Each bag should have 4×Assistant and 8×Basic Quiddity. In addition to those, set up the following quarries in The Wilds:
QuarriorsClick to exclude Quarriors: |
2×AssistantClick to veto AssistantCost: 1Glory: 1 *[re-roll] Immediate: Re-roll this die and one other die.
5×PortalClick to veto PortalCost: 4 [portal 1] Immediate: Draw and roll one die. [portal 2] Immediate: Draw and roll two dice.
0×Basic QuiddityClick to veto Basic Quiddity
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QuarmageddonClick to exclude Quarmageddon: |
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5×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.
5×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.
5×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.
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5×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.
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Light vs. DarkClick to exclude Light vs. Dark: |
0×Assistant of EconomicsClick to veto Assistant of EconomicsCost: 1Glory: 1 ? Add 2 Quiddity and then place this die in the Spent Pile.
0×Assistant of LogisticsClick to veto Assistant of LogisticsCost: 1Glory: 1 ? Re-roll this die and 1 die of your choice from your Used Pile.
0×Assistant of AcquisitionClick to veto Assistant of AcquisitionCost: 1Glory: 1 ? Draw and roll 2 additional dice, and then place this die in the Spent Pile.
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5×BoogiemanClick to veto BoogiemanCost: 5 (4 with Dark)Glory: 2 you may cull one die in your Used Pile. * [this] has no additional ability."
5×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."
5×Lesser ArchangelClick to veto Lesser ArchangelCost: 8 (7 with Light)Glory: 3 * Archangel gains +2 defense if at least 1 Dark Creature is in any player's Ready Area.
5×Greater Black CatClick to veto Greater Black CatCost: 4 (3 with Dark)Glory: 2 While Black Cat is in your Ready Area, all Light Creature dice cost +1 Quiddity to capture from the Wilds. * Black Cat has no additional ability.
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5×Light SpellClick to veto Light SpellCost: 4 Rotate all Creature dice in your Ready Area up to the next highest Level, if possible. * In addition to the above, rotate 1 Basic Quiddity die in your Active Pool to any face.
5×Dark EnchantmentClick to veto Dark EnchantmentCost: 6 Each opponent must immediately cull 1 die in his or her Usd Pile. For each Basic die culled in this manner, you gain 1 Glory. * In addition to the above, you may cull 1 die in your Used Pile.
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(Selecting anything above will remember which cards are currently selected. Click the button below to reset.)
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.