- Realm Cards
- Holding Cards
- Champion Cards
- Artifacts & Magical Items
- Support Cards
- Allies
- Wizard Spells
- Blood Abilities
- Event Cards
As the eagerly awaited public Spellfire Alpha launch approaches, we have some thrilling updates in store. Among them is the introduction of an additional Introductory Deck.
This latest deck introduces a brand-new collection of cards to the Spellfire universe, each boasting unique abilities and strategies waiting to be uncovered. The most exciting part is the addition of Event cards, a new feature in the Alpha that you'll have the chance to explore very soon. Dive into this latest addition and discover the cards it holds.
Realm Cards
Town of Worshippers
- World: Blood Birth
- Element: Earth
- Features: Home of worshippers. This town is a holy place. Spellcasting does not work for opposing players, and attacking champions lose 4 levels.
City of the Damned
- World: Blood Birth
- Element: Ether
- Features: Collectible. Home of Bloodborn and Holy Blood born. They get +2 levels.
Capitolium
- World: Wet Deserts
- Element: Fire
- Features: Capital of this Spellfire world. No matter win or lose, Champions who dare to attack the Capital are sent to limbo.
Underwater Town
- World: Blood Birth
- Element: Ether
- Features: Only Swimmers can attack Underwater Town. All champions in the pool get +3 levels and swimming ability as long as this realm is in formation.
Sea of Lost Souls
- World: Wet Deserts
- Element: Water
- Features: Lost souls protect this realm. You can select any discarded champion to defend this realm. Champion goes to Abyss after the combat.
City of Lust
- World: Wet Deserts
- Element: Air
- Features: Thieves are lost in the lust here. They can not defend or attack this realm.
Holding Cards
Bloodfall
- World: Blood Birth
- Element: Fire
- Features: Bloodfall is blessed by blood. It gives 1 additional level for defending Bloodborn and Holy Bloodborn champions.
Champion Cards
The Dolphin
- Type: Monster
- World: Frozen Fire
- Element: Ether
- Power: 3
- Features: Holy Bloodborn. Swimmer. If you have a Dolphine in the pool, all champions become swimmers.
Weregator
- Type: Monster
- World: Blood Birth
- Element: Water
- Power: 6
- Features: Werebeast. Swimmer. Elves are frightened of weregator and flee from combat.
The Leech King
- Type: Monster
- World: Blood Birth
- Element: Air
- Power: 6
- Features: Bloodborn. Swimmer. Can use blood abilities. Likes fresh blood and gets 2 levels against Human.
The Magic Dragonfly
- Type: Wizard
- World: Flaming Waters
- Element: Air
- Power: 4
- Features: Insect. Dragon. Flyer. Co-op. Dragons do not combat Dragonflies. The magic Dragonfly adores human flesh and gets 3 levels against humans.
Night Ratling
- Type: Wizard
- World: Blood Birth
- Element: Fire
- Power: 3
- Features: Creature. Co-op. Ratling curse of No lips disables the opponent spell casting abilities in battle.
Bloodworms Overlord
- Type: Wizard
- World: Blood Birth
- Element: Earth
- Power: 5
- Features: Vampire. Earthwalker. Overlord can use blood abilities. Prefers the blood of dragons and gets 2 levels against them. Artifacts with bonus levels are stronger by 1 level.
Mage Werewolf
- Type: Wizard
- World: Wet Deserts
- Element: Ether
- Power: 4
- Features: Werebeast. A powerful Mage stuck in a hybrid form between a wolf and a human. Mage retains the consciousness of a human and helps to fight creatures. All creatures are weaker by 2 levels.
Artifacts & Magical Items
Shield of Light
- World: Spellfire
- Element: Ether
- Power: +5
- Features: Mutual. All monsters are afraid of the light and do not enter the combat against the shield wearer.
Divine Rosary
- World: Spellfire
- Element: Fire
- Power: +3
- Features: Demons die just by looking into this Rosary. Holy Bloodborn champions get 1 additional level. Opposing Ether champions lose 1 level. (Off)
Ring of Earthwalking
- World: Spellfire
- Element: Water
- Power: +1
- Features: Champions and allies can become earthwalkers when needed. Earthwalking allies get +1 additional level (Def)
Support Cards
Allies
The Eagle
- World: Spellfire
- Element: Fire
- Power: +2
- Features: Undead. Flyer. As long as The Eagle is "in play", it disrupts (negates) the effect of the opposing player's offensive magical items.
Skeleton Archer
- World: Spellfire
- Element: Ether
- Power: +3
- Features: Undead. Skeleton Archer never switches sides for any reason. He holds hate against druids and gets 1 more level against them.
Scarecrow
- World: Spellfire
- Element: Earth
- Power: +3
- Features: Creature. Flyers are afraid of Scarecrow and do not fight or flee from the combat immediately. Plants get +2 addtional levels.
Wizard Spells
Etherial Strike
- World: Spellfire
- Element: Ether
- Power: +3
- Features: Etherial strike can negate and discard one offensive wizard spell from the battle (Off/4)
Antigravity
- World: Spellfire
- Element: Ether
- Features: This spell can be cast on any champions "in pool". Champion becomes flyer until the end of turn. Antigravity affects co-op champions and attached allies. (Def/3)
Awareness
- World: Spellfire
- Element: Fire
- Features: Champion starts seeing things extremely clear and can negate and cancel any unarmed combat card. (Def/3/4)
Blood Abilities
Vaccination
- World: Spellfire
- Element: Fire
- Power: -1
- Features: Attaches to any champion "in play" on phase 3. Induces vulnerability to spells giving 1 level of damage from any offensive spell. Lasts until the end of your next turn. (Off/3)
Event Cards
Slowed Time
- World: Spellfire
- Element: Water
- Features: Slowed time helps you to evade offensive unarmed combat cards until the end of turn. (Helpful)
Now that you've been introduced to these cards, it's time to build your strategy and prepare for the upcoming battle in the Spellfire Alpha.
Which cards are your favorite and why? Share your thoughts in the comments!