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Cleric Dragon
Levels 1 2 3 4 5 6
209 / 600

Cleric Dragon

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

Properties

Type
Cleric card type
Power
6
Rarity
Uncommon
Element
Fire
World
Blood Birth
Edition
Prime
Level
1
Race
Dragon Female
Phases
3/4

Copyrights:
Art by: AI art / Ugnius Kiguolis

Story

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The night of her birth was unlike any other. The skies above her birthplace rumbled with thunder and flashed with lightning as if the gods themselves were welcoming her to the world. When she finally emerged, her first cries were drowned out by the deafening storm. But this was no ordinary creature. It was a dragon with magical powers that were far beyond the usual dragon's life. From an early age, Cleric Dragon had a deep connection to magic, and her powers seemed to grow stronger with each passing day. She quickly became a powerful wizard, able to cast spells with ease and even catch the spells of other wizards. Her cave is known as a place of secrecy. Rumors circulated throughout the land about what she might be hiding there. Some believed that she had hidden away a treasure trove of magical artifacts, while others thought that she might be hoarding powerful magical spells. Whatever the case, those who entered it never came back.

Terms explained

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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.