: F, B, L, R
Other info:
Perfect Dodge | on White Tree Haunt
-1 Mana       | Enemy creatures that are destroyed adjacent to White Tree Haunt
              | do not generate exit mana.
Destroy       | if White Tree Haunt is on a non-Wood field.

[#162] LEAPFROG BOSS
Set 2 Wood (Common)
Race: Anthromorph  Aff: Green Bandits
Cost Sum: 2  Act: 1  Rot: 1
HP: 1        Atk: 1
Range: 2F
Counter: F
Blind: B
Other info:
- Mana | If Leapfrog Boss is destroyed, the opposing player loses mana equal to
       | the number of Wood fields.

[#163] ELVEN PLAGUEDANCER
Set 2 Wood (Uncommon)
Race: Elf          Aff: Black Forest
Cost Sum: 2  Act: 2  Rot: 2
HP: 2        Atk: 1
Range: Magic attack
Blind: B
Other info:
Rotate          | If Elven Plaguedancer hits (but does not destroy) a creature,
                | that creature is rotated 180 degrees.
+1 Act/Rot Cost | on adjacent enemy creatures while Elven Plaguedancer is on a
                | Wood field.

[#164] GOBLIN BASHER
Set 2 Wood (Common)
Race: Goblin       Aff: Green Bandits
Cost Sum: 3  Act: 2  Rot: 2
HP: 3        Atk: 1
Range: 1F & 1L & 1R
Counter: F, L, R
Blind: B
Other info:
none

[#165] GOBLIN BOMBER
Set 2 Wood (Common)
Race: Goblin       Aff: Green Bandits
Cost Sum: 3  Act: 2  Rot: 2
HP: 3        Atk: 2
Range: 1F / 2F
Counter: F
Blind: B
Other info:
none

[#166] DARKSWORD SAMURAI
Set 2 Wood (Rare)
Race: Human        Aff: Nagirashu
Cost Sum: 4  Act: 3  Rot: 3
HP: 4        Atk: 1+
Range: 1F
Counter: F
Blind: B
Other info:
+ Attack  | Darksword Samurai's attack is equal to 1 plus the number of other
          | creatures on the board.
-2 Attack | on adjacent allied creatures.

[#167] GOBLIN FORT
Set 2 Wood (Rare)
Race: Base         Aff: Green Bandits
Cost Sum: 4  Act: -  Rot: 3
HP: 6        Atk: 1
Range: 1F / 1B / 1L / 1R
Counter: F, B, L, R
Blind: none
Other info:
Fortress         | Goblin Fort cannot attack unless it is counterattacking.
+ Attack         | Each time an allied Green Bandits creature is summoned, 
- HP             | switch the printed HP and Attack of that creature.
+1 Dodge Attempt | on allied Green Bandits creatures if their HP is equal to 1.
Destroy          | if Goblin Fort is on an Earth field.

[#168] REAPER'S GOLEM
Set 2 Wood (Uncommon)
Race: Elemental    Aff: Til Vorg Monarchy
Cost Sum: 4  Act: 3  Rot: 3
HP: 3        Atk: 1
Range: 2F
Counter: F
Blind: B
Other info:
+ Wood             | Any Water fields 1F and 2F of Reaper's Golem are also
                   | treated as Wood fields.
Graveyard->Library | During the opposing player's turn, each time an allied
                   | creature is destroyed, the allied summoner chooses 1
                   | creature from their graveyard that has a Summoning Cost of
                   | 3 or less and is not Ultra Rare and places it in their
                   | Library. Their Library is then shuffled.
Invisibility       | on adjacent allied Elf creatures on Wood fields.

[#169] TOLICORE ZEALOT
Set 2 Wood (Uncommon)
Race: Missionary   Aff: Church of Parmus
Cost Sum: 4  Act: 3  Rot: 3
HP: 3        Atk: 2
Range: 1F / 2F
Counter: F
Blind: B
Other info:
Steal 1 Mana    | The allied summoner steals the exit mana of enemy Earth
                | creatures.
Discard Card(s) | During the opposing player's Resolution Phase, they discard
                | cards equal to the number of allied Fire Missionary creatures
                | on the board.
-2 Sum Cost     | on allied Fire Missionary creatures (minimum 1).
Note: You can have a maximum of 5 Missionary creatures in your deck as of
version 2.01.
Note: A fix by version 2.01 means that the information on the cards differs to
      what it actually does in the game. In the earlier version, the opponent
      discarded cards during the allied summoner's resolution phase. This has
      now changed to the opponent's resolution phase.

[#170] ALCHEMIST'S LAB
Set 2 Wood (Uncommon)
Race: Base         Aff: Black Forest
Cost Sum: 5  Act: 3  Rot: 3
HP: 4        Atk: 2
Range: Magic attack
Blind: none
Other info:
Library->Graveyard | While Alchemist's Lab is on a non-Wood field, each time
                   | the opposing player summons a creature to an adjacent
                   | field, they discard the top card of their Library.
Negate Spells      | on Allied Elf creatures.
Destroy            | if Alchemist's Lab is on an Earth field.

[#171] ELVEN NIGHT RIDER
Set 2 Wood (Rare)
Race: Elf          Aff: Black Forest
Cost Sum: 5  Act: 4  Rot: 4
HP: 4        Atk: 2+
Range: 1F & 2F
Counter: F
Blind: B
Other info:
+ Attack | Elven Night Rider's attack is equal to 2 plus the number of other
         | Elf creatures on the board.
+1 HP    | on Elven Night Rider while he is on a non-Wood field each time an
         | allied Elf creature is destroyed.
Prayer   | on enemy creatures 1F and 2F of Elven Night Rider.

[#172] PRINCE LUSIRION
Set 2 Wood (Ultra Rare) (Phantom)
Race: Hero         Aff: Til Vorg Monarchy
Cost Sum: 5  Act: 3  Rot: 3 (Lock)
HP: 5        Atk: 2
Range: 1F / 2F / 1B / 2B / 1L / 2L / 1R / 2R
Counter: F, B, L, R
Blind: none
Other info:
Search Graveyard | Each time an Elf creature is summoned, the allied summoner
                 | chooses a Wood creature that is not Ultra Rare from their
                 | graveyard and return it to their hand.
Discard 1 Card   | Each time an enemy creature is summoned adjacent to Prince
                 | Lusirion, the opposing player must discard a card.
+2 Act/Rot Cost  | on other non-Elf creatures.
Note: You can have only 1 Hero card in your deck.

[#173] PREACHER NOOVA
Set 2 Wood (Ultra Rare)
Race: Betrayer     Aff: Green Bandits
Cost Sum: 5  Act: 4  Rot: 4 (Lock)
HP: 4        Atk: 3
Range: Magic attack
Blind: B
Other info:
Library->Graveyard | Each time a Green Bandits creature is summoned adjacent to
                   | Preacher Noova, the opposing player discards their top
                   | card of their Library.
Search Graveyard   | Each time an enemy non-Wood creature is destroyed, the
                   | allied summoner chooses a Green Bandits creature from
                   | their graveyard that is not Ultra Rare and return it to
                   | their hand.
Note: You can have only 1 Betrayer card in your deck.

[#174] LORD HU
Set 2 Wood (Ultra Rare)
Race: Warlord      Aff: Til Vorg Monarchy
Cost Sum: 6  Act: 4  Rot: 4 (Lock)
HP: 4        Atk: 2
Range: Magic attack (attacks enemy creatures on and adjacent to the target Wood
Blind: B             creature)
Other info:
+1 Mana     | Each time an enemy creature is destroyed, the allied summoner
            | gains 1 mana.
Invocation  | Sacrifice an allied creature to summon any Wood creature (except
            | creatures of the same name as the creature being sacrificed) in
            | its place (facing any direction) by paying the difference in the
            | Summoning Cost. The Summoned creature cannot attack on this turn.
            | This does not end the allied summoner's turn.
-1 Sum Cost | on other allied Wood creatures (minimum 1).
Note: You can have only 1 Warlord card in your deck.

[#175] ATHENIX CITADEL
Set 2 Biolith (Uncommon)
Race: Base         Aff: Biolith Castle
Cost Sum: 3  Act: 2  Rot: 2 (Lock)
HP: 4        Atk: 1
Range: Magic attack
Blind: none
Other info:
+1 Magic Protection | on other allied creatures of the same element as the
                    | field Athenix Citadel is on.

[#176] FLAILMONGER
Set 2 Biolith (Uncommon)
Race: Mech         Aff: Biolith Castle
Cost Sum: 3  Act: 2  Rot: 2 (Lock)
HP: 4        Atk: 1
Range: 1F & 2F
Counter: F
Blind: B
Other info:
+2 Sum Cost | on enemy creatures 1F and 2F of Flailmonger.

[#177] BIOLITH CENTURION
Set 2 Biolith (Common)
Race: Mech         Aff: Biolith Castle
Cost Sum: 3  Act: 2  Rot: 2 (Lock)
HP: 4        Atk: 1
Range: 1F
Counter: F
Blind: B
Other info:
-1 Act/Rot Cost | on adjacent allied creatures while Biolith Centurion is on a
                | Biolith field.

[#178] BIOLITH WAR CHARIOT
Set 2 Biolith (Common)
Race: Weapon       Aff: Biolith Castle
Cost Sum: 4  Act: 4  Rot: 4 (Lock)
HP: 4        Atk: 2 / 4
Range: 1F & 1R
Counter: F, R
Blind: B, L
Other info:
+2 Attack | on Biolith War Chariot while attacking if at least one target
          | creature has a Summoning Cost of 4 or higher.

[#179] BEHEMOTH TERRORFORMER
Set 2 Biolith (Uncommon)
Race: Weapon       Aff: Biolith Castle
Cost Sum: 4  Act: 2  Rot: 2 (Lock)
HP: 4        Atk: 1
Range: 1F / 1L / 1R
Counter: F, L, R
Blind: B
Other info:
Exchange | After Behemoth Terrorformer attacks a creature, it exchanges its
         | field with the target's field.

[#180] BIOLITH TRANSPORTER
Set 2 Biolith (Common)
Race: Bug          Aff: Biolith Castle
Cost Sum: 4  Act: 4  Rot: 4
HP: 3        Atk: 0
Range: 1F & 1R
Counter: F, R
Blind: B
Other info:
Dodge Attempt | on Biolith Transporter.
Switch        | If Biolith Transporter hits (but does not destroy) two
              | creatures, the target creatures switch places with each other.
              | If Biolith Transporter is targeting one creature, that
              | creature moves to the other field that would have been
              | targeted by Biolith Transporter if a creature was there. There
              | is no counterattack.

[#181] ARCHIVER
Set 2 Biolith (Rare)
Race: Mech         Aff: Biolith Castle
Cost Sum: 5  Act: -  Rot: 3 (Lock)
HP: 5        Atk: no attack
Blind: none
Other info:
+ Biolith | The field 1F of Archiver is also treated as a Biolith field.
+1 HP     | Each time an allied creature is summoned, other allied creatures of
          | the same element as the summoned creature gain 1 HP.

[#182] BATTLE MASTER
Set 2 Biolith (Ultra Rare)
Race: Mech         Aff: Biolith Castle
Cost Sum: 6  Act: 4  Rot: 4 (Lock)
HP: 6        Atk: 3 (*2)
Range: 1F / 2F / 1B / 2B / 1L / 2L / 1R / 2R
Counter: F, B, L, R
Blind: none
Other info:
Double Atk      | Battle Master attacks the same target twice. The target's
                | counterattack occurs after the second attack.
Search Library  | When Battle Master is summoned, its summoner may take a
                | #087 Scion, Biolith Lord from their Library, reveal it to
                | their opponent and place it in their hand. Their Library is
                | then shuffled.
+2 Act/Rot Cost | on all enemy creatures within attacking range of Battle
                | Master.
Prayer          | on all enemy creatures within attacking range of Battle
                | Master.
Note: You can have only 1 Battle Master card in your deck.

[#183] MAGIC MASTER
Set 2 Biolith (Ultra Rare)
Race: Mech         Aff: Biolith Castle
Cost Sum: 6  Act: 4  Rot: 4 (Lock)
HP: 6        Atk: 2
Range: Magic attack (attacks enemy creatures of the same element as the target)
Blind: B
Other info:
Negate Spells | The opposing player cannot target their creatures adjacent to
              | Magic Master with spells.
+1 Attack     | on allied Church of Parmus creatures.
Note: You can have only 1 Magic Master card in your deck.

[#184] BIOLITH BATTLESHIP
Set 2 Biolith (Ultra Rare)
Race: Weapon       Aff: Biolith Castle
Cost Sum: 7  Act: 4  Rot: 4 (Lock)
HP: 8        Atk: 2
Range: Magic attack
Blind: none
Other info:
Intercept           | While on a Biolith field, Biolith Battleship
                    | automatically attacks newly summoned enemy creatures half
                    | the time.
+2 Magic Protection | on allied creatures while Biolith Battleship is on a
                    | non-Biolith field.
Note: You can have only 1 Biolith Battleship card in your deck.
Note: A fix by version 2.01 means that the information on the cards differs to
      what it actually does in the game. In the earlier version, Biolith
      Battleship could intercept newly summoned enemy creatures (50% chance)
      and add 3 Magic Protection to all allied creatures no matter what field
      the Battleship is on. Changes mean that these ailments are dependant on
      what field the Battleship is on and the Magic Protection gained is
      reduced to 2.

[#185] BIOLITH TEMPLE
Set 2 Biolith (Ultra Rare)
Race: Base         Aff: Biolith Castle
Cost Sum: 7  Act: 5  Rot: 5 (Lock)
HP: 7        Atk: 3
Range: Magic attack (attacks enemy creatures of the same race as the target)
Blind: none
Other info:
Graveyard->Library | Each time an enemy creature is summoned, the allied
                   | summoner chooses a creature from their graveyard that is
                   | not Ultra Rare and place it in their Library. Their
                   | Library is then shuffled.
Search Graveyard   | Each time an allied Church of Parmus creature is summoned,
                   | the allied summoner chooses a Church of Parmus creature
                   | from their graveyard that is not Ultra Rare and then
                   | return it to their hand.
Steal 1 Mana       | If an allied #087 Scion, Biolith Lord is on the board, the
                   | allied summoner steals the exit mana of enemy creatures.
Note: You can have only 1 Biolith Temple card in your deck.

[#186] SCIONDAR GATEWAY
Set 2 Biolith (Ultra Rare)
Race: Ancient      Aff: Biolith Castle
Cost Sum: 7  Act: -  Rot: 5 (Lock)
HP: 6        Atk: no attack
Blind: none
Other info:
Summon      | Each time an enemy is summoned, the allied summoner reveals the
            | top card of their Library. If the revealed card is a Biolith
            | creature, they may summon it if they are able to. That creature
            | cannot attack this turn. If they cannot summon it or the card is
            | not a Biolith creature, they must put it in their graveyard.
Invocation  | Sacrifice an allied creature to summon any Biolith creature
            | (except creatures of the same name as the creature being
            | sacrificed) in its place (facing any direction) by paying the
            | difference in the Summoning Cost. The Summoned creature cannot
            | attack on this turn. This does not end the allied summoner's
            | turn.
-1 Sum Cost | on other allied Biolith creatures (minimum 1).
Note: You can have only 1 Ancient card in your deck.

[#187] SWORD OF JUNO
Set 2 No Element (Rare)
Race: Sacred       Aff: Unknown
Cost Sum: 6- Act: 4  Rot: 4 (Lock)
HP: 5        Atk: 4
Range: 1F / 2F
Counter: F
Blind: B
Other info:
Incarnation | Sacrifice an allied non-Biolith creature to summon Sword of Juno
            | in its place (facing any direction) by paying the difference in
            | the Summoning Cost. Sword of Juno cannot attack on this turn.
            | This does not end the allied summoner's turn.
-2 Attack   | on enemy creatures 1F and 2F of Sword of Juno.

[#188] HAMMER OF JUNO
Set 2 No Element (Rare)
Race: Sacred       Aff: Unknown
Cost Sum: 6- Act: 4  Rot: 4 (Lock)
HP: 5        Atk: 0
Range: 1F / 2F
Counter: F
Blind: B
Other info:
Incarnation | Sacrifice an allied non-Biolith creature to summon Hammer of Juno
            | in its place (facing any direction) by paying the difference in
            | the Summoning Cost. Hammer of Juno cannot attack on this turn.
            | This does not end the allied summoner's turn.
Dismiss     | If Hammer of Juno hits (but does not destroy) a creature, return
            | that creature to its owner's hand if its Summoning Cost is equal
            | to or less than Hammer of Juno's current HP.

[#189] SPIRE OF JUNO
Set 2 No Element (Ultra Rare)
Race: Sacred       Aff: Unknown
Cost Sum: 8- Act: 8  Rot: 8 (Lock)
HP: 8        Atk: 8
Range: Magic attack
Blind: none
Other info:
Incarnation | Sacrifice an allied non-Biolith creature to summon Spire of Juno
            | in its place (facing any direction) by paying the difference in
            | the Summoning Cost. Spire of Juno cannot attack on this turn.
            | This does not end the allied summoner's turn.
+2 Mana     | if there are any enemy Biolith creatures on the board during the
            | opposing player's Resolution phase, the allied summoner gains 2
            | mana.
Note: You can have only 1 Spire of Juno card in your deck.

[#190] FIST OF JUNO
Set 2 No Element (Ultra Rare)
Race: Sacred       Aff: Unknown
Cost Sum: 9- Act: 9  Rot: 9 (Lock)
HP: 9        Atk: 9
Range: 1F & 2F
Counter: F
Blind: B
Other info:
Incarnation | Sacrifice an allied non-Biolith creature to summon Fist of Juno
            | in its place (facing any direction) by paying the difference in
            | the Summoning Cost. Fist of Juno cannot attack on this turn. This
            | does not end the allied summoner's turn.
Prayer      | on enemy creatures on and adjacent to Biolith creatures.
Note: You can have only 1 Fist of Juno card in your deck.

[#191] ABSOLVER SACRAMENT
Set 2 Spell (Uncommon)
Type: Ritual       Cost: Sacrifice 1 creature
+ Mana | The spellcaster gains mana equal to the sacrificed creature's
       | Summoning Cost.
How to use:
1: Place this card on top of the target creature.
2: Place the creature card in the graveyard.
Note: You can have only 1 Absolver Sacrament card and a maximum of 3 Ritual
      cards in your deck.

[#192] GRANVENOA ALTAR
Set 2 Spell (Uncommon)
Type: Ritual       Cost: Discard 1 creature
Steal 1 Mana | The spellcaster steals 1 mana from their opponent.
How to use:
1: Offer this card to the eye.
2: Offer the discarded creature card to the eye.
Note: You can have only 1 Granvenoa Altar card and a maximum of 3 Ritual cards
      in your deck.

[#193] CAISEN RIOT
Set 2 Spell (Uncommon)
Type: Ritual       Cost: nothing
- Mana | Both players lose mana equal to the number of creatures they own on
       | the board.
How to use:
1: Offer this card to the eye.
Note: You can have only 1 Caisen Riot card and a maximum of 3 Ritual cards in
      your deck.

[#194] ELVEN DISMISSAL
Set 2 Spell (Rare)
Type: Conjuration  Cost: Mana equal to 1 plus the Summoning Cost of the target
                         creature
Dismiss | The spellcaster chooses a target creature adjacent to an allied
        | creature. Return that creature to its owner's hand.
How to use:
1: Place this card on top of the target creature.
2: If the target creature's card is on the playing mat, place the creature card
   to its owner's hand.

[#195] DHEES'S COMMAND
Set 2 Spell (Common)
Type: Conjuration  Cost: 3 Mana
Engage | The spellcaster chooses an allied creature that can be activated to
       | attack. That creature attacks without paying its Activation Cost.
How to use:
1: Place this card on top of the target creature.

[#196] ALUHJAN REGENERATION
Set 2 Spell (Common)
Type: Conjuration  Cost: 4 Mana
Summon | The spellcaster chooses a creature that is not Ultra Rare of the same
       | element as the allied target creature from their graveyard and summons
       | it without paying its Summoning Cost. The summoned creature cannot
       | attack this turn. If a creature is summoned, the spellcaster's turn
       | ends.
How to use:
1: Place this card on top of an allied creature of the desired element.
2: Place the creature card you wish to summon on top of the target field.

[#197] LAMENT FOR CLARE WIL
Set 2 Spell (Common)
Type: Conjuration  Cost: 1 Mana
Magic attack | All enemy creatures are dealt damage equal to the number of
             | Dodge attempts they have.
How to use:
1: Offer this card to the eye.

[#198] MESMER'S ENVOY
Set 2 Spell (Rare)
Type: Conjuration  Cost: 1 Mana
Draw 3 Cards   | The spellcaster draws 3 cards, then returns 2 cards from their
Return 2 Cards | hand to their Library. Their Library is then shuffled.
How to use:
1: Offer this card to the eye.
2: Draw 3 cards
If playing online:
  3: Offer the first card you want to put in your library to the eye.
  4: Offer the second card you want to put in your library to the eye.
  5: Place the two undesired cards in your library.
If not playing online:
  3: Place the two undesired cards in your library.
  4: Shuffle your library.

[#199] NINJA FATE ENHANCER
Set 2 Spell (Common)
Type: Conjuration  Cost: 1 Mana
Summon | The spellcaster chooses any creature on the board and reveals the top
       | card of their Library. If this card is a creature of the same race as
       | the target creature, then the caster may summon it without paying the
       | Summoning Cost. This creature cannot attack this turn and the
       | spellcaster's turn ends. If the card is not summoned, it is placed in
       | the graveyard and the spellcaster's turn does not end.
How to use:
1: Place this card on top of an allied creature of the desired race
2: If not playing online, offer the top card of the library to the eye. If
   playing online this card will be shown on the screen.
3: If you can summon this creature, place the creature card on top of the
   target field.

[#200] BINDING SHADOWS
Set 2 Spell (Rare)
Type: Conjuration  Cost: 1 Mana
Discard 1 Card | The opposing player must discard 1 card.
How to use:
1: Offer this card to the eye.
2: The opposing player offers his discarded card to the eye.

[#201] ALUHJAN FIELDBOND
Set 2 Spell (Common)
Type: Conjuration  Cost: 2 Mana
Fieldmorph | on any one creature. Fieldmorph lasts until the creature is
           | destroyed.
How to use:
1: Place this card on top of the target creature.

[#202] ALUHJAN SPELLSHIELD
Set 2 Spell (Rare)
Type: Conjuration  Cost: 1 Mana
Negate Spells | During this turn and the opposing player's next turn, the
              | opposing player cannot cast spells.
How to use:
1: Offer this card to the eye.

[#203] FESTIVAL OF FIRE
Set 2 Spell (Uncommon)
Type: Dominion     Cost: Discard 2 creatures (at least one must be a Fire
                         creature)
+3 Sum Cost | on creatures on non-Fire fields during the opposing player's next
            | turn.
How to use:
1: Offer this card to the eye.
2: Offer your first discarded creature to the eye.
3: Offer your second discarded creature to the eye.
Note: You can have a maximum of 3 Dominion cards in your deck.

[#204] FESTIVAL OF WATER
Set 2 Spell (Uncommon)
Type: Dominion     Cost: Discard 2 creatures (at least one must be a Water
                         creature)
+3 Sum Cost | on creatures on non-Water fields during the opposing player's
            | next turn.
How to use:
1: Offer this card to the eye.
2: Offer your first discarded creature to the eye.
3: Offer your second discarded creature to the eye.
Note: You can have a maximum of 3 Dominion cards in your deck.

[#205] FESTIVAL OF EARTH
Set 2 Spell (Uncommon)
Type: Dominion     Cost: Discard 2 creatures (at least one must be a Earth
                         creature)
+3 Sum Cost | on creatures on non-Earth fields during the opposing player's
            | next turn.
How to use:
1: Offer this card to the eye.
2: Offer your first discarded creature to the eye.
3: Offer your second discarded creature to the eye.
Note: You can have a maximum of 3 Dominion cards in your deck.

[#206] FESTIVAL OF WOOD
Set 2 Spell (Uncommon)
Type: Dominion     Cost: Discard 2 creatures (at least one must be a Wood
                         creature)
+3 Sum Cost | on creatures on non-Wood fields during the opposing player's next
            | turn.
How to use:
1: Offer this card to the eye.
2: Offer your first discarded creature to the eye.
3: Offer your second discarded creature to the eye.
Note: You can have a maximum of 3 Dominion cards in your deck.

[#207] BIOLITH ASCENSION
Set 2 Spell (Ultra Rare) (Lock)
Type: Dominion     Cost: Sacrifice 1 creature
Transform | Sacrifice any allied creature to summon a Biolith creature in its
          | place (facing any direction) without paying the Summoning Cost. The
          | summoned creature cannot attack this turn. This does not end the
          | spellcaster's turn.
How to use:
1: Place this card on top of the target creature.
2: Place the card you want to summon on top of the target creature.
3: Discard the old creature card.
Note: You can have only 1 Biolith Ascension card in your deck. If you have a
      Biolith Ascension card in your deck you cannot add any more Dominion
      cards.

[#208] SCION'S REVELATION
Set 2 Spell (Rare)
Type: Sorcery      Cost: 1 Mana
Discard card(s)  | The spellcaster chooses creatures from their graveyard that
Search Graveyard | are not Ultra Rare equal to the number of cards in their
                 | hand. The spellcaster then discards all cards from their
                 | hand and replaces them with the cards they have chosen.
                 | Playing this card ends the spellcaster's turn.
How to use:
1: Offer this card to the eye.
2: Offer the cards from your hand to the eye one at a time, then discard them.
2: Offer the cards from the graveyard to the eye one at a time.
Note: The ending of the player's turn always happened since version 2.00. The
      game makers just forgot to mention that in the original wording.

[#209] SEER VIZAK'S CLEANSING
Set 2 Spell (Rare)
Type: Sorcery      Cost: 3 Mana
Fieldquake | all fields whose underside is of the same element as the target
           | field's underside (except Biolith undersides). Playing this card
           | ends the spellcaster's turn.
How to use:
1: Place this card on top of a field of the desired underside element.
Note: The card always did the above since version 2.00. The original
      information on the cards was very poorly worded.

[#210] BENEDICTION OF JUNO
Set 2 Spell (Rare)
Type: Sorcery      Cost: 3 Mana
Fieldmorph | on all creatures of the same element as the target. Fieldmorph
           | lasts until the end of the spellcaster's next turn. Playing this
           | card ends the spellcaster's turn.
How to use:
1: Place this card on top of an allied creature of the desired element.
Note: The card always did the above since version 2.00. The original
      information on the cards was very poorly worded.

===============================================================================

->PRE-CONSTRUCTED DECKS [PRECON]

If you want to buy new cards you can buy 8 card booster packs, but that can be
a roll of the dice as you never know what you'll get until you open them. In
Booster packs you get 5 Common cards, 2 Uncommon and either 1 Rare or Ultra
Rare. (Though there is about a 1/8 chance of you getting an Ultra Rare card in
a pack, the Phantom cards seem to be more common than other Ultra Rares).

In addition to Booster packs, there are also pre-constructed decks that you can
buy from shops. These consist of 30 known cards, one of them being Ultra Rare.
Except the Biolith decks (which have an Ultra Rare Dragon and Battleship for
Set 1 and 2 respectively), Set 1 Decks always have a Hero card inside and Set 2
Decks always have a Betrayer card inside. Decks also include a little book
containing a little strategy guide and a story about the Hero/Betrayer in the
deck.

You can also fight these decks in the game. Unlock the first deck, Fire
Crusader after playing the game a few times. You can then unlock the next deck
by beating the current deck on Normal difficulty and Official Board Layout.

Before buying these decks, be sure to check what cards are inside before making
a decision.

(Ultra Rare/Phantom cards are marked with an asterisk (*))

-STARTER (Set 1)
#001 Flame Magus                   #002 Hellfire Spitter
#002 Hellfire Spitter              #011 Triceptaur Behemoth
#017 Sciondar Fire God (*)         #020 Tritonan Ice Guard
#020 Tritonan Ice Guard            #027 Venoan Assassin
#027 Venoan Assassin               #038 Verzar Foot Soldier
#038 Verzar Foot Soldier           #039 Stone Wing Dwarf
#041 Giant Axe Dwarf               #045 Se Hollyn Fortress
#045 Se Hollyn Fortress            #057 Bewitching Elf Archeress
#057 Bewitching Elf Archeress      #059 Elven Berserker Maiden
#059 Elven Berserker Maiden        #061 Twin Goblins
#061 Twin Goblins                  #076 Biolith Battle Chariot
#081 Taurus Monolith               #090 White Cubic (*)
#091 Parmetic Holy Feast           #094 Beguiling Fog
#094 Beguiling Fog                 #097 Healing Shower
#097 Healing Shower                #098 Fissures of Goghlie
Note: This deck comes in with the Eye of Judgment game. If you don't have it
      then you've been ripped off!

-FIRE CRUSADER (Set 1)
#001 Flame Magus                   #001 Flame Magus
#002 Hellfire Spitter              #002 Hellfire Spitter
#003 Freedonian Wanderer           #003 Freedonian Wanderer
#004 Partmole Flame Lizard         #007 Flame Ascetic
#007 Flame Ascetic                 #008 Partmole Flame Guard
#009 Lesser Granvenoa              #014 Didi the Enlightened (*)
#038 Verzar Foot Soldier           #038 Verzar Foot Soldier
#040 Skeleton Soldier              #043 Novogus Catapult
#043 Novogus Catapult              #046 Novogus Golem
#057 Bewitching Elf Archeress      #057 Bewitching Elf Archeress
#061 Twin Goblins                  #061 Twin Goblins
#077 Morning Star Warrior          #096 Clare Wil's Banner
#096 Clare Wil's Banner            #097 Healing Shower
#097 Healing Shower                #098 Fissures of Goghlie
#103 Sciondar Inferno              #103 Sciondar Inferno

-WATER BARRAGE (Set 1)
#019 Monk Elder of Okunada         #019 Monk Elder of Okunada
#020 Tritonan Ice Guard            #020 Tritonan Ice Guard
#021 Tritonan Harpoonsman          #021 Tritonan Harpoonsman
#022 Aluhja Priestess              #022 Aluhja Priestess
#023 Tentacles of Possession       #025 Cloud Runner
#025 Cloud Runner                  #027 Venoan Assassin
#027 Venoan Assassin               #032 Mercenary Savior Latoo (*)
#039 Stone Wing Dwarf              #039 Stone Wing Dwarf
#040 Skeleton Soldier              #040 Skeleton Soldier
#058 Sleeptrap                     #058 Sleeptrap
#059 Elven Berserker Maiden        #063 Juno Tree Haunt
#073 Biolith Bomber                #096 Clare Wil's Banner
#096 Clare Wil's Banner            #098 Fissures of Goghlie
#100 Summoner Mesmer's Errand      #100 Summoner Mesmer's Errand
#104 Ice Flood of Okunada          #104 Ice Flood of Okunada

-EARTH EMPEROR (Set 1)
#001 Flame Magus                   #001 Flame Magus
#004 Partmole Flame Lizard         #004 Partmole Flame Lizard
#006 Great Minos of Sciondar       #010 Partmole Fire Oracle
#021 Tritonan Harpoonsman          #021 Tritonan Harpoonsman
#022 Aluhja Priestess              #022 Aluhja Priestess
#037 Verzar Canine                 #037 Verzar Canine
#038 Verzar Foot Soldier           #038 Verzar Foot Soldier
#039 Stone Wing Dwarf              #039 Stone Wing Dwarf
#041 Giant Axe Dwarf               #041 Giant Axe Dwarf
#043 Novogus Catapult              #043 Novogus Catapult
#045 Se Hollyn Fortress            #050 Arelai the Protector (*)
#075 Imperial Biolith Guard        #094 Beguiling Fog
#094 Beguiling Fog                 #098 Fissures of Goghlie
#100 Summoner Mesmer's Errand      #100 Summoner Mesmer's Errand
#105 Fist of Verzar                #105 Fist of Verzar

-WOOD SWARM (Set 1)
#002 Hellfire Spitter              #002 Hellfire Spitter
#003 Freedonian Wanderer           #003 Freedonian Wanderer
#019 Monk Elder of Okunada         #019 Monk Elder of Okunada
#021 Tritonan Harpoonsman          #021 Tritonan Harpoonsman
#025 Cloud Runner                  #027 Venoan Assassin
#055 Leapfrog Bandit               #055 Leapfrog Bandit
#057 Bewitching Elf Archeress      #057 Bewitching Elf Archeress
#058 Sleeptrap                     #058 Sleeptrap
#060 Samurai Nagirashu             #060 Samurai Nagirashu
#061 Twin Goblins                  #061 Twin Goblins
#064 Elven Rider                   #068 Edin the Persecuted (*)
#076 Biolith Battle Chariot        #094 Beguiling Fog
#094 Beguiling Fog                 #097 Healing Shower
#097 Healing Shower                #098 Fissures of Goghlie
#106 Wrathful Winds of Juno        #106 Wrathful Winds of Juno

-BIOLITH SCOURGE (Set 1)
#001 Flame Magus                   #003 Freedonian Wanderer
#003 Freedonian Wanderer           #019 Monk Elder of Okunada
#020 Tritonan Ice Guard            #020 Tritonan Ice Guard
#040 Skeleton Soldier              #040 Skeleton Soldier
#043 Novogus Catapult              #055 Leapfrog Bandit
#055 Leapfrog Bandit               #060 Samurai Nagirashu
#073 Biolith Bomber                #073 Biolith Bomber
#075 Imperial Biolith Guard        #075 Imperial Biolith Guard
#076 Biolith Battle Chariot        #076 Biolith Battle Chariot
#077 Morning Star Warrior          #077 Morning Star Warrior
#079 Behemoth Groundbreaker        #079 Behemoth Groundbreaker
#081 Taurus Monolith               #084 Ouroboros Dragon (*)
#092 Goghlie Altar                 #096 Clare Wil's Banner
#096 Clare Wil's Banner            #100 Summoner Mesmer's Errand
#100 Summoner Mesmer's Errand      #109 Seer Vizak's Calamity

-ARBITER (Set 1)
#001 Flame Magus                   #002 Hellfire Spitter
#002 Hellfire Spitter              #005 Firefly Ninja
#020 Tritonan Ice Guard            #020 Tritonan Ice Guard
#022 Aluhja Priestess              #023 Tentacles of Possession
#027 Venoan Assassin               #037 Verzar Canine
#038 Verzar Foot Soldier           #038 Verzar Foot Soldier
#038 Verzar Foot Soldier           #040 Skeleton Soldier
#044 Dark Yokozuna Sekimaru        #055 Leapfrog Bandit
#057 Bewitching Elf Archeress      #057 Bewitching Elf Archeress
#059 Elven Berserker Maiden        #059 Elven Berserker Maiden
#061 Twin Goblins                  #067 Juno Forest Dragon
#076 Biolith Battle Chariot        #081 Taurus Monolith
#091 Parmetic Holy Feast           #092 Goghlie Altar
#094 Beguiling Fog                 #096 Clare Wil's Banner
#098 Fissures of Goghlie           #098 Fissures of Goghlie
Note: You can't buy this deck.

-FIRE KING'S RAGE (Set 2)
#091 Parmetic Holy Feast           #098 Fissures of Goghlie
#111 Flame Novice                  #111 Flame Novice
#112 Flame Guard Recruit           #112 Flame Guard Recruit
#113 Flame Lizard Archer           #113 Flame Lizard Archer
#115 Partmole Axethrower           #115 Partmole Axethrower
#116 Beacon of Cai-Shae            #118 Behemorph
#119 Flame Lizard Commander        #123 Flameheart
#125 Shaman Zolda (*)              #144 Relentless Skeleton
#144 Relentless Skeleton           #146 Dwarf Sniper
#149 Novogus Warrior               #150 Verzar Golem
#159 Tree Foxes                    #159 Tree Foxes
#162 Leapfrog Boss                 #176 Flailmonger
#179 Behemoth Terrorformer         #195 Dhees's Command
#197 Lament for Clare Wil          #201 Aluhjan Fieldbond
#201 Aluhjan Fieldbond             #203 Festival of Fire

-WATER CONQUEST (Set 2)
#092 Goghlie Altar                 #098 Fissures of Goghlie
#127 Cloudrunner Marauder          #127 Cloudrunner Marauder
#128 Queen's Courier               #128 Queen's Courier
#129 Frost Guards                  #129 Frost Guards
#130 Venoan Spy                    #131 Siam's Lookout
#134 Shadow Diver                  #134 Shadow Diver
#136 Okunada Moving Temple         #138 Queen's Emissary
#141 Corleo, Venoan Capo (*)       #144 Relentless Skeleton
#144 Relentless Skeleton           #151 Dwarf Battlebuggy
#159 Tree Foxes                    #162 Leapfrog Boss
#162 Leapfrog Boss                 #163 Elven Plaguedancer
#166 Darksword Samurai             #175 Athenix Citadel
#179 Behemoth Terrorformer         #196 Aluhjan Regeneration
#199 Ninja Fate Enhancer           #201 Aluhjan Fieldbond
#201 Aluhjan Fieldbond             #204 Festival of Water

-EARTH ATONEMENT (Set 2)
#091 Parmetic Holy Feast           #098 Fissures of Goghlie
#111 Flame Novice                  #112 Flame Guard Recruit
#112 Flame Guard Recruit           #118 Behemorph
#119 Flame Lizard Commander        #127 Cloudrunner Marauder
#129 Frost Guards                  #129 Frost Guards
#143 Verzar Swordsman              #143 Verzar Swordsman
#144 Relentless Skeleton           #144 Relentless Skeleton
#146 Dwarf Sniper                  #146 Dwarf Sniper
#147 Battering Ram                 #149 Novogus Warrior
#149 Novogus Warrior               #151 Dwarf Battlebuggy
#151 Dwarf Battlebuggy             #155 Novogus Sinbearer
#157 Vamas, Tomb Sentinel (*)      #176 Flailmonger
#179 Behemoth Terrorformer         #195 Dhees's Command
#197 Lament for Clare Wil          #201 Aluhjan Fieldbond
#201 Aluhjan Fieldbond             #205 Festival of Earth

-WOOD UNLEASHED (Set 2)
#092 Goghlie Altar                 #098 Fissures of Goghlie
#111 Flame Novice                  #112 Flame Guard Recruit
#112 Flame Guard Recruit           #127 Cloudrunner Marauder
#127 Cloudrunner Marauder          #130 Venoan Spy
#131 Siam's Lookout                #135 Ship's Surgeon
#159 Tree Foxes                    #159 Tree Foxes
#160 Elven Soul Hunter             #160 Elven Soul Hunter
#162 Leapfrog Boss                 #162 Leapfrog Boss
#163 Elven Plaguedancer            #164 Goblin Basher
#165 Goblin Bomber                 #165 Goblin Bomber
#167 Goblin Fort                   #170 Alchemist's Lab
#173 Preacher Noova (*)            #175 Athenix Citadel
#179 Behemoth Terrorformer         #196 Aluhjan Regeneration
#199 Ninja Fate Enhancer           #201 Aluhjan Fieldbond
#201 Aluhjan Fieldbond             #206 Festival of Earth

-BIOLITH GODMAKER (Set 2)
#092 Goghlie Altar                 #100 Summoner Mesmer's Errand
#111 Flame Novice                  #111 Flame Novice
#118 Behemorph                     #127 Cloudrunner Marauder
#128 Queen's Courier               #128 Queen's Courier
#143 Verzar Swordsman              #143 Verzar Swordsman
#146 Dwarf Sniper                  #159 Tree Foxes
#160 Elven Soul Hunter             #163 Elven Plaguedancer
#175 Athenix Citadel               #176 Flailmonger
#176 Flailmonger                   #177 Biolith Centurion
#177 Biolith Centurion             #178 Biolith War Chariot
#178 Biolith War Chariot           #179 Behemoth Terrorformer
#179 Behemoth Terrorformer         #181 Archiver
#184 Biolith Battleship	(*)        #195 Dhees's Command
#196 Aluhjan Regeneration          #196 Aluhjan Regeneration
#199 Ninja Fate Enhancer           #209 Seer Vizak's Cleansing

-PARMETIC WRATH (Set 2)
#001 Flame Magus                   #001 Flame Magus
#010 Partmole Fire Oracle          #018 Red Cubic
#018 Red Cubic                     #020 Tritonan Ice Guard
#020 Tritonan Ice Guard            #022 Aluhja Priestess
#022 Aluhja Priestess              #069 Inquisitor Koog (*)
#090 White Cubic (*)               #091 Parmetic Holy Feast
#092 Goghlie Altar                 #093 Summoner Mesmer's Lapse
#100 Summoner Mesmer's Errand      #100 Summoner Mesmer's Errand
#120 Parmetic Deathspeaker         #121 Noram Zealot
#122 Flame Archmage                #122 Flame Archmage
#132 Aluhja Moving Citadel         #137 Aluhja Zealot
#139 Aluhja Inquisitrix            #143 Verzar Swordsman
#143 Verzar Swordsman              #154 Visvar Vaas Zealot
#169 Tolicore Zealot               #183 Magic Master (*)
#185 Biolith Temple (*)            #196 Aluhjan Regeneration
Note: You can't buy this deck.

-PARMETIC WRATH (Old) (Set 2)
#001 Flame Magus                   #001 Flame Magus
#018 Red Cubic                     #018 Red Cubic
#020 Tritonan Ice Guard            #020 Tritonan Ice Guard
#091 Parmetic Holy Feast           #092 Goghlie Altar
#093 Summoner Mesmer's Lapse       #100 Summoner Mesmer's Errand
#100 Summoner Mesmer's Errand      #100 Summoner Mesmer's Errand
#120 Parmetic Deathspeaker         #121 Noram Zealot
#121 Noram Zealot                  #121 Noram Zealot
#122 Flame Archmage                #122 Flame Archmage
#137 Aluhja Zealot                 #137 Aluhja Zealot
#137 Aluhja Zealot                 #154 Visvar Vaas Zealot
#154 Visvar Vaas Zealot            #154 Visvar Vaas Zealot
#169 Tolicore Zealot               #169 Tolicore Zealot
#169 Tolicore Zealot               #199 Ninja Fate Enhancer
#199 Ninja Fate Enhancer           #202 Aluhjan Spellshield
Note: You can't buy this deck. This deck has been replaced by the new Parmetic
      Wrath deck in version 2.01 due to the introduction of the 5 Missionary
      card limit (This deck had 12 Missionary cards). If you have updated your
      game to version 2.01 (or later) then you cannot play this deck.

===============================================================================

->CARD LIST BY RACE [CLBRCE]

It is well believed that the best deck revolve around a certain race or
affiliation. Hence this section. This section lists the cards in order of Race.

In addition, some creatures' abilities affect one particular race of creatures
so this section lists them as well.

(Ultra Rare cards or races that include only Ultra Rare cards are marked with
an asterisk (*))

-ANCIENT (*)
#088 Guardian Watchtower           #186 Sciondar Gateway
Note: You can have only 1 Ancient card in your deck.

-ANTHROMORPH
#055 Leapfrog Bandit               #056 Green Lycanthrope
#162 Leapfrog Boss

-BASE
#009 Lesser Granvenoa              #045 Se Hollyn Fortress
#047 Dungeon of Ten Tyrants        #082 Aegis Citadel
#117 Shrine of Mourning            #132 Aluhja Moving Citadel
#136 Okunada Moving Temple         #153 Dwarf Battle Forge
#167 Goblin Fort                   #170 Alchemist's Lab
#175 Athenix Citadel               #185 Biolith Temple (*)
+3 Attack | If #147 Battering Ram attacks at least one Base creature, it adds 3
          | to its attack.

-BEAST
#011 Triceptaur Behemoth           #023 Tentacles of Possession
#029 Moving Isle of Kadena         #037 Verzar Canine
#046 Novogus Golem                 #114 Partmole Warhound
#118 Behemorph                     #123 Flameheart
#145 Far Land Sand Dog             #159 Tree Foxes

-BETRAYER (*)
#015 Warden Hilda                  #033 Siam, Traitor of the Seas
#051 Blackhood Dwarf Vulitra       #069 Inquisitor Koog
#086 Wormak, Biolith Heir          #125 Shaman Zolda
#141 Corleo, Venoan Capo           #157 Vamas, Tomb Sentinel
#173 Preacher Noova
Note: You can have only 1 Betrayer card in your deck.

-BLITZ
#073 Biolith Bomber                #083 Arc Satellite Cannon

-BUG
#002 Hellfire Spitter              #074 Biolith Stinger
#180 Biolith Transporter

-DEMON
#008 Partmole Flame Guard          #010 Partmole Fire Oracle
#012 Pursuer of Saint Dhees        #112 Flame Guard Recruit
#120 Parmetic Deathspeaker

-DRAGON
#013 Infernal Sciondar Dragon      #031 Dragon of Voice Sea
#049 Undead Dragon                 #067 Juno Forest Dragon
#084 Ouroboros Dragon (*)
-3 Attack | If there is an enemy #080 Dragoon Dragon Cavalry on the board,
          | allied Dragon creatures subtract 3 from their attack.

-DWARF
#039 Stone Wing Dwarf              #041 Giant Axe Dwarf
#146 Dwarf Sniper                  #151 Dwarf Battlebuggy
#152 Dwarf Warbanner
Decoy        | While there is an allied Dwarf Battlebuggy on the board and an
             | allied Dwarf creature adjacent to it, Dwarf Battlebuggy gains
             | Decoy for adjacent enemy creatures.
- Attack     | While there is an allied Dwarf Warbanner on the board, all Dwarf
+ Protection | creatures lose attack and gain Protection equal to the number of
             | Dwarf creatures on the board.
+1 Attack    | While there is an allied #153 Dwarf Battle Forge on the board,
             | all allied Dwarf creatures add 1 to their attack.

-EGG
#018 Red Cubic                     #036 Blue Cubic
#054 Yellow Cubic                  #072 Green Cubic
#090 White Cubic (*)

-ELEMENTAL
#003 Freedonian Wanderer           #020 Tritonan Ice Guard
#028 Queen's Servant               #048 Verzar Elephant Brigade
#128 Queen's Courier               #129 Frost Guards
#138 Queen's Emissary              #150 Verzar Golem
#168 Reaper's Golem

-ELF
#057 Bewitching Elf Archeress      #059 Elven Berserker Maiden
#064 Elven Rider                   #066 Elven Death Dancer
#160 Elven Soul Hunter             #163 Elven Plaguedancer
#171 Elven Night Rider
Invisibility     | All allied Elf creatures on Wood fields adjacent to an
                 | allied #168 Reaper's Golem gain Invisibility.
Negate Spells    | While there is an allied #170 Alchemist's Lab on the board,
                 | allied Elf creatures cannot be targeted by spells.
+ Attack         | Elven Night Rider's attack is equal to 2 plus the number of
                 | other Elf creatures on the board.
+1 HP            | If Elven Night Rider is on a non-Wood field, each time an
                 | allied Elf creature is destroyed, Elven Night Rider gains 1
                 | HP.
Search Graveyard | If there is an allied #172 Prince Lusirion on the board and
                 | an Elf creature is summoned, the allied summoner chooses a
                 | Wood creature from their graveyard that is not Ultra Rare
                 | and returns it to their hand.
+2 Act/Rot Cost  | If there is an allied #172 Prince Lusirion on the board, all
                 | other non-Elf creatures add 2 to their Activation Cost.

-GOBLIN
#061 Twin Goblins                  #164 Goblin Basher
#165 Goblin Bomber

-GOD (*)
#017 Sciondar Fire God             #035 Goddess Tritona
#053 Novogus Gravekeeper           #071 Exalted Elven Deity
#089 Phaseus, Biolith God
Note: You can have only 1 God card in your deck.

-HERO (*)
#014 Didi the Enlightened          #032 Mercenary Savior Latoo
#050 Arelai the Protector          #068 Edin the Persucuted
#085 Tino, Son of Scion            #124 Fire Witch Freedonia
#140 Sarma of Tinoa                #156 Archbishop Jirva
#172 Prince Lusirion
Note: You can have only 1 Hero card in your deck.

-HUMAN
#001 Flame Magus                   #005 Firefly Ninja
#007 Flame Ascetic                 #022 Aluhja Priestess
#024 Wolf Ninja                    #027 Venoan Assassin
#038 Verzar Foot Soldier           #042 Spider Ninja
#060 Samurai Nagirashu             #062 Swallow Ninja
#111 Flame Novice                  #122 Flame Archmage
#134 Shadow Diver                  #139 Aluhja Inquisitrix
#143 Verzar Swordsman              #166 Darksword Samurai

-LIZARD
#004 Partmole Flame Lizard         #113 Flame Lizard Archer
#115 Partmole Axethrower           #119 Flame Lizard Commander
+1 Mana         | If there is an allied Flame Lizard Commander on the board,
                | the allied summoner gains 1 Mana each time they summon a
                | Lizard Creature.
-1 Act/Rot Cost | While there is an allied Flame Lizard Commander on the board,
                | all other allied Lizard creatures subtract 1 from their
                | Activation Cost.
Dismiss         | If there is an allied #125 Shaman Zolda on the board during
                | the opposing player's Resolution Phase, the allied summoner
                | chooses another creature with a Summonng Cost of less than or
                | equal to the number of Lizard creatures in their Graveyard.
                | Return that creature to its owner's hand.

-MECH
#075 Imperial Biolith Guard        #077 Morning Star Warrior
#078 Biolith Ninja                 #080 Dragoon Dragon Cavalry
#176 Flailmonger                   #177 Biolith Centurion
#181 Archiver                      #182 Battle Master (*)
#183 Magic Master (*)

-MERFOLK
#019 Monk Elder of Okunada         #021 Tritonan Harpoonsman
#127 Cloudrunner Marauder          #130 Venoan Spy
#131 Siam's Lookout                #135 Ship's Surgeon

-MISSIONARY
#121 Noram Zealot                  #137 Aluhja Zealot
#154 Visvar Vaas Zealot            #169 Tolicore Zealot
Note: You can have a maximum of 5 Missionary creatures in your deck as of
      version 2.01.

-NOBLE (*)
#016 Crucible King Dios IV         #034 Imposter Queen Anfisa
#052 Undead King Novogus           #070 Green Erlking Zomba
#087 Scion, Biolith Lord
Note: You can have only 1 Noble card in your deck.

-PLANT
#058 Sleeptrap                     #065 Juno Prisoner Trap

-SACRED
#187 Sword of Juno                 #188 Hammer of Juno
#189 Spire of Juno (*)             #190 Fist of Juno (*)

-TITAN
#006 Great Minos of Sciondar       #030 Don of Venoa
#044 Dark Yokozuna Sekimaru        #063 Juno Tree Haunt
#081 Taurus Monolith               #161 White Tree Haunt

-UNDEAD
#026 Dancing Temptress             #040 Skeleton Soldier
#144 Relentless Skeleton           #148 Novogus Bandwagon
#149 Novogus Warrior               #155 Novogus Sinbearer
Decoy    | While there is an allied Novogus Bandwagon on the board and an
         | allied Undead creature adjacent to it, all other allied Undead
         | creatures gain Decoy for all enemy creatures.
+ Mana   | If there is an allied Novogus Sinbearer on an Earth field, each
         | time another allied creature is destroyed, the allied summoner gains
         | additional mana equal to the number of Undead creatures in their
         | graveyard.
+ Attack | #157 Vamas, Tomb Sentinel's attack is equal to 2 plus the number of
         | Undead creatures in the allied summoner's graveyard.

-WARLORD (*)
#126 General Lug                   #142 Admiral Belta
#158 Marshal Akhum                 #174 Lord Hu
Note: You can have only 1 Warlord card in your deck.

-WEAPON
#025 Cloud Runner                  #043 Novogus Catapult
#076 Biolith Battle Chariot        #079 Behemoth Groundbreaker
#116 Beacon of Cai-Shae            #133 Ghost Ship
#147 Battering Ram                 #178 Biolith War Chariot
#179 Behemoth Terrorformer         #184 Biolith Battleship (*)

===============================================================================

->CARD LIST BY AFFILIATION [CLBAFF]

This section lists cards in order of their Affiliation. Like races, it is a
good idea to have several cards that belong to the same affiliation as they
complement each other well.

(Ultra Rare cards are marked with an asterisk (*))

-BIOLITH CASTLE
#073 Biolith Bomber                #074 Biolith Stinger
#075 Imperial Biolith Guard        #076 Biolith Battle Chariot
#077 Morning Star Warrior          #078 Biolith Ninja
#079 Behemoth Groundbreaker        #080 Dragoon Dragon Cavalry
#081 Taurus Monolith               #082 Aegis Citadel
#083 Arc Satellite Cannon          #084 Ouroboros Dragon (*)
#085 Tino, Son of Scion (*)        #086 Wormak, Biolith Heir (*)
#087 Scion, Biolith Lord (*)       #088 Guardian Watchtower (*)
#089 Phaseus, Biolith God (*)      #175 Athenix Citadel
#176 Flailmonger                   #177 Biolith Centurion
#178 Biolith War Chariot           #179 Behemoth Terrorformer
#180 Biolith Transporter           #181 Archiver
#182 Battle Master (*)             #183 Magic Master (*)
#184 Biolith Battleship (*)        #185 Biolith Temple (*)
#186 Sciondar Gateway (*)

-BLACK FOREST
#059 Elven Berserker Maiden        #065 Juno Prisoner Trap
#066 Elven Death Dancer            #163 Elven Plaguedancer
#170 Alchemist's Lab               #171 Elven Night Rider

-BLACKHOODS
#051 Blackhood Dwarf Vulitra (*)   #146 Dwarf Sniper

-CAI-SHAE
#009 Lesser Granvenoa              #014 Didi the Enlightened (*)
#015 Warden Hilda (*)              #116 Beacon of Cai-Shae
#118 Behemorph

-CHURCH OF PARMUS
#001 Flame Magus                   #010 Partmole Fire Oracle
#022 Aluhja Priestess              #069 Inquisitor Koog (*)
#120 Parmetic Deathspeaker         #121 Noram Zealot
#122 Flame Archmage                #132 Aluhja Moving Citadel
#137 Aluhja Zealot                 #139 Aluhja Inquisitrix
#154 Visvar Vaas Zealot            #169 Tolicore Zealot
-1 Sum Cost      | While there is an allied Flame Archmage on the board, all
                 | other allied Church of Parmus creatures subtract 1 from
                 | their Summoning Cost (minimum 1).
+1 Dodge Attempt | While there is an allied Aluhja Inquisitrix on the board,
                 | all other allied Church of Parmus creatures gain 1 Dodge
                 | Attempt.
+1 Attack        | While there is an allied #183 Magic Master on the board, all
                 | allied Church of Parmus creatures add 1 to their attack.
Search Graveyard | If there is an allied #184 Biolith Temple on the board, each
                 | time an allied Church of Parmus creature is summoned, the
                 | allied summoner chooses 1 Church of Parmus creature from
                 | their graveyard that is not Ultra Rare and return it to
                 | their hand.

-CORSEZ FAMILY
#027 Venoan Assassin               #030 Don of Venoa
#130 Venoan Spy                    #134 Shadow Diver
#141 Corleo, Venoan Capo (*)
+ Attack   | Corleo, Venoan Capo's attack is equal to 2 plus the number of
           | other allied Corsez Family creatures on the board.
Steal Mana | If there is an allied Corleo, Venoan Capo on the board, each time
           | an allied creature dodges an attack, the allied summoner steals
           | mana from their opponent equal to the number of allied Corsez
           | Family creatures on the board.

-CULT OF MOURNING
#007 Flame Ascetic                 #111 Flame Novice
#117 Shrine of Mourning
+ Attack | If there is an allied Shrine of Mourning is on the board, other
         | Allied Cult of Mourning creatures would always add to its attack if
         | it would add to its attack half the time beforehand.

-DHEES EMPIRE
#004 Partmole Flame Lizard         #008 Partmole Flame Guard
#011 Triceptaur Behemoth           #013 Infernal Sciondar Dragon
#016 Crucible King Dios IV (*)     #112 Flame Guard Recruit
#113 Flame Lizard Archer           #114 Partmole Warhound
#115 Partmole Axethrower           #119 Flame Lizard Commander
#123 Flameheart                    #125 Shaman Zolda (*)
#126 General Lug (*)

-GREEN BANDITS
#055 Leapfrog Bandit               #061 Twin Goblins
#070 Green Erlking Zomba (*)       #162 Leapfrog Boss
#164 Goblin Basher                 #165 Goblin Bomber
#167 Goblin Fort                   #173 Preacher Noova (*)
- HP               | If there is an allied Goblin Fort on the board and an
+ Attack           | allied Green Bandits creature is summoned, switch the
                   | printed HP and attack of that creature.
+1 Dodge Attempt   | While there is an allied Goblin Fort on the board, allied
                   | Green Bandits creatures gain a Dodge Attempt if their
                   | remaining HP is 1.
Library->Graveyard | Each time a Green Bandits creature is summoned adjacent to
                   | an allied Preacher Noova, the opposing player puts the top
                   | card of their library into their graveyard.
Search Graveyard   | If there is an allied Preacher Noova on the board, each
                   | time a non-Wood enemy creature is destroyed, the
                   | allied summoner chooses a Green Bandits creature from
                   | their graveyard that is not Ultra Rare and return it to
                   | their hand.

-HAMMER VALLEY
#039 Stone Wing Dwarf              #041 Giant Axe Dwarf
#151 Dwarf Battlebuggy             #152 Dwarf Warbanner
#153 Dwarf Battle Forge            #156 Archbishop Jirva (*)

-NAGIRASHU
#060 Samurai Nagirashu             #166 Darksword Samurai

-NONE
#002 Hellfire Spitter              #003 Freedonian Wanderer
#006 Great Minos of Sciondar       #012 Pursuer of Saint Dhees
#023 Tentacles of Possession       #026 Dancing Temptress
#058 Sleeptrap                     #124 Fire Witch Freedonia (*)
#159 Tree Foxes

-NORTHERN FORCES
#057 Bewitching Elf Archeress      #063 Juno Tree Haunt
#068 Edin the Persecuted (*)       #161 White Tree Haunt

-NOVOGUS DYNASTY
#040 Skeleton Soldier              #043 Novogus Catapult
#046 Novogus Golem                 #049 Undead Dragon
#052 Undead King Novogus (*)       #144 Relentless Skeleton
#148 Novogus Bandwagon             #149 Novogus Warrior
#155 Novogus Sinbearer             #157 Vamas, Tomb Sentinel (*)
#158 Marshal Akhum (*)

-OKUNADA MONASTERY
#019 Monk Elder of Okunada         #136 Okunada Moving Temple

-SAINT VAL DEVOTEE
#050 Arelai the Protector (*)      #143 Verzar Swordsman
#145 Far Land Sand Dog

-SIAM PIRATES
#025 Cloud Runner                  #033 Siam, Traitor of the Seas (*)
#127 Cloudrunner Marauder          #131 Siam's Lookout
#135 Ship's Surgeon
Steal 1 Mana | If there is an allied Ship's Surgeon on the board, each time an
             | allied Siam Pirates creature dodges an attack, the allied
             | summoner steals 1 mana from their opponent.

-TIL VORG MONARCHY
#056 Green Lycanthrope             #064 Elven Rider
#067 Juno Forest Dragon            #160 Elven Soul Hunter
#168 Reaper's Golem                #172 Prince Lusirion (*)
#174 Lord Hu (*)

-TRITONAN QUEENDOM
#020 Tritonan Ice Guard            #021 Tritonan Harpoonsman
#028 Queen's Servant               #029 Moving Isle of Kadena
#031 Dragon of Voice Sea           #032 Mercenary Savior Latoo (*)
#034 Imposter Queen Anfisa         #128 Queen's Courier
#129 Frost Guards                  #138 Queen's Emissary
#140 Sarma of Tinoa (*)            #142 Admiral Belta (*)

-UNKNOWN
#017 Sciondar Fire God (*)         #018 Red Cubic
#035 Goddess Tritona (*)           #036 Blue Cubic
#053 Novogus Gravekeeper (*)       #054 Yellow Cubic
#071 Exalted Elven Deity (*)       #072 Green Cubic
#090 White Cubic (*)               #133 Ghost Ship
#187 Sword of Juno                 #188 Hammer of Juno
#189 Spire of Juno (*)             #190 Fist of Juno (*)

-VAL NA VOS
#037 Verzar Canine                 #038 Verzar Foot Soldier
#044 Dark Yokozuna Sekimaru        #045 Se Hollyn Fortress
#047 Dungeon of Ten Tyrants        #048 Verzar Elephant Brigade
#147 Battering Ram                 #150 Verzar Golem

-YAKSHA
#005 Firefly Ninja                 #024 Wolf Ninja
#042 Spider Ninja                  #062 Swallow Ninja

===============================================================================

->CONTACT ME [CNTCTM]

If you wish to email me on something about this guide you can email me via the
following address: admin@ff-1.co.uk
IMPORTANT: REMEMBER TO ADD '[EoJ]' IN THE SUBJECT TITLE OTHERISE I MAY NOT
RECIEVE IT!
I'll try to reply to as many as possible and I will later add a Frequently
Asked Questions section in later versions of this FAQ containing the most
frequent and best questions.

===============================================================================

->VERSION HISTORY [TVHOTG]

Version 2.10
-More corrections made in the card list.
-Included information on how to use spell cards.
-Added Card lists sorted by Race and Affiliation.
-Many minor tweaks.

Version 2.01a
-Minor changes to the text and layout of the FAQ.

Version 2.01
-Added the changes that came with the version 2.01 update on the game:-
 -The Zealots, Biolith Battleship and Set 2 Sorcery Cards changed.
 -Added revised Parmetic Wrath deck.

Version 2.00
-All 210 cards added.
-Traits section added.
-Pre-Constructed Decks section added.

Version 1.00
-just started adding the Set 1 Fire cards just before Set 2 became available.

===============================================================================

->ACKNOWLEDGEMENTS [TNXFYH]

Thank you to the following people and organisations.
-Sony for making the PS3.
-Japan Studio for making the game.
-Sony Computer Science Laboratories for the card input technology.
-Lestrade from the UK Eye of Judgment Forums for telling me about the errors
 on some of the card information.
-And how can I not forget to thank you guys for reading my guide!

Copyright 2008 Christopher Jepson.