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House of Death


Card Picture

Card Description

Quantity

Apocalypse


Death; Cast on globe. Every recruit on the board dies. (Recruits that are off the board are not affected.) Cast only once per game.
0

Assassin


Death; Cast on recruit. Recruit gets +1 attack each round. At start of combat, all Heroes in opposing group die.
3

Body Rot


Death; Cast on minion. Minion gets -1 hand and missile damage. May be cast more than once on the same minion.
5

Bolstering Spirit


Death; Cast on town or colony. Recruits in town get +1 armor. Dispelled after next combat or if town is captured.
1

Bone Chariot


Death; Cast on group. Group gains Desertwalk and Firewalk. (Group takes no damage from desert, lava or volcanoes. This does not allow group to cross volcanoes.)
18

Burst of Mystery


Death; Cast on globe. Caster gets +2 Mystery next turn.
18

Cenotagh of will


Death; Cast on globe. Caster gets +1 Will each turn. May be cast more than once.
5

Curse of Khobai


Death; Cast on minion. Minion is lowered to 1 maximum and current hit point. When minion kills an opponent by combat damage, minion gets +1 maximum and current hit point.
19

Dark Minion


Death; H:2 A:1 HP:7 L:1 Cast on recruit group. Creates a Keeper swordsman.
5

Day of the Dead


death; H:3 A:0 HP:10 L:1 Nomadic. Cast on globe. After all combat, for every recruit group that died in combat this turn not in a structure, a neutral group of an equal number of Skeletons is created in the recruit group's square. Skeletons receives no missile damage (before checking armor).
0

Dire Portent


Death; Cast on minion. When minion damages an opponent, opponent is killed. If opponent is not an Elf, minion dies as well. Dispelled after one use.
6

Drought


death; Cast on square. Squares in the 3x3 diamond centered on target square get Drought Effect (square changes sequentially from water to swamp to plains to barren land to desert).
0

Furies


Death; H:2 A:0 HP:12(x3) L:1 Nomadic, Flight. Cast on globe. Creates three Furies in a random square. At start of combat, each Fury kills one random opposing minion, and all Furies in this group are removed from the game, ending combat.
1

Ghosttown


death; Cast on town (not colony). Town becomes a colony, and cannot be targeted by structure spells.
0

Gifts of the Fallen


Death; Cast on group. When any member of group dies in combat, all surviving members of its group are fully healed at end of combat.
0

Harmattan


death; Cast on friendly group. While group is in desert, each member of group is concealed. (Concealed minions cannot be targeted by enemy individual spells.)
0

Haunted Forest


Death; Cast on forest. Affects all contiguous forest squares. All minions in squares except Death or Abom minions get -1 level.
1

Khobai


Death; H:2 A:1 HP:1 L:2 Cast on recruit group. Creates Khobai, a Keeper Hero swordsman. Each time a minion dies, Khobai heals 1 hit point. If undamaged, Khobai also gets +1 maximum hit point. (Each Hero may be cast only once per game.)
0

Legion of Dead


Death; H:2 A:0 HP:4(x8) L:0 Nomadic. Creates eight Undead Warriors.
5

Master Vampire


Death; H:3(x2) A:1 HP:12 L:2 Territorial. Two attacks. Gets +1 hand damage against Life minions. At end of combat, if Master Vampire survives and an opposing recruit died, one Vampire (H:3 A:0 HP:5 L:1 Territorial) is created in group.
1

Necromancer


Death; Cast on recruit. Recruit will resurrect every other member of its group once each. When any other member of recruit's group dies, that recruit returns to life, is fully healed, has all individual spells dispelled, and gets -2 maximum hit points.
0

Necropolis


Death; Cast on town or colony. Necropolis generates +2 Mystery for town owner each turn.
2

Plague


Death; Cast on group. Every member of group gets -2 maximum hit points, and then takes two hit points of damage.
0

Pyre


Death; Cast on swordsman. Dispels all individual spells on swordsman. Swordsman gets +1 hand damage for each spell dispelled.
0

Raven Shroud


Death; Cast on friendly recruit group. Group cannot be targeted by enemy group spells.
4

Reanimate


Death; Cast on minion. When minion dies, minion returns to life, and is fully healed. Dispelled after one use.
0

Reaper


death; Cast on swordsman. Swordsman gets +1 hand damage. Swordsmen in its group (including itself) get +1 hand damage in combat round 2 only.
0

Sacrifice


death; .
1

Sandstorm


death; Cast on recruit group in desert. On turn of casting only, group's movement orders are cancelled, and all members of group take 1 hit point of damage. All members of group are concealed to both players. Duration: Turn of casting +1. (Concealed minions cannot be targeted by enemy individual spells.)
0

Sand Sphinx


Death; H:2 A:1 HP:12 L:1 Nomadic, Desertwalk. Target square becomes desert. Sand Sphinx seeks opponent's Sanctum. After Sand Sphinx moves, its new square becomes desert. (Desert causes 1 hit point of damage at start of turn unless group has Desertwalk.)
4

Shifting Sands


Death; Cast on desert. Before combat, each minion in square has 50% chance to be removed from the game, unless it has Flight. (This does not set off any death-triggered effects.)
16

Skeletal Horror


Death; H:4 A:0 HP:15 L:2 Territorial, Mountainwalk. Receives no missile damage (before checking armor).
2

Skeleton


Death; H:3 A:0 HP:10 L:1 Nomadic. Receives no missile damage (before checking armor).
1

Slay Monster


Death; Cast on monster group. Monster group dies.
0

Soul Jar


death; Cast on friendly recruit group. During combat, when any recruit in group is dying, recruit disappears, is fully healed, and has all group and individual spells dispelled, and Soul Jar is dispelled. (New group reappears at start of turn if its square is unoccupied, or on the earliest turn thereafter.)
0

The Withering


death; Cast on globe. At start of turn, all minions on the board take 1 hit point of damage. (Minions that are off the board are not affected.) Duration: M turns. Revolver (Casting cost M revolves from 1 to 10, starting at 1 and increasing by 1 mana per turn, restarting at 1 when it reaches 10, until cast).
0

Touch of Death


Death; Cast on friendly swordsman. When swordsman damages an opponent, opponent is killed. When Touch of Death expires, swordsman dies. Duration: Turn of casting +2.
4

Venom'd Arrow


Death; Cast on minion. Minion dies.
7

Venom'd Blade


Death; Cast on swordsman. Swordsman gets +2 hand damage.
6

Wasteland


Death; Cast on square. The 3x3 diamond centered on square becomes desert. (Desert causes 1 hit point of damage at start of turn unless group has Desertwalk.)
5

Wild Plague


Death; Cast on globe. Every monster on the board gets Wild Sickness (1 hit point of damage at start of every turn). (Monsters that are off the board are not affected.)
1

Winnowing Sigil


Death; Cast on minion. Dispels all individual spells on minion.
7
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