Spellfire cards

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Kraken
Levels 1 2 3 4 5 6
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Kraken

Avatar. Creature. Swimmer. 4 champions must be discarded to play Kraken. Can attack or defend only realms with Coast. Can use blood abilities and psionic powers.

Properties

Type
Monster card type
Power
18
Rarity
Legendary
Element
Water
World
Flaming Waters
Edition
Prime
Level
2
Race
Creature Male
Phases
4

Copyrights:
Art by: Edgaras Guršnys

Story

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The deep waters remain largely unexplored places. They are shrouded in mysteries and legends. They're believed to be the home to undiscovered creatures which may have unimaginable qualities. In Spellfire, one of those creatures has surfaced and has been a threat to others ever since. It is known as the Kraken, and it truly has some interesting features. This creature is a giant colossal octopus that is capable of possessing the magical abilities of avatars. The creature has terrified all who have seen it. And those who haven't seen it, pray they never will. Kraken prefers the thrill of the hunt, mimicking its environment in its attempt to launch a surprise attack. He is a true master of escape. Thanks to his soft elastic body, he can squeeze through holes and crevices much smaller than his body size would suggest, allowing him to easily escape any pursuers. Kraken captures its prey with all eight tentacles, injecting poison into its victim, killing it slowly. Having a warrior like Kraken on your team is a huge advantage. But in order to get him to your side, you will need to make a big sacrifice. Even 4 warriors have to be sacrificed for a Kraken to join your team. But once he does, you can feel confident in any situation. Kraken is capable of using great forces, such as blood abilities and psionic powers. These abilities combined make him one of the most powerful creatures throughout the realms. But despite his abilities, he has drawbacks too. Since he is a swimmer, he can only attack and defend coastal realms. So be vigilant around water. The Kraken can appear unexpectedly, and it's virtually impossible to escape from it on your own territory.

Terms explained

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Avatar - These cards represent the gods of the Spellfire card game. Each normally requires other cards to be sacrificed (discarded) in order to bring them into play. Only one Avatar per pool is allowed.

Creature - Champions and allies designated as creatures gain bonuses or penalties on other cards' special powers. Creatures can be of any champion type. Creatures are a specific race in the Spellfire world. Not all creatures are monsters.

Swimmer - A swimming champion or ally can attack any realm in an opponent's formation that shows a coastline in its picture. This also includes realms with pictures instead of maps that depict coasts. The ability to swim is not automatically conferred to other cards, so a champion attacking a protected coastal realm must have the means to get his allies there if he intends to use allies in the round of battle. 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.