Guardians
Recruited from the various lands of Papillion, Guardians serve as the personal body guards for your Mage. Each player controls exactly two Guardians. Choose wisely when forming your team, for each guardian offers unique strengths that favor particular combinations and styles of play.
 
Barbarian
Barbarian
Strength
5
Defense
12
Life
7
As the physically strongest hero, the Barbarian is a fearsome ally. With his ability to endlessly strike at the enemy for each foe he defeats, the Barbarian is an ideal counter to swarms of weaker units, but his low Defense leaves him vulnerable to counter attack.
Special Abilities:
Charge
Charge | Cost: Card Cost1
Move up to 4 spaces to a space surrounding an enemy.
Frenzy
Frenzy | Passive
Each time Barbarian defeats a unit, he may attack again.
Bard
Bard
Strength
3
Defense
14
Life
6
Regaling tales of triumph as she plays her fabled lute, the Bard strikes courage and hope into the hearts of her teammates. She is an exceptional support unit and should be kept well protected at the forefront of your assault to best leverage her abilities.
Special Abilities:
Inspire
Inspire | Cost: Card Cost1
Add 4 to target ally’s attack dice until the start of your next turn. Inspire does not apply to spells or abilities.
Song of Valor
Song of Valor | Cost: Card Cost1
All visible allies get Strength +1 until the start of your next turn.
Paladin
Paladin
Strength
3
Defense
16
Life
5
Traveling the lands spreading their holy message, the order of Paladins has pledged to defend the weak and uphold all that is good and just. Though average in Strength, her celestial plate mail and divine healing powers make her a superior support unit.
Special Abilities:
Combat Healing
Combat Healing | Cost: Card Cost1
Target ally recovers 1 lost life. Paladin may not heal herself.
Bless
Bless | Cost: Card Cost1
Remove negative effects from target ally.
Rogue
Rogue
Strength
3
Defense
13
Life
6
Striking swift volleys of arrows from the safety of the shadows, the elusive rogue is a deadly hero. Keep him distant from enemies to leverage the full benefit of his ranged attack or block the path to him with other units to compensate for his fragile Defense.
Special Abilities:
Finishing Shot
Finishing Shot | Cost: Card Cost1
Roll 3 attack dice against target unit with 1 life remaining.
Bow and Arrow
Bow and Arrow | Passive
Rogue can attack any visible unit.
Warrior
Warrior
Strength
2
Defense
17
Life
6
Equipped in heavy armor and armed with both sword and mace, the Warrior is a capable defender. While his initially low strength may seem like a weakness, his ability to attack twice more than makes up for it. Magically boost his strength to double the bonus.
Special Abilities:
Protect
Protect | Cost: Card Cost1
Target surrounding ally gets +4 Defense and Warrior gets –4 Defense until the start of your next turn.
Dual Wield
Dual Wield | Passive
Warrior may attack twice per turn, but gets Defense -2 until the start of your next turn if he does.
Psionist
Psionist
Strength
2
Defense
13
Life
6
Shrouded in mystery, the uncanny Psionist has the power to control the very thoughts of others. While quite vulnerable in combat, a clever Psionist can puppet her enemies in the most irritating fashion before crushing their confused and feeble minds.
Special Abilities:
Mind Control
Mind Control | Cost: Card Cost1
Roll a 5 or higher to move target enemy up to 5 spaces.
Psychic Blast
Psychic Blast | Cost: Card Cost1
Roll 3 dice against target unit. Results of 13 or more cause 1 damage.
Samurai
Samurai
Strength
2
Defense
15
Life
5
Wearing reinforced scale armor and brandishing a set of razor sharp katanas, encounters with the Samurai are lethal. He is the perfect mage assassin and as such will draw the attention of your enemies. Be mindful of his health and heal him when needed.
Special Abilities:
Eviscerate
Eviscerate | Cost: Card Cost2
Target surrounding unit loses 1 life.
Critical Strike
Critical Strike | Passive
If at least one of Samurai’s attack dice hits, his opponent loses exactly 3 life.
Soul Reaver
Soul Reaver
Strength
4
Defense
16
Life
5
Wielding a mythic rune blade, the Soul Reaver delights in tormenting her enemies by luring them to attack and then striking at them with lighting fast reflexes. Bolster her Defense with spells and position her in choke points to get the most from her Counter Attack ability.
Special Abilities:
Taunt
Taunt | Cost: Card Cost1
Force target adjacent enemy to attack Soul Reaver.  This enemy may not attack on their next turn.
Counter Attack
Counter Attack | Passive
Soul Reaver immediately attacks any enemy who melee attacks her and fails to hit.
Minotaur
Minotaur
Strength
4
Defense
13
Life
6
Minotaurs are ancient, mythical creatures with the head, horns, and legs of a bull and the body of a man. Though dormant for centuries in their underground labyrinths, the conflict of Papillion has them thirsty for blood once more. In combat, they are a wrecking machine, charging headfirst into battle and terrifying foes with their heinous roar.
Special Abilities:
Roar
Roar | Cost: Card Cost2
Roll a dice for each surrounding enemy. On a result of 8 or more, enemy may not attack until the start of your next turn.
Bull Charge
Bull Charge | Passive
If Minotaur is facing an enemy at the end of his sprint, roll attack dice equal to 2 plus the distance he sprinted against them.