Runic Legion
Sensoriality. Legendary. Action. Unique. Permanent. Choose one of your characters and attach this card to him.
During his next fight, he can play an additional card after having played his cards and “Sensoriality” will be discarded.
Form a phalanx. Rare. Action. Runic Legion. Warrior. Duration 2 turns.
Cor Rune: each war Guemelite has Attack +1 until the end of the game and Attack +1 for each Cor Rune attached to him.
Nox Rune: Your Humans have Defense +1 for each Nox Rune attached to your characters.
Runification. Rare. Action. Unique. Duration: 2 turns. Your characters become Runic.
Each time a card activates, if a character in battle has a Nox Rune attached to him, his caster becomes Runic.
Chain Theurgy if there is more than 3 Runes in play.
Patrol. Rare. Action.Runic Legion. Attack +2 if you have a Rune attached to you and Attack +2 if you have an Item attached to you.
Nox Rune: the opposing character cannot gain anymore Defenses nor get healed.
War Guemelite: Chain.
Privus (and his three evolutions). Uncommon. Character. Runic Legion. Warrior. War Guemelite. Spirit 0. Attack 6/9. Defense 2. Health points 13. Gain Chain if you play “Power of the Colossus” or “Runic slicer”.
At the start of the turn, “Privus” and his last opponent are untapped.
Attack +2 and gains a Cor Rune against his last opponent.
Turns 3, 4 and 8: -3 to magic damage suffered.
… and judge us!. Uncommon. Runic Theurgy. Runic Legion. Priest. The non Priest opposing characters have Spirit -2 and all the opposing characters suffer 2 magic damages.
If played after “The gods keep us…”, they have Attack -2 and Defense -2.
Nox Rune: Duration 2 turns.
Push! Uncommon. Action. Runic Legion. Warrior. Attack +2 if you have a Rune attached to you and Attack +2 if you have an Item attached to you.
Nox Rune: the opposing character cannot gain anymore Defenses nor get healed.
War Guemelite: Chain.
Sharp cestus. Common Other Item. Runic Legion. Warrior. War Guemelite. Permanent. One copy per character.
At the end of the fight, if the opposing character has less than 4 Health points, you heal 4 and another opposing character suffers 4 direct damages.
Chain.
Skirmish (and its two evolutions). Common. Action. Runic Legion. Gains a Yr Rune and Attack +X where X is the smallest of your characters’ Attack bonuses (+4 maximum).
War Guemelite: no maximum.
Chain.
The gods keep us…. Common. Action. Runic legion. Spirit +2. You characters have -2 to damage suffered.
Defense +2 if “… and they judge us!” is played after this card.
Priest: Chain.
Noz’Dingard Envoys
Nadarya and Absalon (and their four evolutions). Rare. Character. Noz’Dingard Envoys. Warrior, MAge, Marauder. Human, Dragon Guemelite. Witchblade, Dragon knight. Spirit 1. Attack 5/8. Defense 1. Health points 12. Attack +1 against Warriors.
Your other Dragon Knights have Attack +1 if they have a Weapon or an Armor attached to them.
Draw an additional card during your next draw phase if “Nadarya and Absalon” play a Spell.
Turns 1 and 5: Defense +1.
Crystal Dragon. Rare. Draconic Spell. Noz’Dingard Envoys. Duration 2 fights. One copy per character.
Each time your character deals physical damages, an opposing character suffers 6 magic damages and has Attack -2.
Dragon Knight: Chain.
File the records. Uncommon. Action. Duration 2 turns. Choose a character and attach this card to him. He has Attack -2 and 3 cards from his owner’s Discard pile are placed in his Deck.
Noz: an additional Attack -1.
Mage: Duration 2 additional turns.
Music box from Ktanir. Uncommon. Jewel item. Noz’Dingard Envoys. Duration 3 turns. Min Attack +1 and Spirit +1.
Witchblade: at the start of the fight, you can discard a card. The next card of the same type is ignored and placed in the opposing Hand.
Chain.
Dragon Skin. Uncommon. Action. Noz’Dingard Envoys. Warrior. Marauder. Peu commune. Action. The Attack bonuses of the next opposing cards are divided by two (rounded up).
Chain if one of your characters is dead.
Draconic Banner. Common. Banner Item. Noz’Dingard Envoys. Warrior. Dragon Knight. Permanent. Permanent. One copy per character. Spirit +2.
Every other turn, if you have another living Dragon Knight, Attack +1 and Defense +1.
Chivalrous spirit. Common. Action. Noz’Dingard Envoys. Warrior. Dragon Knight. Combattant. Chevalier Dragon. Choose one of your other characters. Your character suffers 3 direct damages and the chosen character heals 3 Health points.
They both have Attack +1 and Defense +1 until the end of the game.
Memories of one’s teachings. Common. Mental spell. Noz’Dingard Envoys. Mage. Duration: 5 fights. Choose a character and attach this card to him. Attack -1 and Defense +1.
At the start of the fight, Spirit +1 until the end of the turn for each Spell played by one of the characters in battle.
Habits. Common. Action. Duration: 2 turns. Choose a character out of combat and attach this card to him. He has Attack -3 and -3 to magic and physical damages suffered.
Enjoy the game!