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Results 1-20 of 60
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Altar of Chaos
Altar of Chaos
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  • Energy:
  • 250
  • Spelltype:
  • Building Fortress
  • Text:
  • Mass Destruction - Activate to place a Nether Bomb that explodes after 10 seconds dealing 1500
    damage to hostile and friendly entities in a 25m radius around its target, up to 9000 in total. Only
    one bomb may be placed at a time. Cannot be disabled by spellblocking abilities.


    Self-Abandonment - Own units may be sent into the Altar sacrifice them and store their life points.
    A maximum of 8000 life points can be stored. 300% of them will be dealt as additional damage as soon
    as the bomb explodes. Once the bomb has been placed no more units may be sacrificed.


  • Defense:
  • 4482
  • Scored:
  • 2.5 out of 5 (2 Votes) - How would you rate Altar of Chaos?
Altar of Nihil
Altar of Nihil
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  • Energy:
  • 80
  • Spelltype:
  • Building Shrine
  • Text:
  • Nihilation - activate to surpress every player's void power refunds. The void power will not grow
    any further for 20 seconds. Has a 60 seconds cool-down after the building was built. Reusable every
    60 seconds.


  • Defense:
  • 1600
  • Scored:
  • 2.5 out of 5 (3 Votes) - How would you rate Altar of Nihil?
Area Ice Shield
Area Ice Shield
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  • Energy:
  • 80
  • Spelltype:
  • Spell Arcane
  • Text:
  • Ice Shield - Applies Ice Shield on up to 3 friendly units that absorbs up to 520 damage for 30
    seconds. Reusable every 20 seconds.



  • Scored:
  • 2.5 out of 5 (4 Votes) - How would you rate Area Ice Shield?
Ashbone Pyro
Ashbone Pyro
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  • Energy:
  • 100
  • Spelltype:
  • Creature Demon Destroyer
  • Text:
  • Nightfire Jet - Unit casts infernal flames that deal 70 damage to every second.

    Instability - Loses 50 life points every two seconds.

    Life Stealer - 30% of the damage dealt by the unit will be added to its life points.

    Siege - Deals 50% more damage against structures.

  • Attack:
  • 1400
  • Defense:
  • 1500
  • Scored:
  • 2.5 out of 5 (6 Votes) - How would you rate Ashbone Pyro?
Aura of Corruption
Aura of Corruption
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  • Energy:
  • 100
  • Spelltype:
  • Spell Spell
  • Text:
  • Mischievous Aura - Needs 4 seconds to create a destructive aura of 30m radius where playing out
    cards will backlash. Every card played out will also deal 5 times their power costs x their era as
    area damage to hostile and friendly units. Lasts for 40 seconds. Reusable every 40 seconds.



  • Scored:
  • 2.5 out of 5 (7 Votes) - How would you rate Aura of Corruption?
Battleship
Battleship
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  • Energy:
  • 200
  • Spelltype:
  • Creature Artifact Dominator
  • Text:
  • Cannon Turrets - Every 2 seconds, 4 turrets deal 80 damage each to enemies in 5m radius, up to 120
    total.


    Barrage - Activate to release 5 shots each shot dealing 420 damage to enemies in 12 radius, up to
    2500 in total. Knocks back small units. Only affects ground targets. Reusable every 30 seconds.
    (Power: 100)

  • Attack:
  • 3200
  • Defense:
  • 4350
  • Scored:
  • 2.2 out of 5 (5 Votes) - How would you rate Battleship?
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?
Comet Catcher
Comet Catcher
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  • Energy:
  • 250
  • Spelltype:
  • Building Fortress
  • Text:
  • Fiery Comet - Activate to hurl a large comet that deals 2150 damage to enemies in a 15m radius
    around their target, up to 13000 in total. Has an extremely long range of 200m but can only fire
    into an area where at least one other friendly ground entity is postitioned. Knocks back small,
    medium and large units. Has a 30 seconds cool-down after the weapon was built. Reusable every 30
    seconds.


  • Defense:
  • 5000
  • Scored:
  • 2.86 out of 5 (7 Votes) - How would you rate Comet Catcher?
Cultist Master
Cultist Master
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  • Energy:
  • 60
  • Spelltype:
  • Creature Spirit Wizard
  • Text:
  • Dark Bolt - Every 3 seconds, unit casts a dark bolt that deals 70 damage to enemies in a 5m radius
    around its target, up to 110 in total.


    Call Horrors - Activate to summon 1 Nightcrawler with Frenzy enabled. Nightcrawler has the same
    upgrade level as the unit itself. Every summoning will reduce own life points by 400. Cannot be used
    anymore once life points have been reduced below 400. Reusable every 30 seconds.


  • Attack:
  • 700
  • Defense:
  • 700
  • Scored:
  • 2.5 out of 5 (3 Votes) - How would you rate Cultist Master?
Death Ray
Death Ray
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  • Energy:
  • 240
  • Spelltype:
  • Creature Artifact Dominator
  • Text:
  • Necro Beam - Every 4 seconds, unit fires a deadly ray that deals 550 damage to enemies in a 15m
    radius around its target, up to 830 in total. Knocks back small and medium units.


    Leech Guns - Brings 4 turrets into action that each drain 100 life points from own units in range
    every second. A total of 3000 life points can be stored at once. As long as the stored life points
    last unit deals 50% more damage. Leeching will go on until deactivated.


  • Attack:
  • 4000
  • Defense:
  • 3000
  • Scored:
  • 2.86 out of 5 (7 Votes) - How would you rate Death Ray?
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?
Dreadcharger
Dreadcharger
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  • Energy:
  • 60
  • Spelltype:
  • Creature Undead Dominator
  • Text:
  • Swift - Moves at high speed.

  • Attack:
  • 600
  • Defense:
  • 520
  • Scored:
  • 3.75 out of 5 (6 Votes) - How would you rate Dreadcharger?
Earthshaker
Earthshaker
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  • Energy:
  • 100
  • Spelltype:
  • Spell Spell
  • Text:
  • Quake - Triggers 5 abrasions that each deal 475 damage to structures in a 15m radius, up to 1400 in
    total. Deals only minimal damage to units. Knocks back small, medium and large units. Affects ground
    targets only. Reusable every 20 seconds.



  • Scored:
  • 2.5 out of 5 (6 Votes) - How would you rate Earthshaker?
Embalmer's Shrine
Embalmer's Shrine
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  • Energy:
  • 30
  • Spelltype:
  • Building Shrine
  • Text:
  • Pick over the Bones - Activate to gain more life points from corpses. For the next 40 seconds all
    corpses in the current game will grant 170% more life points when being gathered. Has a 60 seconds
    cool-down after building was built. Reusable every 60 seconds.
    (Power: 50)

  • Defense:
  • 1032
  • Scored:
  • 2.5 out of 5 (7 Votes) - How would you rate Embalmer's Shrine?
Fallen Skyelf
Fallen Skyelf
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  • Energy:
  • 100
  • Spelltype:
  • Creature Sky Elf Corrupter
  • Text:
  • Infernal Blade - Every 2 seconds, unit casts a lance of infernal power that deals 100 damage to
    enemies in a 5m radius around its target, up to 150 in total.


    Visions of Despair - Significantly weakens an enemy unit. Target takes 150% more damage for 10
    seconds. Spell will be interrupted if caster is knocked back or target moves out of range. If target
    is still alive after the spell ends it will be completely healed. Reusable every 30 seconds.


  • Attack:
  • 1400
  • Defense:
  • 780
  • Scored:
  • 2.5 out of 5 (7 Votes) - How would you rate Fallen Skyelf?
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?
Fire Worm
Fire Worm
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  • Energy:
  • 210
  • Spelltype:
  • Creature Beast Dominator
  • Text:
  • Fiery Spit - Every 3 seconds, unit hurls a magma ball that deals 480 damage to enemies in a 10m
    radius around its target, up to 720 in total. Knocks back small and medium units.


    Earthquake - Activate to trigger a groundshaking quake that deals 850 damage to enemies every 2
    seconds for 6 seconds. Knocks back small, medium and large units. Reusable every 30 seconds.
    (Power: 100)

    Percussive Birth - When being spawned unit knocks back small, medium and large units dealing
    additionally 500 damage to enemy units in target area, up to 2000 in total. Affects ground targets
    only.


    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.


  • Attack:
  • 4800
  • Defense:
  • 2100
  • Scored:
  • 2.5 out of 5 (5 Votes) - How would you rate Fire Worm?
Frost Crystal
Frost Crystal
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  • Energy:
  • 70
  • Spelltype:
  • Building Tower
  • Text:
  • Ice Shard - Every 2 seconds, tower hurls an icy shard that deals 72 damage to enemies in a 5m radius
    around its target, up to 110 in total.


    Frost Wave - Freezes up to 4 units in target area for 10 seconds. After freeze wears off, targets
    are immune against Freeze for a while. Reusable every 30 seconds.


  • Attack:
  • 900
  • Defense:
  • 1460
  • Scored:
  • 2.5 out of 5 (1 Votes) - How would you rate Frost Crystal?
Giant Slayer
Giant Slayer
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  • Energy:
  • 80
  • Spelltype:
  • Creature Human Dominator
  • Text:
  • Charge - Unit charges at enemies.

    Harmstring Rage - Unit does increasingly more damage the longer it attacks but falls back to its
    original damage output if it doesn't fight for 5 seconds. Additionally, attacked units may only move
    at walk speed for 10 seconds.


    Swift - Moves at high speed.

  • Attack:
  • 520
  • Defense:
  • 980
  • Scored:
  • 2.5 out of 5 (7 Votes) - How would you rate Giant Slayer?
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?
Results 1-20 of 60
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