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< Previous 20
Results 21-40 of 200
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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?
Construct
Construct
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  • Energy:
  • 250
  • Spelltype:
  • Creature Ancient Destroyer
  • Text:
  • Arcane Turret - Every 5 seconds, unit fires a ball of energy that deals 690 damage to enemies in a
    10m radius around its target, up to 1030 in total. Knocks back small and medium units. Affects
    ground targets only.


    Siege - Deals 50% more damage against structures.

  • Attack:
  • 3100
  • Defense:
  • 5300
  • Scored:
  • 2.5 out of 5 (7 Votes) - How would you rate Construct?
Construction Hut
Construction Hut
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  • Energy:
  • 50
  • Spelltype:
  • Building Hut
  • Text:
  • Maintenance - Friendly buildings in a 25m radius will be constructed 50% faster and will require 25%
    less power cost.


  • Defense:
  • 1120
  • Scored:
  • 2.5 out of 5 (8 Votes) - How would you rate Construction Hut?
Corpse Explosion
Corpse Explosion
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  • Energy:
  • 100
  • Spelltype:
  • Spell Spell
  • Text:
  • Explosive Bodies - Gathers up to 2000 life points from corpses within a 25m radius to create a huge
    Nether sphere that explodes after 3 seconds dealing the corpses former maximum life points as area
    damage to hostile and friendly entities. Up to 33% of the gathered life points are dealt as damage
    per target. Affects ground targets only. Knocks back small and medium units. Immediately reusable.



  • Scored:
  • 2.5 out of 5 (1 Votes) - How would you rate Corpse Explosion?
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?
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?
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?
Darkelf Assassins
Darkelf Assassins
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  • Energy:
  • 50
  • Spelltype:
  • Creature Dark Elf Archers
  • Text:
  • Bow Attack - Every second, unit fires arrows at enemies that deal 12 damage.

    Unholy Trance - Unit becomes immobile and deals 16 damage for 10 seconds. After the effect wears off
    unit will still be immobile and unable to attack for another 20 seconds. Reusable every 20 seconds.


  • Attack:
  • 570
  • Defense:
  • 450
  • Scored:
  • 2.5 out of 5 (5 Votes) - How would you rate Darkelf Assassins?
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?
Decomposer
Decomposer
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  • Energy:
  • 50
  • Spelltype:
  • Building Hut
  • Text:
  • Shred them! - Activate to decompose an own unit returning immediately 30% of the usual power refund
    into the power pool. The remaining part of the power cost refund is granted as void power.
    Immediately reusable.


  • Defense:
  • 1000
  • Scored:
  • 2.5 out of 5 (7 Votes) - How would you rate Decomposer?
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?
Defenders
Defenders
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  • Energy:
  • 70
  • Spelltype:
  • Creature Human Archers
  • Text:
  • Crossbow Attack - Every 2 seconds, unit fires bolts at enemies that deal 9 damage.

    Stand Ground - Enable to become immobile and gain: (Power: 25)

    Resilient - Takes 40% less damage

    Steadfast - Connot be knocked back.

  • Attack:
  • 540
  • Defense:
  • 630
  • Scored:
  • 3.75 out of 5 (2 Votes) - How would you rate Defenders?
Defense Tower
Defense Tower
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  • Energy:
  • 50
  • Spelltype:
  • Building Tower
  • Text:
  • Frost Bolt - Every 2 seconds, tower hurls a frostly bolt that deals 50 damage to enemies in a 5m
    radius around its target, up to 75 in total.


  • Attack:
  • 640
  • Defense:
  • 1500
  • Scored:
  • 2.5 out of 5 (2 Votes) - How would you rate Defense Tower?
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?
Dreadnought
Dreadnought
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  • Energy:
  • 240
  • Spelltype:
  • Creature Giant Crusader
  • Text:
  • Pledge of the Giants - Enable to become immobile and gain:

    Shared Pain - All friendly units in a 25m radius take only 20% damage. 75% of the remaining damage
    is absorbed while the rest will be transferred to the caster.


  • Attack:
  • 4100
  • Defense:
  • 6100
  • Scored:
  • 2.5 out of 5 (4 Votes) - How would you rate Dreadnought?
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?
Earthshaker
Earthshaker
Add Card To List
  • 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?
Emberstrike
Emberstrike
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  • Energy:
  • 120
  • Spelltype:
  • Creature Elemental Soldier
  • Text:
  • Fire Lance - Activate to shoot a fire lance through enemies in a straight line, dealing 850 damage
    to enemies, up to 1300 in total. Resuable every 30 seconds.
    (Power: 50)

    Fiery Birth - When being spawned unit causes an explosion that deals 500 damage to enemy units in
    target area, up to 750 in total. Knocks back small and medium units. Affects ground units only.


  • Attack:
  • 3035
  • Defense:
  • 1960
  • Scored:
  • 2.5 out of 5 (8 Votes) - How would you rate Emberstrike?
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?
< Previous 20
Results 21-40 of 200
Next 20 >
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