The success of Elder's Legacy and the enthusiasm shown for Shadowsfall Promo on gEngine prompted this more ambitions project.  Tainted Glimpses is a 100 card fan-made set, with the design work shared between more than 10 people.  The cards are still in the developmental stages and as such have not yet had any text finalised.  The full list is presented in text form below.  Feel free to playtest these cards and to email/messenger me any feedback, or alternatively to post on the gEngine Forums.

[BACK TO INDEX]

 
Card Name Title Energy Game Text Flavour Created By
Aurora Xyx Arderial Dream Creature 5 Effect:  Aurora Xyx cannot be discarded while it has energy.  Power - Dazzle(3): Choose an opposing creature and roll two dice. If the total of the dice roll is greater then the current energy on the chosen creature, discard the chosen creature. "In a Hurricane, the Orish and the Xyx play in delight!" - Quote from the Tomes of the Great Library Novelty
Rayalon Fiend Arderial Dream Creature 5 Poison(1): Choose an opposing creature with 2 or less energy. If you magi is a Shadow Magi, discard the creature, otherwise, discard that creature at the end of your turn.
Effect - Brainstorm: At the end of your turn, if you have no Core creatures in play, choose an opposing player. That player choose one spell in your discard pile to shuffle back into your deck. Only one copy of Brainstorm may be used per turn.
Arderial Shadow magi may play Rayalon Fiend.
  Novelty
Smoke Vashp Arderial Dream Creature - Volcanic 5 Effect: Smoke Vashp cannot be frozen.  Power - Asphyxiate: Choose any one Creature with less energy than Smoke Vashp. Discard Smoke Vashp to discard the chosen creature. Add one energy to your magi if the chosen creature is an Arctic creature.   Novelty
Cassi Arderial Magi 13 STARTING: Vemment, Barreling Vemment, Shimmering Vemment.  ENERGIZE: 5  Effect - Optical Illusion: Whenever one of your Spells, Powers or Effects counts the number of Vemments you have in play, increase the total by two.  Power - Slavedriver: Your Vemments remove an additional 1 energy in attacks. Your Vemments must attack each turn if able. "The Vemments howl when she nears" Issac
Cloak of Protection Arderial Relic 3 Effect- Ancient Charm: Your creatures cannot be discarded by non-Arderial spells, powers and effects.  Opposing creatures cannot be discarded by Arderial spells, powers and effects.  Cloak of Protection cannot be discard by cards that specifically discard relics. To Arderians, its an ancient enchasted cloth. To the rest of the Moonlands, its a safety blanket. Lugan
Tainted Air Arderial Spell 0 You may play only one copy of this card when your Arderial magi is defeated on an opponent’s turn. If your next magi is an Arderial Shadow Magi, permanently decrease by two the Energize rate of your magi and your shadow magi may play all Arderial creatures ignoring regional restrictions and penalties. “I’ll huff and puff and blow your house down.” - Harror Novelty
Eebit Fiend Bograth Dream Creature 4 Effect- Curse: Reduce your magi�s energy by two. Draw one less card during your Draw Step. Eebit Fiend cannot be chosen by opposing spells, powers, and effects.
Effect: At the beginning of your turn, you may remove three energy from your magi to switch Eebit Fiend's controller to any other player.
Live Eebits can last for an eternity. Dead Eebits last doubly so. Lugan
Slimy Slarnath Bograth Dream Creature 5 Poison(1): Choose an opposing creature with 2 or less energy. If you magi is a Shadow Magi, discard the creature, otherwise, discard that creature at the end of your turn.
Effect - Demanding: At the end of your turn, if you have 5 or more Bograth creatures in play, draw an extra card. Only one copy of Demanding may be used per turn.
Bograth Shadow magi may play Slimy Slarnath.
  Novelty
Luug Hot Headed Megalomaniac Bograth Magi 8 STARTING: Flame Trulb, Flame Trulb 
ENERGIZE: 5
Lugand may play Cald Creatures ignoring regional penalties.
Power- Playing with fire (X): Choose a power on any creature in play. X is the cost of the power. Choose an opposing creature or magi in play. Discard X energy from the opposing creature or magi.
"Things that make you go BOOM!" Lugan
Stuffy Gorb Weird Bograth Magi - Alternate 13 STARTING: Any three different Stuff creatures.  ENERGIZE: 5  Effect: After your Attack step, add one energy to each stuff in play it.  Effect - Filthy: Ignore regional penalties and restrictions when playing Stuffs from your hand. "He's got all sorts of stuff... except the RIGHT stuff!" - Gorran Novelty
Bog Pit Bograth Relic 2 Effect - That Sinking Feeling: Whenever an opposing magi gains energy during your turn, you may add an equal amout of energy to your magi. "Nobody invades my swamp and gets away with it." - Queen Olabra. Novelty
Jile Snacks Bograth Relic 0 Power - Cook(1): Add two Snack counter to Jile Snacks.  Power - Overfed to Bursting(0): Choose any one of your Jiles in play and remove four Snack counters. Discard the chosen creature to remove one energy from all opposing creatures.  Starting: Gorran "Want a Jile Snack?" - Olabra Novelty
Summoning Ring Bograth Relic 2 Power - Calling Friends:(1) Randomly choose a card from your hand. If that card is a Bograth Creature, play it with one energy, ignoring all costs. If that card is not a Bograth Creature, discard it and remove one energy from all your creatures. You never know just WHAT will pop out of it. Capskye
Swamp Gas Bograth Spell 5 Choose any one Magi in play. Discard one energy from each of the chosen magi's Creature in play. Discard two additional energy from each of the chosen Magi's Cald Creatures in play. "I'm sure glad to be out of Bograth." - Wence the Wanderer Novelty
Tainted Mud Bograth Spell 0 You may play only one copy of this card when your Bograth magi is defeated on an opponent’s turn. If your next magi is a Bograth Shadow Magi, permanently decrease by two the Energize rate of your magi and all Bograth creatures cost two less energy to play to a minimum of one. "You've got mud all over your face." - Ninibom Novelty
Cwm Cald Dream Creature - Volcanic 5 Effect: Cwm cannot be Frozen.  Power - Flash Thaw: (4) Discard Cwm from play. Discard one energy from each Frozen creature in play. Until end of turn, they are no longer Frozen. Other cards may not alter the amount of energy discarded by Flash Thaw.    Technomagus
Furnace Hyren Cald Dream Creature - Volcanic 7 Effect: Furnace Hyren cannot be Frozen.  Power - Incubate: (1) Until end of turn, all Frozen cards you control are no longer frozen.  Power - Furnace Blast: (3) Choose any one Arctic card in play. Discard the chosen card from play. Opposing spells, powers and effects cannot prevent the chosen card from being discard this way.   Technomagus
Pyre Grag Cald Dream Creature 4 Poison(1): Choose an opposing creature with 2 or less energy. If you magi is a Shadow Magi, discard the creature, otherwise, discard that creature at the end of your turn.
Effect - Flame On: At the end of your turn, if all your cards in play are Cald, choose an opposing magi. Move one energy from the chosen magi to your magi. Only one copy of Flame On may be used per turn.  Cald Shadow magi may play Pyre Grag.
  Novelty
Kyndle Cald Magi 12 STARTING: Braggle, One non-Cald Spell.  ENERGIZE: 5  Effect - Cald Diplomacy: When Kyndle plays a non-Cald, non-Universal Spell, choose an opposing Creature. Remove one energy from the Creature. She's the most cool-headed Magi I know. Of course I made her my ambassador! -Barak, Warlord Capskye
Furnace's Heart Cald Relic 2 Effect: While Heart of the Furnace is in play, your Magi cannot be frozen.  Power - Ablaze: (1) Until end of turn, all Frozen cards you control are no longer frozen.  Effect - Melt: Once per turn, when a relic is played, you may discard 3 energy from your magi to discard the relic. "Some say it's the heart of the furnace that sustains Cald!" - Ashgar Novelty
Tainted Fire Cald Spell 0 You may play only one copy of this card when your Cald magi is defeated on an opponent’s turn. If your next magi is a Cald Shadow Magi, permanently decrease by two the Energize rate of your magi and your shadow magi may play all Cald creatures with a power ignoring regional restrictions and penalties. "Smokin'!" - Lanyx Novelty
Grime Pyder Core Dream Creature 2 Effect- Unwanted: When you play Grime Pyder, you may give control of it to any other player.  Effect- Vile: Reduce your magi's energize by two. Grime Pyder cannot attack. A magi can only be affected by one copy of Vile at a time. "Grrr!" ~Korg, to his first Grime Pyder  Lugan
Koil Master Core Dream Creature 5 Poison(1): Choose an opposing creature with 2 or less energy. If you magi is a Shadow Magi, discard the creature, otherwise, discard that creature at the end of your turn.
Effect - Rekoiling: At the end of your turn, you may discard 2 energy from your magi to choose a non-Core creature in your discard pile and return it to your hand. Only one copy of Rekoiling may be used per turn.
Only Shadow magi may play Koil Master.
"Beware of the Rekoil!" - Arasyn Novelty
Fug Core Magi - Corekeeper 13 STARTING: Collar of Despair, Dream Channel  ENERGIZE: 5  Effect- Refreshing Nightmares: All cards that increase Fug's energize rate instead decrease it at the same amount. All cards that decrease Fug's energize rate instead increase it at the same amount.  Fug's energize rate cannot be more than 8. "Fresh air!? Ha, none of that stuff for me! *hacks* oh yea, that's good!" Lugan
Kryme Core Magi 11 STARTING: Entomb, Wudge, Shadow Cloak   ENERGIZE: 8  Kryme may only play Core and Universal cards.  Effect - Inspiring Purity: Magi may not play Non-Universal cards that do not share a region with the magi.  Power - Through Corruption: (X) Choose a creature in play that does not share a region with its magi. X is equal to that Creature's Starting Energy. Gain control of that creature. It becomes Core instead of it's original Region. Restore that Creature to it's starting energy. It may not attack this turn. "Being well-traveled means nothing to me. You only give me more pets to play with." Technomagus
Chain of Broken Will Core Relic 3 Effect- Submission: Opposing magi cannot gain more energy than the current energy on your magi.  Effect: If at any point your magi goes below 10 energy, discard Chain of Broken Will from play. Discard five energy from your magi. Spells, powers, and effects cannot prevent this energy loss, or prevent Chain of Broken Will from being discarded from play. "It craves the energy of the weak." - Agram Lugan
Orb of Anarchy Core Relic - Alternate Chaos Sphere 4 Effect- Brewing Chaos: At the beggining of each player's turn, roll a die. Reduce that player's magi's energize rate by the number shown on the die, to a minimum of two.  Effect: Other cards cannot alter any magi's energize rate. "Chaos, streamlined and focused into a concentrated ball of dark magicks. No wonder Agram loved it so much." - Lanyx Lugan
Taint Core Spell 3 Choose any one non-Core Magi in play. Until the end of your next turn, the chosen Magi is a Core Shadow Magi of his or her original region. That Magi may still play Creatures and Spells of his or her original region with a regional penalty of one.
Only Core Magi may play Taint.
"Hrada whispered this to me the other day..." - Warrada Novelty
Tainted Darkness Core Spell 0 You may play only one copy of this card when your non-shadow Core magi is defeated on an opponent’s turn. If your next magi is a Shadow Magi, permanently decrease by two the Energize rate of your magi and you may play any Core card ignoring any card text that prevents Shadow Magi from playing the card. "One day I will be able to crush everything, even darkness!" - Qwelling Novelty
Dune Furok d'Resh Dream Creature - Illusion 6 When you play Dune Furok, reduce its cost by three. Dune Furok is not considered to be in play when checking to see if your Magi is defeated and it cannot attack Magi directly.  Effect- Drifter: Whenever Dune Furok attacks, move two energy from the defending creature to Dune Furok, before energy is removed.   Lugan
Dusty Habob d'Resh Dream Creature - Recurring 5 Poison(1): Choose an opposing creature with 2 or less energy. If you magi is a Shadow Magi, discard the creature, otherwise, discard that creature at the end of your turn.
Effect - Rewind: At the end of your turn, if you have another Recurring creature in play, you may discard one energy from your magi to take one Recurring card from your discard pile into your hand. Only one copy of Rewind may be used per turn.
d'Resh Shadow magi may play Dusty Habob.
"Don't touch that!  The dust could kill you!" - Nahara Novelty
Heedle d'Resh Dream Creature 1 Effect - Prickly: As Heedle is defeated in an attack, choose the other creature involved in the attack and attach Heedle to the chosen creature. While it is attached, Heedle is not considered to be a creature in play and the chosen creature loses one additional energy in attacks. In the Sands of d'Resh, the living shed the living. Lord Pic
Nightfall Singer d'Resh Dream Creature 5 Power- Song of Despair: Discard five energy from any of your Magi's starting creatures in play to discard six energy in any combination from the opponent's creatures.
Effect- Morning's Hope: At the end of your turn, discard Nightfall Singer from play.
"Nightfall Singer in the dead of night...spread your wings and fly..."~Korremar Lugan
Yirid d'Resh Dream Creature 6 Power - To Dust: (3) Choose an opposing creature. Until the beginning of your next turn, the chosen creature is an Illusion; It is not considered to be in play when checking to see if its Magi is defeated, and it cannot attack Magi directly. "Their victims can only be heard faintly in the desert night." - Drajan Lord Pic
Jarith d'Resh Magi 13 STARTING: Uban, Amulet of Sand, Crushing Sands
ENERGIZE: 5
Power - Full Offensive (5): Choose an opposing Player. Discard two energy from each creatures controlled by the chosen player, unless that player discards a creature from play.
Nothing is left untouched except the grimmace on his opponent's face. Lord Pic
Mirra d'Resh Magi 15 STARTING: Any one Illusion, Beeb, Reality Check 
ENERGIZE: 5
Effect - Material Deception: Once per turn, as Mirra is being defeated on an opponent's turn, if you have one or more creatures in play, place one energy on Mirra instead.
"To get to what is, we must first go to what is not." Lord Pic
Staff of Mirage d'Resh Relic 1 Power - Illusion Force:(3) Discard an opposing Creature from play that has energy equal to or less than the number of Illusionary Creatures you have in play. "Dey won't say where he found it, but he hasn't stopped grinning since." - Korremar Capskye
Urok's Skullcap d'Resh Relic X When you play Urok's Skullcap, add X magic counters to it. Discard Urok's Skullcap from play when there are no magic counters on it.
Power - Recycle(0): Remove one magic counter to take a recurring creature from your discard pile into your hand. This power can only be used after the attack phase.
"He keep falling in love with that Szhar, over and over again..." - Harresh about Urok Novelty
Reality Check d'Resh Spell 4 Choose one of your Illusions or Illusionary creature in play. Discard the chosen creature to add its starting energy or current energy, whichever is less, to your magi.   Lugan
Tainted Bones d'Resh Spell 0 You may play only one copy of this card when your d'Resh magi is defeated on an opponent’s turn. If your next magi is a d'Resh Shadow Magi, permanently decrease by two the Energize rate of your magi and you may get a recurring creature from your discard pile for no cost. Your magi may play all Recurring ignoring regional restrictions and penalties. "Eat Dust!" - Korremar Novelty
Brimstone Parmalag Kybar's Teeth Dream Creature - Volcanic 9 Effect Brimstone Parmalag cannot be frozen.
Effect - Superheated: Brimstone Parmalag loses no more than two energy when attacking or being attacked by an Arctic creature.
Cald Magi may play Brimstone Parmalag ignoring regional penalties.
"Strange creatures live in the region between the calderas of Cald and the mountains of Kybar's Teeth." - Wence the Wanderer Novelty
Rockslide Gratch Kybar's Teeth Dream Creature 5 Poison(1): Choose an opposing creature with 2 or less energy. If you magi is a Shadow Magi, discard the creature, otherwise, discard that creature at the end of your turn.
Effect - Thick Skinned: At the beginning of your turn, if all your creatures are smaller than the largest opposing creature in play, add one energy to Rockslide Gratch.
Kybar's Teeth Shadow magi may play Rockslide Gratch.
"Avalanche!" - Wessig Novelty
Summit Hyren Kybar's Teeth Dream Creature 8 Power-Like Ants(3): All opposing creatures in play that have more than five energy is reduced to six energy.  Effect-High up: If Summit Hyren is the Largest Creature in play it gains the following text ' Effect - Invulnerablity: This creature loses 1 less energy in attacks' "Great Watcher, Where where when we were betrayed?" - Groll, Fallen Watch Keeper MNFantasy
Krun Kybar's Teeth Magi 12 STARTING: Kybar's Gift, Sandstone Hyren, Yark's Eyrie 
ENERGIZE: 6
Krun can only play Kybar's Teeth and Universal cards.  Effect - Invulnerability: Krun loses two less energy from opposing cards.  Effect - Thick Headed: Non-creature cards cost Krun one additional energy to play.
"I'm king of the mountain. Think you can dethrone me?" Technomagus
Kyg'n, Impervious Kybar's Teeth Magi - Alternate 13 STARTING: Gremm's Hammer, Rock Balamant, Topple
ENERGIZE: 4
Effect - Impervious: Kyg'n loses one less energy in attacks. Kyg'n is not defeated, even if he has no energy or Creatures in play, until he is directly attacked.
Effect - Warrior Tactics: On each opposing turn, the first time that Kyg'n is attacked, remove energy in the attack as though he were a Creature.
In Kybar's Teeth, the rocks themselves will rise up to defend "against the Core!" Novelty
Jagt's Elixir Kybar's Teeth Relic 0 Power (1) - Unstoppable Momentum: you may choose any other player. All of your effects that ordinarily happen at the beginning of your turn happen at the beginning of the chosen player's turn instead.  Effect - Strength To Go On: At the beginning of your turn, add one energy to your Magi.  You may discard this relic at the beginning of your turn to add an additional energy. Well, it's got me this far." - Jagt Lord Pic
Rock Shower Kybar's Teeth Spell 6 Choose up to two opposing creatures. Discard two energy from each of the chosen creatures. If either of the chosen creatures are Naroom, discard two energy from from the chosen creature's magi. When it's raining huge rocks, nobody asks questions. Lord Pic
Tainted Peaks Kybar's Teeth Spell 0 You may play only one copy of this card when your Kybar's Teeth magi is defeated on an opponent’s turn. If your next magi is a Kybar's Teeth Shadow Magi, permanently decrease by two the Energize rate of your magi and your magi may play all Kybar's Teeth cretures with the effect Invunerability ignoring regional restrictions and penalties. "I'll show you what hard as rock means!" - T'lok Novelty
Frostbite Ickle Nar Dream Creature - Arctic 5 Poison(1): Choose an opposing creature with 2 or less energy. If you magi is a Shadow Magi, discard the creature, otherwise, discard that creature at the end of your turn.
Effect - Spiky: At the end of your turn, if you have at least 4 Nar relics in play, choose an opposing relic to discard it. Only one copy of Spiky may be used per turn.
Nar Shadow magi may play Frostbite Ickle.
"In this case, their bite is worse that their bark." - Wence, the Traveller Novelty
Kintor Scout Nar Dream Creature 4 Power: Organized Assault (2) Choose a creature in play. Reveal your hand to your opponent and discard one Kintor from your hand. Discard energy from the chosen creature equal to the number of kintors you have left in your hand. "By 'organized' we mean they keep the kintors from hitting eachother"  - Alara, Kintor Trainer Malovis
Puddle Arboll Nar Dream Creature 2 Power - Drip (1): Choose an opposing creature in play. The chosen creature loses 1 energy.  Remove an additional 3 energy if Puddle Arboll is frozen.
Power - Splash: Choose any other creature in play. Move up to 6 energy from Puddle Arboll to the chosen creature. Add 2 energy to the chosen creature if your magi is Cald.
Cald magi may play Puddle Arboll ignoring regional penalties.
"An unfortunate half-breed" - Barak Malovis
Alara Nar Magi 10 STARTING: Any one Kintor
ENERGIZE: 6
Power: Call of the Kintor(1)- If you have at least one Kintor in play, search your discard pile for any one kintor, and place it in your hand.
Effect: Kintor Morale- Once per turn, when you roll a die as a result of an effect or power on a Kintor, you may increase the result by 1, to a mximum of 6.
"They're so CUTE when they throw ice at anything that moves!" Malovis
Kellus Nar Magi 12 STARTNIG: Chill Cane
ENERGIZE: 6
Effect - Heat sieve: If there are no creatures in play with more than 3 energy, all non-magi cards in play are frozen. Powers on frozen cards cost one additional energy to use.
"Hey Warrada, if you get those big sweat creatures out of here i'll show you a really neat trick" Malovis
Uloron Nar Magi 9 STARTNIG: Puddle Arboll
ENERGIZE: 7
Uloron can only play Nar and Universal cards.
Effect: Volcanic Freeze - All powers and effects on opposing Volcanic creatures that refers to "Arctic" now refers to "Volcanic" instead.
Effect - Summoning Mishap: Uloron can only play creatures with a printed starting energy of 3 or less. Opposing creatures lose one energy as they are played.
"He can stop Volcanos cold, but the only creature he summons half the time communicates by blowing bubbles." Malovis
Kintor's Tail Nar Relic 0 Effect - Wazoo: Once per turn, whenever one of your Kintors use an effect that rolls a die, you may reroll the die. If you do the result of the second roll is used instead. "You must be joking!  You use Kintor's Tail for luck?" - Aloron Malovis
Uloron's Teardrop Nar Relic 1 Uloron may play Uloron's Teardrop without paying any cost.
Effect: All powers on Volcanic cards cost one extra energy.
Effect - Deep Freeze: Powers on Frozen creatures cost an additional energy.
"Some say he still cries for his love." - Fray about Aloron Novelty
Flash Freeze Nar Spell - Arctic 1 Choose any one card in play and attach Flash Freeze to it. While Flash Freeze remains attached, that card is frozen. Powers on frozen cards cost an additional energy to play. Spells cost frozen magi one additional energy to play.   Technomagus
Kintor's Rage Nar Spell 1 You may play this spell at the end of any turn in which a die was rolled as a result of an effect on one of your Nar creatures. If your magi is Nar, Add 1 energy to all of your creatures that rolled a die this turn. "You don't want to face the wrath of an angry Kintor" - Alara Malovis
Tainted Snow Nar Spell 0 You may play only one copy of this card when your Nar magi is defeated on an opponent’s turn. If your next magi is a Nar Shadow Magi, permanently decrease by two the Energize rate of your magi and your magi may play all Arctic cards ignoring regional restrictions and penalties. "Feel the chill in your bones!" - Warrada Novelty
Decaying Twee Naroom Dream Creature 5 Poison(1): Choose an opposing creature with 2 or less energy. If you magi is a Shadow Magi, discard the creature, otherwise, discard that creature at the end of your turn.
Effect - Splinter: At the end of your turn, if your magi is Naroom and you have no relics in play, discard one energy from the largest opposing creature in play. Only one copy of Splinter may be used per turn.
Naroom Shadow magi may play Decaying Twee.
"Decadent?  I'll show you decadent!" - Hrada Novelty
Weebo Minor Naroom Dream Creature 1 Weebo Minor costs an extra 2 if played by Orwin.
Power - Adorable(1): Choose a creature. Discard Weebo Minor to add 2 energy to the chosen creature.
"Hands off my Weebo!" - Tiller to Woot.  Novelty
Hoctne Naroom Magi 17 STARTING: Twee Trunk, Baloo Root, Snag Arboll
ENERGIZE: 4
Effect - Wasperines Suck: Nochet can only play creatures during the Play Creatures Phase. All creatures lose 5 energy if they are played outside of the Play Creatures Phase.
"I love it when Yaki's wasperines hit a snag!" Novelty
Forest Dew Naroom Relic 0 Power - Fresh(1): Choose any one Naroom Creature in play that you own but do not control. Gain control of the chosen Creature and add 1 energy to it.
Effect: Increase your energize rate by one. If an opposing card removes energy from your magi, discard Forest Dew from play.
"I love to feel the morning dew on my skin." - Sive Novelty
Wence's Arrow Naroom Relic 1 Effect - Big Shot: Once per turn,  when you draw a card, choose a creature or Magi in play and remove one energy from it. If it is a Core Magi, you may remove one additional energy.   Loque
Tainted Leaves Naroom Spell 0 You may play only one copy of this card when your Naroom magi is defeated on an opponent’s turn. If your next magi is a Naroom Shadow Magi, permanently decrease by two the Energize rate of your magi and your magi may play all Naroom Spells ignoring regional restrictions and penalties. "Have you ever wondered how I got these on my back to Overgrow?" - Hrada Novelty
Nasty Nalo Orothe Dream Creature 5 Poison(1): Choose an opposing creature with 2 or less energy. If you magi is a Shadow Magi, discard the creature, otherwise, discard that creature at the end of your turn.
Effect - Storm Surge: At the end of your turn, if you have at least one Orothe Relic and one other relic from another region, choose a magi. The next time that magi energises, it energises for one less.
Orothe Shadow magi may play Nasty Nalo.
"Nothing is nastier than a nalo." - Quilla Novelty
Speag Strangler Orothe Dream Creature 4 Effect- Scatter Brained: As long as Speag Strangler remains in play, all magi cannot draw cards during their Draw Step.  Power- Brainwashed: Move X energy from your magi to Speag Strangler. "What is it? Angry? Nervous? Gassy? Gassy? Its gas, isn't it?" ~Orlon, to a drowning Valkan Lugan
Bhrubi Orothe Magi 13 STARTING: Hunter Jile, Phrup Jar, Algae Band. 
ENERGIZE: 5
Effect- Relic "Understanding": Whenever one of your relics is specifically discarded from play by another card, choose a creature or magi. Discard two energy from that creature or magi.
"Oops, I did it again!" Lugan
Phrup Jar Orothe Relic 3 Effect- Whenever you discard one of your Phrups from play, place it under Phrup Jar isntead of your discard pile.  Power- Time Distort: (4) Discard Phrup Jar from play. Shuffle all cards underneath Phrup Jar into your deck. They keep coming, and coming, and coming, and coming… Lugan
Relic Trick Orothe Spell 1 Discard a Relic from your hand to play the same Relic from your deck, reducing its cost by two. "I can pull a better Relic outta my EY HEY HEY! Wasn't that great kids!?" ~Whall Lugan
Tainted Tide Orothe Spell 0 You may play only one copy of this card when your Orothe magi is defeated on an opponent’s turn. If your next magi is a Orothe Shadow Magi, permanently decrease by two the Energize rate of your magi and your magi may play all Orothe Relics ignoring regional restrictions and penalties. "My preciousssss....." - Qwade Novelty
Grand Terkoz Paradwyn Dream Creature 5 Effect - Flameworks: At the end of your turn, if you played exactly one creature this turn, choose an opposing creature. Discard two energy from the chosen creature.  Effect - Dreamwarp: As you play Grand Terkoz, increase or decrease its starting energy by up to one, to a minimum starting energy of one, until the end of the turn. "It lights up the sky to welcome its friends." - Wence the Wanderer Lord Pic
Rotten Terkoz Paradwyn Dream Creature - Jungle Stalker 5 Poison(1): Choose an opposing creature with 2 or less energy. If you magi is a Shadow Magi, discard the creature, otherwise, discard that creature at the end of your turn.  Effect - Foul Song: At the end of your turn, remove one energy from all opposing stalked creatures. Only one copy of Foul Song may be used per turn.  Paradwyn Shadow magi may play Rotten Terkoz.   Novelty
Soaring Ploomb Paradwyn Dream Creature - Jungle Stalker 4 Effect - Lording Over: As you play Soaring Ploomb, choose a magi.  Until Soaring Ploomb leaves play, that magi is stalked; as a stalked Magi plays a card, roll a die. On a roll of 6, that card is discarded.  Effect - Hunt: Whenever Soaring Ploomb attacks, discard one energy from each stalked Magi in play. Look above you." - Arderian precept Lord Pic
Darunia Paradwyn Magi 13 STARTING: Scarletsong Hwit, Magor  
ENERGIZE: 5
Power- Reality Twist: Discard one of your Paradwyn Creatures with the effect: Dreamwarp from play. Play a Creature from your hand, reducing its cost by the starting energy of the creature discarded. The creature played may not attack this turn.
“Any intruder to the jungle is in need of a reality check.” Lugan
Ealayn Paradwyn Magi 16 STARTING: One Jungle Stalker, Stalker's Boots 
ENERGIZE: 4
Effect - Poised: At the beginning of your Attack Step, add two energy to each of your Jungle Stalkers in play.
"I hunt things you never knew existed, and eat quite well." Lord Pic
Nightbloom Cloak Paradwyn Relic - Alternate Robes of Petals 2 Effect - Protect: All of your creatures with the effect Dreamwarp lose one less energy when attacked.  Effect - Reverse: At the beginning of your turn, you may return Nightbloom Cloak to your hand to play Robe of Petals from your hand, reducing its cost by one, to a minimum of zero.  Effect - Nightbloom: At the end of your turn, if you have Robe of Petals in play, you may return it to your hand to play this card from your hand, reducing its cost by one, to a minimum of zero. I turned the robe inside out and tried it on that way." - Boria, Elder Lord Pic
Scarletsong Horn Paradwyn Relic 2 Power - Homecalling(0): Choose any one Paradwyn Creature in play that you own but do not control. Gain control of the chosen Creature.  Effect: Whenever one of your Jungle Stalkers attack a stalked creature, discard one additional energy from the stalked Creature before energy is removed.  Starting: Liriel "I'm going to jam it up with Ookami" - Liriel Novelty
Darunia's Twist Paradwyn Spell 3 If you have a creature with the effect "Dreamwarp" in play, choose a creature in play. Move up to four energy from the chosen creature to your chosen creature. This energy amount cannot be affected by other cards.  Only Paradwyn Magi can play Darunia's Gift   Lugan
Tainted Paradise Paradwyn Spell 0 You may play only one copy of this card when your Paradwyn magi is defeated on an opponent’s turn. If your next magi is a Paradwyn Shadow Magi, permanently decrease by two the Energize rate of your magi and your magi may play all Jungle Stalkers ignoring regional restrictions and penalties. "Today we stalk, tomorrow we devour" - The corrupted Scarlet Song Novelty
Mouldy Syre Underneath Dream Creature 5 Poison(1): Choose an opposing creature with 2 or less energy. If you magi is a Shadow Magi, discard the creature, otherwise, discard that creature at the end of your turn.
Effect - Tap: At the end of your turn, you may remove one energy from one of your burrowed creatures to discard the top card from any opposing player's deck. Only one copy of Tap may be used per turn.
Underneath Shadow magi may play Mouldy Syre.
"Tap, you're it!" - Bronk Novelty
Myte Underneath Magi 10 STARTING: Digging Goggles, Tunnel Hyren 
ENERGIZE: 7
Myte may only play Underneath and Universal cards.  Effect - Dig In: Your Burrowed Creatures may not be discarded from play while they have energy.  Effect: Your cards may not add energy to your Burrowed creatures.
"You want me? Come and get me." Technomagus
Romura Underneath Magi 10 STARTING: Hidden Door, Tremor Stones
ENERGIZE: 6 Effect: Your Underneath relics in play cannot be discarded by opposing cards that specifically discard relics.
Effect - Buried Treasure: Discard an Underneath relic you own from play during the Draw Phase to draw an additional card.
"I'm not a junk collector. These are antiques!" Novelty
Magic Mushrooms Underneath Relic 0 Power - Dream Trip:(2) Discard Magic Mushrooms. Choose an opposing Creature. That Creature may not attack until after the beginning of your next turn. "I'm a bit frightened at the number of times those things have saved our tails." - Gryg Capskye
Phosporescence Underneath Spell 1 Your burrowed creatures may attack this turn. When attacking this turn, your burrowed Creatures remove an additional energy. "What's that buried up ahead, it's glowing strangely... OUCH!" - Lanyx Novelty
Tainted Mushrooms Underneath Spell 0 You may play only one copy of this card when your Underneath magi is defeated on an opponent’s turn. If your next magi is an Undernath Shadow Magi, permanently decrease by two the Energize rate of your magi and your magi may play all Underneath cretures with the effect Burrow ignoring regional restrictions and penalties. She smelt funny... like dirt - Evu about Ogar Novelty
Janky Construct Universal Dream Creature 5 Janky Construct costs one more energy to play if your magi is not Universal or Universal Shadow.
Poison(1): Choose an opposing creature with 2 or less energy. If you magi is a Shadow Magi, discard the creature, otherwise, discard that creature at the end of your turn.
Effect - Abnormal Growth: At the end of your turn, if you played a Universal spell this turn, add one energy to Janky Construct.
"My first attempt to summon a Construct went wonky." - Sinder Novelty
Right Stuff Universal Dream Creature 3 Power - Alright!(1): Increase the energize rate of your magi by 1.
Effect: Right Stuff costs an extra 2 energy when played by Gorb.
Me want Right Stuff. Why me no get Right Stuff? - Gorb Novelty
Animite Crystal Universal Relic - Eliwan Artifact 1 Power - Recharge: Reveal a card from your hand and place it under Animite Crystal. Add one energy to your magi.
Effect: Discard 5 energy from your magi if Recharge is used more than once per turn.
Effect - Shock: If your magi is defeated on an opponent's turn, just before your magi is defeated, roll a die and select a magi. The chosen magi loses energy equal to the die roll, or the number of cards underneath Animite Crystal, whichever is less.
"Animite is the purest form of energy." - Tuku Novelty
Disassembled Construct Universal Relic 2 Effect - Anti-Magic: Disassembled Construct may not be discarded or returned to your hand from play by opposing cards that affect creatures or relics this way. Your other cards may not add energy to Disassembled Construct.
Power - Assemble: (X) Disassembled Construct becomes a creature until it leaves play. It is no longer a relic. Add X - 4 energy to Disassembled Construct. You may not use this power if Disassembled Construct is a Creature. It may not attack this turn.
"That's not a pile of junk!" - Rayje to Sinder Technomagus
Diplomacy Universal Spell 4 Magi cannot choose opposing magi or creatures for spells, powers, effects or attacks until the end of your next turn. All players draw an additional card at the end of their turn. "Anyone else want to negotiate?" ~Yaki Lugan
Recount Universal Spell X Add X counters to a card that has counters on it. If your magi is Core, X cannot be more than 6. "It's a tiring job but someone has to do it" - Legatus Novelty
Pineedles Weave Dream Creature 2 Effect - Poke: Broneedle removes two additional energy when attacked.  Effect - Weave: Whenever Broneedle attacks, before energy is removed, you may move one energy between Broneedle and one of your other Weave creatures. "Ouch!" Novelty
Lurking Tweave Weave Dream Creature 5 Poison(1): Choose an opposing creature with 2 or less energy. If you magi is a Shadow Magi, discard the creature, otherwise, discard that creature at the end of your turn.
Effect - Heh Heh: At the end of your turn, if you used the effect Weave this turn, you may reveal the top card of your deck. If the card revealed this way is a creature, you may play it with one energy without paying any costs. Otherwise, discard the revealed card. Only one copy of Heh Heh may be used per turn.
Weave Shadow magi may play Lurking Tweave.
"Who knows what lurks in the grasses of the Weave?" - Magam Novelty
Pajick Proper Weave Dream Creature 5 Power - Retaliate: (2) Discard one energy from each opposing creature that attacked on its controller's last turn.  Effect - Weave: Whenever Pajick Proper is in an attack, before energy is removed, you may move one energy between Pajick Proper and one of your other Weave creatures. "All they want is for you to go away." - Quirle Lord Pic
Halla Weave Magi 13 STARTING: Pagajack, Broneedle, Weave Homestead. 
ENERGIZE: 5
Power - Improvise: Discard any of your cards with the effect "Weave" from your hand. Search your deck for any Weave card, reveal it to your opponent, and place it in your hand. Shuffle your deck.
"Lets say Weave got a secret plan." Lugan
Saide Weave Magi 14 STARTING: Speag, Zassyfer, Weave Hut.  ENERGIZE: 5  Effect - TLC: At the beginning of your Draw Step, add one energy to each of your Weave Creatures that did not attack this turn.  Effect - Weave Wall: Once per turn, as one of your Weave creatures is attacked, you may discard one energy from Saide to make your creature lose two less energy in the attack. "TLC will make the flowers grow." Novelty
Weave Bulb Weave Relic 4 Power- Everlasting Root: Whenever an opponent plays a card that would specifically discard one of your creatures with the effect "Weave" from play, discard Weave Bulb. The opposing card does nothing.  Effect - Strong Foundation: Reduce the cost to play Weave Homestead by three to a minimum of zero. "The bulb is the source of all that is the Weave." - Zaya, Elder Lugan
Sprout Weave Spell 1 Choose one of your Weave or Universal creatures and attach Sprout to it.  At the beginning of your Draw Step, if the attached creature did not attack this turn, add one energy to it. "Furry happy creatures feeling glad." - Saide Novelty
Tainted Blade Weave Spell 0 You may play only one copy of this card when your Weave magi is defeated on an opponent’s turn. If your next magi is a Weave Shadow Magi, permanently decrease by two the Energize rate of your magi and your magi may play all Weave creatures with the effect Weave, ignoring regional restrictions and penalties. "I've got a Hole lot of nothing" - Achio Novelty
Glimpses Core Spell 1 Choose an opposing Player and reveal the top 5 cards of their deck.  You may discard one card from hand to play any one spell revealed this way ignoring regional penalties.   Novelty
Ploomb Naroom Dream Creature 3 Effect - Battle Cry: Whenever one of your Naroom creatures attacks and defeats an opposing creature, add one energy to Ploomb.  Effect - Intimidate: At the end of your turn, add two energy to Ploomb. At the beginning of your turn, discard two energy from Ploomb. So pretty yet so vicious", Blygt recalls. Lord Pic
Elder's Legacy Universal Spell 0 Attach this spell to your magi.  If your previous defeated magi is Rayje, all Universal cards cost one less to play, to a minimum of one. "May the power be with you!" - Rayje Novelty

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