The game includes a variety of cards that players are able to play over their battles. Each one of these cards has a certain role in play and, with the right combination, might lead to the player’s victory.
This is the resource card, essential for deploying henchmen, casting spells, and occasionally activating the abilities of henchmen or the mage. Since these cards don't belong to any specific clan, they are versatile and can be incorporated into any deck. These resource cards are mandatory in the deck, as a minimum of 8 is requested, and a maximum of 14 is allowed per deck.
You can recognize Sacrifice cards by their distinctive logo and name, both on the top left corner of the card.
Normal Henchman with ability
Henchman with Invulnerability effect
Normal Henchman without ability
Henchman with Barrier effect
Henchmen are creatures dedicated to aiding your mage in combat. They are the primary cards responsible for attacking the opposing mage during battles and are stationed in the "Henchmen zone" on the battlefield. Henchmen are mandatory in the deck. A player should at least have a Henchman inside the deck. A Henchman is also linked to a clan, which means henchmen included in players’ decks should obey the rules of the deck.
Like mages, henchmen can exist in one of three states: Normal, Barrier-protected, and Invulnerable.
Every henchman card carries distinct features: • Clan: Positioned at the top-left. • Sacrifice Cost: Displayed at the top-right. • HP Points: Represented by a green icon, found at the bottom-right. • ATK Points: Denoted by a blue icon, also at the bottom-right. • Ability (if applicable): Presented in the lower center of the card. • Rarity Indicator: Located at the bottom-left.
These are immediate effect cards that can be activated anytime during your turn. After use, they are promptly sent to the discard deck. Spells are not mandatory in the player’s deck. Also, they are linked to a clan, which means spells included in players’ decks should obey the rules of the deck.