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House of Unmaking


Card Picture

Card Description

Quantity

Armor to Meat


Unmaking; Cast on recruit. Recruit gets -2 armor.
9

Bedlam


Unmaking; Cast on square. At start of turn, each minion in square gets Chaos Feature. (A recruit who gets 3 or more Chaos Features changes into a Misfit.)
5

Boggart


Unmaking; H:3 A:0 HP:15 L:1 Nomadic.
1

Bolt of Somersaults


Unmaking; Cast on group. Group is teleported to a random unoccupied non-structure square.
0

Burst of Strife


Unmaking; Cast on globe. Caster gets +2 Strife next turn.
17

Carapace


Unmaking; Cast on minion. Minion gets +1 armor.
5

Changing Lands


Unmaking; Cast on square. Before combat, square becomes any of plains, forest, barren land, ice, mountain, lava, water, or Void, at random.
4

Chaos Feature


Unmaking; Cast on minion. Minion gets a random individual spell. (A recruit who gets 3 or more Chaos Features changes into a Misfit.)
1

Chaos Fog


Unmaking; Cast on recruit. Every other member of its group becomes invisible. Recruit remains visible. (Invisible minions cannot be targeted by enemy individual spells.)
1

Cockatrice


Unmaking; H:3 A:0 HP:12 L:1 Nomadic. Cockatrice's hits give Cockatrice's Gaze (-1 damage and +1 armor, cumulative. A minion who gets three or more of any Gaze is killed).
1

Cruel Greaves


Unmaking; Cast on recruit. Recruit takes N hit points of damage, where N is recruit's armor.)
1

Devolution


Unmaking; L:0, Neutral. Cast on monster group. Monster group is replaced by an equal number of neutral Misfits of random class. (Neutral groups move last, attack all other groups, and have "half-initiative" in combat. Neutral recruit groups cannot enter structures.)
0

Disintegrate


Unmaking; Cast on minion. Minion dies.
5

Entropia


Unmaking; Cast on town or colony. Colony is destroyed. Dispels all spells on town. Town cannot be targeted by structure spells.
0

Ergotism


Unmaking; Cast on recruit. At start of turn, recruit takes 1 hit point of damage. When recruit is dying, recruit is fully healed, has all individual spells dispelled (including Ergotism), and changes into a Misfit.
0

Erisian Blade


Unmaking; Cast on recruit. Recruit gets +1 hand damage for every nation in its group.
16

Fingle


Unmaking; H:2 A:1 HP:9 L:2 Cast on recruit group. Creates Fingle, a Misfit Hero swordsman. Every player- controlled group in the eight squares surrounding Fingle moves in a random legal direction. (Each Hero may be cast only once per game.)
0

Fingle's Folly


Unmaking; H:2(x4) A:2 HP:16 L:0 Nomadic. Neutral. Four attacks. When Fingle's Folly dies in combat, it explodes as a Fireball (5 hit points of damage) on opposing group.
4

Forbidden Ichor


Unmaking; Cast on recruit. Recruit changes into a member of a random nation.
0

Gatemouth


Unmaking; H:1 A:0 HP:3 L:0 Nomadic. Neutral. At start of turn, gets -1 maximum hit point. Before combat, all adjacent groups are teleported to random unoccupied non-structure squares not adjacent to this Gatemouth.
0

Gnax


Unmaking; H:2 A:0 HP:4(x2-6) L:0 Territorial. Creates two to six Gnax. When a Gnax damages a Dwarf, the Dwarf gets Chaos Feature. (A recruit who gets 3 or more Chaos Features changes into a Misfit.)
0

Gyre


Unmaking; Cast on group. Group gets M total Chaos Features, assigned randomly. (A recruit who gets 3 or more Chaos Features changes into a Misfit.) 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).
1

Hollow Jester


Unmaking; H:0 A:1 HP:9 L:1 Cast on recruit group. Hollow Jester is a Misfit swordsman. Group cannot add any new recruits. At start of turn, a random other recruit in group gets Chaos Feature. Duration: N turns, where N is the number of recruits in group. On expiration, Hollow Jester is removed from the game.
0

Instability


Unmaking; Cast on globe. Each monster group on the board is replaced by a new random monster group that can be targeted on squares. A monster group that cannot be replaced is removed from the game instead. (Monster groups that are off the board are not affected.)
0

Iron Shillelagh


Unmaking; Cast on recruit. When recruit damages an opponent, opponent has all individual spells dispelled. If opponent is a Dwarf, opponent's group has all group and individual spells dispelled. Duration: Turn of casting +3.
15

Jinx


Unmaking; Cast on minion. Minion gets -2 hand and missile damage. If minion is killed, Jinx transfers to the killer.
1

Jumping Land


Unmaking; Cast on mountain. Before combat, mountain has a 60% chance to move to a random adjacent non-structure square, leaving plains. Any group on the mountain moves with it. Any group in the new square is removed from the game.
4

Leechwood


Unmaking; Cast on forest. Affects all contiguous forest squares. When cast, at start of turn, and when group enters square, groups in squares have all spells dispelled.
2

Maelstrom


Unmaking; Cast on friendly town or colony. On expiration, town or colony is destroyed, and square becomes Void. Duration: Turn of casting +2.
0

Magnetic Accrual


Unmaking;Cast on recruit. Recruit absorbs all armor from its group. (Every other recruit gets -A armor, where A is its armor on turn of casting. Target recruit gets +N armor, where N is the sum of all A's. These stat changes cannot be dispelled.)
0

Manticore


Unmaking; H:8 A:0 HP:10 L:2 Territorial. Withdraws after the first full round of combat.
0

Ort


Unmaking; Cast on recruit group. Creates one or two recruits of random nation and class, or one or two recruits in group dies.
0

Pages to Dust


Unmaking; Cast on globe. At start of turn, both players discard all spells in hand that were not cast last turn.
1

Runts


Unmaking; Cast on non-neutral town or colony. Town no longer creates novices. At start of turn, two swordsmen of random nations are created, and get Runt (-1 hand damage, -2 maximum hit points). Group in town cannot be targeted by group spells. Duration: Turn of casting +3.
0

Rust


Unmaking; Cast on town or colony. While in town, recruits in town get -1 armor. Dispelled after next combat or if town is captured.
0

Source of World


Unmaking; Cast on globe. Caster gets +1 World each turn. May be cast more than once.
7

The Unmagicking


Unmaking; Cast on globe. Dispels all spells. (Summonings, nation changes, recruit class changes, and terrain changes are not dispelled.) Cast only once per game.
1

Treacherous Armor


Unmaking; Cast on recruit. When recruit is hit (before checking armor), recruit's total armor x 2 is added to the enemy's attack. Recruit's remaining armor this round will reduce this damage normally.
1

Void


Unmaking; Cast on square. Square becomes Void. (Void removes unprotected groups from the game at start of turn, before movement, and before combat. Void does not block movement.)
0

Weakness


Unmaking; Cast on minion. Minion gets -1 hand damage. May be cast more than once on the same minion.
6

Werewolf


Unmaking; H:4 A:0 HP:18 L:1 Territorial.
1

Wrack


Unmaking; Cast on minion. Dispels all individual spells on minion. Minion cannot be targeted by individual spells.
7

Zurzavar


Unmaking; Cast on town or colony. Any player-controlled group in town moves in a random legal direction. Duration: Turn of casting +3.
2
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