Mages
Each player controls a single Mage. Your Mage is your most powerful unit. In addition to having four unlockable special abilities, Mages are the only units that can cast spells: potent magical abilities that allow you to empower your units with strength, unleash the fury of the elements, manipulate the battlefield, and create additional units called creatures. Mages can cast any spell, but each Mage has an advantage casting spells from their specialized School of Magic.
 
Fighter Mage
Fighter Mage
Strength
4
Defense
14
Life
6
A clan of aggressive and competitive elves led by their ruler, Albirich, inhabits the heavily wooded areas on the outskirts of the Empire. Though Papillion has not seen war in ages, these elves have a natural bloodlust and practice their swordplay amongst themselves in frequent competitions. Valuing winning above all else, they learn magic to bolster their combat skills and fight for the sheer enjoyment of rivalry. As the Fighter Mage earns Valor, his magical enchantments become stronger, ensuring that he and his allies are the mightiest warriors on the battlefield.
Special Abilities:
Relentless
Relentless | Passive
Fighter Mage cannot be immobilized and may move and attack while stunned.
Flash
Flash | Cost: Card Cost1 | Valor Requirement5
Relocate Fighter Mage up to 4 spaces away to a space adjacent to an enemy.
Augment Superior
Augment Superior | Passive | Valor Requirement10
Player’s Augmentation spell modifiers get +1 absolute value.
Dragon's Fury
Dragon's Fury | Cost: Card Cost2 | Valor Requirement15
Fighter Mage gets Strength +3, Defense +3 until the start of your next turn.
Sorceress
Sorceress
Strength
2
Defense
13
Life
6
Unlike other mages who learn magic through rigorous study, a Sorceress is born naturally possessing the gift to control raw energy. Driven by passion and a desire for freedom, these girls discover their powers at a young age, often amidst disastrous circumstances. So was the case for Nova, a girl of only seven years, who would have been burned at the stake for destroying an entire crop with a sudden burst of energy if not for the Emperor’s intervention. Innately talented in destructive magic, a Sorceress can learn to wield the full fury of the elements.
Special Abilities:
Destruction Aura
Destruction Aura | Passive
Player’s Destruction spell attacks get Strength +1.
Lightning Bolt
Lightning Bolt | Cost: Card Cost0 | Valor Requirement5
Roll 3 attack dice against a unit on same row, column, or diagonal and each unit in between.
Fire Ball
Fire Ball | Cost: Card Cost2 | Valor Requirement10
Roll 4 attack dice against target unit and each unit surrounding it.
Nature's Wraith
Nature's Wrath | Passive | Valor Requirement15
Units damaged by Sorceress's Destruction spells lose 1 additional life.
Summoner
Summoner
Strength
2
Defense
12
Life
6
Outcast from the Academy of Arcane Arts for delving into the dark magic of necromancy, the witch Sibylla fled to the volcanic southlands swearing vengeance. There in the dangerous lava caverns where no one could hold her back, she taught her followers how to bind spirits to the physical world and capture their life force. While other Mages can only control one summon spell at a time, the Summoner can build an army of creatures. As her power grows, so does the strength and resilience of her otherworldly minions, making the promise of her revenge all the more terrifying.
Special Abilities:
Army of Darkness
Army of Darkness | Passive
Player can have unlimited Summon spells in play.
Skeleton Guard
Skeleton Warrior | Cost: Card Cost1 | Valor Requirement5
Place a skeleton warrior on target space.  (Cannot be used if you control 5 or more skeletons)
Sacrifice
Sacrifice | Cost: Card Cost1 | Valor Requirement10
Destroy a visible ally creature to recover 3 lost life.
Summon Mastery
Summon Mastery | Passive | Valor Requirement15
Player’s creatures get Strength +1, Defense +1.
Wizard
Wizard
Strength
2
Defense
12
Life
6
Amidst the ruins of a snowy mountaintop sanctuary, the mysterious sage Reinmund founded the Academy of Arcane Arts. Believing that magic drives the heavens and moves all things in the world, he and his fellow wizards study the ancient text of a civilization long vanished. Rigorously seeking to understand its secrets and unlock its power, the wizards’ obsession leaves them physically weak and inattentive to their unsightly outward appearances. For this price, they have gained uncanny insight in how to manipulate their surroundings, and as they progress, their power to control the flow of magic becomes unparalleled.
Special Abilities:
Sage
Sage | Passive
Player can cast Manipulation spells for 1 less mana.
Transmute
Transmute | Cost: Card Cost1 | Valor Requirement5
Draw a card.
Arcane Insight
Arcane Insight | Passive | Valor Requirement10
Player draws a card each time Wizard casts a Manipulation spell.
Meditate
Meditate | Cost: Card Cost1 | Valor Requirement15
Generate 2 mana.