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House of Hope


Card Picture

Card Description

Quantity

Army of Light


Hope; Cast on town or colony. Creates two vision novices.
11

Ascension


Hope; Cast on recruit. Recruit is removed from the game. (This does not set off any death triggered spells)
13

Atonement


Hope; Cast on Recruit. When recruit is killed, the attacker's owner discards all spells in hand.If killed by a recruit, Atonement tranfers to the killer.
2

Bella's Sigil


Hope; Cast on monster. It becomes immobile. (Immobile monsters cannot be moved.)
2

Burst of Clarity


Hope; Cast on Globe. Caster gets +2 clarity next turn.
13

Centaurs


Hope; M:2(x2)A:0 HP:10(x2)L:1Nomadic. Two attacks; Cast on forest. Creates two centaurs.
4

Chalice of Hope


Hope; Cast on globe. All owned structures create one novice each turn. Duration: turn of casting +3
0

Change of Heart


Hope; Cast on neutral town or colony. town joins casters side. Any group in town is removed from game.
0

Citizen's Militia


Hope; Cast on non-neutral town or colony. Creates four level zero vision swordsman off the board. Before combat, they appear in town when a nonfriendly group is adjacent. After all combat, they disappear again. Enemy groups cannot enter town. Dispelled when killed or if town is captured.
13

Deva's Quiver


Hope; Cast on archer. Archer gets +2 missile damage and +1 level, and ignores opponent's armor.
1

Emancipation


Hope; Cast on globe. All monster groups on the board get Emancipated (monster group becomes neutral).
0

Empathy


Hope; Cast on friendly recruit. Enemy group spells cast on recruit's group are squandered, and recruit takes damage equal to the casting cost of the squandered spell.
0

Farm-Boys


Hope; Cast on town or colony. Every recruit created in town gets Farm-boy(-1 level)
0

Griffon


Hope; H:3 A:1 HP:12 L:1 Territorial, Flight. Cast on mountain. Cannot be targeted by Despair individual spells. Deals Magical damage against shadows. (Magical Damage ignores armor, immunities and spells.)
5

Hand of Zana


Hope; Cast on globe. All friendly groups gain Flight. (Groups may cross any terrain, and are immune to adverse terrain effects.) 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

Hero's Legacy


Hope; Cast on recruit. When recruit dies, all surviving members of it's group Get Hero's Legacy.( +1 level)
15

Illender


Hope; Cast on square. Void, lava, and desert become barren land. Barren land becomes plains. Volcano becomes mountain. Swamp becomes forest.
0

Inspiration


Hope; Cast on globe. A random spell is added to the top of the caster's deck, altered to caster's mana types. (Any Spell in the game may be obtainedin this way.)
1

Leadership


Hope; Cast on recruit. Recruit gets +1 level. Swordsman in group get +1 hand damage
0

Leap of Faith


Hope; Cast on globe. Caster discards all cards in hand that were not cast this turn
16

Man of Iron


Hope; H:3 A:2 HP:12 L:2 Nomadic.
1

Mountain Pass


Hope; Cast on mountain or volcano. Caster's groups can cross this square. ( This does not protect groups from volcano damage.)
18

Pegasus


Hope; Cast on Mountain. H:4 A:1 HP:12 L:2 Nomadic, Flight, Move 2.
0

Perfection


Hope; Cast on town or colony. Dispels all structure spells. (This does not destroy colonies.) Town or colony cannot be targeted by structure spells.
0

Piercing Rays


Hope; Cast on vision archer. Archer gets +1 missle damage, or +3 damage against shadows.
0

Prophet


Hope; Cast on recruit. recruit generates +1 mana of each type associated with it's nation for both players each turn.
1

Sanctuary


Hope; Cast on square. At start of combat., any group in squarewithdraws, ending combat.
0

Settlement


Hope; Cast on recruit group not in a structure. Group is replaced by by a colony belonging to owner of the group. ( A new colony dispels its square and changes it to plains.)
1

Shield of Vela


Hope; Cast on recruit. Recruit's hits give Gorgon's Gaze(-1 damage and +1 armor, cumulative. A player who is hit by three or more of any gaze is killed.)
0

Spirit Sword


Hope; Cast on Swordsman. Swordsman now get +1 damage and ignores Opponent's armor.
10

Sublimity


Hope; Cast on friendly town or colony. After all combat, each recruit in town gets -2 maximum hit points, or Sublimity is dispelled if town is unoccupied. For each affected recruit, town generates +1 primary mana next turn.
0

Sword of Zana


Hope; Cast on on recruit group not in structure. At start of combat, opposing group dies, ending combat. Dispelled after next combat.
0

Sword of Zana II


Hope; Cast on on recruit group not in structure. At start of combat, opposing group dies, ending combat. Dispelled after next combat.
0

Threshhold of Order


Hope; Cast on globe. Caster gets +1 Order each turn. May be cast more than once.
16

Unerring Focus


Hope; Cast on recruit. Recruit's attacks ignore opponent's level.(i.e. Opponent cannot dodge regardless of it's level).
13

Unicorn Herd


Hope; H:2
0

Vale of Peace


Hope; Cast on town or colony. Monsters cannot enter or be targeted on squares in the 3x3 diamond centered on town.
0

Valiant Stand


Hope; Cast on town or colony. Swordsmen in town get +2 hand damage. Dispelled after next combat or if town is captured.
0

Volunteers


Hope; Cast on globe. Before movement, for every new recruit created, a new Vision archer is created in the new recruit's group. Duration: Turn of casting +2.
0

Zana


Hope; H:2 A:1 HP:7 L:2 Cast on a recruit group. Creates Zana, a vision hero swordsman. While Zana is in play, all monsters join the caster's side. (Each hero may be cast only once per game.)
0

Zana's Blessing


Hope; M:2 A:1 HP:7(x2) L:1 Cast on Recruit group. At start of combat, two vision level 1 archers are created in the group. At end of combat, they are removed frpm the game. ( If group is in a structure, all town spells affect the new recruits.) Dispelled after next combat.
0

Zana's Champion


Hope; H:4 A:4 HP:7 L:2 Cast on friendly, unoccupied town or colony. Town or colony is replaced by Zana's Champion, a Vision swordsman. Champion's group and its members cannot be targeted by any group spells or individual spells. Only one in play at a time.
0
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