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Ironroar
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Ironroar

Avatar. Dragon. Flyer. Discard 2 monsters to play Ironroar. The dragon's roar scares all allies, and they flee from combat. Heroes fighting side by side with Ironroar get +2 levels of confidence.

Properties

Type
Monster card type
Power
11
Rarity
Super Rare
Element
Water
World
Holy Deadlands
Edition
Prime
Level
1
Race
Dragon Male
Cult
Exile
Phases
4

Copyrights:
Art by: Uraga team

Story

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The roar of beasts has always been considered a sign of power. The roar was usually confined to larger beasts, which emitted this sound to announce their existence. In this world, roaring also exists. The only difference is that more beasts have this quality. Normally, even the roars of the beasts of this world are ordinary and of little consequence to others, but there is one beast whose roar is so powerful that not only can it be heard from afar, but even the ground and the things on it shake due to the vibrations caused by the sound. This beast is known as Ironroar, and it certainly lives up to its name. Ironroar is an interesting creature who was born in the Holy Deadlands realm. Being the darkest place in the whole Spellfire, it might have affected the Ironroar's development. There are many legends and rumors about the Ironroar's origin, but nobody knows who his parents actually were. The only thing they know is that he might be originated from some kind of god because he has supernatural abilities and is referred to as an avatar. But what can citizens of this world really witness is the Ironroar's strength since they saw what he is capable of. If you ever wander in these lands, be sure that you will see the Ironroar for yourself - it is nearly impossible not to notice him due to his giant size. Although the body of this beast resembles a human, he is actually a dragon. Ironroar's massive wings and tail are his pride and protection. His frightening roar scares all opponent's allies and makes them flee from the combat. Moreover, all heroes who fight alongside Ironroar gain extra powers that make them even stronger. This beast is a true warrior with solid principles, so it is impossible to lure him to your side or recruit him. Those who have tried to do so ended up regretting it.

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.

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.

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.

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.