Dice Mage is a light dueling game between 2 players ...
Transcript of Dice Mage is a light dueling game between 2 players ...
DiceMageisalightduelinggamebetween2players.Beforestarting,makesureyouhavethefollowingcomponentsready:
•2CharacterSheetsandmarkers•6UnitCapacitySheets•36BasicUnitCards•36MercenariesCards•18TrapsCards•18NecromancyCards•18PyromancyCards•18CryomancyCards•Atleast15D6dices•Tokenstocalculategold
SET-UP
1.Eachplayersstartswith1CharacterSheet,1UnitCapacitySheet,and5dices.
2.Separatethe36BasicUnitcardsinto3stacksofGuardInfantries,ScoutArchersandWorthyKnights.Setthemasideface-upwithineasyreachofeitherplayers.
3.Takethe18TrapsCards,shufNlethemface-downandputthemontheside.TheyformtheTrapsDeck.
4.Dothesamewiththe18NecromancyCards,formingtheNecromancyDeck.
5.Dothesamewiththe18PyromancyCards,formingthePyromancyDeck.
6.Dothesamewiththe18CryomancyCards,formingtheCryomancyDeck.
7.Dothesamewiththe36MercenariesCards,formingtheMercenariesDeck.Revealthetop4cardsoftheMercenariesDeckandplacethemonarow,formingtheRecruitingPool.
8.RolldicestodeterminetheNirstplayer.Givethesecondplayer2gold.
9.Yourplayareashouldlooklikethediagrambelow.Youarenowreadytostart!
GAMEPLAY
1.Eachplayer'sturnwillbedividedinto3phases.
2.TheNirstphaseistheResourcesPhase.Atthebeginningofyourturn,youwilltakeallthedicesyouownandrollthemforresources.YougainGoldforeachsuccessfullrolls(atthebeginning,onlyrollsof4,5and6willearnyouGold).TakeGoldtokensfromthesupplyaccordingtotheamountofyoursuccessfullrolls.
3.ThenextphaseistheActionPhase.Duringthisphaseyoucan: •UsetheGoldyouhavetopurchaseUpgradesavailableinyoursheet. •Oncetheabilityisopened,recruitBasicUnitsfromtheavailablepool(GuardInfantries,ScoutArchersandWorthyKnights)andorhireMercenariesfromtheRecruitingPool. •Paytogainaccesstooneofthethreemagicalbranchesavailable(Necromancy,PyromancyandCryomancy). •Onceyouhaveaccesstothosepowerfulmagic,youcanalsocastSpellsandsummonpowerfulmagicalCreaturesduringthisphase. •Oncetheabilityisopened,SetTrapsinpreparationforyourenemy'sattack. •Finally,youcancommenceanAttack! •Youmayonlyattackonceeachturn,buttherearenolimitstotheotheractionsavailabletoyou,aslongasyouhavetheGoldandManatopayforthem.Youmayalsochoosetodoyourvarietyofactionbeforeandorafteryourattack. •Pleasenoteaswellthatyoumayonlycastspellsandoractivateabilitiesoutsideofyourattack.Somakesureyouprepareyourarmiesandhavethemreadybeforeattacking.
REMINDER:Onceanupgradeisbought,marktheminyourcharactersheetsoyoudon'tforgetthem!
6.Attheend,thereistheDiscardPhase,whereallplayersmustdiscarddownto5cardsintheirhand.Atthebeginningofthegame,youdonothaveanycardsinyourhand,sothereisnothingtodointhisphaseotherthanresolveendofturneffects,shouldtherebeany.
Eachplayertakesturnplayingtheirturn;rollingdicesandpurchasingUpgrades,accessingpowerfulmagicalSpellsandattackingeachotheruntiloneplayerhastheirlifereducedto0andisdefeated.
EXPLAININGTHECARDS
1.Thenameofthecard
2.Therearethreetypesofcards,Creatures,SpellsandTraps.SpellsandTrapswillbespeciNiedhere,whereasCreaturescardswillsimplymentionedtheirClassType.
Inthisexample,theClassTypeofSengirVampireareVampireandKnight.Itwillcountasboth,andgainbonusesforVampiresandKnights,shouldtherebeanyavailable.
3.Therearealsocoloredlabelstomakethecardseasiertosort.nolabel=BasicUnitslightgrey=Mercenariespastelbrown=Trapsdarkgrey=Necromancyred=Pyromancyblue=Cryomancy
4.Thecastingcostrequiredtoplaythecard.Ifthecardhasamagicalsymbolonit,itisconsideredtobelongtoanyoneofthe3magicschools,Necromancy,PyromancyandCryomancy.Iftherearenone,thenitwillbeconsideredasNeutralCards.
IMPORTANT:Ifacardismagical,itwillnotgotoyourgraveyardwhenitdies(SpellsTinishedcastingorCreaturesdying).Instead,thesemagicalcardswillautomaticallygoesbacktothebottomoftheirrespectivedecks.ThesamegoesforTraps,oncetheyareactivatedandtheeffectscompleted,theywillgobacktothebottomoftheTrapsdeck.BasicUnitsandMercenaryUnits,however,willgotoyourownGraveyardstackwhentheydie.
5.IfthecardisaCreature,itwillhaveanATKandDEFvalue.
6.Theabilityeffectofthecard.Someabilityeffecthavekeywords,whichareincapitalletters.CheckouttheHelpSheetforalistofkeywordsandwhattheydo.Someabilitieseffecthasanactivationcoststothem,shownbythecharacter":".Theseeffectcanonlybeactivatedonceeachturn.
Inthisexample,thecardCrimsonHellkitehasanactivationwhichmeansthatyouneedtoT(Taptheunit,turningitsideways),andpayanyamountinredmana.Onceyoudoso,CrimsonHellkitewilldealthatsameamountofdamageastheamountyoupaytotargetcreature.Thisabilitycanonlybeactivatedonceeachturnduringyourturn.
RECRUITINGUNITS
1.Onceyouopenthevariousrecruitingabilities,youmayrecruitthespeciNiedbasicunitsaswellasunitsofthespeciNiedclassfromRecruitingPool.
2.WhenaunitisrecruitedfromtheRecruitingPool,immediatelyrevealanewcardfromtheMercenariesDeckandplaceinontheemptyspotintheRecruitingPool.
3.IftherearenomorecardsintheMercenariesDeck,thegamecontinues,butsimplywithlessoptionsavailableforeachplayers.TheunitsineachplayersGraveyardsdonotgetshufNledbackintotheMercenariesDeck.
4.Thesameistrueforthe3stacksofBasicUnits,GuardInfantries,ScoutArchersandWorthyKnights.Oncetheyrunout,thereisnomorelefttorecruit,youmustrelyonyourmagicalprowess.
5.UnitsthatarerecruitedorsummonedthisturnareunabletoattackoruseanyabilitiesthatrequiresTap.Thisiscalled"summoningsickness".Thoseunitscanstillblock,andwillbeabletoattackoruseanyabilitiesthatrequiresTappingfromyournextturnonwards.UnitsthathasthekeywordHASTEisunaffectedbysummoningsickness.
ATTACKINGANDDEFENDING
DuringyourActionPhase,youareabletocommenceanattack.Theattackissplitinto4steps.
BeginningofCombatTheattackingplayerdeclaresthatheisgoingtoattack.ThedefendingplayerhasachancetorevealandactivateanyofhisTraps,ifthereareany.
DeclareAttackersTheattackingplayerdeclarestheUnitsthatheisgoingtoattackwith.CreaturesthatareTappedandoraffectedbysummoningsicknessisnotabletoattack.Taptheattackingcreatures.
DeclareBlockersAftertheattackingplayerdeclaresattackers,thedefendingplayerchooseswhichUnitsheorshewillblockwith.Acreaturemustbeuntappedinorderforittoblock.Unlikeattacking,theactofblockingdoesnotcausetheblockingcreaturestotap,andcreatureswithsummoningsicknesscanblock.Eachcreaturecanonlyblockasingleattacker,butthedefendingplayermaychoosetoblockanattackingcreaturewithmorethanonecreature.ThedefendingplayerhasachancetorevealandactivateanyofhisTraps,ifthereareany.Ifanattackingcreatureisblockedbymorethan2players,thentheattackingcreaturewilldecidehowthedamageisdealt.
EndofCombatDamagestocreaturesandplayers(forunblockedattackers)arecalculated,andcreaturesthatarekilledwillbediscardedintotheirowners'GraveyardsorinthecaseofmagicalCreatures,returnedtothebottomoftheirrespectivedecks.
Eachattackinganddamagingcreatureswilldealcombatdamageequaltoitspowerduringcombat.IfanyunitreceivesdamagethatisequalorexceedingthevalueofitsDEFinaturn,thatUnitiskilled.Attheofturn,iftheUnitsurvives,thedamagesreceivedarereset.
Forexample:
TomattacksJeanwithhisTreetopArcher(3/3,RANGED).JeanhasaScoutArcher(2/3,RANGED)andaKnight'sSquire(2/1,Tap:Targetknightgets+1/+1thisturn)thatareuntappedandisabletoblock.ShechoosestoblocktheattackingTreetopArcherwithbothheruntappedunits.
Theattackerandblockerbothdealdamagesatthesametime.Tom'sScoutArcherreceivesatotalof4dmg(2fromScoutArcherand2fromKnight'sSquire),soitwilldie.
Tomhasachoicetodeal3damagefromhisTreetopArcher.Hecanchoosetodeal3dmgtotheScoutArcher(killinghim)or1dmgtoKnight'sSquireand2dmgtotheScoutArcher.Inthesecondcase,theKnight'sSquirewilldie,whiletheScoutArcherwillsurvive.
TomVindstheabilityoftheKnight'sSquiretobeespeciallyannoying,sohechoosesthesecondoption,tokilltheKnight'sSquireandlettheScoutArchersurvive.
Andhehasasurprise!Aftertheattackends,TomsummonsanEmberPyromaniac(1R,2/2,SUMMON:Deal2dmgtotargetcreature).Hechoosestodealanadditional2dmgtotheScoutArcher.This2dmgaloneisusuallynotenoughtokilltheScoutArcher,butbecausetheunithasreceived2dmgpreviouslyfromdefending,itnowdiesandisdestroyed.
NotethatthisisonlypossiblebecauseTomsummonedtheEmberPyromaniacatthesameturnheattacked.Ifhewaiteduntilhisnextturn,the2dmgfromEmberPyromaniacwillnotkilltheScoutArcher.
DETAILEDEXPLANATIONOFCHARACTERSHEET
1.Atthebeginning,rollsof4,5and6willearnyouGold. •Youmaypay5Goldtomakeallfuturerollsof3earnyouGold. •Youmaypay7Goldtomakeallfuturerollsof2earnyouGold. •YoumayalsopayGoldtoearnadditionaldices. •Toaddadditionaldices,youmustpayGoldequaltotheamoutofyourdicescurrently–1.(Ifyoucurrentlyhave5dices,youneedtopay4Goldtoadd1dice).
2.Youmaypay2GoldtogiveyoutheabilitytorecruitInfantriesunits.Oncemarked,youareabletorecruitthebasicinfantryunitGuardInfantry,aswellasanyotherunitsclassedasInfantryontheRecruitingPool.DonotethatthenumberofbasicinfantryunitGuardInfantry,islimitedto15units.Oncethestackrunsout,youarenolongerabletorecruitGuardInfantry. •Youmaypay2GoldtoupgradetheATKandorDEFofallInfantries.
3.Youmaypay3GoldtogiveyoutheabilitytorecruitArcherunits.Oncemarked,youareabletorecruitthebasicarcherunitScoutArcher,aswellasanyotherunitsclassedasArchersontheRecruitingPool.DonotethatthenumberofbasicarcherunitScoutArcher,islimitedto12units.Oncethestackrunsout,youarenolongerabletorecruitScoutArcher. •Youmaypay3GoldtoupgradetheATKandorDEFofallArchers.
4.Youmaypay4GoldtogiveyoutheabilitytorecruitKnightsunits.Oncemarked,youareabletorecruitthebasicknightunitWorthyKnight,aswellasanyotherunitsclassedasKnightsontheRecruitingPool.DonotethatthenumberofbasicknightunitWorthyKnight,islimitedto9units.Oncethestackrunsout,youarenolongerabletorecruitWorthyKnight. •Youmaypay4GoldtoupgradetheATKandorDEFofallKnights.
5.Youmaypay6GoldtogiveyouaccesstoNecromancy.TheNirsttimeyoudoso,youmustchooseanumberfrom2to6.ThatchosennumberwillnowprovideyouwithBlackManawhenyouareRollingforResources.IfthatnumberpreviouslygivesyouGold,itnolongerdoes.Then,draw3cardsfromtheNecromancyDeck. •AfteryouhaveaccessedNecromancy,youmaypay6GoldtoshufNletheNecromancyDeckanddraw3cardsfromit.
6.Youmaypay6GoldtogiveyouaccesstoPyromancy.TheNirsttimeyoudoso,youmustchooseanumberfrom2to6.ThatchosennumberwillnowprovideyouwithRedManawhenyouareRollingforResources.IfthatnumberpreviouslygivesyouGold,itnolongerdoes.Then,draw3cardsfromthePyromancyDeck. •AfteryouhaveaccessedPyromancy,youmaypay6GoldtoshufNlethePyromancyDeckanddraw3cardsfromit.
7.Youmaypay6GoldtogiveyouaccesstoCryomancy.TheNirsttimeyoudoso,youmustchooseanumberfrom2to6.Thatchosennumberwillnowprovide
youwithRedManawhenyouareRollingforResources.IfthatnumberpreviouslygivesyouGold,itnolongerdoes.Then,draw3cardsfromtheCryomancyDeck. •AfteryouhaveaccessedCryomancy,youmaypay6GoldtoshufNletheCryomancyDeckanddraw3cardsfromit.
IMPORTANT:Eachplayersarefreetoaccessasmanybranchesofmagicastheysowish.However,theymustbewaryofovercommittingtheirdicerollstonolongerprovideadequateGold.Theymustalsobewaryofhavingtoomuchcardsattheendoftheirturn,whereeveryplayersmustdiscarddownto5.
8.Youmaypay6GoldtogiveyouaccesstoTraps.Onceyoudoso,youmaynowpay3GoldtopaySetTraps.WhenSettingTraps,youshufNletheTrapsDeckanddraw3cardfromit.Choose1ofthatandputitface-downinfrontofyou.Returntheremaining2cardstothebottomoftheTrapsDeck.Trapsprovidesavarietyofeffectswhichyoucanactivateduringyouropponent'sturn.Toactivateatrap,simplyrevealthemandfollowtheeffect,andthendiscardit.DiscardedtrapsarereturnedtothebottomoftheTrapsDeck.
You may now access TRAPS.6
Shu!e the TRAPS deck and draw 3 cards from it. Choose 1 and SET IT. Discard the rest. Maximum 3 traps.
3
= 1
= 15
= 17
Pay (number of your dices - 1) to add a dice to your dice pool.
You can now accessNECROMANCY. Shu!e theNECROMANCY deck and draw 3 cards from it.
You can’tchoose
6
? =
6 Shu!e the NECROMANCY deck and draw 3 cards from it.
You can now accessPYROMANCY. Shu!e thePYROMANCY deck and draw 3 cards from it.
You can’tchoose
6
? =
6 Shu!e the PYROMANCYdeck and draw 3 cards from it.
You can now accessCRYOMANCY. Shu!e theCRYOMANCY deck and draw 3 cards from it.
You can’tchoose
6
? =
6 Shu!e the CRYOMANCYdeck and draw 3 cards from it.
DICE MAGE
+1
+1
You can now recruit Infantries.2
All infantries2
All infantries2
+1
+1
You can now recruit Archers.3
All archers3
All archers3
+1
+1
You can now recruit Knights.4
All knights4
All knights4
+1
+1
You can now recruit Infantries.2
All infantries2
All infantries2
+1
+1
You can now recruit Archers.3
All archers3
All archers3
+1
+1
You can now recruit Knights.4
All knights4
All knights4
You may now access TRAPS.6
Shu!e the TRAPS deck and draw 3 cards from it. Choose 1 and SET IT. Discard the rest. Maximum 3 traps.
3
= 1
= 15
= 17
Pay (number of your dices - 1) to add a dice to your dice pool.
You can now accessNECROMANCY. Shu!e theNECROMANCY deck and draw 3 cards from it.
You can’tchoose
6
? =
6 Shu!e the NECROMANCY deck and draw 3 cards from it.
You can now accessPYROMANCY. Shu!e thePYROMANCY deck and draw 3 cards from it.
You can’tchoose
6
? =
6 Shu!e the PYROMANCYdeck and draw 3 cards from it.
You can now accessCRYOMANCY. Shu!e theCRYOMANCY deck and draw 3 cards from it.
You can’tchoose
6
? =
6 Shu!e the CRYOMANCYdeck and draw 3 cards from it.
DICE MAGE
DICE MAGEDICE MAGE
This is a unit capacity sheet, which allow
s you to field 3 units. You can purchase additional sheets by paying (num
ber of sheet you own * 3). There is a cap of 3 sheets for each players.
DICE MAGEDICE MAGE
This is a unit capacity sheet, which allow
s you to field 3 units. You can purchase additional sheets by paying (num
ber of sheet you own * 3). There is a cap of 3 sheets for each players.
DICE MAGEDICE MAGE
This is a unit capacity sheet, which allow
s you to field 3 units. You can purchase additional sheets by paying (num
ber of sheet you own * 3). There is a cap of 3 sheets for each players.
DICE MAGEDICE MAGE
This is a unit capacity sheet, which allow
s you to field 3 units. You can purchase additional sheets by paying (num
ber of sheet you own * 3). There is a cap of 3 sheets for each players.
DICE MAGEDICE MAGE
This is a unit capacity sheet, which allow
s you to field 3 units. You can purchase additional sheets by paying (num
ber of sheet you own * 3). There is a cap of 3 sheets for each players.
DICE MAGEDICE MAGE
This is a unit capacity sheet, which allow
s you to field 3 units. You can purchase additional sheets by paying (num
ber of sheet you own * 3). There is a cap of 3 sheets for each players.
2 2
2Guard InfantryBasic Infantry
2 2
2Guard InfantryBasic Infantry
2 2
2Guard InfantryBasic Infantry
2 2
2Guard InfantryBasic Infantry
2 2
2Guard InfantryBasic Infantry
2 2
2Guard InfantryBasic Infantry
2 2
2Guard InfantryBasic Infantry
2 2
2 2Guard InfantryBasic Infantry
2 2
2Guard InfantryBasic Infantry
DICE MAGE
RANGED.
2 3
Scout Archer 3Basic Archer
RANGED.
2 3
Scout Archer 3Basic Archer
RANGED.
2 3
Scout Archer 3Basic Archer
DICE MAGE
2 2
2Guard InfantryBasic Infantry
2 2
2Guard InfantryBasic Infantry
2 2
2Guard InfantryBasic Infantry
2 2
2Guard InfantryBasic Infantry
2 2
2Guard InfantryBasic Infantry
2 2
2Guard InfantryBasic Infantry
DICE MAGE
RANGED.
2 3
Scout Archer 3Basic Archer
RANGED.
2 3
Scout Archer 3Basic Archer
RANGED.
2 3
Scout Archer 3Basic Archer
RANGED.
2 3
Scout Archer 3Basic Archer
RANGED.
2 3
Scout Archer 3Basic Archer
RANGED.
2 3
Scout Archer 3Basic Archer
RANGED.
2 3
Scout Archer 3Basic Archer
RANGED.
2 3
Scout Archer 3Basic Archer
RANGED.
2 3
Scout Archer 3Basic Archer
DICE MAGE
ARMOR.
3 3
Worthy Knight 4Basic Knight
ARMOR.
3 3
Worthy Knight 4Basic Knight
ARMOR.
3 3
Worthy Knight 4Basic Knight
ARMOR.
3 3
Worthy Knight 4Basic Knight
ARMOR.
3 3
Worthy Knight 4Basic Knight
ARMOR.
3 3
Worthy Knight 4Basic Knight
ARMOR.
3 3
Worthy Knight 4Basic Knight
ARMOR.
3 3
Worthy Knight 4Basic Knight
ARMOR.
3 3
Worthy Knight 4Basic Knight
DICE MAGE
SWIFT.
2 3
Swiftwing Infantry 3Infantry
SWIFT.
2 3
Swiftwing Infantry 3Infantry
SWIFT.
2 3
Swiftwing Infantry 3Infantry
ARMOR.
2 3
Armored Infantry 3Infantry
ARMOR.
2 3
Armored Infantry 3Infantry
ARMOR.
2 3
Armored Infantry 3Infantry
Other Infantries you control gets +1/+1.
2 1
Infantry Elite 3Infantry
Other Infantries you control gets +1/+1.
2 1
Infantry Elite 3Infantry
Other Infantries you control gets +1/+1.
2 1
Infantry Elite 3Infantry
DICE MAGE
T : Target creature gets +1/+0this turn.
2 1
Support Infantry 3Infantry
T : Target creature gets +1/+0this turn.
2 1
Support Infantry 3Infantry
T : Target creature gets +1/+0this turn.
2 1
Support Infantry 3Infantry
RANGED.
3 3
Treetop Archer 4Archer
RANGED.
3 3
Treetop Archer 4Archer
RANGED.
3 3
Treetop Archer 4Archer
ATTACK : deals 1 dmg to target creature.
2 2
Slingshot Infantry 3Infantry
ATTACK : deals 1 dmg to target creature.
2 2
Slingshot Infantry 3Infantry
ATTACK : deals 1 dmg to target creature.
2 2
Slingshot Infantry 3Infantry
DICE MAGE
RANGED. Other Archers youcontrol gets +1/+1.
2 2
Archer Captain 4Archer
RANGED.T : Deal 1 dmg to target creature.
1 3
Surefire Archer 4Archer
RANGED. SENTINEL.
2 3
Steadfast Archer 4Archer
RANGED. Other Archers youcontrol gets +1/+1.
2 2
Archer Captain 4Archer
RANGED.T : Deal 1 dmg to target creature.
1 3
Surefire Archer 4Archer
RANGED. SENTINEL.
2 3
Steadfast Archer 4Archer
RANGED. Other Archers youcontrol gets +1/+1.
2 2
Archer Captain 4Archer
RANGED.T : Deal 1 dmg to target creature.
1 3
Surefire Archer 4Archer
RANGED. SENTINEL.
2 3
Steadfast Archer 4Archer
DICE MAGE
ARMOR. Other Knights youcontrol gets +1/+1.
3 3
Knight General 5Knight
ARMOR. SENTINEL.
3 4
White Knight 5Knight
ARMOR. SWIFT. HASTE.
4 3
Dark Knight 5Knight
ARMOR. Other Knights youcontrol gets +1/+1.
3 3
Knight General 5Knight
ARMOR. SENTINEL.
3 4
White Knight 5Knight
ARMOR. SWIFT. HASTE.
4 3
Dark Knight 5Knight
ARMOR. Other Knights youcontrol gets +1/+1.
3 3
Knight General 5Knight
ARMOR. SENTINEL.
3 4
White Knight 5Knight
ARMOR. SWIFT. HASTE.
4 3
Dark Knight 5Knight
DICE MAGE
Deal 2 damage to all attacking creatures.
Explosive AmbushTrap
Return target attacking creature to its owners' hand.
UnsummonTrap
Deal 4 dmg to a creature that has just been summoned.
Sureshot SnipeTrap
Counter target Spell.
CounterspellTrap
Untap 2 target creature.
Sentinel DuoTrap
Target creature gains LIFELINK this turn.
Vampiric TouchTrap
Target creature loses FLYING this turn.
Spider WebTrap
Deal damage to target player equals to the number of attacking creatures.
CounterattackTrap
Target creature gains +2/+2 this turn.
Savage PunchTrap
DICE MAGE
Deal 2 damage to all attacking creatures.
Explosive AmbushTrap
Return target attacking creature to its owners' hand.
UnsummonTrap
Deal 4 dmg to a creature that has just been summoned.
Sureshot SnipeTrap
Counter target Spell.
CounterspellTrap
Untap 2 target creature.
Sentinel DuoTrap
Target creature gains LIFELINK this turn.
Vampiric TouchTrap
Target creature loses FLYING this turn.
Spider WebTrap
Deal damage to target player equals to the number of attacking creatures.
CounterattackTrap
Target creature gains +2/+2 this turn.
Savage PunchTrap
DICE MAGE
At the end of your turn, deal 2 dmg to you.
4 4
Yawgmoth's Shade 1Demon
Pay 2 life, Sacrifice a Creature : Put a +1/+1 counter on this unit.
4 4
Ihsan's Shade 3Demon
FLYING. LIFELINK.
3 3
Sengir General 2Vampire
ARMOR. FLYING. LIFELINK.
2 2
Sengir Vampire 1Vampire Knight
Your units gain +1/+1 tokens.
Blood Moon 2Spell
Pay 2 life : Search the NECRO Deck for any card and put it into your hand.
Demonic Tutor 1Spell
Destroy target PYRO or NEUTRAL creature.
Necro Blast 1Spell
LIFELINK. Deal 4 dmg to target creature.
Soul Drain 2Spell
Look at target players' hand and choose a card. That player discard that card.
DuressSpell
DICE MAGE
ARMOR. When this unit kills another creature, gain a +1/+1 counter.
3 3
Ebon Legion 2Vampire Knight
RANGED. SUMMON : Gain a +1/+0 counter for each PYRO creatures opponents' control.
1 3
Ebon Sureshot 2Zombie Archer
SUMMON : Return target creature from your graveyard into play.
2 2
Ebon Gravedigger 3Zombie Infantry
ARMOR. When this unit kills another creature, gain a +1/+1 counter.
3 3
Ebon Legion 2Vampire Knight
RANGED. SUMMON : Gain a +1/+0 counter for each PYRO creatures opponents' control.
1 3
Ebon Sureshot 2Zombie Archer
SUMMON : Return target creature from your graveyard into play.
2 2
Ebon Gravedigger 3Zombie Infantry
Destroy target PYRO or NEUTRAL creature.
Necro Blast 1Spell
LIFELINK. Deal 4 dmg to target creature.
Soul Drain 2Spell
Look at target players' hand and choose a card. That player discard that card.
DuressSpell
DICE MAGE
HASTE. TRAMPLE.
6 1
Ball Lightning 1Elemental
FLYING. , pay X : deal X dmg to target creature. You may only spend to pay for X.
4 4
Crimson Hellkite 3Dragon
Untap target creature and gain control of it until end of turn. It is una!ected by summoning sickness.
Treasonous Bond 3Spell
Your units gain TRAMPLE and +2/+0 this turn.
Bloodlust 2Spell
FLYING. HASTE. ATTACK : +2/+0 this turn.
2 3
Fledgling Hellkite 2Dragon
FLYING. ARMOR. DEATH : Put a 3/3 Dragon Token with FLYING into play under your control.
2 3
Dragonrider 3Dragon Knight
Deal 3 dmg to target creature.
Lightning BoltSpell
Destroy target CRYO or NEUTRAL creature.
Pyro Blast 1Spell
Deal 5 dmg to all creatures without FLYING and each players.
Earthquake 2Spell
DICE MAGE
Deal 3 dmg to target creature.
Lightning BoltSpell
Destroy target CRYO or NEUTRAL creature.
Pyro Blast 1Spell
Deal 5 dmg to all creatures without FLYING and each players.
Earthquake 2Spell
ARMOR. ATTACK : Deal 2 dmg to target creature.
3 3
Ember Blitzkrieg 2Elemental Knight
RANGED. SUMMON : Deal 4 dmg to target CRYO creature.
2 3
Ember Fireslinger 2Elemental Arcer
SUMMON : Deal 2 dmg to target creature.
2 2
Ember Pyromaniac 1Elemental Infantry
ARMOR. ATTACK : Deal 2 dmg to target creature.
3 3
Ember Blitzkrieg 2Elemental Knight
RANGED. SUMMON : Deal 4 dmg to target CRYO creature.
2 3
Ember Fireslinger 2Elemental Arcer
SUMMON : Deal 2 dmg to target creature.
2 2
Ember Pyromaniac 1Elemental Infantry
DICE MAGE
: Draw a card from the CRYO Deck.
1 2
Archivist 1Wizard
FLYING. SUMMON : Gain +1/+1 for each card in your hand.
1 1
Mahamoti Djinn 3Djinn
RANGED. ATTACK : Tap target creature.
3 3
Tempest Djinn 2Djinn
Discard X cards : Tap X target creatures.
Mind Over MatterSpell
Gain control of target creature.
Control Magic 3Spell
Draw 3 cards from the CRYO Deck. Then discard 2 cards.
BrainstormSpell
Destroy target NECRO or NEUTRAL creature.
Cryo Blast 1Spell
Deal 5 dmg to all creatures with FLYING.
Needle Storm 2Spell
RANGED. ATTACK : Tap target creature.
2 2
Zanam Djinn 2Djinn
DICE MAGE
ARMOR. RANGED. DEATH : Draw a card from the CRYO Deck.
3 3
Tidal Charger 2Merfolk Knight
RANGED. When fighting NECRO creatures, gain +1/+1 this turn. DEATH : Draw a card from the CRYO Deck.
2 3
Wave Runner 2Merfolk Archer
RANGED. DEATH : Draw a card from the CRYO Deck.
2 2
Mist Caller 1Merfolk Infantry
ARMOR. RANGED. DEATH : Draw a card from the CRYO Deck.
3 3
Tidal Charger 2Merfolk Knight
RANGED. When fighting NECRO creatures, gain +1/+1 this turn. DEATH : Draw a card from the CRYO Deck.
2 3
Wave Runner 2Merfolk Archer
RANGED. DEATH : Draw a card from the CRYO Deck.
2 2
Mist Caller 1Merfolk Infantry
Draw 3 cards from the CRYO Deck. Then discard 2 cards.
BrainstormSpell
Destroy target NECRO or NEUTRAL creature.
Cryo Blast 1Spell
Deal 5 dmg to all creatures with FLYING.
Needle Storm 2Spell