Spellfire cards

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Wereshark
Levels 1 2 3 4 5 6
Variations NS 5th
325 / 600

Wereshark

Avatar. Werebeast. Swimmer. Discard 2 werebeasts to bring Wereshark. It gets 3 levels against demons.

Properties

Type
Monster card type
Power
13
Rarity
Rare
Element
Water
World
Holy Deadlands
Edition
Prime
Level
1
Race
Werebeast Male
Phases
4

Copyrights:
Art by: Ieva BatrytÄ—

Story

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The inhabitants of this world are unique creatures that you won't see anywhere else. While there are some that don't stand out in appearance, they can surprise you with their extraordinary abilities. But there are also creatures that not only stand out in appearance but also have abilities that are unmatched by anyone else. One such creature is the Wereshark. This creature features a horrifying mix: the head of a shark, the body of a human, and sharp claws on both hands and legs like a demon. Although this creature is a swimmer, it can fight land creatures. It is particularly dangerous to demons, as it gains more power when fighting against them. Wereshark is a powerful warrior, immune to many kinds of harm. What's more, it is an avatar, so it wields its powers like a true god. Thief skills are useless against it because it sees every little thing and watches your every move. To add this creature to your team, you will need to make a sacrifice. As many as two werebeasts will need to be sacrificed for Wereshark to join your team. But having such a fighter in your ranks can give you a really strong lead over your opponents, so this sacrifice is worth it. If you ever have to face the Wereshark, you'd better give up now, and you might be spared. Otherwise, you may face a terrible outcome.

Terms explained

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Avatar - These cards represent the gods of the Spellfire card game. Each normally requires other cards to be sacrificed (discarded) in order to bring them into play. Only one Avatar per pool is allowed.

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. A flyer cannot choose to not fly. A swimmer cannot choose to not swim. An earthwalker cannot choose to not earthwalk. In situations where a champion or ally has several types of movement, the champion can choose which type of movement to use. For example, if a champion becomes a flyer and swimmer, they can choose how to move. The statement 'flyers cannot attack' does not restrict the champion from swimming to that realm, and 'only flyers can attack' does not mean that the swimming ability makes the champion unable to attack.

Werebeast - Champions and allies designated as werebeasts gain bonuses or penalties based on other card's special powers. Many werebeasts are monster champions, though they can be of any type.