(Cards are listed below)Recommended?Price when producedSpell or crea-ture?LevelHPDamage inflected on enemy opposing card and/or owner (Additional) spell?Self-regeneration?Increasing / decreasing elementalIncreasing / decreasing owner health Increasing / decreasing opponent health Particularly vulnerable to…Delivers extra damage to…Immune to…Effect on enemy ownerEffect on non-opposing enemy cards (with spells, all of them)Effect on ownerEffect on owner cards
Water: PoisonYes, unless you mostly / only have Death enemies; particularly recommended with the concurrent use of Earth / Echidna(def)Sp3n/aDamages all of the enemy cards (except for Death ones!) with 1 at once; results in a -1 HP lost in all roundsn/an/an/an/an/an/an/an/a--1 HP; poisoning--
Sea JusticeWhen the opponent has several / many high-damage (!) cards (for example, Water / Waterfall, Earth / Elemental with high damage or Life / Unicorn or Chimera) on field; in this case, it's deadly and well worth the price10 / 5 / 0 / 0Sp3n/aUnit's damage -1 HP lossn/an/an/an/an/an/an/an/a-Damage -1 HP loss--
NixieParticularly recommended when you quickly want to bump up Water (both automatically and manually), particularly (see the manual case) if you don't really need Fire (def)Cr4103Sea of Sacred: manual Fire -> Water conversion (for one)-Automatic Water +1 every turn (+ manual spell: one Fire -> Water)---200% Fire-----
Ice GuardVery useful, quick owner-defense wise and should be frequently used particularly when you need to quickly defend the owner against many casters - for example, after the enemy's casting Death / Plague and, in the next round, almost completely getting rid of your cards. Then, the quickest way to reduce damage to owner (because of the lack of your cards on the deck) is using this card - unless you have for example Fire / Fireball.20 / 0 / 3 / 0Cr5194-----200% Fire----Reduces all damage by 50% - extremely useful!-
Ice boltWhen you quickly need to decrease the enemy owner's HP; note that your owner will also lose 660 / 0 / 0 / 0Sp7n/an/an/an/an/an/an/an/an/an/a10 + Water/2-6 damage-
PoseidonWhen you or your opponent plan to use summon / cast a lot of Water creatures / spells. Particularly recommended with the Water / Acid Storm; make sure you have Poseidon on the deck when you cast Acid Storm!10 / 35 / 0 / 0Cr8253---+ 2 upon all (both enemy and your) Water spell / creature summoning -4 upon all (both enemy and your) Water spell / creature summoning----4 HP when water spells are cast or creatures summoned-+2 HP when water spells are cast or creatures summoned-
WaterfallWhen you have plenty of water and you don’t plan to waste it, which would result in Waterfall’s inflicting less damage(def)Cr933= Owner's Water-+3 upon all Water spells / creature summoning by both parties----------
Acid stormWhen you need to quickly inflict 15 damage on all enemy cards (which requires that you have Water / Poseidon on the deck; otherwise, the damage will be delivered to your cards too)0 / 0 / 2 / 5Sp9n/an/an/an/an/an/an/an/a-n/a-Up to 16 damage unless it has a Poseidon-Up to 16 damage unless it has a Poseidon
ParalyzeWhen you definitely need the enemy to skip one turn to, for example, save your cards(def)Sp10n/a- (skips a turn - enemy cards won't attack in the next turn)n/an/an/an/an/an/a-n/a----
Ice Wizard
  • when you quickly need to counter-attack a very powerful Water creature (for example, a Waterfall or Leviathan) (damage from Water is 1) OR
  • when you need to quickly bump up your Water OR
  • when you must quickly heal your owner AND
  • when your enemy won't likely to use fire spells (Fire Spikes or, even worse (for you), Fireball) to attack your card
  • 100 / 25 / 0 / 0Cr10224Healing Water: + 2*Water owner HP-+2 Water / turn (automatically)Manual casting only: Healing Water: + 2*Water HP -Fire (200%)-Water creatures / spells (1 damage only)----
    Leviathan
  • when the enemy has many cards on the deck (to maximize damage) OR
  • when you need to quickly and, taking into account the other, similar spells, most efficiently (4 HP / 1 Water) heal the owner, assuming you have at least 6 Water
  • 0 / 5 / 1 / 0Cr11376Curing: + 4 HP / 1 Water for owner if and only if Water > 5--Manual casting only: Curing: + 4 HP / 1 Water if and only if Water > 5------1 HP every turn--
    Hydra
  • when you want to / can place it into a position where it can attack both adjacent slots in addition to the opposing one (that is, prefer NOT to put in it to the left/rightmost position) AND
  • its decreasing water by 2 every turn isn't a problem
  • 50 / 40 / 0 / 0Cr13295Able to consume friendly unit; then, it'll receive half of its current HP (see the Zerg Defiler's, energy (but not HP)-wise, similar "Consume" in Starcraft!)--2 (!!) Water / turn (automatically)------Attacks both adjacent slots too--
    Fire: Fire SpikesWhen you quickly need to deliver (up to) 3 (fire) damage to all enemy creatures - for cheap50 / 0 / 0 / 2Sp3n/an/an/an/an/an/an/an/aFire-sensitive creatures (for example, Water / Ice Guard and Ice Wizard)n/a-3--
    Flaming ArrowWhen you need a cheap way to deliver damage to the enemy owner(def)Sp4n/an/an/an/an/an/an/an/a-n/aDamage: 2* (own fire - enemy fire) if own fire > enemy fire; 1 otherwise---
    CerberusWhen you need a cheap creature to effectively attack the two adjacent slots - for example, Ice Wizard or Guard. (Make sure you place it in a slot adjacent to any creature because it has really little HP!)(def)Cr464-----Water / Nixie---Half the damage to adjacent slots--
    Demon
  • when your opponent prefers using fire (for example, Fireball / Fire spikes) and Earth (e.g., Quicksands) spells and you need something immune to them
  • when you need to quickly convert Earth to (two) Fire each turn (manual conversion)
  • 10 / 10 / 0 / 0Cr5122Fire Breeds: One Earth to two Fire (manual) conversion-One Earth to two Fire (manual) conversion--Water / Nixie-Fire and Earth spells----
    DevilWhen you don't need to pay much attention to your own HP- don't forget this card will results in -10 owner death when it dies!(def)Cr6274Sacrifice (castable on the owner's Fire creature other than the Devil itself): owner: +3 HP; +3 Fire---10 when dies-Water (2* damage) (not only Water / Nixie but ALL Water creatures!)----Upon dying, 10 damage-
    Red Drake
  • when you need to quickly deliver 3 Fire damage to all the enemy cards AND enemy owner upon summoning (also see Fire Spikes, with the additional damage caused to enemy owner)
  • when you need to counter-attack a Fire creature because of the immunity to Fire creatures (and spells)
  • 90 / 0 / 0 / 1Cr7165-----Water / Nixie-Fire spells and creaturesUpon summoning, -3 HPUpon summoning, -3 HP--
    FireballOne of the most useful, best spells inflicting damage on enemy cards - make sure you don't discard it. Make every effort to select (when your beaten enemies offer for exchange) / produce it!33 / 33 / 3 / 3Sp8n/an/an/an/an/an/an/an/aFire-sensitive creatures (for example, Water / Ice Guard & Wizard)n/a-Damage: Fire + 3--
    SalamanderWhen you must bump up the damage of all your cards AND spells by 2. (As its HP and attack is pretty low, try placing it in a slot with a weak enemy OR into a slot that has an empty slot WHEN and only when the enemy won't likely to be able to summon a powerful creature to quickly get rid of it - or Water / Nixie)0 / 30 / 10 / 5Cr8153-----Water / Nixie-----Increases their attack by 2
    Efreet
  • when you want to have put some very powerful defense on some of your cards against very powerful opponents (see the spell description), particularly if yours is a Fire creature (then, it won't receive a 2 damage each turn) and / or the enemy is a Water / Ice creature
  • when you need a card that sends half the damage back to attacker (very useful against high-damage opponent cards)
  • when you want to deliver 6 damage to all enemy Water cards upon summoning
  • 30 / 15 / 2 / 0Cr10336Fire Shield: for 2 Fire points, you can give any other card the same feature as that of Efreet: sends half the (with Water / Ice creatures, full) damage back to attacker (particularly useful against high-damage opponent cards). As it results in the given card's HP loss of 2 each turn (unless it's a Fire creature), best used against high-damage cards like Earth / Chimera or Water / Waterfall----Water / Nixie---6 damage to all enemy Water cards upon summoning--
    ArmageddonWhen your opponent's owner's HP is below 25, while yours is above that0 / 80 / 0 / 0Sp11n/a25 to all cards and the two ownersn/an/an/an/an/an/a-n/a25 damage25 damage25 damage25 damage
    Firelord
  • when you need to increase Fire more quickly OR
  • need the pretty powerful Blood Lust spell (which is recommended with units of high damage) AND
  • the -8 HP damage to owner upon dying isn't a problem
  • (def)Cr11217Blood Lust: increases any unit's damage by 50%; it, however, will lose 2 HP every turn. That is, it's recommended with units particularly of high damage-1 Fire every turn to both players8 damage upon dying8 damage upon dyingWater / Nixie--8 damage upon dying-8 damage upon dying-
    Vulcan
  • as it's immune to harmful Fire spells, prefer it when your opponent often uses Fireball and similar Fire spells
  • when you want to quickly deliver 9 damage to opposing card
  • when you need to decrease enemy's Fire by 3 upon summoning
  • 120 / 0 / 0 / 0Cr1227Fire + 3Volcano Explode: all units receive damage of up to 50% of the HP of Vulcan-Enemy Fire is decreased by 3 when summoned--Water / Nixie------
    Earth: SatyrCheap - excellent in both absorbing damage and quickly increasing Earth15 / 20 / 0 / 0Cr2103Dissolve: it dies and and enemy slot / enemy owner suffers 5 damage-+1 Earth, automatical---------
    Forest SpiritProbably the best for high-quality damage absorbing, against high-rate enemies; also quite effective owner HP increase (albeit there are better local casting-based ways of doing this; see for example the pretty expensive Water / Hydra)50 / 0 / 6 / 0Cr33 (damage is 1 from all non-magical attacks, even from really high-rate cards!) 2--- Explicit casting: Yout of Forest: owner HP: +5; Earth -2 - -------
    DryadWhen you need to quickly bump up a card's damage with either 1 (non-Earth cards) or 2 (Earth cards) and the card has an empty adjacent slot. (def)Cr4124-+2 when anyone calls Earth spells / summons Earth cards----------
    GolemExcellent if you can make use of the regeneration (that is, your Earth is constantly over 2)(def)Cr5154-+3 every turn when Earth is more than 2; -3 otherwise ----------
    RevivalA comparatively cheap way of bumping up the HP of both your cards and your owner(def)Spn/an/an/an/an/an/an/an/an/an/an/an/an/a+2 HP for all active cards (that is, 10 at most)+4 HP
    QuicksandsThere are more than one enemy cards of level 2..40 / 0 / 7 / 2Sp6n/an/an/an/an/an/an/an/a-n/a-Gets rid of all cards of level less than 5--
    RestructureWhen you need to quickly bump up the health of your cards only (but NOT your owner - you'll need Revival when you prefer the latter), even increasing their maximal HP with 3(def)Sp6n/an/an/an/an/an/an/an/an/an/a---+6 HP, increases maximal HP by 3
    CentaurWhen you need a comparatively high-power card for a comparatively low price, which is also able to deliver (as with some much more expensive cards like Earth / Ent or Water / Hydra) direct damage to enemy owner AND has no summon sickness (that is, attacks the enemy slot at once)60 / 0 / 6 / 0Cr6145Manual enemy owner attack: 3 enemy HP / 1 Earth---With cast only (3 enemny HP / 1 Earth)---With cast only (3 enemny HP / 1 Earth)---
    EntIf you MUST have a comparatively cheap unit that constantly keeps attacking the enemy but you don't have / don't want to use Banshee for its excellent 8/15 damage. Also recommended when you need a card that can also attack (with 2 HP decrease) all the enemy cards AND the enemy owner, not just the one in the opposing space100 / 0 / 0 / 0Cr7223Entangle Roots: 1 damage to all enemy cards AND the enemy owner for -2 card HP---+ (equal to the current damage)---Attacks it and the opposed unit at the same time, with the same damageIt attacks all opponent cards manually, through the Entangle Roots spell--
    Absolute DefenceYou'll need this when you need to defend your cards in the next turn. Recommended when, otherwise, the loss would be too much - for example, most of your cards are seriously weakened.15 / 2 / 1 / 0Sp7n/an/an/an/an/an/an/an/an/an/an/an/a-Full defense for one turn
    EchidnaWhen you have plenty of Earth to spend and need a high-damage card. Remember to try to use the separate Poison spell with it: the card will mass-attack all poisoned cards, not only the opposing one. That is, prefer using this card if you do have the Poison card too.0 / 15 / 2 / 0Cr10267 + Poisoning the opposite card, which, as opposed to the standard Water / Poison spell (1 HP decrease), will result in a 2 HP decrease each turn---------Attacks all poisoned cards for 1--
    EarthquakePretty similar to Fire / Fireball as long as your Earth is more than 12 (otherwise, it'll also deliver 15 damage to your own cards). However, as some Fire creatures are immune to Fire spells, in cases, it may be preferable to Fireball.0 / 0 / 3 / 1Sp10n/an/an/an/an/an/an/an/an/an/a--15 HP--15 HP unless owner's Earth > 12
    ElementalWhen you have plenty of Earth and you know the opponent doesn't have Fire spells (Fire Spikes, Fireball etc)25 / 0 / 1 /0Cr1345= EarthStone Skin on owner's creature: +1 defense against all attacks (see Air / Gargoyle's spell)-+2 Earth every turn --Fire spells (+10 damage)------
    Death: Ghost
  • when you have plenty of owner's health (where the "half the damage is done to the owner" approach isn't a problem) but don't have many high-level cards and need something durable
  • when you quickly need additional Death points and don't want to use for example the much more recommended Life / Apostate for this.
  • (def)Cr313; note that as half of the damage is absorbed by Ghost (unless it's a spell), the practical HP is higher, about twice as high3Death Ritual: manually convert 5 owner HP to 1 Death-Can manually convert (see spell) 5 owner HP to 1 DeathHalf the sustained damage is forwarded to owner-Spells (200%)------
    CurseWhen you quickly need to decrease all the elements of the enemy: pretty useful for the price150 / 20 / 0 / 0Sp10n/an/an/an/adecrease all the elements of the enemyn/an/an/an/an/a----
    ZombieWhen you need a cheap, upon killing the opposite creature, self-healing (with increasing the maximal HP) non-caster(def)Cr4113-upon killing the opposite creature, completely self-heals itself and increases the maximal HP by 3----------
    WerewolfWhen you need a pretty strong (particularly if you use its Blood Rage spell) but not very expensive card, which, in addition, also turns into a Ghost after dying (therefore, don't use it if you have very little owner HP)25 / 5 / 0 / 0Cr6166Blood Rage: hits twice as hard the next turn for 3 Death points. See for example the "Bloodlust" spell in Warcraft or the Marine / Firebat "Stim pack" in Startcraft (with the difference that this doesn't cause the HP to decrease)-----------
    Steal LifeWhen you need to quickly transfer HP's from the opponent's owner to yourself200 / 0 / 2 / 0Sp6n/an/an/an/an/an/aDecrease by 5 when owner's Death is less than 8; death + 5 otherwisen/an/an/a----
    BansheeWhen you quickly need to deliver a LOT of damage to the enemy owner (8 at summoning and damage + 10 upon Banshee's directly attacking the owner). In order to the second case to work, try making sure that, when your cards attack, there is no opposing card, or, make sure you place it opposing a weak and easy-to-beat enemy card so that you have a chance for the card to directly attack the enemy owner100 / 10 / 0 / 0Cr7125----Damage: 8 at summoning and damage + 10 upon Banshee's directly attacking the owner-------
    Total WeaknessWhen the enemy has several cards on the deck, including high-damage ones, and you want to reduce their damage by half (rounded down)200 / 0 / 2 / 0; also def.Sp8n/an/an/an/an/an/an/an/an/an/a-reduce their damage by half (rounded down) (of ALL of them)--
    Darklord
  • particularly when you need to heal your owner without losing any points on it OR
  • you need a durable, self-healing card
  • 300 / 0 / 0 / 2Cr8144Steal Spell: for one Death point, Darklord will receive the (positive - that is, it's not worth trying to steal Water / Poison - you don't want to poison your Darklord and the game doesn't allow for this either) spell, it can easily steal an active spell (see their list below) from an enemy card, assuming the latter has the given spell active. I've tested this with Death / Werewolf's Blood Rage (don't forget while Werewolf's Blood Rage only lasts for one turn, it remains accessible for Darklords before the start of the next turn), Life / Bless, Fire / Firelord's Blood Lust and Fire / Efreet's Fire Shield. Do NOT think it's similar to, for example, Dark Archons' "Mind Control" in Starcraft: Brood War: it's only the caster Darklord that receives the active spell, NOT the owner for future use. Note that
  • casting it will always cost 1 Death, independent of what it costs to the enemy (therefore, it's much cheaper to cast than, for example, Werewolf's Blood Rage, which costs 3 Death)
  • you can accumulate many spells as can be seen in this screenshot, showing Darklord's having Life / Bless, Fire / Efreet's Fire Shield and Death / Werewolf's Blood Rage
  • when you cast it on an enemy card, it’ll lose the currently active spell.
  • Heals itself for 2 whenever any creature diesn/aHeals owner for 3 whenever any creature diesn/a-----See description-
    VampireWhen you have the chance to place it against a non-Death creature, Vampire restore half of the damage it's done to it upon every attack; all this up to 30 HP's only. That is, pretty useful against non-Death cards because of the self-healing(def)Cr9226-against a non-Death creature, Vampire restore half of the damage it's done to it upon every attack; all this up to 30 HP's only----------
    Lich
  • when you need to deliver 10 (+5 with Life units) damage quickly to three adjacent cards upon summoning
  • you need to find a card that is particularly powerful against Life cards; then, its damage increases by 5
  • as with all the other high-level Death units around, your enemy doesn't have a Paladin around (to avoid quickly being killed by Exorcizm)
  • 25 / 5 / 0 / 0Cr10187Death Bolt: 7 HP damage to enemy owner for 5 Death points; if Death points become zero (the number of initial Death points was lower than 6 - you can cast the spell even when you have 0 Death points), your owner is also hurt by 10 HP. That is, use with care and only when it's absolutely necessary - there are much more economic ways of directly attacking the enemy owner.--------See description (summoning effects)--
    Cover of DarknessParticularly useful when most of your cards are Death cards, unlike with your enemy200 / 0 / 2 / 0; also defaultSp11n/aALL living creatures: 13 damage; all Death creatures: +5 HPn/an/an/an/an/an/an/an/a-See description--
    Grim Reaper
  • useful for quickly bumping up Death points AND
  • quickly getting rid of "problematic", cheap units like Forest Spirit in a cheap way
  • 50 / 3 / 0 /0 Cr12228Consumes target creature of level 3 or below for 3 Death points-Upon any creatures death, Death is increased by 1---------
    Chaos VortexUseful when you quickly want to get rid of all the cards (including yours) and, at the same time, making sure you get a Death point for each killed creature1 / 1 / 1 / 0Sp12n/abanishes all creatures of both partiesn/an/aone additional Death point for all banished creaturen/an/an/an/an/a----
    Air: Nymph
  • When you need to quickly bump up Air
  • when you need something to absorb damage and you don't, for example, have Forest Spirit
  • (def)Cr3121--Air increase each turn---------
    FairyDespite its relative cheapness and low HP, this card is one of the best, particularly when you know there will be a lot of deaths in the next turn(s) - for example, just before you plan to cast Death / Plague to quickly bump up the damage of Fairy.
  • its Enslave Mind spell is one of the best and very (!) cheap spells available; highly recommended over, say, Death / Lich' Death Bolt spell
  • gradually increasing damage
  • 10 / 10 / 0 / 0Cr373; increasing with each creature killed, can get very highEnslave Mind: it is one of the best and very (!) cheap spells available; highly recommended over, say, Death / Lich' similar Death Bolt. A MUST if there are high-damage opponent creatures!-----------
    Gargoyle
  • when you need good defense against most non-high-end units and tolerably good damage. Recommended, generic unit against most units
  • when you need immunity to Air and Earth spells (the enemy is likely to use them)
  • (def)Cr5154Petrification (3 Air + 1 Earth) to activate the +2 defense------Air and Earth spells----
    Phoenix
  • when you need good defense against most non-high-end units and tolerably good damage. Recommended, generic unit against most units
  • need immunity to Air and Earth spells (the enemy is likely to use them)
  • 100 / 5 / 0 / 0Cr6204------------
    Manticore
  • when you need the BEST anti-caster unit in both direct attacking (it has an additional +3 damage against attackers) and using its Memory Loss spell. A must!
  • you need a unit perfectly shielded against spells: only takes 50% of them.
  • 0 / 40 / 0 / 0Cr7195Memory Loss: the target casting-capable creature permanently forgets the spell; for 2 Air. A MUST against heavy, dangerous casters like Earth / Ent, Life / Pegasus, Air / Fairy, Air/ Zeus etc.------50% less damage from spells----
    SpellbreakerIf your enemy is a heavy spell user - this one will be of great defense as it PERMANENTLY defends from all spells. (Unfortunately, this also means you won't be able to cast positive spells on your creatures either).(def)Sp7n/an/an/an/an/an/an/an/an/an/a----
    Black WindWhen you need to quickly get rid of the highest-level enemy creature. Very useful. Note that when there are more than one creatures of the same level, it seems it kills the leftmost one.0 / 0 / 2 / 2Sp8n/an/an/an/an/an/an/an/an/an/a----
    ZeusWhen your enemy has under-7 creatures; against them, its Lightning spell is very effective and really recommended100 / 0 / 10 / 4Cr9243Lightning: highly recommended against under-7 enemy creatures; for 1 Air, it'll inflict 8 damage-1 Air for each enemy creature killed by itself---------
    Chain LightningWhen you need an effective mass killer spell and you can't / don't want to use, for example, Fire or Death spells0 / 30 / 2 / 0Sp9n/aAir + 2 to the leftmost creature, Air to the next, Air - 2 to the third and so onn/an/an/an/an/an/an/an/a-see Damage--
    Titan
  • when there are one or more Earth enemy creatures on the deck; against them, Thunder Fist is much more effective than comparable creature spells (for example, that of Earth / Ent)
  • when there are several active Air creatures; this will increase the damage done by Titan
  • 50 / 50 / 0 / 0Cr11287 + the number of other Air creatures in playThunder Fist: inflicts 3 damage on enemy Earth creatures (for 1 Air) - highly recommended and cheap! (Compare its price to the two Fire spells, for example; even when they can be used against any class of creatures.)-Upon summoning, enemy loses 3 Air---------
    Plague
  • when there are much more enemy cards in play than from you; then combined with, say, the cheap Fire / Fire Spikes, you can get rid of all these cards in two steps (one for plaguing, the next for Fire Spiking or similar)
  • if you have cards for (almost) all enemy cards on the deck, they will get rid of these cards themselves. Of course, in this case, they still remain at 1 HP and, when the enemy has a mass-killer spell (even a plain, cheap Water / Poison will work because it inflicts +1 damage as soon as it's cast), they will be easily mass-killed too. If you, on the other hand, know the enemy doesn't have any mass-killer spells, you may want to use this spell even if you will eventually lose all your cards when the enemy brings it a card to combat them all. In the meantime, all your cards will directly attack the enemy owner.
  • (Remark: this spell is very similar in effect to the Plague spell of the Zerg Defiler in Starcraft.)
  • (def)Sp12n/aOnly 1 HP remains for all cards, regardless of their possible defense agains spellsn/an/an/an/an/an/an/an/a-see Damage-see Damage
    Life: Magic healerWhen you really need a way to reduce or to completely stop damage done to your owner; for example, after a mass-kill enemy spell you can't otherwise defend yourself from.(def)Cr3102---Whenever the owner loses health, this character heals it by this amount - from its own HP at the same time------See on the left-
    PriestWhen you quickly need to bump up your Life points AND you don't plan to use Death spells at all20 / 0 / 1 / 0Cr491--increases Life by 2 every tunr (and decreases Death by 2). When the owner casts a Death spell, Life will be decreased by 3---------
    Bless
  • an excellent spell (damage increases by 1 and their HP is increased by one every time they're hit) when you don't have Death cards around (the latter suffer 10 damage).
  • note that the Life / Rejuvenation spell also needs the blessed state in order to have an effect on cards, not just the owner; that is, try using the two spells in parallel
  • 75 / 0 / 0 / 0Sp5n/an/an/an/an/an/an/an/an/an/an/an/an/an/a
    ApostateWhen you need to convert your Life points into Death ones quickly. Not the best conversion: for 2 Life, you only get one Death (except when your Life is already 0; then, it only uses one Life instead of two to create one Death). That is, only use it when absolutely necessary and refrain from using it otherwise, despite the, for the level, pretty good damage / HP / Serves Death spell(def)Cr5144Serves Death: converts itself permanently to a Banshee with half the starting HP. Can be useful for quickly upgrading damage (from 4 of Apostate to 5 of Banshee) or, to quickly inflict 10+5 damage on the enemy owner when there are no opponent cards facing the current one-Converts 2 Life into 1 Death every turn, except when your Life is already 0; then, it only uses one Life instead of two to create one Death---------
    PegasusOne of the best, most recommended cards for both the powerful stats (6 damage with a level 6 creature), the initial healing and harmful spell-destroying effect (no need to use the even more expensive Air / Spellbreaker, even when the latter is permanent) and the also powerful Holy Strike spell (albeit Air / Zeus has a, with creatures of level under 7 (the Pegasus spell has no level restrictions; note that when cast against a Death creature, the caster will also receive damage of 3), more efficient (1 Air for 8 damage), similar spell)15 / 0 / 4 / 0Cr6156Holy Strike: 2 Life for 5 damage against cards of any level; when cast on a Death creature, the Pegasus will be hurt for 3----------Upon summoning, all cards heal for 3
    RejuvenationRecommended if your cards are already Blessed (see Life / Bless). Otherwise, there are better (more economical) ways of increasing the HP of the owner; see for example Water / Leviathan and its 4 HP / 1 Water spell30 / 50 / 0 / 0Sp6n/an/an/an/an/a3* Life (also loses all Life elements)n/an/an/an/an/an/an/aLife / Blessed cards are healed for 3; non-blessed ones aren't
    PurifyOnly use it if you don't have any Fire or Death cards; otherwise, it'll just damage you. Also, you must make sure you have AT LEAST one Life card in action. If you don't have cards of Fire / Death AND you have AT LEAST one Life card, it'll heal owner for 5 and, after stealing 4 HP from the opposing enemy cards, it'll give them all to your cards(def)Sp6n/an/an/an/an/a5-n/an/an/an/aDecreases their HP by 4n/aIncreases their HP by 4
    PaladinOne of the "must have" cards if and only if the enemy uses Death cards (otherwise, its stats are pretty weak for the price). The ultimate weapon against Death creatures via both the 300% direct damage done to them AND the Exorcizm spell(def)Cr8204 for non-Death creatures; 300% more for Death ones (12 by default)Exorcizm: destroys the target Death creature, while itself receives a damaged of 10 HP-----300% damage to Death creatures-----
    Life SacrificeAs with similar spells (Death / Steal Life, Water / Ice Bolt) and at-once-attacking (Death / Banshee) or also-attacking (Earth / Ent)) creatures, a quick way to do direct damage to enemy owner (and to yours too at the same time, as is the case with Water / Ice Bolt too)400 / 50 / 0 / 0Sp8n/an/an/a-n/an/an/an/an/an/aDamage = 2*Life-Damage = Life-
    Unicorn
  • if you need to reduce spell damage done to your cards by 50% OR
  • when you need a quick way to cure poison OR
  • when you just want something with pretty good stats for a competitive price OR
  • when you need something (see the Unicorn Aura spell!) to quickly remove useful spell effects from ALL enemy cards, this recommended card is for you
  • 15 / 40 / 0 / 0Cr9258Unicorn Aura: removes useful spell effects (Bless, Fire / Efreet's Fire Shield, Death / Werewolf's Blood Rage, Fire / Firelord's Blood Lust etc) from ALL of the enemy cards for 2 Life-----------
    Gods WrathThe opposite to Death / Cover of Darkness: destroys all Death cards with both parties; owner receives 3 Life and 1 health for each destroyed Death card(def)Sp10n/an/an/an/a3 Life increase for each destroyed Death card1 health increase for each destroyed Death card-n/an/an/an/aSee on the leftSee on the leftSee on the left
    ChimeraHighly recommended card, particularly if you
  • when you cast a lot (it makes all spells 50% cheaper)
  • when you need a way to really quickly and, what is more, for free, heal your owner (whenever you summon a card and Chimera is active, your owner will be healed for the level of the summoned card - MUCH cheaper and cleaner than ANY other owner HP-increaser solution or spell!)
  • when you need a creature with really good specs and high damage
  • 0 / 0 / 1 / 2Cr113011---whenever you summon a card and Chimera is active, your owner will be healed for the level of the summoned card - MUCH cheaper and cleaner than ANY other solution or spell--------