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Results 1-20 of 50
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Breeding Grounds
Breeding Grounds
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  • Energy:
  • 70
  • Spelltype:
  • Building Hut
  • Text:
  • Magic Link - Building is surrounded by a magical zone of 25m radius where summoning friendly units
    requires 15% less of the usual power costs.


  • Defense:
  • 1200
  • Scored:
  • 2.5 out of 5 (8 Votes) - How would you rate Breeding Grounds?
Burrower
Burrower
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  • Energy:
  • 70
  • Spelltype:
  • Creature Beast Destroyer
  • Text:
  • Acid Spit - Activate to knock enemy units off walls. Affected wall segments cannot be mounted again
    for 15 seconds. Deals 850 damage to walls and 30 damage to units. Additionally the damage bonus
    against structures applies as well. Reusable every 20 seconds.
    (Power: 50)

    Swift - Moves at high speed.

    Siege - Deals 50% more damage against structures.

  • Attack:
  • 820
  • Defense:
  • 710
  • Scored:
  • 2.5 out of 5 (1 Votes) - How would you rate Burrower?
Colossus
Colossus
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  • Energy:
  • 280
  • Spelltype:
  • Creature Beast Dominator
  • Text:
  • Thunderous Roar - Releases a bloodcurdling roar that prevents enemies within a 20m radius from using
    their special abilities for 10 seconds. Reusable every 30 seconds.
    (Power: 10)

  • Attack:
  • 5820
  • Defense:
  • 5000
  • Scored:
  • 2.5 out of 5 (5 Votes) - How would you rate Colossus?
Creeping Paralysis
Creeping Paralysis
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  • Energy:
  • 80
  • Spelltype:
  • Spell Spell
  • Text:
  • Entrance - After a preparation time of 5 seconds up to 5 enemies within a 15m radius will be
    paralyzed for 10 seconds. After the effect wears off, targets are immune against Paralyze for a
    while. Reusable every 20 seconds.



  • Scored:
  • 2.5 out of 5 (2 Votes) - How would you rate Creeping Paralysis?
Curse of Oink
Curse of Oink
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  • Energy:
  • 65
  • Spelltype:
  • Spell Spell
  • Text:
  • Oink! - Transforms up to 5 enemy units into pigs for 15 seconds. Affected units may neither move nor
    attack. After 5 seconds they will be retransformed if being attacked. Reusable every 20 seconds.



  • Scored:
  • 2.5 out of 5 (4 Votes) - How would you rate Curse of Oink?
Deepcoil Worm
Deepcoil Worm
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  • Energy:
  • 250
  • Spelltype:
  • Creature Beast Destroyer
  • Text:
  • Volatile Spit - Every 3 seconds, units spits a volatile substance that deals 330 damage to enemies
    in a 10m radius around its target, up to 490 in total. Knocks back small and medium units. Deals 50%
    more damage against structures.


    Earth Dive - While moving around unit takes 50% less damage and knocks back small and medium units
    dealing additionally 250 damage to enemy units in target area, up to 1000 in total. Affects ground
    targets only.


    Drill Tunnel - Enable to become immobile and gain:

    Maw of the Depths - Unit will function as tunnel enter or exit point granting friendly units access
    to the tunnel network. As long as it functions as a tunnel unit will take 50% less damage.


  • Attack:
  • 2730
  • Defense:
  • 2300
  • Scored:
  • 2.5 out of 5 (8 Votes) - How would you rate Deepcoil Worm?
Drones
Drones
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  • Energy:
  • 120
  • Spelltype:
  • Creature Beast Soldiers
  • Text:
  • Tunneling - Activate to teleport to the tunnel exit. Reusable every 30 seconds.

    Swift - Moves at high speed.

  • Attack:
  • 1560
  • Defense:
  • 1800
  • Scored:
  • 2.92 out of 5 (6 Votes) - How would you rate Drones?
Energy Parasite
Energy Parasite
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  • Energy:
  • 90
  • Spelltype:
  • Creature Beast Corruptor
  • Text:
  • Power Shock - Every 2 seconds, unit fires a power sphere that deals 41 damage to enemies in a 8m
    radius around its target, up to 62 in total. May only attack units.


    Power Drain - Activate to drain 30 power from a power well and add it to the power pool. Reusable
    every 30 seconds.


  • Attack:
  • 520
  • Defense:
  • 300
  • Scored:
  • 2.5 out of 5 (1 Votes) - How would you rate Energy Parasite?
Enlightenment
Enlightenment
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  • Energy:
  • 175
  • Spelltype:
  • Spell Enchantment
  • Text:
  • Wish - Disable the card play requirements. One card played within the next 20 seconds will not
    require any orbs to be used. Reusable every 30 seconds.



  • Scored:
  • 3.13 out of 5 (4 Votes) - How would you rate Enlightenment?
Ensnaring Roots
Ensnaring Roots
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  • Energy:
  • 60
  • Spelltype:
  • Spell Spell
  • Text:
  • Ensnare - Covers an area of 15m radius in roots that fetter enemies to the ground. Rooted units are
    immobile but still able to use ranged attacks and special abilities. Affects ground targets only.
    Lasts for 15 seconds. Reusable every 20 seconds.



  • Scored:
  • 2.5 out of 5 (4 Votes) - How would you rate Ensnaring Roots?
Fathom Lord
Fathom Lord
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  • Energy:
  • 120
  • Spelltype:
  • Creature Beast Dominator
  • Text:
  • Paralyze - Activate to paralyze target enemy for 15 seconds. After the effect wears off, target is
    immune against Paralyze for a while. Reusable every 20 seconds.
    (Power: 35)

  • Attack:
  • 2100
  • Defense:
  • 1800
  • Scored:
  • 2.5 out of 5 (8 Votes) - How would you rate Fathom Lord?
Fountain of Rebirth
Fountain of Rebirth
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  • Energy:
  • 100
  • Spelltype:
  • Building Shrine
  • Text:
  • Ritual of Rebirth - Activate to trigger a global heal spell. Every friendly unit in the current game
    will regenerate 20 life points every 2 seconds for 10 seconds. Has a 60 seconds cool-down after the
    weapon was built. Reusable every 60 seconds.


  • Defense:
  • 1300
  • Scored:
  • 2.5 out of 5 (8 Votes) - How would you rate Fountain of Rebirth?
Ghostspears
Ghostspears
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  • Energy:
  • 70
  • Spelltype:
  • Creature Human Soldiers
  • Text:
  • Weapon Change - Makes unit more effective against small units instead of medium ones. Lasts until
    deactivated.
    (Power: 10)

  • Attack:
  • 900
  • Defense:
  • 780
  • Scored:
  • 2.5 out of 5 (6 Votes) - How would you rate Ghostspears?
Giant Wyrm
Giant Wyrm
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  • Energy:
  • 300
  • Spelltype:
  • Creature Dragonkin Dominator
  • Text:
  • Corrosive Breath - Every 3 seconds, unit exhales a corrosive cloud that deals 480 damage to enemies
    in a 10m radius around its target, up to 720 in total. Knocks back small and medium units.


  • Attack:
  • 4000
  • Defense:
  • 3530
  • Scored:
  • 2.5 out of 5 (8 Votes) - How would you rate Giant Wyrm?
Grimvine
Grimvine
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  • Energy:
  • 260
  • Spelltype:
  • Creature Forestkin Destroyer
  • Text:
  • Strangling Vines - Ties enemies within a 15m radius to the ground for 15 seconds dealing 50 damage
    to each target every 2 seconds. Rooted units are immobile but still able to use ranged attacks.
    Reusable every 30 seconds.
    (Power: 100)

    Siege - Deals 50% more damage against structures.

  • Attack:
  • 5800
  • Defense:
  • 5000
  • Scored:
  • 2.5 out of 5 (3 Votes) - How would you rate Grimvine?
Grove Spirit
Grove Spirit
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  • Energy:
  • 70
  • Spelltype:
  • Creature Spirit Supporter
  • Text:
  • Paralyzing Ray - Unit casts a powerful ray that paralyzes the target enemy. Spell will be
    interrupted if unit changes its target or is knocked back. Lasts for 10 seconds.


    Healing Song - Activate to create a magical zone of 25m radius where friendly units will be healed
    for up to 860 life points per second, up to 4300 in total. Will be interrupted if unit is knocked
    back. Otherwise lasts until unit is given different orders. Reusable every 30 seconds.
    (Power: 100)

  • Defense:
  • 1100
  • Scored:
  • 2.5 out of 5 (4 Votes) - How would you rate Grove Spirit?
Healing Gardens
Healing Gardens
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  • Energy:
  • 120
  • Spelltype:
  • Building Shrine
  • Text:
  • Ritual of Recovery - Every friendly unit in the current game benefits 85% more from any regenerating
    ability for 30 seconds. Has a 60 seconds cool-down after the building was built. Reusable every 60
    seconds.


    Aura of Recovery - Friendly units within a 20m radius will regenerate 2% of their maximum life
    points every 2 seconds. Cannot be disabled by spellblocking abilities.


  • Defense:
  • 2100
  • Scored:
  • 2.5 out of 5 (6 Votes) - How would you rate Healing Gardens?
Healing Well
Healing Well
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  • Energy:
  • 60
  • Spelltype:
  • Building Shrine
  • Text:
  • Water of Life - Friendly units within 25m radius will be healed for up to 220 in total per second.
    There is an inital healing capability of 3000 that may exhaust but will restore over time. Cannot
    be disabled by spellblocking abilities.


  • Defense:
  • 950
  • Scored:
  • 2.5 out of 5 (7 Votes) - How would you rate Healing Well?
Hurricane
Hurricane
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  • Energy:
  • 70
  • Spelltype:
  • Spell Spell
  • Text:
  • Blow them away! - Releases a total of 5 strong wind gusts that knock back small units every 3
    seconds. Deal 10 damage to enemies in the target area, up to 100 in total. Reusable every 20
    seconds.



  • Scored:
  • 2.5 out of 5 (1 Votes) - How would you rate Hurricane?
Lifestream
Lifestream
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  • Energy:
  • 250
  • Spelltype:
  • Building Shrine
  • Text:
  • Life Link - Activate to reduce all damage done to friendly units in a chosen area of 25m radius
    within a 200m range. Affected units take only 30% damage, transferring all of the remaining damage
    to the Lifestream Shrine. Lasts for 30 seconds. Has a 30 seconds cool-down after the building was
    built. Reusable every 30 seconds.


  • Defense:
  • 5500
  • Scored:
  • 2.5 out of 5 (1 Votes) - How would you rate Lifestream?
Results 1-20 of 50
Next 20 >
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