Duel of Champions Wiki
“Sitting the Throne of Renewal that was broken and then repaired: ambitious Wizards have chosen to risk their souls in exchange for its mind-shattering power. As the balance of power in the Seven Cities starts to topple towards Darkness, a new threat arises in the form of the Herald of the Void. Will you survive the ensuing battles against heroes more powerful than Ashan has ever dreamed.” [1]

Cards[]

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Card Faction Might Magic Destiny Health SoM1 SoM2 SoM3 Special Ability Wildcard
[Morgan, Beloved General] Haven 1 1 1 20 Light Water - When you play a creature, if your level is 5 or more and your level is 3 or more, heal 1 damage from your hero. 21
[Ignatius] Inferno 1 1 1 20 Dark Fire - When opponent discards a card for the first time in a turn, if your level is 5 or more, deal 2 damage to their hero. 21
[Siham, Spirit Severer] Necropolis 1 1 1 20 Dark Earth - At the beginning of your turn, if your level is 5 or more and your level is 4 or more, destroy target creature with a cost of 2 or less. 21
[Zouleika, Renegade Wizard] Stronghold 1 1 1 20 Earth Air - At the beginning of your turn, if your level is 5 or more and your level is 4 or more, target friendly creature gains [Magic Resist] until your next turn. 21
[Shalan, Voice of the Lotus] Sanctuary 1 1 1 20 Earth Water - Whenever a Sanctuary creature is returned to your hand from play, if your level is 4 or more and your level is 3 or more, that creature costs 2 less to play until end of your turn. 21
[Akane, Caller of Memories] Academy 1 1 1 20 Water Air - 6 : Take target non-unique spell card from your graveyard and put it in your hand. 21
[Ammar, the Cunning] Academy 1 1 1 20 Earth Water - When you play a spell, if your level is 6 or more and your level is 3 or more, draw a card. 21
[Asalah, Invoker of Castigation] Academy - 2 1 18 Light Water Fire 2 , discard a card: Creature you control gain +1 until end of turn for each enchant creature spell affecting them. 21
[Gazal, Herald of the Void] Academy 1 1 1 20 Primal Dark - 1 , discard a card: Choose target non-unique instant spell card from any graveyard. You can play that card. If you do, banish it afterwards. 21
[Gazal, Lady of Secrets] Academy 1 1 1 20 Primal Light - 3 : Until the end of the turn, whenever an effect causes cards to go from your opponent's library to their graveyard, draw a card. 21
[Hakeem, Seeker of Mysteries] Academy 1 1 2 20 Dark Earth - 21
[Myranda, Blademage Champion] Academy 2 1 - 20 Primal Air - 4 : Relocate target friendly magic creature. 21


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Cards
By Type

Heroes

Creatures

Spells

Fortunes

Events

Buildings
By Faction

Haven

Inferno

Necropolis

Stronghold

Sanctuary

Academy

Neutral
By School of Magic

Light

Air

Earth

Fire

Water

Dark

Primal
By Expansion

Basic Set

Void Rising

Herald of the Void

Forgotten Wars

The Five Towers


References[]