Which guild fits your playstyle?
There are many guilds vying to be the top, and every Fatal Factions game has classes all over the place. Fatal Factions: Guild Wars uses them all, but you'll be pleased to find a bit of them in every game.
To help you find what guild you would have the most fun playing in Fatal Factions: Guild Wars, go through the quiz and grade the kind of mechanics you like to play in card games or role-playing games from 0 to 4, with 0 being "I hate this mechanic" and 4 being "I love this mechanic".
If you're a fan of control, you will love the Psionus. They can control their own card draw with Clairvoyance, control opposing units with Control, control unit movement with Gravity Well and control opposing spells and auras with Redirect. If you're not a fan of land-based abilities or mines, you can ignore those too with Levitating!
Psionus abilities:
Control – Tap this unit, pay 3 and deal 2 damage to this unit. Give a unit of your choice the Controlled state until your end phase. This ability can only be performed once per turn by any of your units.
Clairvoyance (X) – Tap this unit to perform this ability. View the top (X) cards of your deck. Select one card and shuffle the rest. Place the card on the top or bottom of your deck.
Redirect – Tap this card and spend 2 resources to perform this ability. Change the target of a spell or aura card played from a player's hand and gain ownership of it. You can use this ability as a reaction. The player can pay 2 resources to cancel this ability.
Gravity Well – Spend 1 resource to perform this ability. A unit of your choice has Crushed until your initial phase (they cannot move and take 1 extra damage from battles). This unit can only perform this ability once per turn.
Levitating - This unit has the Floating state (This unit is immune to unit zone tokens or auras and can directly attack units in the stasis zone). Pay 1 resource: This unit ignores the effects of abilities that target units in unit zones and can move once at any time until your initial phase.
You will love The Ajai if you are a fan of restoring and using auras to empower your units. Chi Master and Collective Mind are all about pulling aura - blessings and empowering the effects they give your units, while Purging Fist and Serenity keep your units healthy and strong from status effects and damage. You'll also find a lot of flexibility through Fluidity's stance changes and abilities.
Fluidity – This unit enters the field in either Diga or Veri stance. This unit can change stances once per turn. (Diga stance abilities are more offensive while Veri stance abilities are more defensive or restorative)
Chi Master – This unit ignores damage reduction and can ignore the opponent's barrier when attacking. (This mechanic mostly has units that work well with aura - blessings.)
Collective Mind – Tap this unit and spend [X] to search your deck for an aura - blessing of [X] cost or less and play it. You must pay at least 1.
Purging Fist - You can remove a -1/-1 token, 2 madness tokens or 2 wilt tokens from a unit when this unit taps to attack. This ability doesn't work on Mad units.
Serenity - This unit restores a player by 1 or removes a status effect when it dies. You can pay 1 when a non-legend unit's on-damage ability would trigger or 2 when a non-legend unit's on-death ability would trigger to stop it once a turn.
The Silence are great at limiting or preventing the use of spells and auras through Choke and Anti-Magic Field. They can also limit or ease the use of cards through Study by increasing or decreasing the cost of copies. Removing abilities through Silence and limiting the effectiveness of ranged units with Sling adds to the amount of control you have through utilizing The Silence.
Choke – Opposing auras and spells cost 1 extra to play from the hand. This ability can stack up to a max of 3 times from all of your units.
Sling – When attacked by a ranged unit, this unit returns damage like a ranged unit.
Anti-Magic Field – This unit cannot be affected by opposing spells or active/triggered abilities.
Silence – Tap this unit. Give a unit Silenced until your initial phase (they have no abilities).
Study - Tap this unit. You can perform this ability when a non-unit card enters a graveyard. Attach the card to this unit and remove its abilities while attached. On your end phase, destroy the attached card. You can choose to have cards of that name cost 1 less or 1 more no matter its location while it's in the graveyard from this ability.
When you play The Ascendead, you probably already know what you're in for the moment you realize they're necromancers - Lots of undead and curses galore. You can weaken your opponent's units and unit space with Curse, or summon multiple skeletons or bone dragons with Conjure. If you're feeling sentimental, you can keep your field presence through both tanky Rotting Flesh units or self-reviving Undying units. Let's not forget Terror - A true menace to aggressive units that force a resource or blood cost to opponents when they attack!
Rotting Flesh – This unit only takes up to 3 damage from each unit it battles. This unit cannot restore and cannot have another ability that reduces damage.
Undying – Return this unit to the field with a -1/-1 token when it dies unless it already has a -1/-1 token, then instead shuffle it into your deck. This unit cannot have -1/-1 tokens removed.
Conjure (X) – Tap this unit. Place a (X) from your summon deck into the stasis field after paying its resource cost. Place it on your field on your next initial phase even if this unit is dead.
Curse (X) - Tap this unit. Search your deck for an aura - curse of [X] cost or less and play it.
Terror - Units that this unit battle gain Terrorized after battle calculations until your initial phase (they must pay 2 resources to attack with the unit). Owners of Terrorized units can either pay you (RC)1 until your end phase or give their unit a -1/-1 token to attack with their Terrorized unit.
The Aetherflame guild is all about the power of aether and what you can do with spells. Compendium lets you pull a spell of your choice, while Spellburst empowers your spells and Recall lets you play spells from the graveyard. There's also some battlefield prowess through Inferno - a passive ability that slowly burns units up with damage - as well as Subjugating Presence, which increases the damage units take and adds a cost to their movement.
Spellburst – Tap this card to perform this ability. Place a spell from your hand into the stasis zone after paying its resource cost. On your initial phase, play the spell but only resolve its Spellburst ability.
Compendium – Tap this card and spend 1 resource to perform this ability. Search your deck for a spell card and place it in your hand. Shuffle your deck.
Recall – Tap this unit and spend 1 resource to perform this ability. Play a spell from your graveyard at its resource cost, then shuffle it into your deck.
Inferno – On your initial phase, select 1 unit zone not affected by Inferno. Any units or altars with endurance on that unit zone take 1 damage at your next initial phase.
Subjugating Presence - Other units in this unit's column cannot move unless their owner pays 1 resource. One unit in this unit's column takes 1 extra damage once per turn. This ability can't stack in the same column.
If you're fond of a strong attachment to certain units, then Fang & Claw might be your answer. You can create strong allies through the Summon Familiar ability and keep the alive using both Circle Magic and Terraforming. Don't be fooled, though - Terraforming can also pull in an unsuspecting unit into your grasp while your Primal units tear them apart! When you add Naturadical to the mix, then you have a lot of units that can snowball into something terrifying.
Summon (X) Familiar – Tap this unit to perform this ability. Play a (X) from your summon deck adjacent to this unit after paying its resource cost then give this unit and its summon unit the Linked state. This unit cannot perform this ability again while it is on the field.
Circle Magic: X – This unit can tap to use this ability during any Main Phase 1. This ability provides X to friendly adjacent units until the end phase. (This ability usually has effects like allowing units to always return damage, restoring or removing status effects.)
Naturadical - This unit deals 1 extra damage to summon units and units with equipment cards attached. If a card is used, treated or attached as a different card, give this unit +1/+0 or +0/+1 [Up to +2/+2]
Terraforming – Tap this unit to perform this ability. Move a unit by one unit zone or select a unit and give it +0/+2 while this unit is tapped. You can choose to leave this unit tapped.
Primal (X) - This unit can move adjacently once per turn. This unit can directly attack adjacent units with (X). (Focuses on highest attack units, lowest attack units, etc.)
The Marxus are your primary ranged specialists. Don't be mistaken, there are plenty of melee units that can team up to perform strong Team Attack battles or stay alive by utilizing defensive tokens with Phalanx Infantry, but many ranged units can Draw to increase damage, Volley randomly from afar or even pierce through enemy lines with Penetrate.
Draw [X] – Tap this unit to perform this ability. Increase the damage this unit would do during its next battle by 1. This unit must either use this ability again or attack next round. This unit can store up to [X] extra damage this way.
Volley – Tap this unit. Roll a d10. Deal 1 damage on an opposing field based on which number it rolls [1-4 is back row, 5-8 is front row, 9 is their barrier and 10 is the player].
Penetrate - If this unit attacks a front row unit, deal 1 damage to a unit in the back row. If this unit attacks a back row unit, deal 1 damage to the opposing barrier [or player if no barrier exists].
Team Attack – During your attack preparation phase, you can have this unit and another attacking unit with Team Attack combine their attack and split it between them for this turn.
Phalanx Infantry - When this unit enters the field, place 3 normal tokens on it and have it switch places with a friendly unit in front of it. When this unit receives damage, remove normal tokens on this unit equal to the damage done instead. Damage can carry over to the unit.
The Equilibrium guild definitely mixes up the entirety of Guild Wars by breaking the rules. They deal an alternative damage type through Wilt which damages a unit's strength instead of their endurance, all while increasing all bad tokens through Despair. If that wasn't enough, they'll kick you when you're down with a Crippling attack that reduces attack power. They can also nullify the benefits of attachments and altars through Equalize while also completely reversing how status effects work on themselves through Twisted! Make sure you deal with them quick, because Equilibrium is all about the long game.
Wilt - This unit deals damage in -1/-0 wilt tokens except against barriers, altars or players. This unit kills units that reach or have 0 max attack when they damage them.
Despair – Pay 2 resources and tap this unit to perform this ability. Increase the number of wilt, madness or -1/-1 tokens on each card by 1 if a token of its kind already exists.
Crippling - Units that receive damage from this unit gain Crippled (they can't move and deal 1 less damage in battle).
Equalize - Tap this unit to use this ability. Select a card on the field. If you choose an attachment or altar, remove its abilities until your initial phase. If you choose a unit, pay 2 resources: Make its attack equal to this unit's attack until your initial phase.
Twisted - This unit has the Twisted state and can move once per turn (Twisted units reverse status effects on themselves). At your end phase, have an adjacent unit gain a status effect that’s on this unit. Temporary status effects passed this way last until your initial phase.
The Ragefist guild is about as simple as they come - they destroy and overpower in almost every imaginable way. Through pure strength, they can smash through units and barriers with Overwhelm to deal damage to a player or smash a unit into damaging bone shards through Gore. Rage units gain more powerful as they take damage, while Bloodletting units sacrifice endurance for power. The one technical side you'll find in Ragefist is with Grapple units, who reduce the battle damage a unit does by half when attacked while performing many other damaging and moving effects.
Bloodletting – Increase this unit's attack by [X] for this turn. This ability can be used at any time. At the end phase, deal [X] damage to this unit. [X] cannot be higher than this unit's remaining endurance.
Rage: (X) – When this unit has been damaged, (X).
Overwhelm – After this unit is finished attacking units, have this unit deal damage to the attacked player's barrier equal to this unit's remaining attack. Deal rollover damage to the player.
Grapple – Tap and deal 1 damage to this unit. Select a unit and pull them to their front row if a unit zone is empty. They are Grappled until the end phase.
Gore - When this unit kills a unit, deal 1 damage to all opposing units diagonal to the killed unit. A unit cannot enter the killed unit's unit zone until your initial phase.
Gora's Shield represent the peak of paladin prowess. They can protect units from damage with Protect, reduce the damage they take in battle with Deflect and increase their power or their endurance through Honor. Like a good soldier, they also specialize in Charging into the battlefield. Gora's Shield is a special case, too, as they have housed the endangered Gorgons who specialize in reducing spell damage and turning their opponents to stone.
Protect – Tap this unit. Have this unit take damage in place of another unit without this unit returning damage. Perform this ability and select a unit to protect during your attacking or defending phase.
Deflect (X) – Reduce the amount of damage this unit takes from battle by (X).
Honor – If this unit taps to attack, restore this unit by 1. If this unit is already fully healed, give it +1/+0 instead.
Charging – When tapping to attack, this unit can gain +1/+0 and move forward one unit zone if the unit zone in front of this unit is empty. This cannot be used if the unit is unable to move.
Gorgon - This unit takes one less damage from spells. If this unit kills a unit, place a statue on the killed unit’s unit zone equal to the unit's max endurance -1.
Hand of Lara is really here to have fun, and it shows through their mechanics. Party Crasher sends your units into the field when you damned well please, while you can also Vandalize altars to turn their effects to you or Steal and Plant items around the field. The thieves have a lot of skill, too, with abilities like Dual-Wielding allowing for multiple weapons to be attached while they hurt others with weapons. Kidnap units can also temporarily paralyze units until their owner pays you!
Party Crasher – This unit can be played anytime during an opponent’s turn.
Steal/Plant – Tap this unit to use this ability. Flip a coin: If heads, move an equipment card from/to a unit on the field to/from this unit. If tails, this unit takes 1 damage. You can skip flipping a coin if you are using this ability on a friendly unit.
Kidnap – Tap another one of your units to use this ability. Place an opposing unit on the same unit zone as this unit and give it the Kidnapped state. This unit and the Kidnapped unit are permanently tapped while both units are in this unit zone.
Vandal: X - When this unit taps to attack or use an active ability, you can select an altar. Add the following ability to the altar until your initial phase: X. (Usually gives beneficial effects to your Vandal units)
Dual-Wielding - This unit can have two equipment - weapon cards attached to it and can move forward or backward once per turn. In battle, this unit deals 1 extra damage and receives 1 less damage from units with equipment cards attached.
The Onela are assassins through and through, utilizing the Void to their advantage to demolish their target. With Assassinate, they can directly attack a unit of their choice or Roam to approach the player and directly attack them instead. If your assassins take some damage, they can Voidwalk to retreat to the Void and restore themselves. They also specialize in utilizing Spy to view a conjurer's upcoming tactics and Stalking to stick to a unit and steal their benefits or abilities.
Spy – Tap this card. View a card in your opponent's hand.
Roam – This unit can move adjacently once per turn. If this unit is in an opponent's back row, you can attack the opponent's barrier directly or the player if no barrier exists.
Voidwalking – Tap this unit to use this ability. Place this unit on the stasis zone and restore it by 3. Return this unit to a unit zone on your battlefield on your initial phase.
Assassinate - This unit can attack another unit directly.
Stalk - This unit can share a unit zone and can be placed on an opponent's field when played. When an opposing unit in this unit's unit zone would move, move this unit with it unless it goes to the stasis zone.
If you need to heal your units, look no further than the Alabaster Sun. They specialize in supporting you as a conjurer by restoring your units through Heal and pulling altars or powerful units through Servitude. Once you get those altars on the field, Sacred greatly reduces the damage they take while dealing big damage to the opponent. You can also play defensivily and chain abilities with Congregate or utilize units from the grave through Divinity.
Heal – Spend 1 resource and tap this unit to use this ability. Restore a unit by 2.
Servitude – Spend 1 resource and tap this unit to use this ability. Search your deck for a non-legend unit with a higher cost than this unit or a non-legend altar and place them into your hand. Deal 1 damage to this unit: Reduce the cost of a non-legend altar or unit in your hand by 1 until the end phase. You can only perform this ability once per turn.
Divinity: X – Spend (Y) resources to use this ability. This unit must be in the graveyard to use this ability. Perform (X).
Sacred – This unit cannot be played unless you have an altar on the battlefield. This unit takes 4 less damage per turn during your turn. If you no longer have an altar on the battlefield, kill this unit.
Congregate - Tap this unit. Your other Congregate units can tap to use their Congregate ability when you use this ability. Have a Congregate unit receives 1 less damage during opposing turns until your initial phase
Another great support guild, the Valiant Muses do things a little differently. Utilizing a unique token to them called the Muse Token, your units can store up these tokens to perform restoring or damaging effects through Sing or spend them to perform unique effects while dancing around the field with Dance units. Cater allows you to use damaging or healing tokens on unit zones, too, while your Harmonize units buff the entirety of your party with beneficial effects with minimal cost. Speaking of minimal cost, you can play auras or units directly from the deck using those muse tokens through Magic Painters - just keep them alive long enough to finish their painting, and you'll be flooding the field with units and auras!
Dance - At the beginning of the initial phase, move this unit to any unit zone on your field. This unit can share unit zones.
Sing - Increase muse tokens on this unit by 1 at the beginning of your initial phase.
Cater - Tap this unit to use this ability. Place a mine or a healing token on a unit zone.
Harmonize - (Units usually have a “Tap this unit and pay 1 resource to use this ability”). This unit has +0/+1 for every other unit with Harmonize on your field.
Magic Painter - On your initial phase, place a muse token on this unit's unit zone or an adjacent unit zone. You can tap this unit and remove all muse tokens from a unit zone on your field to play a unit or an aura that attaches to unit zones from your deck with a cost less than or equal to the muse tokens removed.
The Skyrift Clan consists of great warriors that are built to take down the strongest of unit. They can Jump to land directly on a unit and deal direct damage or use their Giant Slayer ability to decime units with a great amount of endurance. When they do get to destroy units, they can utilize their Champion ability to stay on top or Long Reach to keep melee units at bay. To add a little field control into the mix, they can also burn entire rows of units with Dragon's Breath which causes units to be burned and take extra damage from all sources.
Jump – Tap this unit to use this ability. Select a unit zone then place this unit into your stasis zone. At the end of your initial phase, move this unit to the targeted unit zone. If another unit is in the unit zone, have this unit battle it then move this unit back to a unit zone on your battlefield. This unit can be targeted by spells or ranged attacks while it is in the stasis zone.
Champion – Place a champion token on this unit after battle calculations if this unit kills a unit or damages a player.
Dragon’s Breath - Give all units in a row Burned until the end of your next initial phase.
Long Reach - When this unit attacks a melee unit, damage is not returned.
Giant Slayer - If this unit's attack is less than half of a battling unit's remaining endurance, have this unit deal half of the battling unit's remaining endurance as damage instead of normal battle damage (rounded down). This ability doesn't trigger if this unit attacks multiple units or can’t return damage.
Karak's Mirror are as tricky as they are mysterious. They utilize deception to summon Illusions through Illusioncraft and switch places with them through Displacement while also entering the battlefield at any time through Hidden. They can also surround themselves with illusions through Haze to ignore damage in battle. Karak's Mirror are both illusionists and duelists, and their duelist parts come in through Solitary - an ability that allows strong units to exist as long as they are without adjacent allies - and Mirrorguard, an ability that allows units to defy death at a small cost.
Solitary - This unit can only be placed on a unit zone that has no units adjacent to it on your side of the field. Place this unit back into your hand if a unit is adjacent to it on your side of the field.
Displacement - This ability must be used during battle calculations. Tap an untapped unit with Illusioncraft and have them attack in this unit’s place. Remove this unit from battle.
Illusioncraft - Tap this unit and pay 1 resource. Play an Illusion from your summon deck. Your units can use Displacement with this unit.
Haze – Pay 1: This unit has -2/-0 and doesn't take damage from the first unit it battles this turn. This ability can only be used once per turn.
Hidden - Place this unit face-down on the battlefield at no cost when you play it. This unit has the Hidden state while it is face-down.
Mirrorguard - When this unit is damaged in battle, deal half of the damage received to a unit in the opposite unit zone (rounded down). (RC)1: This unit's endurance can't fall below 1. This ability only triggers during the first time it would battle a unit.
The Hammer of Eron guild are not just blacksmiths - they take their weapon specialization into the field to test drive their creations! They can utilize Blacksmithing on the fly to pull weapons right out of your deck, then they can either Dissolve them for powerful effects that produce scrap for more weapons, or utilize Impart to keep those equipment pieces alive for your units. They also specialize in finding and restoring barriers through Fortify and producing large amounts of mines that can be used as missiles with Cannoneer.
Blacksmithing – Pay 1 scrap and tap the unit. Look for an equipment card in your deck and place it into your stasis zone or give an equipment card in the stasis zone +0/+1 or +1/+0. At the end phase, you can equip it to a unit after paying its (RC) cost or place it in your hand.
Dissolve – Tap this unit to perform this ability. Destroy an equipment card attached to this unit. If you do, place (Scrap)2 on a unit of your choice. This ability cannot be performed unless an equipment card is attached to this unit.
Impart – When this unit dies or is returned to your hand, move an equipment card from this unit to another unit on the same row.
Fortify – Tap this unit to perform this ability. Choose one: Restore your barrier by 1, or search your deck for a barrier and place it in your hand.
Cannoneer - Place a mine token on a unit zone when this unit enters or leaves the battlefield.
Cog's Crew probably has the most singular focus with a few of their mechanics. First, they build up a special summon unit called Automatons with the Engineering ability. Once you get an automaton on the field, you can either restore them (as well as yourself) with Repair or you can use Tinkering to get that automaton snowball rolling! If you don't mind the long game, you can also use Galvanize to power up your units attacks or abilities. If you have too much scrap on hand, you can also performing chaining, weapon-disabling effects and damage with Electric units.
Engineering – Tap this unit and pay a scrap token to perform this ability. Place an Automaton unit from your summon deck into your stasis zone. Place an Automaton unit from your stasis zone onto your battlefield at your initial phase if a unit with Engineering is still on the field. This unit enters the field with (Scrap)1.
Tinkering – Tap this unit to perform this ability. Spend X scrap tokens to give an adjacent or stasis zone Automaton unit +[X]/0 or +0/[X]. This unit enters with one scrap.
Repair – Tap this unit and spend 1 scrap token to perform this ability. Restore a player, Automaton, Mount or Cybernetic unit by 1. If the unit is at max endurance, give them +0/+1 instead.
Galvanize - When this unit is played, give a unit the Galvanized state. When this unit dies, remove the Galvanized state from the targeted unit.
Electric - When this unit deals damage, you can remove 1 scrap from it: Deal 1 damage to a unit diagonal to the damaged unit. This ability can chain between diagonal units.
The Sagi Clan are darkness-loving ninjas with a little bit of pirate in there blood. They can obviously perform stealthy ninja strikes under the cloak of darkness through Stealth, but they can also plunder and steal with abilities like Infiltrator. They can also utilize ninja tactics by Flanking their opponents to increase their power or defensive capability, and they can Undermine units to steal their power so that theirs can be increased. Finally, they have a little bit of shadow magic through utilizing Kagama to reverse the effects of curse to empower themselves or prevent some restoration.
Flank - If this unit blocks an attacking unit with another blocking unit, give this unit +1/+1 until your end phase. This unit also has +1/+1 while an opposing unit is in between this unit and another one of your units.
Kagama - Tap this unit. Reverse a single instance of restoration or select an aura - curse and reverse the effects of its stat adjustments, damage, restoration and “extra/less”abilities until your initial phase. If the curse prevents something, it no longer prevents it during this ability’s effects. You can use this ability as a reaction.
Undermine – Spend 1 resource when this unit enters the field. Give a unit -1/-1 if they have an attack and/or endurance increase, then give this unit +2/+2 if you did.
Stealth - As long as this unit is in a row with Darkness, units cannot exchange damage with this unit when it attacks.
Infiltrator - This unit can ignore barriers when it attacks and can move adjacently once per turn. This unit can switch places with a unit from its intended unit zone once per turn.
The Sura Clan are honorable and true to their samurai code. Bushido can either empower the samurai that attacks with many or attacks alone. Quick Strike allows a samurai to defeat an opponent before they can deal any damage back, while Sealing Strike removes abilities so the opponent can fight without using trickery to their advantage. If the samurai happens to die, they can pass on their power through +1/+1 tokens they've accrued in battle with Loyalty or pass on an aura or remove negative effects through Atonement.
Quickdraw – Use this ability during the attack preparation phase to have this unit deal damage before the defending unit/s can return damage this turn. Deal 1 damage to this unit after battle calculations if you use this ability.
Loyalty – Tap this unit and pay 1 to use this ability. This unit gains a +1/+1 token. When this unit dies, move up to two +1/+1 tokens on it to another unit.
Sealing Strike – Any units that battle this unit have Silenced after battle calculations until your next initial phase.
Atonement – When this unit dies, remove 2 wilt tokens or a status effect from a unit. If this unit had an aura - blessing on it, re-attach it to another unit. If there were multiple aura - blessing cards, choose one.
Bushido - This unit ignores damage reduction. This unit has +1/+0 for every other friendly unit tapped to attack (up to +3/+0).
Fatal Sword is one epic, bloody guild. They can rip apart their opponents by damaging you with Wrath, or kill their opponents when they're weak with Fatal, or take out their opponents for money with Bloodlust. These blood knights aren't all about offense, though - they have some of the strongest defensive abilities in the game, with Blood Armor allowing for damage reduction through blood cost and Warmonger allowing multi-block options!
Wrath – Deal [X] damage to yourself. Increase this unit's attack by [X], then give this unit -1/-0 at every one of your end phases. You can only pay up to 3 life points and you can only perform this ability once with this unit.
Blood Armor – Deal 1 damage to a unit on the same field as this unit. This unit receives 1 less damage until your initial phase. You can use this ability once per turn.
Fatal – If this unit would reduce a unit's endurance to 1 due to battle, this unit deals 1 damage to the unit.
Bloodlust - When this unit kills a unit, gain (RC)1 until your end phase. At the beginning of your initial phase, have this unit deal 1 damage to a unit that has a wilt token, madness token or status effect and hasn't taken damage this turn.
Warmonger - This unit can block 2 units per turn. If this unit blocks 2 units in one turn, it can give one of the units it blocked Frenzied at the end phase.
The Vines of Adem is very experimental, and their abilities scream "crazy science". Your units also act as your equipment through Living Equipment, and your units can ignore the rules of battle by defending their friends mid-battle with Lurch. When you add the constant damage done through Poisonous units as well as the slow growth of plants you create through Plant (X), then you'll have the full plant shmorgishborg. Finally, you can also spread damage and utilize board positioning with Heartbind which will allow you to choose between helping your units or hurting your opponent's!
Plant X– Tap this unit. Search your summon deck for a X unit and place them on the field after paying its resource cost.
Poisonous – Any units this unit damages gains the Poisoned status.
Living Armor –You can attach this unit to an adjacent unit and give it the Living Armor state. (This unit is now treated as an equipment card and not a unit card. This card shares its attack, endurance and secondary abilities with the unit it’s attached to. Even when in equipment form, this card retains damage it has taken and can receive carry-over damage from the unit it’s attached to. If the unit this card is attached to dies, remove this state from this card.)
Lurch - When a unit is defending against an attacking unit, you can play this unit from your hand and have it join the battle during battle calculations.
Heartbind - A unit in the opposite unit zone has Binded. On your initial phase, select a unit: They are the Epicenter unit and they take 1 damage when a Binded unit is damaged until your initial phase. Only one Epicenter unit can exist at any given time.
Interested in seeing how things mix together to create unique effects? Then the Verdant Vengeance is your guild. Through the Forage ability, you can gather plants to combine together with Alchemy! If you want to see just how far you can take your spells, you can use Spellshot to either use a spell's weaker abilities continuously or perform one big shot with a spell. If you want your spells to have some muscle, you can also use Manifest to physically form your spells into elementals that you can blast off as spells later. If you're not too into spells or potions, you can also use Feral units to make your endurance your strength or Shaman units to permeate some cards into the field as land abilities to share.
Spellshot - Pay 1 resource: Equip a non-legend spell to this unit if one is not already attached. This unit can only have one spell attached. When this unit taps to attack, you can use the spell's Manashot ability or you can pay its cost to play the spell from the field.
Manifest - Reveal this card. This card is now a unit instead of a spell. You can perform this ability while this card is in your hand.
Forage - Search your summon deck for an Alchemy card and place it in this unit’s unit zone.
Alchemy - Tap this unit and spend 1 resource. Target a unit with the effects of any alchemy cards on your field. Destroy the selected alchemy cards.
Feral - This unit gains -1/-0 after battle calculations when they battle and +0/+1 when you are damaged. If this unit’s attack is 0, this unit deals damage based on their remaining endurance when they battle.
Shaman - If a unit is attached to this unit’s zone as an aura - blessing, this unit can have one ability copied from the attached unit. If this unit kills a non-legend unit and you have less than 4 aura - blessings on the battlefield, you can attach the killed unit to a unit zone as an aura - blessing.
The Ancients of Imparda are slowly disappearing from existence, but that may make them extremely powerful as they have nothing left to lose in the world. In their attempts to utilize their experience and ability to sandshift, they use Assimilation to steal other abilities on the fly temporarily. Some of their greatest warriors have lived for decades, and it shows through Ancient Power - an ability that allows them to never lose strength - and Stoneskin - an ability that allows them to never lose endurance and absorb loads of damage before disappearing. Heavy units cannot move, but this allows them to act as totems of power for units inbetween them. Lastly, Endsign allows ancients that no longer care for their life to sacrifice themself for big damage.
Ancient Power – This unit’s attack power cannot change. This unit does not reduce its attack against subsequent defenders.
Stoneskin – This unit’s max endurance cannot change. The battle damage this unit would receive doesn't damage this unit until your initial phase. This unit takes all damage from a unit it battles.
Heavy – This unit cannot move. (Has abilities that positively support units in between this unit and another Heavy unit.)
Assimilation - 1 resource: Select a non-legend unit on the field that hasn’t already been assimilated. This unit now has that unit’s abilities until the end of your next initial phase. This can only be done once per turn.
Endsign - Tap to use this ability. Place this unit into your stasis zone then select a unit zone. On your initial phase, shuffle this unit into your deck then deal damage to units in the selected unit zone equal to this unit's remaining endurance if it didn’t die. This unit cannot perform any actions after it uses this ability.
Even though Darkwarden are known for their protective nature, you would be mistaken to think they are kind creatures. The demons of Darkwarden are as twisted as they are strong. They can twist the mind into a complete rage with maddening tokens through Maddening or shift power between demons with Powershift. Their dark ability to remove healing is present through their Demonic nature as well. When they're feeling reckless, they can consume the conjurer's energy or their units through Consuming to create strong demons, or they can sacrifice some of the conjurer's life to take out a weaker unit through Hellbound.
Powershift (X)– When this unit enters the field, give it (X) +1/+1 tokens. Tap this unit: Remove any number of +1/+1 tokens from this unit and place it on another unit with Powershift.
Maddening - This unit deals damage in madness tokens. (If the opposing unit has madness tokens that are equal or greater than their max endurance, they have Mad.)
Demonic - This unit gains -0/-1 on your initial phase. All players must pay (RC)1 to allow one instance of restoration on them or their cards. This unit gains +1/+0 if it attacks a player.
Consuming - When playing this card, decrease your max resources by 1 or sacrifice a unit.
Hellbound - When this unit taps to attack, you can sacrifice 1 life point: Kill one unit that blocks this unit with less attack power than it at the end phase.