QuarriorsClick to exclude Quarriors: Devotee of the Holy QueryClick to veto Devotee of the Holy QueryCost: 3Glory: 2
* Devotee of the Holy Query gains +2 defense.
Strong Warrior of the QuayClick to veto Strong Warrior of the QuayCost: 5Glory: 2
All other Creatures in your Ready Area get +1 attack and +1 defense as long as Warrior of the Quay is in your Ready Area.
Growth SpellClick to veto Growth SpellCost: 4
Immediate: Gain 2 Quiddity. Draw and roll 1 die.
Victory SpellClick to veto Victory SpellCost: 7
Cast this spell to gain +1 Glory for each opponent that had a Creature destroyed by one of your attacks this turn (maximum 1 Glory per player attacked). You can only cast this Spell after your attack phase.
QuarmageddonClick to exclude Quarmageddon: Strong Heavenly SeraphClick to veto Strong Heavenly SeraphCost: 7Glory: 3
As long as Heavenly Seraph is in your Ready Area, the other players cannot cull when they score a level 2 or 3 Creature, and when one of your Creatures is destroyed (including Heavenly Seraph), you gain +1 Glory. * Heavenly Seraph has no additional ability.
Mighty Lord of the QuarryClick to veto Mighty Lord of the QuarryCost: 8Glory: 4
If one of your Creatures is destroyed by an opponent's attack, you may instead destroy Lord of the Quarry to prevent that Creature from being destroyed. * When Lord of the Quarry is destroyed, add Lord of the Quarry to your Active Pool.
Mighty Voodoo DollClick to veto Mighty Voodoo DollCost: 6Glory: 3
If Voodoo Doll is destroyed by an opponent's attack, reduce the remaining attack total against you to 0. * When Voodoo Doll is summoned, re-roll all Voodoo Doll dice in your Spent and Used Pile.
Discriminating SpellClick to veto Discriminating SpellCost: 3
When you cast this spell, each time you summon a Creature for the rest of your turn you immediately draw and roll one die.
Light vs. DarkClick to exclude Light vs. Dark: BoogiemanClick to veto BoogiemanCost: 5 (4 with Dark)Glory: 2
you may cull one die in your Used Pile. * [this] has no additional ability."
Strong Quartz GolemClick to veto Strong Quartz GolemCost: 5 (4 with Light)Glory: 2
gain 1 Glory at the end of your turn if you did not capture a Quarry during this turn. * [this] has no additional ability."
(Selecting anything above will remember which cards are currently selected. Click the button below to reset.)
Select new cards with these criteria
Requiring:
Excluding:
Click on a set name to exclude it. Click on a card to veto it. Excluded sets and vetoed cards are listed at the bottom; click on them to include them again.
Show dice quantities Disable background colors