Spellfire cards

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Water Eagle
Levels 1 2 3 4 5 6
3AL / 367

Water Eagle

Creature. Flyer. Swimmer. Water Eagle can use thief skills and gets +4 bonus levels against swimmers.

Properties

Type
Ally card type
Power
+4
Rarity
Interactive
Element
Water
World
Spellfire
Edition
Interactive
Level
5
Race
Creature Male
Phases
4

Copyrights:
Art by: AI art / Ugnius Kiguolis

Story

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Water Eagle is a creature of the skies and seas, soaring high into the skies or plunging deep below the waves. He is a fearless flyer, skimming the tips of treetops and racing through clouds. But he also has an affinity for water, riding on gentle currents or diving so deep that no other creature dared follow him. Legend says Water Eagle was always renowned for his daring stunts and breathtaking dives. He seemed to have no fear of the depths, often disappearing beneath the surface for minutes on end. When he resurfaced, a trail of bubbles followed him like a line of stars in the night sky. The other air and sea creatures were in awe of Water Eagle, and they often watched in wonder as he performed his amazing aerial and aquatic feats. He was a master of both worlds, soaring above the clouds one moment and swimming with the fish the next. Water Eagle is indeed an incredible creature - a symbol of power and grace that embodied the wonders of nature.

Terms explained

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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.

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.

NPC - Non-Player Character (NPC) might attack you first. Win the battle against NPC before fighting the opponent.

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.