Each bag should have Assistant and Basic Quiddity. In addition to those, set up the following quarries in The Wilds:
QuarriorsClick to exclude Quarriors: AssistantClick to veto AssistantCost: 1Glory: 1
*[re-roll] Immediate: Re-roll this die and one other die.
PortalClick to veto PortalCost: 4
[portal 1] Immediate: Draw and roll one die. [portal 2] Immediate: Draw and roll two dice.
Basic QuiddityClick to veto Basic Quiddity
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.
Light vs. DarkClick to exclude Light vs. Dark: Assistant of EconomicsClick to veto Assistant of EconomicsCost: 1Glory: 1
? Add 2 Quiddity and then place this die in the Spent Pile.
Assistant of LogisticsClick to veto Assistant of LogisticsCost: 1Glory: 1
? Re-roll this die and 1 die of your choice from your Used Pile.
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.
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."
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.
(Selecting anything above will remember which cards are currently selected. Click the button below to reset.)
Select new cards with these criteria
Requiring:
Excluding:
Vetoed:
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.
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