Spellfire cards

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Scarab
Levels 1 2 3 4 5 6
320 / 600

Scarab

Insect. Worshipper. Flyer. Meditator. While in limbo, he boosts the morale and awareness of your champions, providing them immunity against offensive magical items and artifacts.

Properties

Type
Thief card type
Power
5
Rarity
Uncommon
Element
Water
World
Holy Deadlands
Edition
Prime
Level
5
Race
Insect
Cult
Worshipper
Phases
3/4/5

Copyrights:
Art by: AI art / Ugnius Kiguolis

Story

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Legends abound about these majestic-looking insects known as Scarabs. Some say they were once fast and dangerous, and their population was so large that they could kill even the largest prey in a single spot in an instant. But others say there was no such thing because these insects are slow and herbivorous and have never done anything bad to others. Although the history of these insects is shrouded in legends, one of its kind has become well-known in this world. When touched by magic, he became a creature-like insect. Taking his cue from others, he looked for ways to fulfill himself. This is how he discovered meditation. It was through meditation that he realized that the burst of magic that had changed his life had given him something more. As a result, he began to worship higher powers and share his wisdom with others. Scarab devoted himself to bringing peace to his homeland. With his power, he boosts the morale and awareness of warriors that are protecting the kingdom from intruders. Nevertheless, he provides them immunity against offensive magical items used by others. Although it appears to be a creature sent by the gods themselves, Scarab also has its downfalls. Although he doesn't advertise it, he is, in fact, a thief. However, he is more of a kleptomaniac, as he has no memory of his thefts and always denies it. Because he is good-hearted, everyone usually forgives him and overlooks his crimes. The Scarab is not belligerent but can fight like a real fighter if necessary. As a flyer, he is best suited to air defence. He is like a wolf in sheep's clothing, so never underestimate him.

Terms explained

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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.

Insect - Champions and allies designated as insects gain bonuses or penalties based on other card's special powers. Insects can be of any champion type.

Meditator - Can be put to limbo on phase 5 to meditate. Goes back to the pool on phase 5 of the player's next turn. Meditation cannot start in the same turn meditation ended.

Worshipper - If a worshipper is in a player's pool, an Avatar can be brought into play by discarding an ally instead of a cleric. If 3+ worshippers are in the same pool, an Avatar can be brought into play without discarding any card.