Ourenos. Legendary. Character. Sap Heart. Warrior. Eltarite. Unknown. Spirit 0. Attack 6/9. Defense 2. Health points 13. Gain Chain if you play a Weapon or an Armor. Turns 5 and 6: can play Sap Heart cards without restrictions.
Eltarite Heritage. Rare. Action. Sap Heart. Warrior. -2 to physical and magical damage suffered. Elfine: the next opposing spell is ignored. Hom’chai: -2 to magic damage suffered for each one of your Hom’chai (dead or alive). Chain.
Diagonal fire. Rare. Action. Sap Heart. Duration 2 turns. Defense +2. Your Elfines have +1 to damages suffered. As this card activates, choose one of your characters out of combat who has a Bow attached to him. The opposing character suffers a physical Attack which equals the Min. Attack of the chosen character.
Surprise attack . Uncommon. Action. Sap heart. Warrior.+2 to damage dealt. Elfine: Defense +2. Beast: A card attached to the opposing character is discarded.
Choice of arms . Uncommon. Action. Sap Heart. Dais. Elfine. Attack +3 if you wear a Dagger, Defense +3 if you wear a Bow. At the end of the fight, the Weapons attached to your character are placed in your Hand. Chain.
War paintings Uncommon. Action. Sap Heart. Warrior.Duration 2 turns. The opposing characters have Attack -2 for each one of your Dais still alive and Defense -1 for each one of your Elfines still alive. As this card activates, if you have a Hom’chai who is still alive, the opposing characters suffer 1 direct damage. Chain if there is 3 different Races among your characters.
Sharpened pike . Uncommon. Spear Two Handed Item. Warrior, Berserker. Activates after the fight. Permanent. Attack +3. If this card is discarded from the game, one of your Sap Heart has Attack +2 until the end of the game. Activates immediately if a Hom’chai is still alive.
Blue-wood splinter . Common. Dagger One Handed Item. Sap Heart. Elfine. Permanent. Attack +1 each time your deal physical damages (+5 maximum). Warrior: Duel Wield.
Live in Harmony . Common. Action. Guemelite. Permanent. Spirit +1, Heals 1 Health point and -1 to damage suffered for each “Living in harmony” in play. At the start of the fight, this card is discarded. Chain.
Entropy. Rare. Nehantist. Nehantist Spell. Mage. Mage: two Nehantic Spells from your Discard pile are played. Necromancian: two Undead Actions in your Deck become Necrosis until the end of the game.
R.I.P. Rare. Action. Nehantist. Undead. Non-Mort. Choose another one of your Undead characters, he dies and your character has Attack +5 and heals 6 Health points. Necromancian: a “Fake death” from your hand is played.
Lords of the ruin. Rare. Action. Nehantist. Demon. Duration 3 turns. Your Demons have Defense +1 and Spirit +1. As this card activates and at the start of the turn, all the characters have +1 to damage suffered. Warrior: Chain Item.
Daemonium. Uncommon. Magic Book Item. Nehantist. Choose an opposing character, your character copies his Spirit, his Attack and his Defense. At the end of the fight, your character dies unless he is Nehantist.
Insensibility. Uncommon. Action. Nehantist. Undead. -3 to damage suffered. If this card is a Necrosis, Defense +1 until the end of the game. This card becomes a Necrosis until the end of the game.
Mortality. Uncommon. Action. Nehantist. Undead. The characters out of combat suffer 1 physical damage and 1 magic damage. If this card is a Necrosis, the characters out of combat who have less than 1 Health point, die. Necromancian: Chain “Fake death”.
Almaria. Common. Character.Nehantist. Warrior. Undead. Unknown. Spirit 0. Attack 6/9. Defense 2. Health points 18. +1 to damage suffered. Can no longer chain cards. After having played your cards, if you have a Necromancian who is still alive, choose a Necrosis in your Discard pile, it is played. Turns 3, 6 and 8: Attack -1/-3 and Defense +4.
Braiiiiiiin?. Common. Action. Nehantist, Undead. Non-Mort. Attack +2 to Attack +3. If this card is a Necrosis: Heals 2 to 3 Health points. This card becomes a Necrosis until the end of the game.
Old rag doll . Common. Other item. Permanent. Spirit +1 for each Item of Clothing in your Discard pile (4 maximum). Chain Spell or Theurgy.
Still alive?! . Common. Action. Demon. Duration 5 turns. At the end of the turn, if your character has suffered damages, he has Defense +1, and Attack +3 if he has suffered more than 6.