THE EYELESS FALLEN WARRIORS/ROGUES. FETID STAR MOLES FALLEN BEASTS HP: 8 ATTACK: 2 DEFENSE: 0 This unit is immune to critical hits.

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1 FALLEN AZAZEL, WATCHER OF STEEL FALLEN MYTH HP: 6 ATTACK: 3 DEFENSE: 2 As long as this unit is in play all ally units THE EYELESS FALLEN WARRIORS/ROGUES VAMPIRE CAVE DWELLERS FALLEN ROGUES HP: 5 ATTACK: 1 DEFENSE: 1 HP: 5 ATTACK: 2 DEFENSE: 0 This unit s attacks ignore defense. This This unit steals health on attack. If this have this unit s exact base attack and unit is immune to critical hits. unit deals no damage in an attack it is defense. immediately defeated. THRALL DIGGERS FALLEN WARRIORS HP: 4 ATTACK: 1 DEFENSE: 0 This unit s attacks effect target s health and defense. This unit gains +1 defense if there is another ally unit in play. WATCHERS OF THE LIGHT FALLEN WIZARDS/PRIESTS Units harmed by this unit roll for accuracy instead of for critical hits. Doubles means a successful hit. FETID STAR MOLES FALLEN BEASTS HP: 8 ATTACK: 2 DEFENSE: 0 This unit is immune to critical hits. VAMPIRE EXPERIMENTS FALLEN BEASTS/WARRIORS HP: 6 ATTACK: 2 DEFENSE: 1 This unit steals attack. If this unit deals no damage in an attack it is immediately defeated. EARTH POLLUTERS FALLEN WIZARDS As long as this unit is in play all enemy Warriors and Beasts take 1 damage per turn every turn. WATCHERS OF OLD FALLEN PRIESTS/WIZARDS HP: 6 ATTACK: 3 DEFENSE: 1 This unit deals double damage to Clan units. This unit takes double damage from Priests.

2 CLAN MONSTER HUNTERS CLAN WARRIORS/ARCHERS LORD GABRIEL BOWMAN CLAN MYTH ELVISH TRACKERS CLAN ROGUES/ARCHERS HP: 7 ATTACK: 3 DEFENSE: 1 This unit deals double damage to HP: 8 ATTACK: 3 DEFENSE: 1 HP: 5 ATTACK: 2 DEFENSE: 0 This unit can sacrifice any amount of This unit is immune to attacks from Coalition targets. health to gain that much as a bonus to attack. Beasts. FOREST BOARS CLAN BEASTS This unit gains +1 to attack per two stones on it. GIANT FIREBEARERS CLAN WIZARDS HP: 6 ATTACK: 1 DEFENSE: 1 While this unit is in play all ally units have this unit deals a critical not only on doubles but also if the dice are off by 1. SHIELD MASTERS CLAN WARRIORS HP: 5 ATTACK: 1 DEFENSE: 1 As long as this unit is in play all other ally units gain +1 defense. HALF-ELF PATHFINDERS CLAN ROGUES HP: 5 ATTACK: 2 DEFENSE: 0 This unit may attack the turn it enters play. This unit deals double damage on its first attack after entering play. TEMPLARS OF THE FAR ORDER CLAN PRIESTS/WARRIORS HP: 5 ATTACK: 2 DEFENSE: 2 This unit deals lethal damage on a critical hit to targets with vampire or watcher in their name. MITHRA S CHARGES CLAN PRIESTS HP: 6 ATTACK: 1 DEFENSE: 0 This unit deals double damage to Fallen targets. This unit gains +1 attack per two ally units in your graveyard.

3 COALITION MINOTAUR CHARGERS COALITION WARRIORS HP: 4 ATTACK: 3 DEFENSE: 1 When this unit comes into play, target takes 4 damage. IMMOLATING CANIDS COALITION WIZARDS This unit takes 1 damage per turn. Any unit who harms or is harmed by this unit takes 1 damage per turn. This effect does not stack with itself. VENGEFUL DIOGAR COALITION MYTH HP: 8 ATTACK: 3 DEFENSE: 0 This unit deals +2 damage to any unit that harmed it on the previous turn. OGRE ROCKBACKS COALITION WARRIORS HP: 6 ATTACK: 2 DEFENSE: 1 When this unit is defeated all enemy units take 1 damage. TAMED ROCS COALITION BEASTS HP: 8 ATTACK: 2 DEFENSE: 0 This unit deals +1 damage to targets who are below half health. TROLL AMBUSHERS COALITION ROGUES/ARCHERS This unit cannot be normally played. This unit is only played when an ally unit is defeated. When this unit enters play, target takes 3 damage. TROLL SMASHERS COALITION WARRIORS HP: 7 ATTACK: 3 DEFENSE: 0 This unit deals double damage to Warriors. TROLL DEFENDERS COALITION ARCHERS/WARRIORS This unit deals double damage to Clan and Dynasty units. CYCLOPS SEERS COALITION PRIESTS HP: 9 ATTACK: 1 DEFENSE: 0 This unit takes double damage from Archers. This unit takes half damage from Priests.

4 DYNASTY PSEUDO-MOLES DYNASTY BEASTS MECHANICAL BROODERS DYNASTY BEASTS/SIEGE EXPANSION ENGINEERS DYNASTY SIEGE/WARRIORS This unit s attacks ignore defense. HP: 5 ATTACK: 2 DEFENSE: 0 HP: 4 ATTACK: 1 DEFENSE: 1 As long as this unit is in play the As long as this unit is in play the maximum number of playable ally units is increased by 1. maximum number of playable ally units is increased by 2. MALFORMED SYMBIOTS DYNASTY BEASTS HP: 1 ATTACK: 1 DEFENSE: 0 When this unit enters play target enemy unit becomes a copy of this unit. DIVIDING CONSTRUCT DYNASTY MYTH HP: 6 ATTACK: 3 DEFENSE: 1 When this unit comes into play a copy of this unit also enters play. The copy also has this ability. This is an exception to the Myth Rule. MECHA MAGES DYNASTY WIZARDS/SIEGE HP: 5 ATTACK: 2 DEFENSE: 1 When this unit enters play all single type units, including myths are now multi-type units with the second type being Siege. OILBLOOD KNIGHTS DYNASTY WARRIORS HP: 6 ATTACK: 2 DEFENSE: 1 This unit gains +1 defense if there is a unit who is a copy in play. SUDA S RECLAIMERS DYNASTY WARRIORS HP: 6 ATTACK: 3 DEFENSE: 1 This unit deals double damage to Siege units. This unit recovers 2 health whenever it defeats a unit. CRYSTAL DIGGER DYNASTY SIEGE HP: 1 ATTACK: 3 DEFENSE: 2 This unit s attacks effect health and defense. This unit ignore defense on critical hits.

5 REMNANT WAR SWANS SLASHER GIBBONS BROODER HERDERS REMNANT PRIESTS This unit s attack doubles if it is at half HP: 6 ATTACK: 3 DEFENSE: 0 This unit can only land 1 critical hit per As long as this unit is in play the health or below. LIFEGIVERS REMNANT PRIESTS HP: 5 ATTACK: 0 DEFENSE: 1 As long as this unit is in play all other ally units recover 1 health every turn. DEEP CAVE BEARS HP: 6 ATTACK: 4 DEFENSE: 0 This unit cannot have critical hits. This unit takes double damage from Warriors. target. Targets harmed by a crit. from this unit take 1 damage per turn. MUD RIVER HIPPOPOTAMI HP: 7 ATTACK: 3 DEFENSE: 0 As long as this unit is wounded all other ally Beasts gain +1 defense. LISTENER BRENNUS REMNANT MYTH HP: 5 ATTACK: 1 DEFENSE: 2 As long as this unit is in play all ally Beasts gain +1 attack and +1 defense. They also recover 1 health each turn. maximum number of playable ally units is increased by 1. EVOLVED STALKERS HP: 6 ATTACK: 1 DEFENSE: 1 As long as this unit is in play any enemy units who enter play take 1 damage and suffer -1 defense. FOREST ELEPHANTS HP: 8 ATTACK: 3 DEFENSE: 1 This unit takes double damage from Archers and Rogues. This unit cannot have more than 3 defense max.

6 LURKERS BEHEMOTH, BEAST-KING OF EARTH FURY WORMS BAT SCREECHERS LURKERS MYTH HP: 6 ATTACK: 2 DEFENSE: 3 As long as this unit is in play all other ally units gain +1 attack and +2 time a single target is harmed in defense. succession by this unit s attacks. HP: 4 ATTACK: 1 DEFENSE: 0 This unit s damage increases by 1 each This unit s attacks ignore defense. MANTICORE This unit deals triple damage on a critical hit. This unit deals double damage to Fallen targets. MUDHEADS /ROGUES HP: 3 ATTACK: 2 DEFENSE: 1 This unit cannot be normally played. This unit is only played when an ally unit is defeated. When this unit enters play, target suffers -2 attack and defense. BLIND SALAMANDERS HP: 6 ATTACK: 3 DEFENSE: 0 This unit is immune to abilities which impede critical hits or accuracy. MUDHEAD HUNTERS /WARRIORS HP: 3 ATTACK: 3 DEFENSE: 3 This unit takes double damage from Siege units, Wizards, and Warriors. SILKWORMS HP: 3 ATTACK: 0 DEFENSE: 0 As long as this unit is in play all ally units recover 1 health per turn. MUDHEAD ELDERS /PRIESTS HP: 4 ATTACK: 1 DEFENSE: 2 When this unit is defeated, revive an ally unit with mudhead in its name.

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