Spellfire cards

Agaru Dragon
Levels 1 2 3 4 5 6
174 / 600

Agaru Dragon

Dragon. Flyer. Catcher. Can cast cleric spells. While in the pool, he can negate and catch one cleric spell during his turn, which attaches to the catcher. All spells used by Agaru go to the Abyss.


Monster card type
Wet Deserts
Dragon Male

Art by: Uraga team


Agaru Dragon is a longtime resident of Wet Deserts world. This majestic dragon fascinates and scares anyone who meets it. His acute look impresses, his sharp teeth appall and lead to shock. Agaru Dragon is a noble and highly respected being. Few can compare with his greatness. Most dragons worship him, and some even regard him as a king. He also has magical powers and can cast cleric spells, negating and catching one cleric spell during his turn. His power is fire. This creature can burn everything around if he wants to. So far, the enemies of Agaru have not won the battle with him. His fire is so intense and magical that it leaves no chance to survive.

Terms explained


Catcher - Can intercept defensive and offensive spells and psionic powers.

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.