Cards
Ancient Magic Tower
Levels 1 2 3 4 5 6
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Ancient Magic Tower

No one knows the purpose of this Ancient Tower, but clerics and wizards are afraid of it and don't go close to it.

Properties

Type
Holding card type
Power
-
Rarity
Common
Element
Fire
World
Wet Deserts
Edition
Prime
Level
1
Phases
2

Copyrights:
Art by: Edgaras Guršnys

Story

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Wet Deserts are strange lands. Swamps and forests cover the ground, and the sun is always shining, but there is something in the air that prophesies evil. Strange things happen all the time, and locals know exactly what places to avoid if you don’t want to get into trouble or see something you ought never to know about. Somewhere in the middle of the land, at the center of the desert, lies an Ancient Magic Tower, so old that nobody remembers when it was built or what its purpose truly is. The tower stands there lonely through scorching hot days and dewy nights. People and all magical creatures don’t come near the tower, but clerics and wizards look at it with big eyes, full of fear, resentment, and something else that couldn’t be put into words.

Terms explained

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Flyer - Champions or allies with the ability to fly can attack any realm, regardless of its position, by flying over intervening realms. If a card does not specify that it's a flyer, it is not, even if the picture shows wings or the name of the card implies the ability to fly. Flyers cannot attack realms that specifically state that they are immune to flyers or that flyers cannot attack. The ability to fly is not automatically granted to allies unless it specifically states so on the flyer's card.

Earthwalker - A champion or ally with the earthwalking ability can travel under the ground to attack any realm in a player's formation. Earthwalkers cannot attack realms that specifically state that they are immune to earthwalkers, or that earthwalkers cannot attack. Earthwalkers cannot attack realms that specify that only other types of champions may attack (such as "Can only be attacked by clerics" or "Can only be attacked by flyers or swimmers"). The ability to earthwalk is not granted to allies unless it specifically states so in the earthwalker's card

Swimmer - A swimming champion or ally can attack any realm in an opponent's formation that shows a coastline in its picture. This also includes realms with pictures instead of maps that depict coasts. The ability to swim is not automatically conferred to other cards, so a champion attacking a protected coastal realm must have the means to get his allies there if he intends to use allies in the round of battle.