
Armored Tower
Type: structure
Rarity: uncommon
Charges: charges
Orbs: 

(3)
Power: 80
Attack: 1420
Defense: 2590
Ledový šíp: Každé 2 sekundy věž vystřelí ledový šíp, soupeři způsobí 110 zranění uvnitř 5m rádiusu zasaženého cíle ( maximálně: 170 ).
Ledový dar: Spojenecké jednotky, uvnitř 25m rádiusu, dostávají 30s dlouho o 50% menší zranění. Celkově absorbuje 5200 zranění.
Upgrade I: + 140 k životu ( Tedy: 2730 )
+ Ledový dar: absorbuje o 300 zranění více ( Tedy: 5500 )
Upgrade II: + 270 k životu ( Tedy: 3000 )
+ Ledový dar: absorbuje o 500 zranění více ( Tedy: 6000 )
Upgrade III: +300 k životu ( Tedy: 3300 )
+ Ledový dar: absorbuje o 600 zranění více ( Tedy: 6600 )
Autorem překladu této karty je: SynchR

Retreating Circle
Type: spell
Rarity: uncommon
Charges: 2
Orbs: 

(3)
Power: 60
Domovní portál: vytvoří portál všem spojeneckým jednotkám uvnitř 15m rádiusu, které
teleportuje k nejbližšímu monumentu jeho vlastníka. Vydrží 30 sekund dlouho. Může
být opět použitý po každých 20 sekundách.
Upgrade I: stojí o 5 méně energie ( Tedy: 55 )
Upgrade II: stojí o 5 méně energie ( Tedy: 50 )
Upgrade III: stojí o 10 méně energie ( Tedy: 40 )
Autorem překladu této karty je: SynchR

Inferno
Type: spell
Rarity: rare
Charges: 1
Orbs: 

(3)
Power: 300
Meteor Shower – hurls 8 meteors onto a chosen area, each dealing 200 damage to enemies in 15 metres, up to 600 in total. Knocks back small and medium units. Reusable after 20 seconds.
Description: Nice enough in PvE – you can deal some great damage on a big area, when you have a Power surplus. In PvP however, the cost of casting this spell is much too big. You'd do better to summon some Magma Spores or Magma Hurlers.

Vulcan
Type: creature
Rarity: uncommon
Charges: 2
Orbs: 

(3)
Power: 120
Attack: 2400
Defense: 950
Weapon type: M
Size: L
Flamethrower – unit throws flames that deal 120 damage to enemies every second.
Conflagrate – activate to fill a cone-shaped area, in a chosen directory, with flames dealing 210 damage to enemies every second. Lasts 20 seconds. Reusable after 30 seconds.
Description: In comparison to Magma Hurlerem, Vulcan deals much more damage but when fighting with a group of enemies (and that's the case., most of the time), the Hurler is more efficient, because it has a greater ”compound” attack. It's also a bit cheaper and knocks back small and medium unitsi. You should check, which of them suits you better.

Tower of Flames
Type: creature
Rarity: uncommon
Charges: 3
Orbs: 

(3)
Power: 120
Attack: 2700
Defense: 2100
Weapon type:
Size:
Fire Ball – every 2 seconds tower throws a ball of fire, dealing 216 damage to units in 5 metres radius of its target, up to 324 in total.
Volcanic Ground – activate, to trigger 3 fire waves, each dealin 200 damage to enemies in 25 metres around the tower, up to 1000 in total. Only affects ground units. Reusable after 30 seconds (Power Cost: 50).
Description: A very strong turret, additionally protected against attacking units. Useful mainly in PvE, when fighting a strong enemy at third Ordb, it won't do much good – they will use spells to destroy it while in construction or will avoid it.

Magma Hurler
Type: creature
Rarity: common
Charges: 3
Orbs: 

(3)
Power: 100
Attack: 1700
Defense: 975
Weapon type: L
Size: L
Magma Balls – every 4 seconds unit throws a magma ball, dealing 240 damage to enemies in 5 metres of its target, up to 360 in total. Knocks back small and medium units.
Description: A very good card. Magma Hurler's attack knocks back both small and medium units and deals a lot of damage, also to flying creatures. Beacuse the unit only requires one Fire Orba, it can be successfully in multicolored decks.

Giant Slayer
Type: creature
Rarity: rare
Charges: 3
Orbs: 

(3)
Power: 80
Attack: 520
Defense: 980
Weapon type: XL
Size: M
Charge – unit charges at enemy.
Harmstring Rage – unit does increasingly more damage the longer it attacks, but it returns to its original damage, if it doesn't fight for 5 seconds. Additionaly, attacked units can only move at walk speed for 10 seconds.
Swift – unit moves at high speed
Description: Giant Slayer isn't bad but at the third Orb a better and all that more expensive unit is Magma Hurler. Giant Slayer can find its place in PvE missions, where often you fight long enough to use Harmstring Rage.

Magma Spore
Type: creature
Rarity: common
Charges: 4
Orbs: 

(3)
Power: 50
Attack: 1260
Defense: 470
Weapon type: L
Size: M
Magma Blast – every two seconds unit throws a fiery comet, that deals 160 damage to flying units in 25 metres radius of its target, up to 200 in total.
Ground Blast – activate to trigger an explosion, dealing 620 damage to enemies in 15 metres of its target, up to 970. Only affects ground units. Reusable after 20 seconds (Power Cost: 30).
Description: Magma Spore has to use its ability to hurt ground units but both the card and the ability don't cost much and the triggered explosion really deals a lot of damage. It's also a flying unit, so not everyone is able to hurt it and it has a bonus to large creatures damage – and it is the most common size at the third Orb. Avery good choice for both pure and splash decks.

Juggernaut
Type: creature
Rarity: rare
Charges: 1
Orbs: 

(3)
Power: 220
Attack: 3750
Defense: 3550
Weapon type: XL
Size: XL
Stampede – activate to charge in a target direction, dealing 170 damage to enemies on the way, up to 7750 in total. Reusable after 30 seconds (Power Cost: 100).
Description: Even though the abilit description doesn't look to impressive on paper, it's one of the more destructive effects in the game. What counts is not the damage but the fact that when Juggernaut starts to rush, it won't stop until it reaches its destination. All buildings on its way will be crushed (Orbs and Power Wells as well). Unfortunately, due to its low life points outpot, it's a bit too easy to kill – however, when used with Ravage, it can defeat large groups of weaker enemies on its own. And then there's the roar…

Termite Hill
Type: structure
Rarity: uncommon
Charges: 2
Orbs: 
(2)
Power: 40
Defense: 860
Termite Swarm – activate to send termites to enemy structures in a chosen direction that deal 130 damage every second for 20 seconds. Reusable after 20 seconds (Power Cost: 30).
Description: There are better ways to spend 70 (40 + 30) Power in a purely red deck at the second Orb, especially since a better opponent will destroy Termite Hill before it starts to affect them. But, since the card only requires one red Orb, it can be used with success in splash decks (see dictionary), in which cards dealing much damage to structures are often lacking.

Rocket Tower
Type: structure
Rarity: rare
Charges: 3
Orbs: 
(2)
Power: 80
Attack: 1700
Defense: 2000
Rocket Barrage – every 5 seconds tower shoots up to 3 rockets, at various targets in a range of 5 metres. Each rocket deals 85 damage to its target. Knocks back small and medium units.
Description: A quite cheap, tough and irritating (for your enemy) unit. Its great advantage is the fact that it knocks back both small and medium units. If used skillfully, it can prove to be a strong asset of a (purely) red deck.

Firedancer
Type: creature
Rarity: ultra rare
Charges: 4
Orbs: 
(2)
Power: 70
Attack: 740
Defense: 430
Weapon type: Special
Size: M
Pillar of Fire – every 4 seconds, unit creates a pillar of fire that deals 100 damage to each enemy in 5 metres radius of its target, up to 155 in total. Knocks back small units.
Siege – unit deals 75% more damage to structures.
Description: Firedancer is a better (and more expensive) version of Fire Stalker. Only for pure red decks, due to its two Fire Orbs requirement. Deals a bit more damage to structures but slightly less to units. You don't have to wait – as with the Stalker – for explosion. All in all, a slightly better but a lot more expensive unit. If you won't get it by chance in a booster and don't have any extra BattleForge Points, you shouldn't invest in it.

Wildfire
Type: spell
Rarity: rare
Charges: 3
Orbs: 
(2)
Power: 80
Rolling Fire – forms a wall of fire that moves across a chosen path, która przemieszcza siê wzd³u¿ okreœlonej œcie¿ki, every second dealing 85 damage to every enemy unit and 40 damage to every structure in the area of effect, up to 170 in total. Only affects ground targets. Reusable after 10 seconds.
Description: Unfortunately, players who know something about PvP rather won't get caught in the wall of fire and get away from it quickly, getting only minimal damage. Wildfire can be used against buildings however – after casting it twice on, for example, two Power Wells and an Orb, it will only take a swift attack to get these constructions down. Unfortunately, this trick costs quite a lot of power… Rather not worth a place in a deck.

Skyfire Drake
Type: creature
Rarity: uncommon
Charges: 2
Orbs: 
(2)
Power: 110
Attack: 1360
Defense: 390
Weapon type: M
Size: L
Fireball – every 3 seconds unit throws a ball of fire, dealing 150 damage to enemies in 5 metres radius of its target, up to 230 in total.
Description: Flying units have the advantage of only being vulnerable to ranged attacks, turrets and certain spells. Skyfire Drake is no exception – it's a unit used very often when the enemy has no creatures able to kill it in vicinity. When the Drake gets in a range of a turret you have to run away quickly, beacuse – due to its low life points outpot – it soon will be dead. Very often used in combination with Ravage.

Wallbreaker
Type: spell
Rarity: uncommon
Charges: 5
Orbs: 
(2)
Power: 30
Destroy Barrier – instantly destroys a segment of a path. Reusable after 30 seconds.
Description: Helpful when your enemy hides behind walls and you don't have units to deal with them quickly. It's also worth using when you're in a hurry (for example - the opponent is building a structure, Orb or Power Well behind the wall that you don't want to be finished). The cost is not too big when you consider that your enemy spent 25-100 Power to put up the wall.

Lava Field
Type: spell
Rarity: common
Charges: 4
Orbs: 
(2)
Power: 120
Burn – covers the ground with a burning liquid, dealing 340 damage to enemies in 25 metres radius, up to 2100 in total Knocks back small and medium units. Only affects ground targets. Reusable after 10 seconds.
Description: Lava Field is a handy Spell when you simply want to do a lot of damage to enemy units, for a relatively low price. It's worth having for the moments when you have too much Power (and not enough cards to play) to wealen your enemy's army significantly.

Ravage
Type: spell
Rarity: common
Charges: 3
Orbs: 
(2)
Power: 50
Infusion – while fighting, a chosen unist regains 75 life points every 2 seconds, up to 750 points. Reusable after 20 seconds.
Description: A necessity in a red deck. A spell that, after casting, regenrates a unit's health, when its being attacked (the spell starts working once damage is dealt). Don't use it when the unit has only little health remaining, because you're probably going to lose it anyway and the spell is going to waste. It's best to cast Infusin before a longer fight on a creature you want to survive.

Scythe Fiends
Type: creature
Rarity: rare
Charges: 4x4
Orbs: 
(2)
Power: 100
Attack: 1100
Defense: 1040
Weapon type: S
Size: M
Tunelling – activate to teleport unit to a location of another of your ground units or structures in 30 metres radius. Reusable after 10 seconds.
Swift - unit moves at high speed
Description: A pretty good card, quite cheap and strong with an interesting effect. In pure Fire decks a combination of Enforcer + Fire Stalker/Firedancer is used more often though. In mixed decks, on the other hand, it's quite useful – for example in destroying unguarded Power Wells. It's also very effective against small units (assembled in groups).

Rallying Banner
Type: structure
Rarity: uncommon
Charges: 3
Orbs: 
(2)
Power: 50
Defense: 560
Rally – units summond in 25 metres radius around Rallying Banner are not dazed.
Description: For the explanation of the term Daze, look into the dictionary. A useful card – for example if you use it far away from your Orbs and Pwer Wells, you gain an option to summon units there if you lose your army. Additionally, the summoned troops will be fully ready to fight, with a full health bar and usable abilities.

Morklay Trap
Type: structure
Rarity: common
Charges: 5
Orbs: 
(2)
Power: 50
Defense: 1200
Explosion Blast – activate to send a wave that deals 690 damage to each enemy in 45 metres radius, up to 2100 in total, in a chosen direction. Knocks back small and medium units. Activates Detonation (Power Cost: 80).
Detonation – explodes when destroyed, dealing dealing 800 damage each to up to 2000 enemies in 20 metre radius. Knocks back small and medium units.
Description: A not very useful trap that won't fool more experienced players. If you want a structure of this type in your deck, Fire Bomb would be a better choice because the cost for using Morklay Trap is staggering.

Fire Stalker
Type: creature
Rarity: common
Charges: 4
Orbs: 
(2)
Power: 70
Attack: 820
Defense: 580
Weapon type: L
Size: M
Unstable Ember – every 5 seconds unit shoots a firey bomb which explodesafter 3 seconds, dealing 80 damage ech to up to 120 enemies in 10 metres radius of its target. Knocks back small units. Only affects ground targets .
Inner Fire – after triggering gets
Swift – unit moves at high speed
Siege – unit deals 50% more damage to structures.
Description: Shortly speaking: a walking catapult. A unit perfect for destroying buildings – it moves quicklyand has a structure damage bonus after using Inner Fire. Its bombs' range is so big, that no turret is a threat to it. It's also good for fighting small units from a distance – it knocks back, not allowing them to get close for a long time. You only have to rember to escape quickly when somebody finally manages to attack you, because Fire Stalker's life points output isn't dazzling.

Rageclaws
Type: creature
Rarity: common
Charges: 5x6
Orbs: 
(2)
Power: 70
Attack: 360
Defense: 960
Weapon type: M
Size: S
Rage – unit does increasingly more damage the longer it attacks, but it returns to its original damage, if it doesn't fight for 5 seconds.
Description: In theory – a great unit, cheap, with lots of health for a Fire card and an interesting ability. In practice, units like Enforcer do better – it's because you will rarely fight long enough to gain full advantage of Rageclaws' ability. Enemies know well about it and will cease to fight until you fall back to the original damage output. In PvE scenarios however, this card can prove very useful.

Enforcer
Type: creature
Rarity: uncommon
Charges: 5
Orbs: 
(2)
Power: 60
Attack: 700
Defense: 670
Weapon type: M
Size: M
Charge – unit charges at enemy.
Description: A cheap and useful card, mainly for fighting single, not grouped up foes. The ability, when well used, may kill much stronger units. This can be done when, for example, the enemy gets away from you. With some luck, after issuing attack command. Enforcer will charge the enemy a couple of times and finish the creature off.

Scavenger
Type: creature
Rarity: uncommon
Charges: 4
Orbs:
(1)
Power: 60
Attack: 570
Defense: 540
Weapon type: S
Size: M
Crippling Bite – attacked units move slowly for 5 seconds.
Swift – unit moves at high speed
Description: A good unit for a beginning of a match. Thanks toi Swift you can quickly get to your enemy's base to, after summoning additional troops, perform a quick attack. Thanks to the unit's second ability, you won't allow the opponent to flee from the battlefield, slowingd down their units that become easy targets for such creatures as Skyfire Drake.

Strikers
Type: creature
Rarity: uncommon
Charges: 4x6
Orbs:
(1)
Power: 90
Attack: 600
Defense: 600
Weapon type: M
Size: S
Charge – unit charges at enemy.
Looter – As long as unit attacks a building, 40% of that building's cost multiplied by its remaining life points relative to their maximum number is gaind as Power.
Swift – unit moves at high speed
Description: A first Orb unit with three special abilities is a very interesting thing, but poor attack and defense values for its Power cost have led me to start a match with Sunderera or Scavengera (its abilities are somewhat less useful but it's much cheaper). Many players use this card with great success – see what suits your playstyle better.

Mortar Tower
Type: structure
Rarity: rare
Charges: 4
Orbs:
(1)
Power: 50
Defense: 1000
Mortar Attack – activate to shoot 6 fiery bombs, each dealing 170 damage enemies in a 10 metres radius from a chosen target, up to 260 in total. Knocks back small units. A target can be chosen in a range of 40 metres from the tower (but not next to it). Only affects ground targets. Reusable after 20 seconds.
Description: A card for experienced players. Its use is risky but it can give you victory before the battle really takes off. The tower doesn't shoot on it's own, you have to trigger its ability and click on the ring surrounding the building in the place you choose. Because of this, Mortar Tower requires right placing, for its target to be in the ”ring”. Mos of the time, these towers, 2-3, standing nex to each other, are used to destroy Power Wells.

Suppression
Type: spell
Rarity: uncommon
Charges: 4
Orbs:
(1)
Power: 40
Spellblocker – blocks attacks and abilities of a chosen structure for 10 seconds. Immediately reusable.
Description: When you want to quickly block some structure's effects and have a free deck slot – you can use this card. It's worth noting however, that Sunstriders, your archers, have the same ability and it only costs 25 Power for them to use it.

Mine
Type: spell
Rarity: rare
Charges: 3
Orbs:
(1)
Power: 80
Goblin Trap – creates a mine for 20 seconds, the explodes when enemies get near it, bursting six waves that deal 200 damage to up to 600 enemies in 15 metres radius. Only affects ground targets. Reusable after 10 seconds.
Description: Most of the time, planting a miny-trap and counting on enemy to step on it is not very smart while fighting a serious opponent. However, there are ways of making Mine a card worth having in a red deck. The best method is planting a mine next to a Power Well – your, when enemy attacks, or – even better – enemy's. With some skill you can place it so that it won't be visible without rotating a camera. Mine is also useful when you are chased by enemy's units. You only have to throw it jus before them and... there's a big chance that there will be many enemy casualties.

Eruption
Type: spell
Rarity: common
Charges: 5
Orbs:
(1)
Power: 80
Explosion – a powerful explosion that deals 250 damage to up to 720 enemies in 10 metres radius of its target. Knocks back smaller units. Immediately reusable.
Description: Another necessary card for the users of Fire decks. When fighting with one-two Orbs, it can really make things dificult for your enemy, if used in the right moment. When, for example, you clash with your opponent far away from his structures, wait until he summons a new unit (it will have half of its life points for 15 seconds) and then use this spell, trying to hit as many enemy units with it. Including the newly summoned one. Eruption also works well against airborne targets and turrets in construction (most of the time it takes only one spell to destroy it).

Sunderer
Type: creature
Rarity: rare
Charges: 2
Orbs:
(1)
Power: 110
Attack: 1100
Defense: 800
Weapon type: Special
Size: L
Sundering – activate to shatter enemy building, dealing 775 damage. Additional damage bonus against strctures applies as well. Reusable after 20 seconds (Power Cost: 80).
Siege – unit deals 50% more damage against structures.
Description: A powerful unit, the strongest of all at the first Orb. It costs a lot more than weaker soldiers, but it has Siege, allowing you to quickly destroy enemy structures. Two to three Sunderers can get rid of a Power Well or Orb very quickly. It's well-advised to destroy defense towers with it as well. Sunderer also has an active ability which you shouldn't use, due to high Power cost. The only exception are situations in which the enemy is constructing a new Orb. If you use Sundering quickly enough, the structure will be down before it's finished.

Makeshift Tower
Type: structure
Rarity: uncommon
Charges: 4
Orbs:
(1)
Power: 60
Attack: 345
Defense: 800
Grenade Launcher – every 3 seconds the tower shoots an exploding greandes which deals 30 damage to up to 50 enemies in 10 metre radius of the target . Knocks back small units. Knock back small units.
Description: A cheap defense tower, needed in every Fire deck. Not too strong, good mostly against smaller units, which it knocks back, which makes it difficult for them to attack. As long as you only have one Orb, you can use it against flying enemies – it's better to use Skyfire Drake later.

Fire Bomb
Type: structure
Rarity: common
Charges: 5
Orbs:
(1)
Power: 50
Defense: 850
Self-Destruct – activate to destroy Fire Bomb and cause an explosion.
Explosive – when Fire Bomb is destroyed, it explodes, dealing 560 damage to up to 1300 enemies in 20 metres radius.
Description: As its use relies on catching your opponent off guard you can only use Fire Bomb against less experienced enemies. A good player shouldn't get fooled by such a trick – they will avoid the bomb or destroy it while still in construction. Morklay Trap gives a similiar effect but with two Orbs. It deals more damage but the explosion is quite expensive - 80 points, so if you really want to have a card of this type in the deck, Fire Bomb is a better choice.

Banner of Glory
Type: structure
Rarity: common
Charges: 3
Orbs:
(1)
Power: 50
Defense: 500
Glorious Death – your and your allies' units, that die in a 25 metre radius of the building, instantly give back 15% of their summoning costs to the Power pool.
Description: Because Power is needed all of the time in PvP Banner of Glory is not all that much useful, at least at the beginning of a match. You can build it later, when the fight is getting more serious, but the amounts of Power this building can deliver won't have much influence on the general pool. It can be useful in PvE, destroy it immediately after a battle.

White Rangers
Type: creature
Rarity: uncommon
Charges: 5x6
Orbs: 
(2)
Power: 80
Attack: 528
Defense: 780
Weapon type: M
Size: S
Bow Attack – every 3 seconds unit shoots arrows at enemies, dealing 11 damage.
Home Defense – activate, to shoot volleys of arrows in a chosen area of 4 metres radius, dealing 9 damage to enemies there, up to 14 in total. Ability will be interrupted if White Rangers become knocked back. Otherwise, it lasts until unit receives new orders. It can only be activated in vicinity of player's structures. Reusable after 2 seconds (Power Cost: 25).
Description: For the damage it deals, the unit is quite expensive, and you still have to use up 25 Power additionally to use its ability. White Rangers are not really bad, their ability works well with Coldsnap (when frozen, enemies can't run away from the rain of arrows) and other rooting spells, but most of the time, there are better ways to defeat opponent.

Phalanx
Type: creature
Rarity: common
Charges: 5x6
Orbs: 
(2)
Power: 80
Attack: 570
Defense: 1320
Weapon type: L
Size: S
Defensive Formation – after activating, unit gains:
Payback – when unit gets trampled it deals 230 damage to enemy.
Steadfast – can't be knocked back.
Slow – unit moves slowly
Description: In PvE, Phalanx is great at defending against large and extra large units, that receive damage from each of your brave troops when they crush them, very often dying as a result. In PvP, they're less useful. At the second Orb they're ability is not really practical.

Defenders
Type: creature
Rarity: common
Charges: 5x6
Orbs: 
(2)
Power: 70
Attack: 540
Defense: 630
Weapon type: L
Size: S
Crossbow Attack – every 2 seconds unit shoots bolts at enemies, dealing 9 damage to them.
Stand Ground – unit can't move and gains:
Resilient – receives 40% less damage.
Steadfast – unit can't be knocked back.
Description: A good unit, peerless in a couple of PvE missions, in which it soaks enemy attacks after activating Stand Ground. Good archers with an ability that makes them a great weapon against all sorts of buildings and units relying on knockbacks, like Makeshift Tower.

Ice Shield Tower
Type: structure
Rarity: rare
Charges: 3
Orbs:
(1)
Power: 50
Attack: 640
Defense: 1100
Ice Bolt – every 2 seconds tower shoots an icey missile, that deals 50 damage to enemies in 5 metres radius of its target, up to 75 in total.
Ice Shield – activate, to surround a target unit with a shield of ice, absorbing up to 690 damage for 30 seconds. Reusable after 20 seconds (Power Cost: 30).
Description: a less durable tower than Defense Tower and also rarer, but it has, characteristically for a Frost card, an ability to protect a unit for a certain time. You should decide if you care more for durability of your turret or for an option to cheaply toughen up your soldiers.

Glyph of Frost
Type: spell
Rarity: uncommon
Charges: 3
Orbs:
(1)
Power: 50
Mark of Frost – creates a glyph that explodes, when enemies get near to it, freezing up to 5 of them in 15 metres radius for 15 seconds. When the effect wears off, the targets are immune to freezing for 10 seconds. Th glyph disappears afterseconds. Only affects ground targets. Reusable after 10 seconds.
Description: A freezing spell that you get already at the first Orb is a very good idea. It's a shame that Glyph of Frost works as a trap a good opponent in PvP rather won't get caught into. You can try to do this when you are being chased but you have to ask yourself whether such a risky turn is worth 50 Power? Good in PvE.

Home Soil
Type: spell
Rarity: rare
Charges: 2
Orbs:
(1)
Power: 40
To Arms! – all player's units in 25 metres radius will deal 40% more damage until they are in proximity of owned structures. Lasts 30 seconds. Reusable after 30 seconds.
Description: A cheap, good and, most of all, very useful spell improving your units' attack. It can be used to strenghten the attack of archers on your walls, but the more popular use of it is in combination with Ice Guardians summoned near Ice Barrier.

Glacier Shell
Type: spell
Rarity: common
Charges: 5
Orbs:
(1)
Power: 50
Encase in Ice – player's building is covered with an icey armor and absorbs 75% damage, up to 1300 in total. It lasts for 30 secnods. Reusable after 10 seconds.
Description: A very nice spell, necessary in decks based on turrets, important for people who play the campaign with a blue deck. You should cast it on your building only when it's being attacked, to fully use the time Glacier Shell lasts.

Defense Tower
Type: structure
Rarity: common
Charges: 4
Orbs:
(1)
Power: 50
Attack: 640
Defense: 1500
Ledový šíp - Každé 2 sekundy věž vystřelí jeden ledový šíp, soupeř uvnitř 5m rádiusu
zasaženého cíle dostane 50 zranění ( maximálně: 75 )
Upgrade I: Ledový šíp: +5 poškození za cíl ( celkově: 5 )
Upgrade II: Ledový šíp: +5 poškození za cíl ( celkově: 10 )
Upgrade III: Ledový šíp: +8 poškození za cíl ( celkově: 12 )
Autorem překladu této karty je: SynchR

Construction Hut
Type: structure
Rarity: uncommon
Charges: 2
Orbs:
(1)
Power: 50
Defense: 1120
Údržba - Spojenecké budovy se uvnitř 25m rádiusu o 50% rychleji stavějí a stojí o
25% méně energie.
Upgrade I: + 80 k životu ( Tedy: 1200 )
Upgrade II: + 100 k životu ( Tedy: 1300 )
Upgrade III: + 130 k životu ( Tedy: 1430 )
+ Údržba: o 5% rychlejší výstavba
Autorem překladu této karty je: SynchR

Ice Barrier
Type: structure
Rarity: common
Charges: 6
Orbs:
(1)
Power: 20
Defense: 510
Defense bareer, doesn't attack.
Description: Low cost of the card's use makes it worth constructing, when you're about to wage a battle far away from your Orbs and Power Wells, to summon units closer to the enemy. Most often though, this construction is used in combination with Lyrish Knights and Ice Guardianas, beacuse of their abilities requiring a proximity of player's structure. Its big plus is the fact, that you don't ”build it” - it's usable immediately after summoning.

Imperials
Type: creature
Rarity: common
Charges: 5x6
Orbs:
(1)
Power: 70
Attack: 660
Defense: 690
Weapon type: M
Size: S
Defensive Stance – after activating, unit gains:
Resilient – receives 40% less damage.
Slow – unit moves slowly
Description: A bit more expensive unit than Northguards but it has a useful ability. After triggering it, they become very tough, they look cool but move slowly, making them easy to run away from. Beacuse of this, they are better suited for PvE scenarios.

Frost Sorceress
Type: creature
Rarity: uncommon
Charges: 4
Orbs:
(1)
Power: 60
Attack: 285
Defense: 600
Weapon type: M
Size: M
Ice Blast – every 2 seconds unit throws an icey missile, that deals 17 damage to enemies in 5 metres radius of its target, up to 25 in total.
Ice Shield – activate to protect your unit with an icey shield. It absorbs up to 520 damage for 30 seconds. Reusable after 10 seconds (Power Cost: 20).
Description: Not really useful as a fighting unit, it however can be useful in a supporting role. The ability of Frost Sorceress should be used just before a battle because the shield only lasts for 30 seconds (or until it's destroyed). The question is: is it better to use this card or Ice Guardiana, whose ability is free but only affects him and requires structures in vicinity to be used.

Northguards
Type: creature
Rarity: common
Charges: 5x6
Orbs:
(1)
Power: 50
Attack: 450
Defense: 720
Weapon type: S
Size: S
Brave Defenders.
Description: Low attack, lots of life. A rather worse units than Ice Guardian, because of its low damage outpot. Can be used to fight S-sized units but Frost Mage is better suited for this sice she can knock them back with her attacks.

Master Archers
Type: creature
Rarity: common
Charges: 5x6
Orbs:
(1)
Power: 50
Attack: 300
Defense: 600
Weapon type: S
Size: S
Description: Archers with not-too-big attack but quite high defense, as it often happens in Frost deck. A necessary unit, to have somebody to put on your walls. When you put up a second Orb, Defenders will do better as archers.

Ice Guardian
Type: creature
Rarity: rare
Charges: 4
Orbs:
(1)
Power: 50
Attack: 500
Defense: 400
Weapon type: M
Size: M
Frost Ward – activate to create a frosty bareer that ubsorbs up to 520 damage. The bareer degenarates if unit is not in proximity of player's structures – it can be created onlt then, as well. Reusable after 30 seconds.
Description: The units itself is cheap but you should be close to one of your structures if you want to use its shielding ability. Ice Barrier is great suited for this, when you're far away from your Orbs and Power Wells. It only costs 30 Power and can make Ice Guardian's life much longer. Since it's a medium unite it doesn't get knocked back by Firedancer, Fire Stalker, Makeshift Tower and many more.

Wrecker
Type: creature
Rarity: common
Charges: 4
Orbs:
(1)
Power: 50
Attack: 570
Defense: 540
Weapon type: M
Size: M
Description: A very slow unit without a really great attack or life points number. You won't remember to use his ability in battle most of the time. It's a better idea to summon your units near an Orba/Power Well or wait until their ”daze” wears off. He is rather not worth a place in a decki. If you want your unit not to be dazed, Rallying Banner is a better choice.

Sunstriders
Type: creature
Rarity: common
Charges: 5
Orbs:
(1)
Power: 50
Attack: 450
Defense: 360
Weapon type: M
Size: S
Description: The only Fire archers can always prove useful - it's always a good idea to have somebody on your walls. Thanks to ther ability, you will be able to block enemy turrets' attacks for some time or temporarily protcet your units and buildings from such cards as Morklay Trap or Termite Hill.

Thugs
Type: creature
Rarity: common
Charges: 5
Orbs:
(1)
Power: 60
Attack: 660
Defense: 450
Weapon type: S
Size: S
Looter – As long as unit attacks a building, 40% of that building's cost multiplied by its remaining life points relative to their maximum number is gained as Power.
Description: Despite their quite interesting ability, Thugs rather don't deserve a place in your deck. Strikers, who posess the same ability, are tougher, have Swift and charge into enemy units, dealing more damage.

Frost Mage
Type: creature
Rarity: uncommon
Charges: 4
Orbs:
(1)
Power: 60
Attack: 360
Defense: 570
Weapon type: S
Size: M
Ice Lance – every 4 seconds unit shoots an icey lance at enemies in a straight line, dealing 57 damage to each of them, up to 85 in total. Knocks back small units.
Description: As a ranged attacker it does better than Master Archers, for a couple of reasons. It deals more damage, can attack multiple targets and – what's very important – knocks back small units. A couple Frost Magi won't allow S units to even come close, and they also have bonus to damage dealt to such creatures. Worth having and using. The downsides: it's 10 Power more expensive than the Archersów and you can't place it on a wall.

Frost Crystal
Type: structure
Rarity: Rare
Charges: 3
Orbs: 
(2)
Power: 70
Attack: 900
Defense: 1460
Ice Shard – every 2 seconds tower shoots an icey missile, that deals 72 damage to enemies in 5 metres radius of its target, up to 110.
Frost Wave – freezes up to 4 enemies in a target area for 10 seconds. When the effect wears off, the targets are immune to freezing for some time. Reusable after 30 seconds.
Description: Frost Crystal looks very good but in most scenarios you won't have enough time to activate the freezing effect once in a while. When you combine this with a much lower attack value it turns out that it's better to use Cannon Tower. Frost Crystal can be very useful nevertheless, for one reason – it attacksi flying units, as opposed to its stronger alternative. If you have a place in your deck, you can take this tower too.

Lyrish Knight
Type: creature
Rarity: Uncommon
Charges: 5
Orbs: 
(2)
Power: 60
Attack: 500
Defense: 775
Weapon type: S
Size: M
Protector – in proximity of players buildings, receives:
Surge of Strength – deals 50% more damage.
Swift – unit moves at high speed
Stomp – unit stomps little creatures
Description: Description: A cheap unit with medium statistics that gains a lot when near your structures. That's why it works great with Ice Barrier. Swift is not too useful in this case, but the rest of abilities really are.

Mountaineer
Type: creature
Rarity: Ultra Rare
Charges: 2
Orbs: 
(2)
Power: 150
Attack: 1200
Defense: 1350
Weapon type: Special
Size: L
Bombardování: Mountaineer každé 4 sekundy vystřelí ledovou kouli, která soupeřům způsobí 170 zranění uvnitř 5m rádiusu zasažené jednotky ( 260 zranění celkem ). Odhazuje malé a střední jednotky. Využití pouze u zemních cílů.
Obléhání: Dává budovám 50% větší poškození.
Upgrade I: Bombardování : + 10 k zranění za cíl (celkově : 10) + schopnost : Ledový štít
Upgrade II: Bombardování : + 20 k zranění za cíl (celkově : 30)
Autorem překladu této karty je: SynchR

Unholy Power
Type: structure
Rarity: Common
Charges: 3
Orbs: 
(2)
Power: 100
Defense: 0
Power-up – target playe's units gainst 1700 more attack, which will slowly decrease or can be used to improve the unit's performance. As long as the extra attack lasts, unit deals 50% more damage and receives 50% less. Lasts 20 seconds. Reusable after 10 seconds.
Description: A very good Spell, despite its high cost. Good for splash decks. Worth casting on stronger units, like Harvester. It will hel you to win some seemingly hopeless fights.
Zpětné odkazy