chaotic-api/db/csv/locations.csv
2020-04-06 23:13:46 -04:00

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1namesetrarityidinitiativeabilityfalvoruniquemiragepastartist
2Castle BodhranDOPSuper Rare203PowerAt the beginning of combat, each player may return a Mugic Card from their discard pile to their hand.This strange stronghold is built in a style that might best be called "bizzarechitecture."
3Castle PillarDOPUltra Rare204CourageAt the beginning of combat, if an engaged creature has higher Wisdom than the opposing engaged creature, it gains a Mugic counter.1
4Cordac FallsDOPCommon205OverWorldAt the beginning of combat, engaged Creatures gains 5 Energy.Cordac's teardrops plunge into the abyss with nary a splash or spray...
5Cordac Falls PlungepoolDOPCommon206UnderWorldAt the beginning of combat, deal 5 damage to engaged Creatures....and strike the lake miles below, exploding outwards into the fray.
6Crystal CaveDOPUncommon207SpeedIf an engaged Creature has lower Speed than the opposing engaged Creature, it deals 0 damage on its first attack.The ancient Mugicians mined the hardest substance in all of Perim to protect their mystical melodies.
7Doors of the DeepminesDOPUncommon208SpeedAt the beginning of combat, Creatures with Water gain 10 Energy.In a rare sign of solidarity, all four tribes guard the massive doors, hoping they never open again.
8Dranakis ThresholdDOPSuper Rare209CourageMugic and abilities cannot be played.The few who have survived utter nary a word of what lies beyond.
9EverrainDOPUncommon210CourageWater attacks deal an additional 5 damage. Damage dealt by Earth attacks is reduced by 5.Lake Ken-I-Po seeps through the UnderWorld ceiling in an unending reminder of the OverWorld's aqueous bounty.
10Eye of the MaelstromDOPUncommon211PowerWhen Eye of the Maelstrom becomes the active Location, each player discards a Mugic Card.No wind, no sound - just madness.
11Fear ValleyDOPUncommon212WisdomAt the beginning of combat, if an engaged Creature has lower Courage than the opposing engaged Creature, it loses 10 Energy.One night here means a lifetime of nightmares.
12Forest of LifeDOPCommon213WisdomAt the beginning of combat, if an engaged creature has higher Power than the opposing engaged creature, it gains 5 Energy.A place of perpetuity: nothing is born or perishes within.
13GigantempopolisDOPUncommon214PowerAt the beginning of combat, engaged OverWorld Creatures gain a Mugic counter.The ancient beings who once dwelled here faded into oblivion - proving indisputably that size doesnt matter.
14Glacier PlainsDOPSuper Rare215PowerUnderWorld Mugic Cards cost an additional Mugic counter to play.This frozen, remote region is as harsh and forbidding as the UnderWorld's Lava Pond.
15Gloomuck SwampDOPCommon216CourageEarth attacks deal an additional 5 damage. Damage dealt by Fire attacks is reduced by 5.For very different reasons both Crawsectus and Antidaeon choose to call this murky mess home.
16Gothos TowerDOPRare217SpeedCreatures not named Lord Van Bloot have 10 less Courage. Lord Van Bloot has "Invisibility: Strike 15".The horrific home of the harrowing Lord Van Bloot.
17Iron PillarDOPSuper Rare218CourageBattlegear have no abilities.The frequent quakes that rock the UnderWorld are blamed on the instability of this once-might prop.
18Kiru CityDOPRare219WisdomOverWorld Creatures have an additional 10 Energy.The majestic capital of the OverWorld is named in memory of one of its greatest leaders.
19Lake Ken-I-PoDOPUltra Rare220PowerMugic cannot be targeted by Mugic or Abilities.Above the placid waters, Najarin's castle towers. A dim light flickers... and a mystery is born.
20Lava PondDOPRare221SpeedFire attacks deal an additional 5 damage. Damage dealt by Air attacks is reduced by 5. Creatures named Magmon have "Fire 5".
21Mipedim OasisDOPRare222CourageMipedian Creatures deal an additional 10 damage with their first attack.For those struggling in the Mipedian Desert, this is a welcome sight. But it is what they can't see that will prove most dangerous.
22Mount PillarDOPRare223WisdomWhen Mount Pillar becomes the active Location, activate Hive.The Danian homeland provides vital structural support to the UnderWorld ceiling, explaining why Chaor has resisted its demolition.
23Ravanaugh RidgeDOPCommon224PowerAt the beginning of combat, if a player controls an engaged Creature with Air, that player may look at the top three cards of their Attack Deck, put one of them on top of that deck and the others on the bottom in any order.
24RiverlandsDOPUncommon225WisdomWhen a Creature deals Water damage, Riverlands heals 5 damage to that Creature.No one has yet to reach the source of the rushing waters. Could the Cothica be where it all begins?
25Runic GroveDOPCommon226CourageOnly Generic Mugic may be played.Secret symbols or a simple secret? Many have been tantalized by what remains indecipherable to this day.
26Stone PillarDOPSuper Rare227WisdomEngaged UnderWorld Creatures pay 1 less Mugic counter to play their first Mugic this turn.Without the Pillars there would be no Over and Under, but simply one World.
27Storm TunnelDOPCommon228PowerAir attacks deal an additional 5 damage. Damage dealt by Water attacks is reduced by 5.Even those who cannot fly do so here.
28Stronghold MornDOPSuper Rare229SpeedAt the beginning of combat, engaged Creatures gain Fire, Water, Air, and Earth.1
29UnderWorld CityDOPSuper Rare230SpeedAttacks played by Underworld creatures have "Challenge Power 15: Deal 5 damage."Not known for his creativity, Chaor nevertheless won the capital-naming contest for which he was also the judge.
30UnderWorld ColosseumDOPRare231SpeedCreatures with Fire deal an additional 10 damage on their first attack.UnderWorlders have a simple way of settling arguments here: the one left standing is always right.
31Wooden PillarDOPSuper Rare232WisdomOverWorld Mugic Cards cost an additional Mugic counter to play.The Runic Grove takes root here, and UnderWorlders believe it grows even further down than up.
32Carnival of ConfusionZOTHUltra Rare92SpeedWhen Carnival of Confusion becomes the active Location, Creatures lose all Elemental Types. If a Creature lost Fire this way, it gains Water. If a Creature lost Water, it gains Air. If a Creature lost Air, it gain Earth. If a Creature lost Earth, it gains Fire. Elemental attacks deal an additional 5 damage.
33Grand Hall of Muge's SummitZOTHSuper Rare94PowerWhen a Mugic counter is removed from a Creature, Grand Hall of Muge's Summit deals 10 damage to the engaged Creature controlled by the same player.Muges rarely feel comfortable sharing their secrets.
34Mount Pillar ReservoirZOTHCommon95WaterCreatures have "Fireproof 10." Danian Creatures have "Water 5."All Danians know that the Reservoir is the well-spring of life. It must be defended to the death.
35Oipont's LookoutZOTHRare96CourageCreatures with Air have Earth. While Hive is Active, Danians have Air and Earth.From high above, Danians can see deep into the heart of the UnderWorld, including invading armies days in advance.
36Overworld Embassy at Mount PillarZOTHUncommon97WisdomWhen Overworld Embassy at Mount Pillar becomes the active Location, Uninfect all Creatures.Though adorned with oah and jij plants from his village, one look outside his window reminds Raznus that he's far from home.
37Queen's GateZOTHCommon98SpeedAt the beginning of combat, Creatures engaged with Scouts lose and cannot gain Invisibility."Did you hear something moving? Did you see something moving? I think I just touched something moving..."
38Sands of the UnseenZOTHUncommon99CourageCreatures with Air have "Invisibility: Strike 10."Danians seek the answers to Mipedian invisibility, but they realize too late that some secrets should remain mysteries.
39Sha-Kree FlatsZOTHSuper Rare100MipedianAt the beginning of combat, engaged Elementalists gain an Elemental type of their controller's choice.Flat, dry, inhospitable. Perfect!
40The BarracksZOTHRare91PowerAt the end of combat, if a Warrior you control was engaged this turn, you may move that Creature to an unoccupied adjacent space.Rest well tonight. Another harsh day awaits.
41The Darkened DunesZOTHSuper Rare93AirCreatures with Earth have "Range" and "Swift 1."The dark whirlwind descends, enveloping you in its black, velvet grip... and never lets go.
42Catacombs of the ConjurorsSSRare91WarbeastReduce Recklessness damage dealt to Warbeasts by 5. Conjurors have "Recklessness 5."Shunned by even the most tolerant of Mipedians, Conjurors continue to push the boundaries of Mugic.
43Forest of Life, During AichlyysSSUncommon92PowerCreatures do not have Invisibility and cannot gain it.On those rare nights when the triad stars of Lup, Lec, and Teo shine above the forest, all secrets are brought to light.
44Indigo GroveSSSuper Rare94PowerWhen Indigo Grove becomes the active Location, you may sacrifice a nonConjuror Creature you control. If you do, return a Conjuror in your discard pile to play in any open space.
45Iparu JungleSSUltra Rare95WisdomWhen this becomes the active Location, flip a coin. If tails, shuffle Iparu Jungle into its owner's Location Deck. Mirage: At the beginning of combat, each engaged Creature in this space gains or loses Energy so its Energy is equal to its Scanned Energy.1
46Mipedian Dew FarmSSCommon96CourageScouts have Water. Engaged Creatures with Water have "{{MC}}: Heal 10 damage to target Creature."Under the sun, one drop is the difference between life and death.
47Mipedim LoungeSSSuper Rare97InvisiblityMirage: When an Attack Card is played by a Creature in this space, its controller may flip a coin. If tails, that player sacrifices his engaged Creature. If heads, the attack deals an additional 10 damage, and that player may flip again.1
48Mipedim MirageSSRare98DanianCreatures have "Swift 1." Mirage: If an adjacent Creature can move into this space, it must do so.No one believed what the Muges saw, except for Tiaane.1
49OverWorld Embassy at MipedimSSCommon99WisdomWhen this becomes the active Location, shuffle any Mirage Locations in play into their owners' Location Decks. Mipedians have Water.Its outward tranquility masks the tumult within.
50Rao'Pa Sahkk, The Ocean with No WaterSSCommon100FireAir and Earth attacks deal an additional 5 damage. When a Water attack is played, that attack's controller turns the top card of their Location Deck face-up. It becomes the active Location. Mirage: At the end of combat, engaged Creatures in this space gain a Mugic counter.1
51The Hunter's PerimeterSSUncommon93SpeedWhen The Hunter's Perimeter becomes the active Location, Mipedians gain "Invisibility: Surprise." At the beginning of combat, reveal a new active Location. Mirage: Creatures in this space cannot lose Invisibility. Invisibility abilities of Creatures in this space work against Creatures with Invisibility.1
52Bodal's ArsenalMIUltra Rare195WisdomWhen this becomes the active Location, each player may return a Battlegear from their discard pile to play equipped to an unequipped Creature that player controls.
53Brawlers' BurrowMICommon196SpeedWhen this becomes the active Location, both players shuffle their Attack Decks and Attack Discard piles together. All Creatures have "Outperform all Disciplines 5."
54Broken EdgeMIUncommon197AirEngaged Creatures have "Outperform Speed 5." Damage dealt by Wisdom Attacks is reduced by 5.Nature wages its own war between the forest and the desert.
55Chamber of WavesMICommon198WisdomCreatures have 10 less in all Disciplines.As corrupted water flows through the pipes of the gigantic acoustic organ, a sound resonates that is both eerie, beautiful and inexplicably dangerous.
56Deadrange GongMISuper Rare199FireChieftains have an additional 15 in all Disciplines and "Water 5."Reverberating throughout the deep, M'arrillians can also receive commands by sensing vibrations in the water.
57Gambreor's HutMISuper Rare200PowerCreatures you control have "Fireproof 5." If a Mugic or ability would decrease a Creature's Discipline, that Mugic or ability decreases the Discipline by 10 less instead.1
58Gloom-mire NightMICommon201MipedianCreatures cannot be relocated by Mugic or abilities.As Bodal sank into the murky swamp, he calculated that he had 45.7 seconds until he would be gargling black ooze.
59Hall of FatigueMICommon202SpeedEngaged Creatures have "Exhaust Power 5" and "Exhaust Speed 5."When the body has nothing left to give, only the strong-willed fight on.
60Ijahni OutpostMISuper Rare205AirYour Creatures have 10 less Energy. Mirage: Creatures may not move off this space unless their controller pays a Mugic counter from any Creature they control.1
61Illusionary LakeMISuper Rare206WaterEngaged Creatures do not have Water and cannot gain it. Mirage: Creatures in this space do not have Water and cannot gain it.1
62Imaginary WallsMIRare207DanianWhen this becomes the active Location, your opponent may return a Mugic Card in their discard pile to their hand. Attacks deal 10 less damage to M'arrillian and Minion Creatures.1
63Jade PillarMIUltra Rare209PowerWhen Jade Pillar becomes the active Location, put 10 Jade counters on it. Remove a Jade counter from Jade Pillar for every 5 attack damage dealt this turn. When the last counter is removed, Jade Pillar deals 50 damage to the Creature that played the last attack.
64Lava Pond, Milla'iin's FootholdMIRare210PowerWhen this becomes the active Location, each player reveals a random Mugic Card from their hand. Cards with the same name as the revealed cards may not be played. M'arrillian and Minion Creatures take 5 less damage from Mugic and abilities.
65Mommark's Catapult TowerMICommon211SpeedWhen this becomes the active Location, Creatures you control gain "Swift 1."
66Mount Pillar Reservoir, Neth'uar's FootholdMIRare212CourageWhen this becomes the active Location, each player may return a Chieftain from their discard pile to play in an unoccupied space on their side of the Battleboard. M'arrillian and Minion Creatures have "Water 5."
67Open Doors of the DeepminesMISuper Rare213MinionCreatures play their abilities as if each Creature's controller also controlled a Chieftain."Prepare yourselves! This is the nightmare I foretold!" —Najarin1
68Psikoom Madness ChamberMICommon216CourageEngaged Creatures have "Exhaust Courage 5" and "Exhaust Wisdom 5."The lucky ones go insane.
69Rao'Pa Sahkk, Ihun'kalin's FootholdMIRare217SpeedWhen this becomes the active Location, each player sacrifices a Battlegear. When a M'arrillian or Minion Creature wins a Challenge on an Attack it plays, that Creature gains 5 Energy.
70Riverlands, Erak'tabb's FootholdMIRare218WisdomWhen this becomes the active Location, each player removes a Mugic counter from a Creature they control. Attacks deal 5 less damage to M'arrillian and Minion Creatures.
71StormgroundsMIUncommon219CourageMinion Creatures' activated abilities cost an additional Mugic counter to play.The lightning storm has raged for hundreds of years... and will continue to do so long after every creature is gone.
72The Heart of the JungleMISuper Rare203OverWorldIf a Mugic or ability would increase or decrease the Disciplines of one engaged Creature, it increases or decreases the Disciplines of both engaged Creatures instead. Mirage: Creatures in this space have an additional 10 to all Disciplines.11
73The Hive GalleryMIUncommon204EarthEngaged Creatures have "Outperform Courage 5." Damage dealt by Power Attacks is reduced by 5.As long as we never forget the fallen, they will live forever.
74The InfectoriumMIRare208CourageAt the beginning of combat, deal 15 damage to Infected engaged non-Danian Creatures.As the breeding ground of millions of parasites, Danians can infect every creature in Perim a hundred times over.
75The OverWorld LibraryMIUncommon214WaterEngaged Creatures have "Outperform Wisdom 5." Damage dealt by Courage Attacks is reduced by 5.From cookbooks to Cothica clues, every book written is within.
76The PitsMIUncommon215FireEngaged Creatures have "Outperform Power 5." Damage dealt by Speed Attacks is reduced by 5.The UnderWorlders are fair - all are guilty until proven innocent.
77Ulmar's Projection CavernMISuper Rare220WaterWhen Ulmar's Projection Cavern becomes the active Location, your opponent reveals a new active Location. Mirage: At the beginning of each player's turn, if this space is unoccupied, that player may relocate one of their Creatures to this space.11
78Van Bloot's BanquetMISuper Rare221UnderWorldM'arrillian and Minion Creatures have an additional 5 Energy. When your engaged Creature loses Initiative, it gains 20 to all Disciplines.A toast to my new friends! Together, we'll overthrow Chaor!
79Vidav's RefectoriumMIUncommon222WisdomWhen this becomes the active Location, each player draws two Attack Cards, then discards two Attack Cards.Though Vidav wants peace, his battle tactics are undeniably the best.
80Frozen FireROTOUncommon91WisdomWhen a Creature gains or loses a Mugic counter, Frozen Fire deals 5 damage to it.The ocean of flames chills as it burns.
81Kiru City TunnelsROTOUncommon92MugeCreatures with 35 or more Scanned Energy deal 10 less attack damage. When any player shuffles their Attack Deck, that player reveals a new active Location.
82Psi-fanger's ShelfROTOSuper Rare93PowerWhen an Attack Card would be placed in an Attack Discard pile, instead place it on the bottom of its owner's Attack Deck. When a player would draw an Attack Card, instead they return an Attack Card in their Attack Discard pile to their hand. If any Attack Discard pile is empty, reveal a new active Location.
83Royal Mipedian Academy of Melee ArtsROTORare94SpeedNonattack damage is reduced to 0. Mirage: Creatures in this space may not be the target of Mugic.Trust not blades, for they break. Trust not shields, for they shatter. Trust only yourself, who can neither break nor shatter.1
84Siril'ean's LairROTORare95CourageAt the beginning of combat, if a player has fewer Mugic Cards in hand than the number of Creatures they control, that player discards a Mugic Card.
85Skeletal SpringsROTOUncommon96OverWorldCreatures with Water have "Water 5." Fluidmorphers cannot gain Mugic counters or use Mugic counters to pay for Mugic or abilities.
86The CoralsmithyROTORare97FireWhen a Creature plays an attack that has both Fire and Water, its controller may swap that Creature's Battlegear with any Battlegear in its controller's discard pile.
87The Oligarch's PathROTOCommon98ChieftainChieftains have an additional 10 Energy. Calling of Aa'une costs 4 less Mugic counters to play.Najarin's visions were getting more disturbing. How could the worst be still to come?!?
88The Rao'Pa Sahkk ChimegridROTOCommon99Mugic countersWhen The Rao'Pa Sahkk Chimegrid becomes the active Location, each player places a Mugic counter on a Creature they control.The sound reverberated far and wide - the Song of Doom!
89The Training GroundsROTOUltra Rare100Mugic abilityAt the beginning of combat, The Training Grounds deals 5 damage to each engaged Creature for each Mugic counter on that Creature. When a Creature wins combat, that Creature gains Mugic counters equal to its Mugic Ability.
90Brawlers' Burrow, Pugilist's PitTOTTCommon91PowerEngaged Creatures have "Disarm."Unfortunately for Solvis, eye gouging is still legal.
91Foothold Assault TrenchTOTTSuper Rare92WisdomWhile all Creatures a player controls share a Tribe, that player's engaged Creature deals an additional 5 attack damage.1
92Glacier Plains, M'arrillian Melting CampTOTTSuper Rare93FluidmopherAt the beginning of combat, each player may sacrifice two Mugic counters. If a player does not, their engaged Creature loses 50 in each Discipline.
93Lore's Chamber of RecallTOTTRare94PowerWhen this becomes the active Location, remove all cards in general discard piles from the game. Mirage: At the beginning of combat, engaged Creatures in this space with 30 or less Scanned Energy gain 30 Energy.1
94Pouril ForestTOTTRare95CourageCreatures do not have and cannot gain Defender.The most peaceful place in Perim... until Yokkis shows up and slaps a pie in your face!
95Prototype Demolition FieldTOTTSuper Rare96SpeedIf a Creature deals 20 or more damage with its first attack, destroy that Creature's Battlegear.Finish first? I'm more worried about finishing in one piece!
96Shardcrafter's WorkshopTOTTRare97WisdomShards have "Equipped Creature deals an additional 5 attack damage." Battlegear may not be flipped facedown.Kha'rall are nearly unstoppable. The shards guarantee that they are.
97The Phalanx PortcullisTOTTUncommon98Scanned energyCreatures with less than 50 Courage deal 5 less attack damage. Creatures with more than 100 Courage deal an additional 5 attack damage.
98The Storm Tunnel, FloodingTOTTCommon99SpeedEngaged Creatures have "Water 5." Engaged Creatures with Air have an additional 10 Energy.The air drowns, the sky cries, the winds cease, the hope dies.
99UnderWorld City, During Van Bloot's AscentTOTTUncommon100CourageCreatures not named Lord Van Bloot have 10 less Courage. Attack Cards played by Minions have "Challenge Courage 15: Deal 5 damage."
100Carnival of Confusion, Mind GamesFUNRare89SpeedWhen a player would draw and play an Attack Card, instead they reveal and play the top card of their Attack Deck.If I say I'm lying, am I telling the truth?
101Cryomorph BarricadesFUNUncommon90PowerCreatures with Defender deal an additional 5 attack damage. Mirage: Creatures in this space have "Defender."Even Intress was flabbergasted that the Fluidmorphers built the wall in a day.1
102Glacier Plains, M'arrillian Heat CannonFUNUltra Rare91Mugic countersSacrifice 50 Mugic counters: Win the game. Any player may play this ability."If the ice melts, Perim will die. We must stop it... no matter what the sacrifice." —Tangath Toborn
103Gorram's BriefingFUNCommon92CourageAt the beginning of combat, each player's engaged Creature gains 5 Energy and 5 to all Disciplines for each Tribe that player controls.The beginning of the end begins.
104Lake BlakeerFUNSuper Rare93WisdomAt the beginning of combat, engaged M'arrillians lose 10 Energy. Engaged M'arillians named Aa'une gain 20 Energy instead.The legend forged here will last for generations.
105Lake Morn, Globe StormFUNCommon94AirWhen Lake Morn becomes the active Location, flip a coin. If heads, Creatures with Water take an additional 5 attack damage. If tails, Creatures with Water take 5 less attack damage.
106M'arrillian Pulse BeaconsFUNCommon95PowerWhen M'arrillian Pulse Beacons becomes the active Location, flip all face-up Battlegear face-down.The M'arrillians need not be present to make their presence felt.1
107Numin VoidlandFUNUncommon96Scanned energyAt the beginning of combat, engaged Creatures lose all Elemental Types and gain 10 Energy for each Elemental Type lost this way.Nothing survives here, not even the M'arrillians themselves!
108Pyrogenousist's HearthFUNCommon97FireAt the beginning of combat, deal 10 damage to each engaged Creature with no Mugic counters.
109Quarters of the QuartetFUNSuper Rare98Mugic countersWhile a player controls exactly four Tribes, that player's Creatures have "Untargetable by opponents."Four minds, one heart, Perim forever.
110The Northrange, HighgroundFUNRare99CourageWhen The Northrange becomes the active Location, choose a Tribe. All Creatures also count as that Tribe. Mirage: Creatures in this space count as all Tribes.1
111The Storm Tunnel, Ki'bro's FootholdFUNCommon100WaterAll attacks also count as Water attacks. Damage dealt by Air attacks is reduced by 5.Fighting the war on many fronts stretches even the M'arrillians to their limits.
112AZAIA Mindscrying ChamberAUSuper Rare189M'arrillianWhen AZAIA Mindscrying Chamber is revealed, Creatures lose all Elemental Types.Your most private secrets may be locked in the deepest recesses of your mind... but we hold the key.1
113Brawlers' BurrowAUCommon196SpeedWhen this becomes the active Location, both players shuffle their Attack Decks and Attack Discard piles together. All Creatures have "Outperform all Disciplines 5."
114Broken EdgeAUUncommon197AirEngaged Creatures have "Outperform Speed 5." Damage dealt by Wisdom Attacks is reduced by 5.Nature wages its own war between the forest and the desert.
115Castle MommarkAUSuper Rare190FireWhen Castle Mommark becomes the active Location, each player may sacrifice a Creature they control. If they do, they may return another Creature from their general discard pile to any unoccupied space on their side of the Battleboard.
116Castle RathwaqAUCommon191EarthThe engaged Creature with the lowest Power deals 5 less damage with attacks.Grotesquely beautiful, the design is as twisted as its inhabitants.
117City of Kehn-sep, Tablet Dig SiteAURare192MipedianAt the beginning of combat, each player reveals the top 2 cards of their Attack Deck. Any player who reveals 3 or more total Build Cost in attacks puts 2 Mugic counters on their engaged Creature. Put the revealed cards on the bottom of the Attack Deck in any order.
118Dranakis Threshold, Portal to the PastAUSuper Rare193SpeedAll Creatures are considered Past Creatures. Creatures have no Tribes.The past, present and future all converge here.1
119ElmantiirAUCommon194ElementalistAt the beginning of combat, engaged Creatures gain 5 Energy for each Elemental Type they have.As the Elmantiir manifested, Intress knew that she would win - the Emperors of the Elements had bestowed their might upon her.
120Gigantempopolis, Chamber of the OraklonAURare195WaterBattlegear has "Untargetable."Since the Oraklon allows one to peer into distant lands, it is no wonder the giants guarded it so closely... or that Vlar wanted it so badly!1
121Graalorn ForestAURare196WisdomWhen a Creature plays an Elemental attack, heal 5 damage to that Creature.The heart of the forest exhales, breathing life into those injured.1
122Herken's FeastAURare197WisdomThe first attack each Creature plays this combat is reduced by 20 damage.The sumptuous meal would have thrilled royalty, but the guests had more important matters to digest.
123Kaizeph, City of the ElementsAUSuper Rare198Number of ElementsCreatures take 5 less damage from attacks they share an Elemental Type with.Unlike all else, the Citadel is the foundation of everything.
124Kiru VillageAURare199AirPast Creatures have an additional 10 Energy."Yes, Chaor's ancestor was one of the greatest OverWorlders of all time. I'm proud he was my friend, despite what he ultimately became." —Najarin1
125Lake Ken-I-Po, Ritual SiteAURare200Number of ElementsCreatures cannot gain or lose Elemental Types. As the towers emerged, all wondered what more lay bellow the surface.
126Mipedim TropicsAURare201CourageMipedians have Water and "Water 5."Though widely dismissed as anomalies, the first minuscule desert patches were signs that paradise was not forever.1
127Mipedim ValleyAURare202WaterBattlegear equipped to Creatures without Air is not flipped face-up at the start of combat.Some Mipedians yearn for a home from the unforgiving desert. And they may have just found it.
128Mount Pillar Reservoir, LiberatedAURare203DanianWhen Mount Pillar Reservoir becomes the active Location, each player Infects an Uninfected Creature he or she controls.The Danians' lifeblood is also the root of the Mipedians' hatred.
129Najarin's CastleAUSuper Rare204Mugic CountersWhen Najarin's Castle becomes the active Location, each player may discard a Mugic Card. If they do, they may return a Mugic Card from their general discard pile to their hand.
130Prexxor ChasmAUSuper Rare205PastAt the beginning of the turn, choose a Creature your opponent controls and they choose a Creature you control. Relocate your Creature into the opposing Creature's space and begin combat. This does not count toward your one combat per turn.1
131Prexxor Chasm, The BlightAUUltra Rare206PowerNon-Caretakers cannot be healed or gain Energy. Mirage: Creatures in this space have 20 less Energy.Forever insatiable, The Blight consumes all.11
132Rao'Pa Sahkk, Condensation CeremonyAUSuper Rare207EarthCreatures without Water cannot spend Mugic counters to play Mugic or abilities.Fluidmorphers can manipulate all water, from vast oceans to individual droplets of vapor.
133Riverlands, Abandoned WastesAUCommon208Fewest ElementsWhen Riverlands becomes the active Location, each player shuffles their attack hand into their Attack Deck and draws two Attack Cards.
134Rock River CanyonAUSuper Rare209CourageCreatures with Earth have an additional 10 Energy.A metaphor for patience: just one tiny stream carved the land into a canyon over the course of a thousand generations.
135Star Towers of Kehn-sepAUCommon210AirAt the beginning of combat, the controller of the engaged Creature with the highest Wisdom may remove a Mugic counter from a Creature they control. If they do, they may put a Mugic counter on a Creature they control.
136Tablet SanctuaryAUCommon211SpeedAt the beginning of combat, the engaged Creature with the most Elemental Types gains a Mugic counter.Though the tablet answered many long-debated questions, not every creature liked the answers.
137The CliffsAURare212PowerAt the beginning of combat, all Creatures gain Earth.No matter how hard they tried, the Danians could not win the staring contest.
138The GardenAURare213SpeedAt the beginning of combat, all Creatures gain Water.Water is life.
139The Golden HeptagonAUSuper Rare214PowerCreatures can play Mugic of any Tribe or affiliation.At the base of the Citadel, a golden room offers its visitors a taste of an elusive dream...
140The Hive GalleryAUUncommon204EarthEngaged Creatures have "Outperform Courage 5." Damage dealt by Power Attacks is reduced by 5.As long as we never forget the fallen, they will live forever.
141The Magma DamAUSuper Rare215AirCreatures without Fire have "Recklessness 5.""It only needs to hold until Chaor's hordes have amassed!" —Khybon
142The OverWorld LibraryAUUncommon214WaterEngaged Creatures have "Outperform Wisdom 5." Damage dealt by Courage Attacks is reduced by 5.From cookbooks to Cothica clues, every book written is within.
143The Passage, OverWorldAURare216OverWorldThe first time a Creature gains an Elemental Type this turn, it gains 10 Energy.From the warm rays of the inviting sun, the stairs spiral into chilling darkness...
144The Passage, UnderWorldAURare217UnderWorldThe first time a Creature loses an Elemental Type this turn, it loses 10 Energy....plunging into the void until a faint glow illuminates from bellow, a light not so inviting.
145The PhlogistonAURare218CourageAt the beginning of combat, all Creatures gain Fire.The land melts, boils and erupts, creating an ever-shifting landscape.
146The PitsAUUncommon215FireEngaged Creatures have "Outperform Power 5." Damage dealt by Speed Attacks is reduced by 5.The UnderWorlders are fair - all are guilty until proven innocent.
147The Storm Tunnel, Lingering MonsoonAUCommon219WaterThe engaged Creature with the lowest Speed plays attacks at random.The scars of war remain long after the battle is over.
148The StormsAURare220WisdomAt the beginning of combat, all Creatures gain Air."Someone must have carved these statues. So where are they?" —Tiaane
149The SwartbronAUCommon221FireThe engaged Creature with the lowest Courage fails all Checks on attacks it plays.Night flows like a river here.
150Vidav's RefectoriumAUUncommon222WisdomWhen this becomes the active Location, each player draws two Attack Cards, then discards two Attack Cards.Though Vidav wants peace, his battle tactics are undeniably the best.
151Silchaw's MineFASRare10CourageAttacks that would deal more than 20 damage to Creatures with Earth deal 20 damage instead.Since Aszil opened the Tremor Gate, the very bedrock of Silchaw's mine has gone mad!
152The Flame GateFASCommon12FireAll attacks count as Fire attacks."Maybe we should look for another way in." —Mezzmarr
153Carnival of Confusion, The Entangled ThroneOP1Promo82SpeedWhen an attack is played, flip a coin. If heads, that attack deals double damage. If tails, that attack deals 0 damage.Here your fate rests with your fortune.
154Castle PIllarOP1Ultra Rare18CourageAt the beginning of combat, if an engaged creature has higher Wisdom than the opposing engaged creature, it gains a Mugic counterIt's rumored that the most vicious creature in Perim is imprisoned here, but only Chaor truly knows.1
155Fear ValleyOP1Uncommon19WisdomAt the beginning of combat, if an engaged Creature has lower Courage than the opposing engaged Creature, it loses 10 Energy.No matter how far you run, you can never escape a nightmare.
156Kiru CityOP1Rare20WisdomOverWorld Creatures have an additional 10 Energy."We will rebuild our home on the ruins of Old Kiru. The UnderWorlders may have destroyed our city, but they can never destroy our spirit!" —Maxxor
157Annex of the ArcaneLRCommon19WisdomAt the beginning of combat, flip a coin. If heads, your engaged Creature gains a Mugic counter. If tails, the opposing engaged Creature gains a Mugic counter. Creatures with one or more Mugic counters have an additional 10 Energy.
158Khybon's ScrapyardLRUncommon20PowerWhen a Battlegear is put into a discard pile, put a Scrap counter on Khybon's Scrapyard. Then, if it has 3 or more Scrap counters, return up to 1 Battlegear from your discard pile to play equipped to an unequipped Creature you control and your opponent reveals a new active Location.
159The Storm Tunnel, FloodingSASUnavailable0LicenceThe air drowns, the sky cries, the winds cease, the hope dies.
160Glacier PlainsLRSuper Rare0PowerUnderWorld Mugic Costs 1 additional Mugic Counter to play.This frozen, remote region is home to Blügon and other frosty Creatures.