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House of Justice


Card Picture

Card Description

Quantity

Alabaster Guardian


Justice; H:4 A:2 HP:16 L:1 Moves 2. Cast on friendly recruit group not in a structure. Created in a random adjacent square. Stays adjacent to group. When group dies, or is dispelled, Alabaster Guardian no longer moves unless forced. Only one on a group.
6

Census


Justice; Cast on globe. On expiration, all novices are destroyed. Duration: Turn of casting +1.
1

Chamberlain


Justice; Cast on recruit. When recruit is damaged by an attacker, recruit's group withdraws at the start of the next round, ending combat. If this withdrawal occurs in combat against Humans, casts Cleansing Light (group dispel) on opposing group. Dispelled after one use.
8

Citidel


Justice; Cast on town or colony. Citadel generates +2 Order for town owner each turn.
0

Codex of Order


Justice; Cast on town or colony. Groups cannot enter or exit town. Duration: Turn of casting +1.
1

Destiny Manifest


Justice; Cast on globe. Neither player may discard. Whirlpool becomes still water.
0

Dracha


Justice; H:2 A:1 HP:9 L:2 Cast on friendly town or colony. Creates Dracha, a Gargoyle Hero swordsman. Cannot be targeted by individual spells. When he dies, he creates a friendly colony if his square is empty, and his group withdraws, ending combat. (Each Hero may be cast only once per game.)
1

Dracha's Decree


Justice; Cast on recruit group. Group gains Flight. (Group may cross any terrain, and is immune to adverse terrain effects.) All members of group receive no missile damage (before checking armor).
0

Dracha's sphere


Justice; Cast on recruit group. Group gains Flight. (Group may cross any terrain, and is immune to adverse terrain effects.) All members of group receive no missile damage (before checking armor).
0

Dracha's Trade


Justice; Cast on town or colony. The town is hit with a mana flame-out. Town generates six primary and three secondary mana for its owner next turn. Thereafter, town no longer generates its 1 mana. (Mana-generating spells on the town are not affected.)
6

Ebon Guardian


Justice; H:2(x2) A:3 HP:18 L:1 Immobile. Two attacks. (Immobile monsters cannot be moved.)
5

Exiles


Justice; Cast on globe. Every monster group on the board gets Exiled. (Monster group leaves player control. If mobile, group moves toward the edge of board. At start of turn, if group is in an edge square, group is removed from the game.)
0

Gilt


Justice; Cast on group. The next spell cast on target group, or on any member of group, is squandered, and Gilt is dispelled.
0

Golem


Justice; H:5 A:1 HP:18 L:1 Nomadic. Cast on square adjacent to friendly town or colony.
2

Hapax Legomenon


Justice; Cast on globe. The next spell cast from any player's hand cannot be cast again for the rest of the game. Only one in play at a time.
0

Injunction


Justice; Cast on globe. Neither player draws cards. Duration: Turn of casting +2.
0

Intercession


Justice; Cast on globe. Neither player may cast any spells. (This squanders all subsequent spells cast this turn.) Duration: Turn of casting +1.
2

Jade Gargoyle


Justice; H:2 A:1 HP:9 L:1 Cast on friendly recruit in group that can add new recruits. Recruit is replaced by Jade Gargoyle, a Gargoyle swordsman. Jade Gargoyle cannot be targeted by individual spells. When any individual spell is cast on a member of group, and member remains in group, a copy of that spell is cast on Jade Gargoyle. (Jade Gargoyle does not copy Jade Gargoyle.)
0

Justicars


Justice; Cast on recruit group. When group enters square, colony is destroyed, square and town have all spells dispelled, and square becomes plains, before group enters.
4

Justicar's Reserve


Justice; Cast on square. Affects a 3x3 diamond centered on square. Monster spells (Summonings) must be targeted within this area. (This prevents globe-targeted monsters as well.) Duration: Turn of casting +5. Only one in play at a time.
13

Law of the Land


Justice; Cast on square. Squares in the 3x3 diamond centered on target square cannot be targeted by any spells. Duration: Turn of casting +5.
0

Minion of Order


Justice; Cast on minion. Minion gets +1 level.
15

Nemesis


Justice; Cast on recruit. Neither player may cast any Hero spells.
0

Obeisance


Justice; Cast on recruit. Recruit gets +1 level for every other recruit in its group. All other members of recruit's group are set to level 0 and cannot gain levels. Only one in a group.
26

Obsidian Dragon


Justice; H:4 A:2 HP:20 L:2 Nomadic, Mountainwalk, Firewalk. If killed by a recruit group, that group gets Obsidian Armor (all members of group get +1 armor).
1

Orrery


Justice; Cast on recruit. Neither player may cast any globe spells. (This squanders all subsequent globe spells cast this turn.) Only one in play at a time.
0

Ostrasize


Justice; Cast on recruit group. Group cannot join other groups or add any new recruits.
14

Pact of Mystery


Justice; Cast on globe. For each minion on either side that dies this turn, minion's owner gets +1 Mystery next turn.
0

Parted Sea


Justice; Cast on water. Caster's groups can cross this square without drowning. (This does not allow caster's groups on this square to enter adjacent water squares.) Non-friendly groups can enter this square, but doing so dispels Parted Sea, and the group suffers the effects.
17

Prohibition


Justice; Cast on globe. Next turn, neither player may cast any spell that contains the player's secondary mana in its cost.
1

Pyrrhic Victory


Justice; Cast on group. When group is killed, the opposing group dies also.
1

Restoration


Justice; Cast on friendly group. Dispels all group and individual spells on group.
1

Retribution


Justice; Cast on minion. When minion is damaged in combat (after checking armor), its attacker is killed. Dispelled after one use.
16

Rite of Mystery


Justice; Cast on globe. Caster gets +1 Mystery each turn. May be cast more than once
17

Second Chance


Justice; Cast on recruit. Dispels all individual spells on recruit. Recruit is fully healed.
15

Sentinal


Justice; Cast on minion not in a structure. Minion's movement orders are cancelled and its group cannot be moved. Minion receives no hand damage (before checking armor). Duration: Turn of casting +2.
17

Spawn of toganni


Justice; Cast on town or colony. Creates two Gargoyle novices in town
1

Talisman of souls


Justice; Cast on recruit. Recruit gets +2 maximum and current hit points for each subsequent alteration cast on recruit.
23

The Star Chamber


Justice; Cast on town or colony. The Star Chamber generates +1 Mystery and +1 Order for town owner each turn.
5

The Well


Justice; Cast on globe. Before movement, any card that caster discarded into the whirlpool this turn is returned to the bottom of caster's deck. (This does not save any cards that were discarded by other effects.) Duration: Turn of casting +5. Only one per player at a time.
0

Tindelhunden


Justice; H:4 A:1 HP:10(x2) L:2 Flight, Moves 2. Cast on recruit group. Creates two Tindelhunden in a random edge square. They hunt target group. When target group dies, or is dispelled, Tindelhunden are removed from the game. Humans get -1 hand damage per Tindelhund.
5

True Aim


Justice; Cast on archer. Archer gets +1 missile damage. May be cast more than once on the same archer.
15
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