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House of Mind


Card Picture

Card Description

Quantity

Al Hakim


Mind; H:2 A:1 HP:7 L:2 Cast on recruit group. Creates Al Hakim, a Djinn Hero swordsman. At start of turn, Al Hakim tells his owner the next three cards at the top of his owner's deck. (Each Hero may be cast only once per game.)
0

Awaiting


Mind; Cast on globe. When any monster group is created, group disappears until Awaiting expires. (Groups reappear at start of turn if their square is unoccupied, or on the earliest turn thereafter.) Duration: Turn of casting +3.
0

Bestiary


Mind; Cast on town or colony. Before movement, if any recruits were created in town, a random summoning spell is added to the top of town owner's deck, with normal house and mana types. Duration: Turn of casting +5.
1

Betrayal


Mind; Cast on monster group. Group joins caster's side.
1

Binding Cube


Mind; Cast on group not in a structure. Group's movement orders are cancelled and it cannot be moved. Duration: Turn of casting +2
0

Celestial Sphere


Mind; H:4 A:1 HP:15 L:2 Territorial, Flight.
1

Ch'tai Exchange


Mind; Cast on friendly recruit in group that can add new recruits. Recruit exchanges places with a random recruit from a non-friendly group that can add new recruits. (Each recruit leaves its group, has all group spells dispelled, then joins the other recruit's group.)
0

Civilize


Mind; Cast on monster group. Group is replaced by a neutral colony that does not generate novices. (A new colony dispels its square and changes it to plains.)
0

Djinni Debate


Mind; Cast on town or colony. Enemy town no longer generates its 1 mana. On friendly town, caster selects town's mana type. (Mana-generating spells on the town are not affected.) Duration: Turn of casting +2.
14

Domesticate


Mind; Cast on monster group. Group joins caster's side. If group is mobile, it may be given movement orders
1

Farseeing


Mind; Cast on globe. Tells caster her opponent's current mana generation.
1

Fire Walking


Mind; Cast on group. Group gains Firewalk. (Group takes no damage from lava or volcanoes. This does not allow group to cross volcanoes.)
0

Flail of Sar'ul


Mind; Cast on swordsman. When swordsman damages an opponent, opponent does not attack in the next combat round.
1

Flying Carpet


Mind; Cast on group. Group moves twice each turn in its direction of travel. Group gains Flight. (Group may cross any terrain, and is immune to adverse terrain effects.) Duration: Turn of casting +2.
3

Focus of Clarity


Mind; Cast on globe. Caster gets +1 Clarity each turn. May be cast more than once.
15

Foresight


Mind; Cast on group with archers. At start of combat, each archer in group inflicts 2 hit points of magical damage on random opposing minions. (Magical damage ignores armor, immunities, and spells.)
0

Hypnotic Trance


Mind; Cast on monster. Monster gets -1 level.
14

Inscrutability


Mind; Cast on group. All members of group become invisible. (Invisible minions cannot be targeted by enemy individual spells.)
8

Insight


Mind; Cast on globe. Caster ignores invisibility when targeting individual spells.
0

Itrokos Gate


Mind; Cast on plains. Creates a random monster that can be cast on plains.
1

Kumatru Academy


Mind; Cast on friendly town or colony. When any novices would be created in town, 1 Djinn archer is created in town instead. Archers created in this way get +1 armor and +1 level, but cannot gain a level from experience.
0

Kumatru Archer


Mind; Cast on archer. Archer gets +2 missile damage.
5

Kumatru Library


Mind; Cast on square. At start of turn, if any group occupies square, group's owner gets +1 Clarity and +1 Will.
4

Kumatru Trance


Mind; Cast on recruit. Recruit cannot be targeted by individual spells
6

Loch Dweller


Mind; H:3(x3) A:0 HP:15 L:2 Three attacks. Cast on globe. Creates Loch Dweller off the board. Before combat, it appears in water adjacent to a non-friendly group. After all combat, it disappears again. Withdraws after the first full round of combat. Dispelled when killed.
4

Master Bowyer


Mind; Cast on town or colony. Every archer created in town gets Djinni Bow (+1 missile damage).
1

Memorize


Mind; Cast on globe. The next spell opponent casts is added to the top of caster's deck, altered to caster's mana types.
15

Mirage


Mind; Cast on forest, ice, desert, plains, or barren land. Square attracts non-neutral player-controlled groups. (Groups adjacent to attracting squares before movement must move toward one of them.) Dispelled when entered.
0

Mirrored Armor


Mind; Cast on recruit. Recruit receives no combat damage (before checking armor). When recruit is hit, Mirrored Armor has 10% chance to shatter (dispel). If attacker's hit gives any Gaze, attacker dies instead.
0

Narh'u'ha


Mind; M:5 A:0 HP:7 L:2 Neutral. Cast on globe. Created in a random square. Narh'u'ha is a Djinn archer with Djinni Bow, Kumatru Archer, and Mirrored Armor. Cannot join groups or add recruits. Any individual spell targeted on Narh'u'ha is squandered, and a random spell of same total cost is added to the top of caster's deck, altered to caster's house and mana types. Only one in play at a time.
0

Nullify


Mind; Cast on square. Dispels all spells on square. Square becomes plains.
7

Power


Mind; Cast on minion. Minion gets +1 hand damage.
8

Rakshasa


Mind; H:2/M:2 A:0 HP:12 L:2 Nomadic. Creates a computer-controlled Djinn swordsman without Waterwalk. Has two attacks: one missile, one hand damage. Cannot join groups, add recruits, or enter structures. Cannot be targeted by group spells or Bear Spirit.
1

Revelation


Mind; Cast on globe. Tells caster the next five cards in opponent's hand, and on top of opponent's deck if opponent's hand has fewer than five cards.
5

Sar'uli Overseer


Mind; Cast on recruit. Recruit receives no hand damage from recruits (before checking armor). All members of group receive no damage from Cyclopes (before checking armor). Dispelled after next combat.
4

Seal of Djar


Mind; Cast on square. At start of turn, and when group enters square, group in square has all spells dispelled. Duration: Turn of casting +2.
0

Stalking Blik


Mind; H:2(x2) A:0 HP:15 L:2 Nomadic. Two attacks.
1

Tan'u'zhadhi Ploy


Mind; Cast on globe. Opponent discards all spells in hand that were not cast this turn.
5

Teleportation


Mind; Cast on friendly town or colony. Before movement, recruit groups created in other friendly towns or colonies are teleported to target town. Dispelled when any recruits are created in town, or if town is captured. Only one per player at a time.
0

Transubstantiation


Mind; Cast on the globe. Caster's primary and secondary mana totals are reversed next turn.
0

Usam University


Mind; Cast on town (not colony). For every novice in town, town generates +1 of its selected mana type. Dispelled when any recruits are created in town, or if town is captured.
0

Xin shian Alcoves


Mind; Cast on globe. Both players get +1 of all six mana types each turn. Only one in play at a time.
2

Yfreet


Mind; H:4 A:1 HP:12 L:2 Territorial. At start of combat, casts Cleansing Light (group dispel) on opposing group
1
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