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Card List

by chameleonshin

THE EYE OF JUDGMENT
Card Spoiler

Assembled by: (GameFAQS) chameleonshin

1. Updates
2. About the Guide
2a. About the Listings
2b. Card Effects Explained
3. The Cards
3a. Set 1: Biolith Rebellion
4. Appendixes
4a. Creature Effect Quick Reference
4a00. Always Attacks Blindside
4a01. Decrease Activation Cost
4a02. Decrease Attack
4a03. Discard Cards
4a04. Dodge
4a05. Draw Cards
4a06. Fieldquake
4a07. Fortress
4a08. Gain HP
4a09. Gain Mana
4a10. Incarnation
4a11. Increase Activation Cost
4a12. Increase Attack
4a13. Invisibility 
4a14. Lower Attack Cost
4a15. Magic Attack
4a16. Multiple Targets
4a17. Possession
4a18. Protection
4a19. Push
4a20. Rotate Target
4a21. Sacrifice
4a22. Steal Mana
4a23. Switch Places
4a24. Two Attacks
4a25. Quickness
4b. Spell Effect Quick Reference
4b01. Exchange Fields
4b02. Fieldquake
4b03. Force Attack
4b04. Gain HP
4b05. Gain Mana
4b06. Increase Attack 
4b07. Lose Mana
4b08. Magic Damage
4b09. Rotate Creature
4b10. Switch Places
4c. Preconstructed Deck Contents
4c1. Starter Deck
4c2. Biolith Scourage
4c3. Earth Emperor
4c4. Fire Crusader
4c5. Water Barrage
4c6. Wood Swarm
5. Host Sites, Copyright Information, Contact, etc.

====================
1. Updates
====================

vx.xx - attempted upload 28 October 2007. The guide is made.
v1.00 - uploaded 1 November 2007.
v1.01 - uploaded 5 November 2007. More hosts and minor fixes. 
v1.02 - uploaded 8 November 2007. Now hosted by MyCheats.com. :]
v1.03 - uploaded 22 November 2007. 
      - Now hosted by EyeofJudgmentOnline.com. Fixes by Sembazuru.
v1.04 - uploaded 27 November 2007. Now hosted by GamesRadar.com.
v1.14 - uploaded 29 November 2007. Appendices!
v1.15 - uploaded 8 February 2008. A few fixes.

====================
Upcoming Updates:
====================

I will update this list with future sets of cards as soon
as possible after their release. Set 2 is scheduled for release
on 27 March 2008, and Set 3 is scheduled for release in
June of 2008.

====================
2. About the Guide
====================

This guide was created primarily through the use of the various theme
deck "Summoner's Companions," and with the help of GameFAQs viewers 
like you! Actually, just the two. Sekerah and Sembazuru, where noted. 
The Phantom/Betrayer information was taken in-game, as were the deck
lists.
If you contribute
a fix, you will be thanked and noted in-guide and the guide will be 
updated promptly.

====================
2a. About the Listings
====================

Attack range designations should be easy to figure out.
"All" typically indicates a choice of any enemy target on the field.
"All" does not mean that it hits every field. 
"N," "S," "E," "W" mean "North," "South," "East," and "West."
"2N" means that the creature can target 2 squares in front of them.
"N, 2N," for example, means that the creature can attack either 
directly in front of it, or 2 spaces in front of it.
"N+W" means that the creature will simultaneously attack both
to the north and the west, even if an allied creature is there.
"->2N" means that the creature attacks both spaces in front of it.
"->2N" means that the creature will even hit your allies.
"See Description" means, uh. See the body text of that card.

A "Summon" cost is the amount of mana that needs to be payed to 
actually put a monster on the field. This is the larger number on the
top left corner of the creature's picture on the card. "Locked" means 
that the monster cannot be summoned if there are less than 4 
creatures presently on the field. 

The "Activation" cost is the amount of mana that needs to be payed to 
rotate the monster 90 degrees (once per turn) or to attack (the turn
after it is summoned). This is the smaller number in the top left
corner, under the summoning cost.

"HP" is indicated by a heart icon on the card, and "Attack" power is
indicated by the sword icon on the card. "HP" is the amount of
damage a creature can sustain before being destroyed. "Attack" is
the damage done to an enemy creature, pending effects like 
Protection.

====================
2b. Card Effects Explained
====================
This includes short-hand names given in the appendices. 

A "Dodge attempt" gives a creature an attempt to dodge a physical
(non-magic) attack. The exact percentage to dodge is not known to
to me. "Perfect Dodge" gives a creature a 100% chance to dodge
physical attacts. 

"Fortress" means that the creature can only counterattack. In
other words, you can't attack with it.

"Incarnation" is an ability unique to gods. A god can be summoned
onto a square over an allied creature of the same element
(attribute) for the difference in mana between the 

"Invisibility" allows a creature to dodge both physical and 
magic attacks 100% of the time. 
---
A note from Sam C:
Something about invisibility that you may want to mention: 
"Invisible creatures cannot cause a counter attack. For instance, 
lets say I have an invisible Verzar Foot Soldier right next to 
my opponent's Triceptor Behemoth, and he has one of his own creatures 
within the Behemoth's attack range. Can I activate the Foot Solider and
attack the Behemoth, knowing that the counter-attack won't hit my solider 
but WILL hit my opponents creature? No. The Behemoth doesn't "see" my 
invisible creature, so he won't counter attack at all."

"Magic Attack" means that the creature's attack deals magic
damage, which gets around any Dodge or Protection that the 
target creature has.

"Possession" gives you control of a creature. However, it does
not count towards your total monster count (to win the game).
You must pay the full price to rotate or attack with a 
possessed creature, and cannot use them to Incarnate a god,
and you can only start controlling it on the next turn.
However, a Possessed creature cannot at all be controlled by
its owner. Possessing a creature as it is summoned stops its
free attack.

"Protection" reduces physical damage taken. A creature with 2
Protection that is hit for 2 physical damage or less will take 
0 damage.

"Push" means the target creature is pushed back in the direction
of the attack if possible. For example...
before: _XO          after: X_O
...where X is the target creature, and O is the attacker attacking.

"Quickness" means that the creature will attack or counterattack
first in every case that it can attack. A Hellfire Spitter will
perform a counterattack before taking damage from an attacker.
If the attacker is destroyed by the counterattack, its attack
does not go through at all. 
If a creature with Quickness attacks a creature with Quickness,
the attack goes through as normal.

"Sacrifice" means that the creature being sacrificed is replaced on the field
with another creature, free of charge. This can only happen the turn after the
sacrificial creature is summoned, and the new creature does not get its free
attack.

I think most other effects are explained adequately on the cards.

====================
3. The Cards
====================

====================
3a. Set 1: Biolith Rebellion
====================

No. 001. Flame Magus
Human/Church of Parmus
Common
Attribute: Fire
Attack Range: All
Counter: None
Blind Spot: N, S, E, W
Summon: 1, Activation: 1, HP: 1, Attack: 1
Magic Attack.

No. 002. Hellfire Spitter
Bug/None
Common
Attribute: Fire
Attack Range: N, S, E, W
Counter: N, S, E, W
Blind Spot: None
Summon: 1, Activation: 1, HP: 1, Attack: 1
Quickness.

No. 003. Freedonian Wanderer
Elemental/None
Common
Attribute: Fire
Attack Range: N
Counter: N
Blind Spot: S
Summon: 2, Activation: 1, HP: 2, Attack: 1
While Freedonian Wanderer is on a non-Fire field, you gain 1 mana 
each time you summon an allied creature.

No. 004. Partmole Flame Lizard
Lizard/Dhees Empire
Common
Attribute: Fire
Attack Range: N
Counter: N
Blind Spot: S
Summon: 2, Activation: 2, HP: 2, Attack: 2
Quickness. The Activation Cost to attack with Partmole Flame Lizard is
1 less than listed.

No. 005. Firefly Ninja
Human/Yaksha
Uncommon
Attribute: Fire
Attack Range: N
Counter: N
Blind Spot: S
Summon: 3, Activation: 2, HP: 2, Attack: 1
While Firefly Ninja is on a Fire field it gains Perfect Dodge. Firefly 
Ninja gains Invisibility while at least one allied Spider Ninja is on 
the board.

No. 006. Great Minos of Sciondar
Titan/None
Rare
Attribute: Fire
Attack Range: ->2N
Counter: N
Blind Spot: S
Summon: 3, Activation: 2, HP: 1, Attack: 2
Perfect Dodge. The Activation Cost to attack with Great Minos is 1 less
than listed. Destroy Great Minos if he is on a non-Fire field.

No. 007. Flame Ascetic
Human/Cult of Mourning
Common
Attribute: Fire
Attack Range: N
Counter: N
Blind Spot: S
Summon: 3, Activation: 3, HP: 3, Attack: 2
Flame Ascetic adds 2 to its Attack half the time. The Activation Cost
to attack with Flame Ascetic is 2 less than listed.

No. 008. Partmole Flame Guard
Demon/Dhees Empire
Uncommon
Attribute: Fire
Attack Range: ->2N
Counter: N
Blind Spot: S
Summon: 3, Activation: 2, HP: 3, Attack: 1
Partmole Flame Guard adds 2 to its attack if at least one target 
creature is on a Water field. 

No. 009. Lesser Granvenoa
Base/Cai-Shae
Uncommon
Attribute: Fire
Attack Range: N, S, E, W
Counter: N, S, E, W
Blind Spot: None
Summon: 4, Activation: 2, HP: 4, Attack: 2
Fortress. Fields adjacent to Lesser Granvenoa cannot be fieldquaked or 
exchanged. Destroy Lesser Granvenoa if it is on a Water field.

No. 010. Partmole Fire Oracle
Demon/Church of Parmus
Uncommon
Attribute: Fire
Attack Range: All
Counter: None
Blind Spot: S
Summon: 4, Activation: 2, HP: 3, Attack: 2
Magic Attack. If Partmole Fire Oracle is destroyed, all allied 
creatures on board gain 1HP.

No. 011. Triceptaur Behemoth
Beast/Dhees Empire
Rare
Attribute: Fire
Attack Range: N+E+W
Counter: N, E, W
Blind Spot: S
Summon: 5, Activation: 5, HP: 4, Attack: 5
When Triceptaur Behemoth attacks 2 creatures, subtract 2 from its 
Attack. When attacking 3 creatures, subtract 4 from its Attack.

No. 012. Pursuer of Saint Dhees
Demon/None
Rare
Attribute: Fire
Attack Range: N
Counter: N
Blind Spot: S
Summon: 6, Activation: 6, HP: 4, Attack: 5+
Pursuer of Saint Dhees� Attack is equal to 5 plus the number of other
creatures on the board. The Activation Cost to attack with Pursuer of 
Saint Dhees is 5 less than stated.

No. 013. Infernal Sciondar Dragon
Dragon/Dhees Empire
Rare
Attribute: Fire
Attack Range: N, 2N
Counter: N
Blind Spot: S
Summon: 7, Activation: 4, HP: 8, Attack: 5+
Infernal Sciondar Dragon�s Attack is equal to 5 plus the number of other
Fire creatures on the board. While Infernal Sciondar Dragon is on a Fire
field, its Activation Cost to attack is 3 less than stated.

No. 014. Didi the Enlightened
Hero/Cai-Shae
Ultra Rare
Attribute: Fire
Attack Range: N
Counter: N
Blind Spot: S
Summon: 3, Activation: 2, HP: 4, Attack: 2
Limit: 1 per all races per deck. Quickness. Didi attacks the same target
twice. The target�s counterattack occurs after the second attack. Didi 
adds 1 to his Attack if the target creature is on a Fire field. While 
Didi is on the board, no Fire field can be fieldquaked or exchanged.

No. 015. Warden Hilda
Betrayer
Phantom
Attribute: Fire
Attack Range: N
Counter: N
Blind Spot: S
Summon: 3, Activation: 2, HP: 4, Attack: 2+
Limit: 1 per all races per deck. Warden Hilda adds 1 to her Attack if 
the target creature is a Fire creature. While on a non-Fire field, Hilda
gains Possession of all enemies on Fire fields.

No. 016. Crucible King Dios IV
Noble/Dhees Empire
Ultra Rare
Attribute: Fire
Attack Range: N, Magic Attack: See Description 
Counter: N
Blind Spot: S
Summon: 6 (Locked), Activation: 4, HP: 6, Attack: 3x
Limit: 1 per all races per deck. King Dios attacks the same target 
twice. The counterattack of target creature occurs after the second 
attack. While King Dios is on a Fire field, he must use his Magic Attack,
which affects the target and all enemies adjacent to it. The Attack 
value is equal to the number of Fire fields.

No. 017. Sciondar Fire God
God/Unknown
Ultra Rare
Attribute: Fire
Attack Range: See Description
Counter: None
Blind Spot: None
Summon: 9 (Locked), Activation: 5, HP: 9, Attack: 3
Limit: 1 per all races per deck. Incarnation. Sciondar Fire God�s Magic
Attack targets all enemies on non-Fire fields. Destroy Sciondar Fire God 
if he is on a Biolith field. 

 No. 018. Red Cubic
Egg/Unknown
Rare
Attribute: Fire
Attack Range: None
Counter: None
Blind Spot: E, S, W
Summon: 1, Activation: 1, HP: 1, Attack: 0
Sacrifice Red Cubic to summon a non-cubic Fire creature in its place 
(facing any direction) without paying the Summoning Cost. The summoned 
creature cannot attack on this turn. This does not end your turn. 

No. 019. Elder Monk of Okunada
Merfolk/Okunada Monastery
Common
Attribute: Water
Attack Range: N
Counter: N
Blind Spot: S
Summon: 1, Activation: 1, HP: 1, Attack: 0
All allied creatures on adjacent fields gain one Dodge attempt.

No. 020. Tritonan Ice Guard
Elemental/Tritonan Queendom
Common
Attribute: Water
Attack Range: N
Counter: N
Blind Spot: S
Summon: 1, Activation: 1, HP: 1, Attack: 1
When Tritonan Ice Guard is summoned to a non-Water field, draw a card.

No. 021. Tritonan Harpoonsman
Merfolk/Tritonan Queendom
Common
Attribute: Water
Attack Range: ->2N
Counter: N
Blind Spot: S
Summon: 2, Activation: 1, HP: 2, Attack: 1
While on a Water field, Tritonan Harpoonsman gains one Dodge attempt.

No. 022. Aluhja Priestess
Human/Church of Parmus
Common
Attribute: Water
Attack Range: All
Counter: None
Blind Spot: N, S, E, W
Summon: 2, Activation: 1, HP: 1, Attack: 1
While on a Water field, Aluhja Priestess gains one Dodge attempt.

No. 023. Tentacles of Possession
Beast/None
Uncommon
Attribute: Water
Attack Range: None
Counter: None
Blind Spot: S
Summon: 2, Activation: 1, HP: 2, Attack: 0
Tentacles of Possession gain Possession of the enemy directly in front 
of it.

No. 024. Wolf Ninja
Human/Yaksha
Uncommon
Attribute: Water
Attack Range: N, 2N, E, 2E, W, 2W
Counter: N, E, W
Blind Spot: S
Summon: 3, Activation: 2, HP: 3, Attack: 1
Wolf Ninja gains Invisibility while at least one allied Swallow Ninja is 
on the board. If Wolf Ninja damages a creature on a Water field, it 
changes places with that creature (who cannot counter attack).

No. 025. Cloud Runner
Weapon/Siam Pirates
Uncommon
Attribute: Water
Attack Range: E, 2E, W, 2W
Counter: E, W
Blind Spot: S
Summon: 3, Activation: 2, HP: 2, Attack: 1
When Cloud Runner is summoned, draw cards equal to the number of Water 
fields. Dodge attempt.

No. 026. Dancing Temptress
Undead/None
Rare
Attribute: Water
Attack Range: N
Counter: N
Blind Spot: S
Summon: 3, Activation: 2, HP: 1, Attack: 0
If Dancing Temptress is destroyed, you steal 1 mana from the owner of the 
creature on the field in front of her. If Dancing Temptress is destroyed, 
the creature on the field in front of her is moved to the field she was 
previously on.

 No. 027. Venoan Assassin
Human/Corsez Family
Common
Attribute: Water
Attack Range: N
Counter: N
Blind Spot: S
Summon: 3, Activation: 2, HP: 3, Attack: 2
Venoan Assassin always attacks the back of its target.

No. 028. Queen�s Servant
Elemental/Tritonan Queendom
Rare
Attribute: Water
Attack Range: All
Counter: None
Blind Spot: S
Summon: 4, Activation: 2, HP: 1, Attack: 1
Magic Attack. Perfect Dodge. If Queen�s Servant is destroyed, steal 1 mana 
from your opponent.

No. 029. Moving Isle of Kadena
Beast/Tritonan Queendom
Rare
Attribute: Water
Attack Range: N, S, E, W
Counter: N, S, E, W
Blind Spot: None
Summon: 4, Activation: 2, HP: 4, Attack: 1
Fortress. If Moving Isle of Kadena is summoned to a non-Water field, steal 
mana from your opponent equal to the number of Water fields. Destroy Moving
Isle of Kadena if it is on a Fire field.

No. 030. Don of Venoa
Titan/Corsez Family
Rare
Attribute: Water
Attack Range: Primary: N+S. Secondary: N+S+E+W
Counter: N, S, E, W
Blind Spot: None
Summon: 5, Activation: 3, HP: 3, Attack: 2
While on a Water field, Don must use his secondary attack. Don gains one 
Dodge attempt for each adjacent enemy. Adjacent allied creatures gain one 
Dodge attempt.

No. 031. Dragon of Voice Sea
Dragon/Tritonan Queendom
Rare
Attribute: Water
Attack Range: N, 2N
Counter: N
Blind Spot: S
Summon: 7, Activation: 8, HP: 4, Attack: 5+
Dragon of Voice Sea�s Attack is equal to 5 plus the number of other Water 
creatures on the board. While Dragon of Voice Sea is on a Water field, if 
you summon a creature to an adjacent field, draw a card. 

No. 032. Mercenary Savior Latoo
Hero/Tritonan Queendom
Ultra Rare
Attribute: Water
Attack Range: ->2N
Counter: N
Blind Spot: S
Summon: 3, Activation: 2, HP: 3, Attack: 2
Limit: 1 per all races per deck. Dodge Attempt.  Latoo adds 1 to his 
Attack if at least one target creature is on a Water field. While Latoo is 
on the board, all other allied creatures on Water fields gain one Dodge attempt.

No. 033. Siam, Traitor of the Seas
Betrayer
Phantom
Attribute: Water
Attack Range: N
Counter: N
Blind Spot: S
Summon: 3, Activation: 2, HP: 4, Attack: 2+
Limit: 1 per all races per deck. Siam attacks the same target twice. The 
counterattack of the target creature occurs after second attack. Siam adds 1 to 
his Attack if the target creature is a Water creature. All enemies on Water 
fields subtract 1 from their attack.

No. 034. Imposter Queen Anfisa
Noble/Tritonan Queendom
Ultra Rare
Attribute: Water
Attack Range: All
Counter: None
Blind Spot: S
Summon: 6 (Locked), Activation: 2, HP: 5, Attack: 2
Limit: 1 per all races per deck. Magic Attack. While on a Water field, Imposter 
Queen Anfisa gains possession of all enemies on adjacent fields.

No. 035. Goddess Tritona
God/Unknown
Ultra Rare
Attribute: Water
Attack Range: See Description
Counter: None
Blind Spot: None
Summon: 9 (Locked), Activation: 5, HP: 9, Attack: 3
Limit: 1 per all races per deck. Incarnation. Goddess Tritona�s Magic Attack 
targets all enemies on non-Water fields. Destroy Goddess Tritona if she is 
on a Biolith field.

No. 036. Blue Cubic
Egg/Unknown
Rare
Attribute: Water
Attack Range: None
Counter: None
Blind Spot: E, S, W
Summon: 1, Activation: 1, HP: 1, Attack: 0
Sacrifice Blue Cubic to summon a non-cubic Water creature in its place 
(facing any direction) without paying the Summoning Cost. The summoned creature 
cannot attack on this turn. This does not end your turn.

No. 037. Verzar Canine
Beast/Val na Vos
Common
Attribute: Earth
Attack Range: N
Counter: N
Blind Spot: S
Summon: 1, Activation: 1, HP: 1, Attack: 1
Allied creatures on adjacent fields gain +1 Protection.

No. 038. Verzar Foot Soldier
Human/Val na Vos
Common
Attribute: Earth
Attack Range: N
Counter: N
Blind Spot: S
Summon: 1, Activation: 1, HP: 2, Attack: 1+
Verzar Foot Soldier adds 1 to his Attack if at least one other allied Verzar 
Foot Soldier is on the board.

 No. 039. Stone Wing Dwarf
Dwarf/Hammer Valley
Common
Attribute: Earth
Attack Range: N, S, E, W
Counter: N, S, E, W
Blind Spot: None
Summon: 1, Activation: 1, HP: 1, Attack: 1
Stone Wing Dwarf gains Protection equal to the number of allied Giant Axe 
Dwarves on the board.

No. 040. Skeleton Soldier (Thanks to Edwin B. for the fix)
Undead/Novogus Dynasty
Common
Attribute: Earth
Attack Range: N+W
Counter: N, W
Blind Spot: S+E
Summon: 2, Activation: 1, HP: 2, Attack: 1
If Skeleton Soldier is destroyed, you gain 1 additional mana.

No. 041. Giant Axe Dwarf
Dwarf/Hammer Valley
Common
Attribute: Earth
Attack Range: N
Counter: N
Blind Spot: S
Summon: 2, Activation: 1, HP: 3, Attack: 1
Giant Axe Dwarf adds 1 to his Attack for every allied Stone Wing Dwarf 
on the board.

No. 042. Spider Ninja
Human/Yaksha
Uncommon
Attribute: Earth
Attack Range: All
Counter: None
Blind Spot: S
Summon: 3, Activation: 2, HP: 2, Attack: 1
Magic Attack. Spider Ninja gains Invisibility while at least one allied 
Wolf Ninja is on the board. If Spider Ninja damages a creature on an Earth 
field, it switches locations with that creature (who cannot counterattack).

No. 043. Novogus Catapult
Weapon/Novogus Dynasty
Uncommon
Attribute: Earth
Attack Range: 2N
Counter: N
Blind Spot: S
Summon: 3, Activation: 1, HP: 4, Attack: 2
If Novogus Catapult is destroyed, you gain mana equal to the number of Earth 
fields.

No. 044. Dark Yokozuna Sekimaru
Titan/Val na Vos
Uncommon
Attribute: Earth
Attack Range: N
Counter: N
Blind Spot: S
Summon: 3, Activation: 2, HP: 3, Attack: 2
If Dark Yokozuna Sekimaru attacks but does not destroy a creature, that 
creature is pushed back one field in the direction of the attack (provided 
the field is empty) and cannot counterattack.

No. 045. Se Hollyn Fortress
Base/Val na Vos
Uncommon
Attribute: Earth
Attack Range: N, S, E, W
Counter: N, S, E, W
Blind Spot: None
Summon: 4, Activation: 2, HP: 4, Attack: 1
Fortress. Allied creatures on adjacent fields gains +2 Protection. 
Destroy Se Hollyn Fortress if it is on a Wood field.

No. 046. Novogus Golem
Beast/Novogus Dynasty
Rare
Attribute: Earth
Attack Range: N
Counter: N
Blind Spot: S
Summon: 4, Activation: 2, HP: 3, Attack: 2
Novogus Golem gains Protection equal to the number of empty fields.

No. 047. Dungeon of Ten Tyrants
Base/Val na Vos
Uncommon
Attribute: Earth
Attack Range: N, S, E, W
Counter: N, S, E, W
Blind Spot: None
Summon: 4, Activation: 2, HP: 4, Attack: 1
Fortress. While Dungeon of Ten Tyrants is on a non-Earth field, gain 1 
mana during your Resolution Phase. Destroy Dungeon of Ten Tyrants if 
it is on a Wood field.

No. 048. Verzar Elephant Brigade
Elemental/Val na Vos
Uncommon
Attribute: Earth
Attack Range: A: ->2N, B: N
Counter: N
Blind Spot: S
Summon: 5, Activation: 3, HP: 5, Attack: 2
Verzar Elephant Brigade must use its secondary attack while it is on an 
Earth field. While Verzar Elephant Brigade is on an Earth field, allied 
creatures on adjacent fields add 2 to their Attack and 1 to their 
Activation Cost.

No. 049. Undead Dragon
Dragon/Novogus Dynasty
Rare
Attribute: Earth
Attack Range: N, 2N
Counter: N
Blind Spot: S
Summon: 7, Activation: 4, HP: 8, Attack: 5+
Undead Dragon�s Attack is equal to 5 plus the number of other Earth 
creatures on the board. While Undead Dragon is on an Earth field, gain 
1 additional mana whenever an adjacent allied creature is destroyed. 

No. 050. Arelai the Protector
Hero/Saint Val Devotee
Ultra Rare
Attribute: Earth
Attack Range: N+S
Counter: N, S
Blind Spot: None
Summon: 3, Activation: 2, HP: 3, Attack: 2
Limit: 1 per all races per deck. Arelai gains Protection equal to the 
number of Earth fields. Arelai adds 1 to his Attack if at least one 
target creature is on an Earth field. All other allied creatures on 
Earth fields gain +1 Protection.

No. 051. Blackhood Dwarf Vulitra
Betrayer
Phantom
Attribute: Earth
Attack Range: ->2N
Counter: N
Blind Spot: S
Summon: 3, Activation: 2, HP: 4, Attack: 2+
Limit: 1 per all races per deck. Vulitra adds 1 to his Attack if at 
least one target creature is an Earth creature. If Vulitra is 
destroyed on a non-Earth field, your opponent must discard cards 
equal to the number of Earth fields.

 No. 052. Undead King Novogus
Noble/Novogus Dynasty
Ultra Rare
Attribute: Earth
Attack Range: All
Counter: None
Blind Spot: S
Summon: 6 (Locked), Activation: 3, HP: 6, Attack: 2
Limit: 1 per all races per deck. Magic Attack. If Undead King Novogus 
is on a non-Earth field and damages a creature, fieldquake the target 
creature�s field. The target creature cannot counterattack.

No. 053. Novogus Gravekeeper
God/Unknown
Ultra Rare
Attribute: Earth
Attack Range: See Description
Counter: None
Blind Spot: None
Summon: 9 (Locked), Activation: 5, HP: 9, Attack: 3
Limit: 1 per all races per deck. Incarnation. Novogus Gravekeeper�s 
Magic Attack targets all enemies on non-Earth fields. Destroy Novogus 
Gravekeeper if it is on a Biolith field. 

No. 054. Yellow Cubic
Egg/Unknown
Rare
Attribute: Earth
Attack Range: None
Counter: None
Blind Spot: E, S, W
Summon: 1, Activation: 1, HP: 1, Attack: 0
Sacrifice Yello Cubic to summon a non-cubic Earth creature in its 
place (facing any direction) without paying the Summoning Cost. 
The summoned creature cannot attack on this turn. This does not 
end your turn.

No. 055. Leapfrog Bandit
Anthromorph/Green Bandits
Common
Attribute: Wood
Attack Range: 2N
Counter: N
Blind Spot: S
Summon: 1, Activation: 1, HP: 1, Attack: 1
If Leapfrog Bandit is destroyed on a non-Wood field, your opponent 
must discard 1 card. 

No. 056. Green Lycanthrope
Anthromorph/Til Vorg Monarchy
Common
Attribute: Wood
Attack Range: N
Counter: N
Blind Spot: S
Summon: 1, Activation: 1, HP: 1+, Attack: 0+
When Green Lycanthrope is summoned, half the time add 3 to its HP and
2 to its attack.

No. 057. Bewitching Elf Archeress
Elf/Northern Forces
Common
Attribute: Wood
Attack Range: 2N
Counter: N
Blind Spot: S
Summon: 1, Activation: 1, HP: 2, Attack: 1
When Bewitching Elf Archeress damages (but does not destroy) a 
creature, that creature is rotated 180 degrees and cannot 
counterattack.

No. 058. Sleeptrap
Plant/None
Common
Attribute: Wood
Attack Range: N
Counter: N
Blind Spot: S
Summon: 2, Activation: 1, HP: 2, Attack: 0
Enemies on adjacent fields add 1 to their Activation Cost. 

No. 059. Elven Berserker Maiden (Fixed by Sembazuru)
Elf/Black Forest
Uncommon
Attribute: Wood
Attack Range: N, 2N
Counter: N
Blind Spot: S
Summon: 2, Activation: 2, HP: 3, Attack: 1+
While Elven Berserker Maiden has exactly 1 HP, she adds 2 to her 
attack and gains a Dodge attempt. 

No. 060. Samurai Nagirashu
Human/Nagirashu
Uncommon
Attribute: Wood
Attack Range: N
Counter: N
Blind Spot: S
Summon: 2, Activation: 2, HP: 2, Attack: 2
When Samurai Nagirashu is destroyed on a Wood field, your opponent 
must discard 1 card.

No. 061. Twin Goblins
Goblin/Green Bandits
Common
Attribute: Wood
Attack Range: N+S
Counter: N, S
Blind Spot: None
Summon: 2, Activation: 1, HP: 3, Attack: 1

No. 062. Swallow Ninja
Human/Yaksha
Uncommon
Attribute: Wood
Attack Range: ->2N
Counter: N
Blind Spot: S
Summon: 3, Activation: 2, HP: 3, Attack: 1
Swallow Ninja gains Invisibility while a least one allied Firefly 
Ninja is on the board. When Swallow Ninja damages (but does not 
destroy) a creature, that creature is rotated so that its back 
faces Swallow Ninja. The target creature cannot counterattack.

No. 063. Juno Tree Haunt
Titan/Northern Forces
Rare
Attribute: Wood
Attack Range: N, 2N
Counter: N
Blind Spot: S
Summon: 3, Activation: 1, HP: 1, Attack: 2
Perfect Dodge. Destroy Juno Tree Haunt if it is on a non-Wood 
field.

No. 064. Elven Rider
Elf/Til Vorg Monarchy
Uncommon
Attribute: Wood
Attack Range: ->2N
Counter: N
Blind Spot: S
Summon: 4, Activation: 2, HP: 4, Attack: 2
If Elven Rider is destroyed on a non-Wood field, your opponent 
must discard cards equal to the number of Wood fields.

 No. 065. Juno Prisoner Trap
Plant/Black Forest
Uncommon
Attribute: Wood
Attack Range: N, S, E, W
Counter: N, S, E, W
Blind Spot: None
Summon: 4, Activation: 2, HP: 4, Attack: 0
Fortress. When an enemy is summoned to a field adjacent to 
Juno Prisoner Trap, all other allied creatures gain 1 HP. 
Destroy Prisoner Trap if it is on an Earth field.

No. 066. Elven Death Dancer
Elf/Black Forest
Rare
Attribute: Wood
Attack Range: All
Counter: None
Blind Spot: S
Summon: 3, Activation: 2, HP: 3, Attack: 1
Magic Attack. If Elven Death Dancer damages (but does not 
destroy) a creature, she switches locations with that 
creature (who cannot counterattack). Enemies on adjacent 
fields add 3 to their Activation Cost.

No. 067. Juno Forest Dragon
Dragon/Til Vorg Monarchy
Rare
Attribute: Wood
Attack Range: N, 2N
Counter: N
Blind Spot: S
Summon: 7, Activation: 4, HP: 8, Attack: 5+
Juno Forest Dragon�s Attack is equal to 5 plus the number 
of other Wood creatures on the board. While Juno Forest 
Dragon is on a Wood field, enemies on adjacent fields add 
2 to their Activation Cost.

No. 068. Edin the Persecuted
Hero/Northern Forces
Ultra Rare
Attribute: Wood
Attack Range: All
Counter: None
Blind Spot: S
Summon: 3, Activation: 2, HP: 3, Attack: 2
Limit: 1 per all races per deck. Magic Attack. Edin adds 1 
to her Attack if the target creature is on a Wood field. All 
other allied creatures on Wood fields gain Invisibility. 

No. 086. Inquisitor Koog
Betrayer
Phantom
Attribute: Wood
Attack Range: N, E, W
Counter: N, E, W
Blind Spot: S
Summon: 3, Activation: 2, HP: 3, Attack: 2+
Limit: 1 per all races per deck. Inquisitor Koog adds 1 to his 
Attack if the target creature is a Wood creature. If Inquisitor 
Koog is destroyed, you gain additional mana equal to the number 
of enemies.

No. 070. Green Erlking Zomba
Noble/Green Bandits
Ultra Rare
Attribute: Wood
Attack Range: A: ->2N, B: N
Counter: N
Blind Spot: S
Summon: 6 (Locked), Activation: 3, HP: 6, Attack: 3
Limit: 1 per all races per deck. Zomba must use its secondary 
attack while it is on a Wood field. While Zomba is on a Wood 
field, each time an allied creature is destroyed, your opponent 
must discard a card.

No. 071. Exalted Elven Deity
God/Unknown
Ultra Rare
Attribute: Wood
Attack Range: See Description
Counter: None
Blind Spot: None
Summon: 9 (Locked), Activation: 5, HP: 9, Attack: 3
Limit: 1 per all races per deck. Incarnation. Exalted Elven Deity�s 
Magic Attack targets all enemies on non-Wood fields. Destroy Exalted 
Elven Deity if it is on a Biolith field.

No. 072. Green Cubic
Egg/Unknown
Rare
Attribute: Wood
Attack Range: None
Counter: None
Blind Spot: E, S, W
Summon: 1, Activation: 1, HP: 1, Attack: 0
Sacrifice Green Cubic to summon a non-cubic Wood creature in its 
place (facing any direction) without paying the Summoning Cost. 
The summoned creature cannot attack on this turn. 
This does not end your turn.

 No. 073. Biolith Bomber
Blitz/Biolith Castle
Common
Attribute: Biolith
Attack Range: N, 2N, S, 2S, E, 2E, W, 2W
Counter: N, S, E, W
Blind Spot: None
Summon: 3 (Locked), Activation: 2, HP: 3, Attack: 1
Biolith Bomber adds 2 to its Attack if the target creature has a 
Summoning cost of 2 or lower. 

No. 074. Biolith Stinger
Bug/Biolith Castle
Rare
Attribute: Biolith
Attack Range: N, S, E, W
Counter: N, S, E, W
Blind Spot: None
Summon: 3 (Locked), Activation: 2, HP: 1, Attack: 0
Dodge attempt. If Biolith Stinger damages (but does not destroy) a 
creature, it switches locations with that creature (who cannot 
counterattack).

No. 075. Imperial Biolith Guard
Mech/Biolith Castle
Common
Attribute: Biolith
Attack Range: E+W
Counter: E, W
Blind Spot: None
Summon: 3 (Locked), Activation: 2, HP: 4, Attack: 2
Gain one mana each time you summon a creature to a Biolith field.

No. 076. Biolith Battle Chariot
Weapon/Biolith Castle
Common
Attribute: Biolith
Attack Range: N+E
Counter: N, E
Blind Spot: S
Summon: 4 (Locked), Activation: 4, HP: 5, Attack: 3

No. 077. Morning Star Warrior
Mech/Biolith Castle
Common
Attribute: Biolith
Attack Range: N, 2N
Counter: N
Blind Spot: S
Summon: 4 (Locked), Activation: 2, HP: 3, Attack: 2
Morning Star Warrior adds 2 to its Attack if the target creature 
has 5 or more HPs. Morning Star Warrior gains Protection equal to 
the number of allied Biolith creatures. 

No. 078. Biolith Ninja
Mech/Biolith Castle
Rare
Attribute: Biolith
Attack Range: N
Counter: N
Blind Spot: S
Summon: 4 (Locked), Activation: 2, HP: 4, Attack: 2
When Biolith Ninja is on a Biolith field, it gains Perfect Dodge. 
Bioith Ninja always attacks the back of its target.

No. 079. Behemoth Groundbreaker
Weapon/Biolith Castle
Uncommon
Attribute: Biolith
Attack Range: N
Counter: N
Blind Spot: S
Summon: 4 (Locked), Activation: 3, HP: 4, Attack: 1
When Behemoth Groundbreaker is summoned, fieldquake all 
adjacent fields.

No. 080. Dragoon Dragon Cavalry
Mech/Biolith Castle
Uncommon
Attribute: Biolith
Attack Range: N
Counter: N
Blind Spot: S
Summon: 5 (Locked), Activation: 3, HP: 5, Attack: 3
Dragoon Dragon Cavalry attacks the same target twice. The 
counterattack of target creature occurs after the second attack. 
All enemy dragons subtract 3 from their attack. 

No. 081. Taurus Monolith
Titan/Biolith Castle
Uncommon
Attribute: Biolith
Attack Range: ->2N
Counter: N
Blind Spot: S
Summon: 5 (Locked), Activation: 3, HP: 6, Attack: 3
If Taurus Monolith attacks (but does not destroy) a creature, 
that creature is pushed back one field in the direction of the 
attack (provided the field is empty) and cannot counterattack.

No. 082. Aegis Citadel
Base/Biolith Castle
Rare
Attribute: Biolith
Attack Range: N, S, E, W
Counter: N, S, E, W
Blind Spot: None
Summon: 5 (Locked), Activation: 3, HP: 5, Attack: 1
Fortress. All other allied creatures of the same element as the 
field Aegis Citadel is on gain Invisibility. 

No. 083. Arc Satellite Cannon
Blitz/Biolith Castle
Rare
Attribute: Biolith
Attack Range: All
Counter: None
Blind Spot: S
Summon: 5 (Locked), Activation: 4, HP: 5, Attack: 4
Magic Attack.

No. 084. Ouroboros Dragon
Dragon/Biolith Castle
Ultra Rare
Attribute: Biolith
Attack Range: N, 2N
Counter: N
Blind Spot: S
Summon: 7 (Locked), Activation: 4, HP: 10, Attack: 7+
Limit: 1 per deck. Ouroboros Dragon�s Attack is equal to 7 plus 
the number of other Biolith creatures on the board. While 
Ouroboros Dragon is on a Biolith field, no field can be 
fieldquaked or exchanged. 

No. 085. Tino, Son of Scion
Hero/Biolith Castle
Ultra Rare
Attribute: Biolith
Attack Range: All, See Description
Counter: None
Blind Spot: S
Summon: 4 (Locked), Activation: 3, HP: 4, Attack: 1x
Limit: 1 per all races per deck. Tino�s Magic Attack targets all 
enemies of the same element as the target. While Tino is on a 
Biolith field, his Attack is equal to 1 plus the number of other 
allied Biolith creatures. Gain 1 mana each time you summon a 
creature.

No. 086. Wormak, Biolith Heir
Betrayer
Phantom
Attribute: Biolith
Attack Range: All
Counter: None
Blind Spot: S
Summon: 4 (?), Activation: 2, HP: 4, Attack: 2+
Limit: 1 per all races per deck. Magic Attack. If the target is 
an enemy Biolith, Wormak�s Attack is equal to 2 plus the number 
of non-Biolith creatures on the board. Gain 1 mana each time 
an enemy is summoned.

No. 087. Scion, Biolith Lord
Noble/Biolith Castle
Ultra Rare
Attribute: Biolith
Attack Range: All, See Description
Counter: None
Blind Spot: S
Summon: 6 (Locked), Activation: 3, HP: 5, Attack: 2
Limit: 1 per all races per deck. Scions�s Magic Attack targets 
all enemies of the same element as the target. All other allied 
Biolith creatures subtract 2 from their Activation Cost.

No. 088. Guardian Watchtower
Ancient/Biolith Castle
Ultra Rare
Attribute: Biolith
Attack Range: All, See Description
Counter: None
Blind Spot: S
Summon: 6 (Locked), Activation: 3, HP: 10, Attack: 1
Limit: 1 per all races per deck. Guardian Watchtower�s Magic Attack 
targets all enemies of the same element as the target. When 
Guardian Watchtower damages (but does not destroy) a creature, that 
creature is rotated 180 degrees and cannot counterattack. While an 
allied Scion is on the board, gain mana equal to the number of 
allied creatures on the board during your Resolution Phase. 

No. 089. Phaseus, Biolith God
God/Unknown
Ultra Rare
Attribute: Biolith
Attack Range: See Description
Counter: None
Blind Spot: None
Summon: 9 (Locked), Activation: 6, HP: 12, Attack: 4
Limit: 1 per all races per deck. Incarnation. Phaseus� Magic Attack 
targets all enemies. Destroy Phaseus if he is on a non-Biolith field. 

No. 090. White Cubic (Fixed by Sembazuru)
Egg/Unknown
Ultra Rare
Attribute: None
Attack Range: None
Counter: None
Blind Spot: E, S, W
Summon: 1, Activation: 1, HP: 1, Attack: 0
Limit: 1 per deck. White Cubic does not belong to any element. 
Sacrifice White Cubic to summon any creature in its place 
(facing any direction) without paying the Summoning Cost. 
The summoned creature cannot attack on this turn. 
This does not end your turn. Dodge attempt.

No. 091. Parmetic Holy Feast
Ritual
Uncommon
Mana Cost: 0
Limit: 1 per deck. Discard a creature. You gain 2 mana.

No. 092. Goghlie Altar
Ritual
Uncommon
Mana Cost: 0
Limit: 1 per deck. Both players gain mana equal to the number of enemies 
on the board.

No. 093. Summoner Mesmer�s Lapse (Thanks to Sekerah)
Ritual
Uncommon
Mana Cost: 0
Limit: 1 per deck. Discard a creature. Your opponent loses mana equal to 
the summoning cost of the discarded creature.

No. 094. Beguiling Fog
Conjuration
Common
Mana Cost: 0
Rotate target creature in any direction.

No. 095. Yuga�s Mesmerizing Fog
Conjuration
Common
Mana Cost: 1
Choose one allied creature. Rotate all adjacent enemies so that their 
backs are facing that creature.

No. 096. Clare Wil�s Banner
Conjuration
Common
Mana Cost: 1
Add 2 to the Attack of one allied creature until the end of the turn. 

 No. 097. Healing Shower
Conjuration
Common
Mana Cost: 2
All allied creatures of a chosen element gain 3 HP.

No. 098. Fissure of Goghlie
Conjuration
Common
Mana Cost: 2
Fieldquake any 1 field.

No. 099. Great Tolicore Quake
Conjuration
Rare
Mana Cost: 4
Fieldquake all fields of a chosen element.

No. 100. Summoner Mesmer�s Errand
Conjuration
Common
Mana Cost: 1
Draw 2 cards.

No. 101. Tinoan Telekinesis
Conjuration
Uncommon
Mana Cost: 2
Move 1 allied creature to an empty field without changing its 
orientation.

No. 102. Tinoan Teleportation
Conjuration
Uncommon
Mana Cost: 3
Switch the locations of two allied creatures without changing their 
orientations.

No. 103. Sciondar Inferno
Dominion
Uncommon
Mana Cost: 0
Limit: 3 per all races per deck. Discard 2 creatures (at least 1 must be 
a Fire creature). This spell targets all enemies on and adjacent to a 
selected Fire field. Target creatures are dealt magic damage equal to the 
number of Fire fields. 

No. 104. Ice Flood of Okunada
Dominion
Uncommon
Mana Cost: 0
Limit: 3 per all races per deck. Discard 2 creatures (at least 1 must be 
a Water creature). This spell targets all enemies on and adjacent to a 
selected Water field. Target creatures are dealt magic damage equal to the 
number of Water fields.

No. 105. Fist of Verzar
Dominion
Uncommon
Mana Cost: 0
Limit: 3 per all races per deck. Discard 2 creatures (at least 1 must be 
an Earth creature). This spell targets all enemies on and adjacent to a 
selected Earth field. Target creatures are dealt magic damage equal to the 
number of Earth fields.

No. 106. Wrathful Winds of Juno
Dominion
Uncommon
Mana Cost: 0
Limit: 3 per all races per deck. Discard 2 creatures (at least 1 must be 
a Wood creature). This spell targets all enemies on and adjacent to a 
selected Wood field. Target creatures are dealt magic damage equal to the 
number of Wood fields.

No. 107. Blinding Skies
Dominion
Ultra Rare
Mana Cost: 0
Limit: 1 per all races per deck. Discard 2 creatures (at least 1 must be 
a Biolith creature). This spell targets all enemies on and adjacent to 
Biolith fields. Target creatures are dealt magic damage equal to the 
number of Biolith fields. Each target creature is only affected once.

No. 108. Scion�s Riotous Impunity
Sorcery
Rare
Mana Cost: 2
Starting from the center field, all creatures engage in battle, 
clockwise one at a time. Playing this card ends your turn.

No. 109. Seer Vizak�s Calamity
Dominion
Rare
Mana Cost: 5
Fieldquake all fields. Playing this card ends your turn. 

No. 110. Call of Timeless Juno
Sorcery
Rare
Mana Cost: 5
Exchange two fields. Creatures remain on the same fields while the 
fields are exchanged. Playing this card ends your turn. 


====================
4. Appendixes
====================

====================
4a. Creature Effect Quick Reference
====================

Effects are grouped vaguely and explained, when necessary, beside the 
corresponding card name. Explanations are within context; for example,
under the Protection header, Verzar Canine says: +1 to adjacent allies.
This means that Verzar Canine gives +1 Protection to adjacent allies. 
I will use some abbreviations for the sake of aesthetics. I only have 80
characters to a line. 

"/" is contextual. "w." means "when."

"number/Earth fields," for example, means "number of Earth fields."

Juno Prisoner Trap: +1/allied creatures w. enemy is summoned to adjacent field
means, +1 HP to allied creatures when an enemy is summoned to a field adjacent
to the Juno Prisoner Trap.

"NF" and "NNF" mean "native field" and "non-native field."
A Wood creature's native field is Wood. It's non-native field is
every field except for Wood fields. Example:

Freedonian Wanderer: +1 when you summon a creature (NNF).

+1 mana when you summon a creature while Freedonian Wanderer is on 
a non-Fire field.  

Everything else is easy to figure out. Atk'ing = attacking, addt. = additional.
So on. = means equals, + means plus...

If I absolutely can't fit something onto one line, it'll say "See Description."
So. Do that. 

====================
4a00. Always Attacks Blindside
====================
If the target creature has a back, attacks from these creatures will 
do +1 damage to them.

Biolith Ninja
Venoan Assassin

====================
4a01. Decrease Activation Cost
====================

Scion, Biolith Lord: -2 to allied Biolith creatures.

====================
4a02. Decrease Attack
====================

Dragoon Dragon Cavalry: -3 from enemy dragons.
Siam, Traitor of the Seas: -1 from enemies on Water fields.

====================
4a03. Discard Cards
====================
In all cases, the opponent must discard.

Blackhood Dwarf Vulitra: equal to the number/Earth fields when destroyed (NNF).
Elven Rider: equal to the number of Wood field when destroyed (NNF).
Green Erlking Zomba: 1, when allied creature is destroyed (NF).
Leapfrog Bandit: 1, when destroyed (NNF).
Samurai Nagirashu: 1, when destroyed (NF).

====================
4a04. Dodge
====================

Aluhja Priestess: Dodge Attempt (NF).
Biolith Ninja: Perfect Dodge (NF).
Cloud Runner: Dodge Attempt.
Don of Venoa: +1 for every adjacent enemy, +1 to adjacent allies.
Elder Monk of Okunada: +1 to adjacent allies.
Elven Berserker Maiden: Dodge Attempt, when she has exactly 1 HP.
Firefly Ninja: Perfect Dodge (NF).
Great Minos of Sciondar: Perfect Dodge (NF).
Mercenary Savior Latoo: Dodge Attempt. +1 to allies on Water fields.
Juno Tree Haunt: Perfect Dodge (NF).
Tritonan Harpoonsman: Dodge Attempt (NF).
Queen's Servant: Perfect Dodge.
White Cubic: Dodge Attempt.

====================
4a05. Draw Cards
====================

Cloud Runner: equal to the number of Water fields.
Dragon of Voice Sea: +1 when you summon to an adjacent field (NF).
Tritonan Iceguard: +1 (NNF).

====================
4a06. Fieldquake
====================

Behemoth Groundbreaker: fieldquakes adjacent fields. 
Didi the Enlightened: fire fields cannot be fieldquakes of exchanged.
Lesser Gravenoa: adjacent fields cannot be fieldquaked or exchanged.
Ouroboros Dragon: no fields can be fieldquaked or exchanged (NF).
Undead King Novogus: fieldquakes the target's field if target's damaged (NNF).

====================
4a07. Fortress
====================

Dungeon of Ten Tyrants
Juno Prisoner Trap
Lesser Gravenoa
Moving Isle of Kadena
Se Hollyn Fortress

====================
4a08. Gain HP
====================

Juno Prisoner Trap: +1/allied creatures w. enemy is summoned to adjacent field.
Partmole Fire Oracle: +1 to allied creatures when destroyed.

====================
4a09. Gain Mana
====================

Dungeon of Ten Tyrants: +1 during your resolution phase (NNF).
Freedonian Wanderer: +1 when you summon a creature (NNF).
Guardian Watchtower: see description.
Imperial Biolith Guard: +1 when you summon a creature to a Biolith field.
Inquisitor Koog: additional, equal to the number of enemies when destroyed.
Novogus Catapult: addt., equal to the number of Earth fields when destroyed.
Skeleton Soldier: additional +1 when destroyed.
Tino, Son of Scion: +1 whenever you summon a creature.
Undead Dragon: +1 whenever an adjacent allied creature is destroyed (NF).
Wormak, Biolith Heir: +1 whenever an enemy is summoned.

====================
4a10. Incarnation
====================

Exalted Elven Diety
Goddess Tritona
Novogus Gravekeeper
Phaseus, Biolith God
Sciondar Fire God

====================
4a11. Increase Activation Cost
====================

Elven Death Dancer: +3 to adjacent enemies.
Juno Forest Dragon: +2 to adjacent enemies (NF). 
Sleeptrap: +1 activation cost to adjacent enemies.
Verzar Elephant Brigade: +1 activation cost to adjacent allies (NF).

====================
4a12. Increase Attack
====================

Arelai the Protector: +1 if at least one target is on an Earth field.
Biolith Bomber: +2 if target has summoning cost of 2 or less.
Blackhood Dwarf Vulitra: +1 if at least one target is an Earth creature.
Didi the Enlightened: +1 if target is on a Fire field. 
Dragon of Voice Sea: 5+ the number of other Water creatures on board.
Edin the Persecuted: +1 if the target is on a Wood field.
Elven Berserker Maiden: +2, when she has exactly 1 HP.
Flame Ascetic: +2 50% of the time.
Giant Axe Dwarf: +1 for every allied Stone Wing Dwarf on board.
Green Lycanthrope: +3 Health and +2 Attack 50% of the time.
Infernal Sciondar Dragon: 5+ the number of other Fire creatures on board.
Inquisitor Koog: +1 if target is a Wood creature.
Juno Forest Dragon: 5+ the number of other Wood creatures on board.
Mercenary Savior Latoo: +1 if target is on a Water field.
Morning Star Warrior: +2 if target has 5 or more HPs.
Ouroboros Dragon: 7+ number of other Biolith creatures on the board.
Partmole Flame Guard: +2 if at least one target is a Water creature.
Pursuer of Saint Dhees: 5+ the number of other creatures on the board.
Siam, Traitor of the Seas: +1 if target is a Water creature.
Tino, Son of Scion: 1+ the number of other allied Biolith creatures (NF).
Undead Dragon: 5+ the number of other Earth creatures on board.
Verzar Elephant Brigade: +2 attack to adjacent allies (NF). 
Verzar Foot Soldier: +1 for every other allied Verzar Footsoldier on board.
Warden Hilda: +1 if target is a Fire creature.
Wormak, Biolith Heir: 2+ the # of non-Biolith creatures when atk'ing a Biolith.

====================
4a13. Invisibility 
====================

Aegis Citadel: to allies on the same field type.
Edin the Persecuted: to allies on Wood fields.
Firefly Ninja: with allied Spider Ninja on the board.
Spider Ninja: with allied Wolf Ninja on the board.
Swallow Ninja: with allied Firefly Ninja on the board.
Wolf Ninja: with allied Swallow Ninja on the board.

====================
4a14. Lower Attack Cost
====================
*Attack Cost is always reduced to 1.

Flame Ascetic
Great Minos of Sciondar
Partmole Flame Lizard
Pursuer of Saint Dhees

====================
4a15. Magic Attack
====================

Aluhja Priestess
Arc Sattelite Cannon
Crucible King Dios IV (NF)
Edin the Persecuted
Elven Death Dancer
Exalted Elven Deity
Flame Magus
Goddess Tritona
Imposter Queen Anfisa
Novogus Gravekeeper
Partmole Fire Oracle
Phaseus, Biolith God
Queen's Servant
Scion, Biolith Lord
Sciondar Fire God
Spider Ninja
Tino, Son of Scion
Undead King Novogus
Wormak, Biolith Heir

====================
4a16. Multiple Targets
====================

Arelai the Protector: N+S
Biolith Battle Chariot: N+E
Blackhood Dwarf Vulitra: ->2N
Crucible King Dios: enemies adjacent to target (NF).
Don of Venoa: N+S (NNF), N+S+E+W (NF). 
Elven Rider: ->2N
Exalted Elven Deity: all enemies on non-Wood fields.
Goddess Tritona: all enemies on non-Water fields.
Great Minos of Sciondar: ->2N
Green Erlking Zomba ->2N (NNF)
Guardian Watchtower: all enemies the same element as target.
Imperial Biolith Guard: E+W
Mercenary Savior Latoo: ->2N
Novogus Gravekeeper: all enemies on non-Earth fields.
Partmole Flame Guard: ->2N
Phaseus, Biolith God: all enemies.
Scion, Biolith Lord: all enemies the same element as target.
Sciondar Fire God: all enemies on non-Fire fields.
Skeleton Soldier: N+W
Swallow Ninja: ->2N
Tino, Son of Scion: all enemies the same element as target.
Triceptaur Behemoth: N+E+W with Attack penalty.
Tritonan Harpoonsman: ->2N
Twin Goblins: N+S

====================
4a17. Possession
====================

Imposter Queen Anfisa: enemies on adjacent fields (NF).
Tentacles of Possession: enemy directly in front.
Warden Hilda: all enemies on Fire fields (NNF).

====================
4a18. Protection
====================

Arelai the Protector: equal to the number of Earth fields.
Arelai the Protector: +1 to allied creatures on Earth fields.
Morning Star Warrior: equal to the number of allied Biolith creatures.
Novogus Golem: equal to the number of empty fields.
Se Hollyn Fortress: +2 to adjacent allies.
Stone Wing Dwarf: +1 for every allied Giant Axe Dwarf on board.
Verzar Canine: +1 to adjacent allies.

====================
4a19. Push
====================

Dark Yokozuna Sekimaru
Taurus Monolith

====================
4a20. Rotate Target 
====================
Rotation happens upon damaging the target creature.
Rotated creatures cannot counterattack.

Guardian Watchtower: 180 degrees.
Bewitching Elf Archeress: 180 degrees.
Swallow Ninja: target creature's back faces Swallow Ninja.

====================
4a21. Sacrifice
====================

Blue Cubic: for a Water creature.
Green Cubic: for a Wood creature.
Red Cubic: for a Fire creature. 
Yellow Cubic: for an Earth creature.
White Cubic: for any creature.

====================
4a22. Steal Mana
====================

Dancing Temptress: when destroyed, from owner of creature in front.
Moving Isle of Kadena: equal to the number Water fields when destroyed. (NNF)
Queen's Servant: when destroyed.

====================
4a23. Switch Places
====================

Biolith Stinger: with a creature it damages.
Dancing Temptress: creature in front switches when destroyed.
Elven Death Dancer: with a creature it damages.
Spider Ninja: with a creature it damages on an Earth field.
Wolf Ninja: with a creature it damages on a Water field.

====================
4a24. Two Attacks
====================

Crucible King Dios IV
Didi the Enlightened
Dragoon Dragon Cavalry
Siam, Traitor of the Seas

====================
4a25. Quickness
====================

Didi the Enlightened
Hellfire Spitter
Partmole Flame Lizard

====================
4b. Spell Effect Quick Reference
====================
Same rules apply as the Quick Reference for creatures. There is not yet a
a section for cards that make the player discard, because, as of yet,
it is only as a cost of other cards, not an effect itself.
"d." means "discard."
Numbers in parens indicate the mana cost of the card. If there is no number,
there is no mana cost associated with the card.
As before, see the main list for all the information about cards listed below.

====================
4b00. Draw Cards
====================

Summoner Mesmer's Errand: +2 (1)

====================
4b01. Exchange Fields
====================

Call of Timeless Juno: swap the types of two fields. (5)

====================
4b02. Fieldquake
====================

Fissures of Goghlie: fieldquake any one field. (2)
Great Tolicore Quake: fieldquake all fields of a chosen element. (4)
Seer Vizak's Calamity: fieldquake all fields. (5)

====================
4b03. Force Attack
====================

Scion's Rioutous Impunity: all creatures battle, clockwise from center. (5)

====================
4b04. Gain HP
====================

Healing Shower: all allied creatures of a chosen element gain 3 HP. (2)

====================
4b05. Gain Mana
====================

Goghlie Altar: both players gain mana equal to number of respective enemies.
Parmetic Holy Feast: +2, discard a creature.

====================
4b06. Increase Attack
====================

Clare Wil's Banner: +2 to one allied creature until the end of the turn. (1)

==================== 
4b07. Lose Mana
====================

Summoner Mesmer's Lapse: d. a creature, opp. loses mana = to its summoning cost

====================
4b08. Magic Damage
====================

Blinding Skies: discard 2 creatures (1 Biolith). enemies on/adjacent to 
       Biolith Fields take Magic Damage equal to the number of Biolith fields.
Fist of Verzar: discard 2 creatures (1 Earth). enemies on/adjacent to an Earth
                  Field take Magic Damage equal to the number of Earth fields.
Ice Flood of Okunada: d. 2 creatures (1 Water). enemies on/adjacent to a Water
                  Field take Magic Damage equal to the number of Water fields.
Sciondar Inferno: discard 2 creatures (1 Fire). enemies on/adjacent to a Fire
                  Field take Magic Damage equal to the number of Fire fields.
Wrathful Winds of Juno: discard 2 creatures (1 Wood). enemies on/adjacent to a
               Wood Field take Magic Damage equal to the number of Wood fields.

====================
4b09. Rotate Creature
====================

Beguiling Fog: any creature, any direction. 
Yuga's Mesmerizing Fog: enemies adjacent to one ally face their backs to it (1)

====================
4b10. Switch Places
====================

Tinoan Telekinesis: move 1 allied creature to an empty field. (2)
Tinoan Teleportation: swap the locations of two allied monsters. (3)

====================
4c. Preconstructed Deck Contents
====================

Contents are listed in alphabetical order beside their quantities.
Creatures first, and then spell cards, separated by "---." 
I couldn't decide which card details to put here, so I didn't put
any. If you need information about the card, use your "Find" function.
;)

====================
4c1. Starter Deck
====================

2x Bewitching Elf Archeress
1x Biolith Battle Chariot
2x Elven Berserker Maiden
1x Flame Magus
1x Giant Axe Dwarf
2x Hellfire Spitter
1x Sciondar Fire God
2x Se Hollyn Fortress
1x Stone Wing Dwarf
1x Taurus Monolith
1x Triceptaur Behemoth
2x Tritonan Ice Guard
2x Twin Goblins
2x Venoan Assassin
2x Verzar Foot Soldier
1x White Cubic
---
2x Beguiling Fog
1x Fissures of Goghlie
2x Healing Shower
1x Parmetic Holy Feast

====================
4c2. Biolith Scourge
====================

2x Behemoth Groundbreaker
2x Biolith Battle Chariot
2x Biolith Bomber
1x Flame Magus
2x Freedonian Wanderer
2x Imperial Biolith Guard
2x Leapfrog Bandit
1x Monk Elder of Okunada
2x Morning Star Warrior
1x Novogus Catapult
1x Ouroboros Dragon
1x Samurai Nagirashu
2x Skeleton Soldier
1x Taurus Monolith
2x Tritonan Ice Guard
---
1x Goghlie Altar
2x Healing Shower
1x Seer Vizak's Calamity
2x Summoner Mesmer's Errand

====================
4c3. Earth Emperor
====================

2x Aluhja Priestess
1x Arelai the Protector
2x Flame Magus
2x Giant Axe Dwarf
1x Great Minos of Sciondar
1x Imperial Biolith Guard
2x Novogus Catapult
1x Partmole Fire Oracle
2x Partmole Flame Lizard
1x Se Hollyn Fortress
2x Stone Wing Dwarf
2x Tritonan Harpoonsman
2x Verzar Canine
2x Verzar Foot Soldier
---
2x Beguiling Fog
1x Fissures of Goghlie
2x Fist of Verzar
2x Summoner Mesmer's Errand

====================
4c4. Fire Crusader
====================

2x Bewitching Elf Archeress
1x Didi the Enlightened
2x Flame Ascetic
2x Flame Magus
2x Freedonian Wanderer
2x Hellfire Spitter
1x Lesser Gravenoa
1x Morning Star Warrior
2x Novogus Catapult
1x Novogus Golem
1x Partmole Flame Guard
1x Partmole Flame Lizard
1x Skeleton Soldier
2x Twin Goblins
2x Verzar Foot Soldier
---
2x Clare Wil's Banner
1x Fissures of Goghlie
2x Healing Shower
2x Sciondar Inferno

====================
4c5. Water Barrage
====================

2x Aluhja Priestess
1x Biolith Bomber 
2x Cloud Runner
1x Elven Berserker Maiden
1x Juno Tree Haunt
1x Mercenary Savior Latoo
2x Monk Elder of Okunada
2x Skeleton Soldier
2x Sleeptrap
2x Stone Wing Dwarf
1x Tentacles of Possession
2x Tritonan Harpoonsman
2x Tritonan Ice Guard
2x Venoan Assassin
---
1x Fissures of Goghlie
2x Healing Shower
2x Ice Flood of Okunada
2x Summoner Mesmer's Errand

====================
4c6. Wood Swarm
====================

2x Bewitching Elf Archeress
1x Biolith Battle Chariot
1x Cloud Runner
1x Edin the Persecuted
1x Elven Rider
2x Freedonian Wanderer
2x Hellfire Spitter
2x Leapfrog Bandit
2x Monk Elder of Okunada
2x Samurai Nagirashu
2x Sleeptrap
2x Tritonan Harpoonsman
2x Twin Goblins
1x Venoan Assassin
---
2x Beguiling Fog
1x Fissures of Goghlie
2x Healing Shower
2x Wrathful Winds of Juno

====================
5. Host Sites, Copyright Information, Contact, etc.
====================

Hosts
1. www.GameFAQs.com
2. www.Neoseeker.com
3. www.SuperCheats.com
4. www.MyCheats.com
5. www.EyeofJudgmentOnline.com
6. www.GamesRadar.com
7. www.CheatPlanet.com

This file is copyrighted as of the upload date, 1 November 2007, 
to me, chameleonshin, a.k.a Chris Kauffman. Do not repost without 
author's permission.

If you find an error or would like to host this file, please 
contact me at: [email protected], or on PSN. My username is also
"chameleonshin".

The Eye of Judgment is a trademark of Sony Computer Entertainment Inc. 
(C) 2007 Sony Computer Entertainment Inc.