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Card SoM Resource Might Magic Destiny Rarity Description W Cost
[Guardian Angel] Light 2 Ressource icn - 2 Magic - Common Enchant Row. Until your next turn:
Creatures from enchanted row cannot be targeted.
02 Wildcard icn
[Purity] Light 2 Ressource icn - 2 Magic - Uncommon Permanent:
Remove all counters from your creatures. No counters can be put on your creatures.
06 Wildcard icn
[Ward Against Darkness] Light 3 Ressource icn - 2 Magic - Rare Permanent:
All friendly creatures gain [Dark Ward]. When there are no friendly creatures left in play, destroy Ward Against Darkness.
10 Wildcard icn
[Lifting Wind] Air 3 Ressource icn - 3 Magic - Common Choose 2 target friendly creatures. Both are relocated to the other's position. New positions must be valid. 02 Wildcard icn
[Sand Storm] Air 3 Ressource icn - 3 Magic - Rare Until your next turn:
Enemy melee and flyer creatures can't attack.
10 Wildcard icn
[Storm Arrows] Air 3 Ressource icn - 3 Magic - Uncommon Until end of turn:
All friendly shooter creatures gain [Attack Anywhere].
06 Wildcard icn
[Earth's Grasp] Earth 2 Ressource icn - 2 Magic - Rare Permanent:
All creatures lose [Quick Attack].
10 Wildcard icn
[Poison Cloud] Earth 4 Ressource icn - 4 Magic - Uncommon Put 1 poison counter on every creature. 06 Wildcard icn
[Poisonous Bulb] Earth 2 Ressource icn - 2 Magic - Common Enchant Row. Permanent:
When a melee or flyer creature from the enchanted row attacks, put 2 poison counters on it, then destroy Poisonous Bulb.
02 Wildcard icn
[Clashing Tides] Water 4 Ressource icn - 4 Magic - Rare Deal 3 damage to every creature in opponent's front line and 2 damage to every creature in adjacent lines. 10 Wildcard icn
[Monsoon] Water 2 Ressource icn - 3 Magic - Uncommon Permanent:
Fire and earth spells deal half damage, rounded down.
06 Wildcard icn
[Water Wall] Water 2 Ressource icn - 2 Magic - Common Until your next turn:
Creatures with Attack icn of 2 or less cannot attack.
02 Wildcard icn
[Combustion] Fire 2 Ressource icn - 2 Magic - Common Enchant creature. Permanent:
At the beginning of each turn, deal 1 damage to enchanted creature.
02 Wildcard icn
[Fiery Weapon] Fire 3 Ressource icn - 2 Magic - Uncommon Enchant creature. Permanent:
When enchanted creature attacks, put a Fierce counter on it. Enchanted creature gains +1 Attack icn for each Fierce counter.
06 Wildcard icn
[Mass Inner Fire] Fire 5 Ressource icn - 4 Magic - Rare Until your next turn:
All friendly creatures gain +2 Attack icn and +2 Retaliate icn.
10 Wildcard icn
[Curse of the Penitent] Dark 4 Ressource icn - 4 Magic - Rare Deal damage to all creatures equal to half their remaining Health, rounded up. 10 Wildcard icn
[Despair] Dark 3 Ressource icn - 3 Magic - Uncommon Deal 2 damage to all creatures not adjacent to another creature. (Adjacent enemy creatures count.) 06 Wildcard icn
[Moonsilk Fetters] Dark 2 Ressource icn - 3 Magic - Common Put a crippling counter on two target creatures. 02 Wildcard icn
[Mass Dispel] Primal 2 Ressource icn - 3 Magic - Uncommon Destroy all Ongoing spells in play. 06 Wildcard icn
[Negate Magic] Primal 2 Ressource icn - 1 Magic - Uncommon Remove all counters and destroy all ongoing spells on target creature. 06 Wildcard icn
[Spell Steal] Primal 3 Ressource icn - 3 Magic - Rare Take a non-unique Ongoing spell on the battleground and play it for free. 10 Wildcard icn
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