Follow the footsteps of Umbra Noctis to discover what brought him to this dangerous land called ‘Moor of Darkness’, or side with the Vermilions, magic-influenced creatures that inhabit it, which is rumoured to protect a dark treasure.
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-The ‘Moor of Darkness’ deck exploits the possibility of placing ‘Degradation’ counters on enemy cards, useful for destroying them or making them defenceless.
-The ‘Feralia Horde’ deck using necromancy focuses on the use of the Void, the dimension in which the fallen end up.
Umbra Noctis, the story of a war orphan raised by a powerful wizard who filled his path with good deeds for neighbouring villagers.
Find out what happened to Noctis's master, Joshua, and what led Noctis to follow the dark path of necromancy.
Today, Noctis with his army of undeads is on his way to the 'Moor of Darkness' in search of something powerful, but apparently there is someone waiting for him.
Vermillions, giant and dangerous creatures of a semi-magical nature, who have now inhabited the moor for hundreds of years, causing it to be called the 'Moor of Darkness' by the inhabitants of neighbouring kingdoms.
Apparently, in recent years, two human sisters have found a permanent home in this dangerous land; they are said to be able to communicate or even rule over the Vermillions.
What mystery lurks behind the 'Moor of the Darkness'? It is up to you to find out.
Protect the ancient forest and its inhabitants, the ent called ‘the walking trees’; or destroy it with a dark plague brought by myriads of rats and mice.
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-The ‘Pestiferous’ deck aims to play numerous cards and tokens that are low in power, but inexorable.
-The ‘White Forest’ deck boasts the mechanics of gaining life points, even being able to exceed the limit set by the rules.
For a little less than a year now, a flock of rats has been invading the
continent, it is not clear where they came from, but they seem almost as if they appeared out of nowhere all at once.
In extremely large numbers they move through the sewers of the kingdoms, causing sickness and disease among the inhabitants, but now something seems to have drawn them towards the sacred White Forest, as if they are looking for something or as if someone is manoeuvring them.
An almost pure land that has now forgotten the conflict, inhabited by various creatures including tiny or giant wooden Ents, in the white forest Dryads find refuge, creatures of pure mana who live in harmony with the environment.
Due to the high concentration of mana, not too rarely a strange phenomenon occurs in the forest, and this causes strange behavior of the creatures.
Assault the kingdom of Homa by leading the Afarit, the Djin of the flames, in the role of ‘Burkan the Caliph’, or drive out the enemies through the fury of the Hodra, the artificial dragons of the kingdom, under the leadership of Wthyr.
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-The ‘Blazing Highlands’ deck inflicts a lot of effect damage and exploits many artefacts that will boost your Units.
-The ‘Homa’ deck is currently the only one controlling ‘Artiacts Units’, powerful dragons generated by the magic of Emrys that go into battle with the soldiers of Homa.
The Afarits, powerful fire Djinns, who dominate a distant, still
unexplored land covered in flames, the only beings other than the Djinns who manage to live in this land are animals of fire, the Nari.
Being creatures endowed with extraordinary abilities, Afarits have
magical powers that are beyond the comprehension of a normal human being, it is not clear how or why, but it seems they are sailing across the sea led by ‘Burkan’, the most powerful Afarit.
The direction? The mighty Homa Empire.
The kingdom of Homa has a fairly recent origin, but despite this, it seems few know how it was created.
It enjoys powerful and feared figures, including the court magician Emrys, who with his extraordinary magical abilities manages to create the Hodras, small rideable dragon-like creatures used in battle by the Homa army.
King Wthyr, however, proud and powerful, recently seems to be afflicted by a discontent that haunts him.
The Occult Lodge, a group of fearsome individuals who exploit alchemical arts for their own gain.
Persuasion has been made the main weapon of the Occult Lodge, who, thanks to their alchemy and the ability to create minerals, trade goods or what humans generally refer to as 'riches', exploit human weakness, subjugating and pushing them to their will.
Thanks to this well-established method, alchemists have now infiltrated all the high ranks of almost all kingdoms, controlling their fate in some way.
This deck is designed for experienced players and risk-takers.
Focusing on the use of alchemical circles, collect them on your field to unleash powerful effects that will turn the flow of battle upside down.
Will you be able to master it?