Some keyworded abilities may have a prefix in front of it's name, revealing in what region that ability is valid. Abilities that do have prefixes are only valid in that region and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it's scope.
The prefixes are:
- Offensive - this ability is only valid while the creature is in the attack region.
- Defensive - this ability is only valid while the creature is in the defense region.
- Questing - this ability is only valid while the creature is participating in a quest.
Prefixes are not a part of the ability names.
This is an extensive list of keyworded abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:
- You can view which abilities are included in a specific release of the game further down on this page.
- The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.
- Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.
This creature must attack when able.
Ally with x - This creature can't attack, defend, target or be targeted by it's ally faction.
Battle Muse x - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.
When this creature attacks, all other attacking creatures get +1/+0.
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.
Bodyguard x - This creature may divert up to x damage from target ally and put that damage on itself instead.
Charge x – When attacking, you may give you give this creature x +1/+0 against a defender. After cauclulating damage, this creature receives an equal amount of +0/-1 counters until the start of your next turn and loses the +1/+0 counters gained by this ability. You may use this abilitiy once for every defending creature.
Cooparate x - This creature can fight together with other creatures that also have cooperate. Their ATK/DEF are summed up. The maximum amount of members in a cooperative group is equal to the lowest cooperate value among the creatures in the group. No other abilities can be used by these creatures when Cooperate is used.
This creature can only be played in the Defensive and may never be placed or moved into another region.
Creatures with Detection can defend against Stealth creatures.
Discount for x - This creature costs 1 less gold to play for each x under it's owners control.
Endurance x - This creature prevents up to x damage that is dealt to itself from every source.
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.
This creature can only be defended against by creatures with Ranged.
Guardian x - This creature gets +0/+x until end of battle while defending.
You gain influence equal to the amount of combat damage that this creature deals.
"Leadership x" – Alll allies with lower or equal Loyalty requirements without Leadership gain +x/+x.
This creature always deals damage second in combat.
Nemesis of x y – This creature gains +y/+0 when fighting X.
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent's influence be the difference.
Prevent x - Creatures with Prevent can prevent up to x damage on target player or creature.
Creatures with Ranged can defend against Flying creatures.
Creatures with Readied can attack, move and mark the same turn they come into play.
Reinforce x - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.
Replay x - You may pay x after having played this card to return it to your hand instead of the graveyard.
Salvage x - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.
A creature with Sanctuary can't be the target of abilities or cards that an opponent controls.
Creatures with stealth can only be defended against by other creatures with Stealth or Detection.
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.
Creatures with Touched can't be affected by Magic.
This creature can not equip a weapon.
This creature can not equip armor.
Each player cannot control more than one of this unit at any time.
This creature can not equip.
A creature with Untargetable can't be the target of any abilities or cards.
Creatures with Veteran do not mark when attacking.