Human. Earthwalker. During phase 0, he can sneak and demolish any dungeon. An opponent may tempt fate. If the last digit is 5 or less, the demolisher fails and dies on his mission.
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Art by: AI art / Ugnius Kiguolis
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. 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 earthwalker, they can choose how to move. The statement 'earthwalkers cannot attack' does not restrict the champion from flying to that realm, and 'only earthwalkers can attack' does not mean that the flying ability makes the champion unable to attack.
Exile - Exiles do not participate in the normal world order. Rules and Dungeons that affect everyone or this player's whole pool do not apply to exiled characters.
Human - Champions and allies designated as humans gain bonuses or penalties based on other card's special powers.