Spellfire cards

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Wawel Dragon
Levels 1 2 3 4 5 6
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Wawel Dragon

Dragon. Flyer. As long as the Wawel dragon is "in play," all opposing players discard a card from their hand as an offering for the dragon. Offerings accepted during phase 3 of their turn.

Properties

Type
Regent card type
Power
5
Rarity
Uncommon
Element
Fire
World
Flaming Waters
Edition
Prime
Level
1
Race
Dragon Male
Phases
3/4

Copyrights:
Art by: Ieva BatrytÄ—

Story

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Each creature of the Spellfire universe has its weakness and its strength. Some excel in water, and others thrive with the earth. Yet, perhaps the scariest ones are the flyers. You could crawl, swim, maybe even run - flyers will still outsmart you. If flyers are magnificently scary creatures, dragons that breathe hot fire are even more of a sight for sore eyes. Guarantee, if you come face to face with Wawel Dragon and get on its wrong side - you'll be very sorry. The creature has its reputation. It's a folk legend, a story in itself as it is said that only a few or maybe even one brave-hearted folk was strong enough to stand against the Wawel Dragon. With enormous wings, the dragon could move fast as lightning. Its fighting gaze will scare foes to death, but the most intriguing part is the fire. The scorching hot heat means only one thing, and it's a demise. It will diminish anything from its path, from champion to mere ally.

Terms explained

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Dragon - Champions and allies designated as dragons gain bonuses or penalties based on other card's special powers. Many dragons are monster champions, though they can be of any type. Not all dragons are flyers even if the picture seems to indicate otherwise.

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. 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.