《Runicka: Tournament of Monsters (A GameLit Card Game Fantasy)》Card Compendium
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Card Compendium
Below you'll find a list of all cards revealed in Runicka, organized by order of appearance in the novel. This list will only have card statistics (but if you want more in-depth looks at the cards, check out the deck lists for each character). And because how complex cards can get when they're fused together, this list will only feature revealed cards in their unfused states. Check out the rules for information on how and which cards can be fused.
To quickly find any specific card you might be looking for, I would search it by CTRL+F, then typing in the name of the card or a part of the card's text (anything from name fragments to effects). This will be a fairly long list, and will only become longer as the novel nears completion.
Currently updated through: Chapter 17
Cards (by order of appearance)
(15) Skywing Lord Stable This revenant gains +1 Power for each card fused to it. Barrier, Flying 1 >>
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(10) Swiftclaw Prowler Stable Amplify 1 >
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(20) Graceful Protector Stable This revenant gains +1 Power for each other Stable or Latent revenant you control. Provoke 2 >
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(30) Pixie Tamer Stable Ignore attunement requirements for Pixie cards fusing with this one. 2 >
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(15) Pixie Duskwarrior Stable This revenant gains +2 Power whenever your attunement is inverted. Flying <<< 4
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(10) Devious Pixie Bursting Shout: invert your alignment. Flying < 1
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(20) Pixie Queen Unstable Chaos revenants you control gain Flying. Pixie revenants you control gain +1 Power. Amplify, Flying 2 >>>
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(10) Astral Bloodsworn Latent Dormant: this revenant gains +4 Power. Can only be fused with Rune Wyrms. Barrier < 2
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(10) Lumbering Leyspring Inert Inert revenants gain +1 Power. Passive 0 >
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(10) Tamsian Warden Inert This revenant gains +1 Power for each other Tamsian revenant you control. 2 >
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(10) Grinning Statue Latent Dormant: this revenant gains +2 Power. Barrier < 0
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(20) Stone Homunculus Stable Whenever a Chaos revenant is obliterated, target foe revenant loses -1 Power. Then, if its Power is 0, it is obliterated. < 2
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(20) Generous Deluge Stable Flying, Replenish 2 >>
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(15) Tamsian Aeroweaver Unstable Shout: return target revenant to its owner’s hand. 1 >
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(20) Parasitic Statue Latent Dormant: this revenant gains +2 Power. It does not lose this Power upon its Echo triggers. Echo < 0
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(20) Gargoyle Statue Stable Dormant: this revenant gains +4 Power. Uproar: obliterate up to 2 foe revenants with 2 Power or less. This revenant gains Flying. << 0
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(20) Gargoyle Slayer Surging This revenant gains +2 Power for each other Statue or Gargoyle revenant you control. Flurry, Flying << 2
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(5) Noble Sheep Stable Barrier 1 >
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(20) Great Roc Stable Shout: you may obliterate target ally revenant. If you do, obliterate target foe revenant. This revenant gains Power equal to their combined Power divided in half (rounded up). Flying 2 >>>
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(20) Living Shadowstone Stable
Shout: double this revenant’s Power until the end of the turn.
Dormant: double this revenant’s Power.
Flying <<< 3
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(15) Gargoyle Darkwing Surging Uproar: obliterate target foe revenant. Gain its Power as Life. Flying << 1
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(5) Crumbling Statue Latent Dormant: draw a card. < 0
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(10) Gargoyle Bust Stable
Can only be fused on top of Statue revenants.
Uproar: this revenant gains +2 Power.
Flying < 1
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(10) Astral Prophet Latent Shout: look at the top four cards of your deck. Add 1 Rune Wyrm among them to your hand (place the rest on the bottom of your deck in a random order). < 1
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(15) Gargoyle Darkwing Surging Uproar: obliterate target foe revenant. Gain its Power as Life. Flying << 4
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(10) Wyrm Channeler Latent Rune Wyrms cost 10 Life less. The cost of a Rune Wyrm fusing with this card is 0. << 2
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(15) Roaring Dracomancer Latent Shout: give another target ally Latent revenant +2 Power. Dormant: trigger this revenant’s Shout. << 3
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(15) Dark Obelisk Inert You may play Gargoyle revenants unfused, regardless of their revenant type. Passive < 2
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(20) Gargoyle Overlord Surging
Other Gargoyle revenants gain +2 Power.
Uproar: target foe revenant’s Power becomes 0 until the end of the turn.
Flying <<< 4
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(15) Astral Summoner Inert Whenever you summon a Rune Wyrm, add 1 Rune Wyrm from your deck to your hand. < 2
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(20) Warped Dracomancer Latent The type of this revenant is also considered a Rune Wyrm. You may sacrifice an Inert revenant for this revenant to gain +2 Power. <<< 4
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(20) Blood Addict Inert
Oblivion: add 1 Rune Wyrm from your deck to your hand.
When a Rune Wyrm is obliterated, double this revenant’s Power.
<< 3
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(20) Bruiser King Bursting Shout: up to 2 target foe revenants can’t attack and can’t fuse until the end of their controller’s next turn. <<< 5
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(10) Geobold Hierarch Inert
Shout: Parallel target foe revenant (neither this revenant nor its target may attack so long as both remain in play, and other revenants may ignore them while attacking).
Revenant Fragments have Flying.
Barrier << 4
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(25) Archsiren of the Depths Bursting
Your foe must pay 5 Life to declare an attack with each of their revenants.
At the end of your turn, your foe loses 5 Life.
Replenish, Resurgence 4 >>>
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(5) Apprentice of the Warlock Stable
Shout: reduce target foe revenant’s Power by half until the end of the turn (rounded down).
Uproar: add Warlock of Midnight Darkness from your deck or Oblivion to your hand.
< 2
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(20) Warlock of Midnight Darkness Unstable
Shout: reduce all foe revenant’s Power by half (rounded down).
Uproar: obliterate all foe revenants with less than 3 Power.
Decay <<< 3
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(10) Hellfire Annihilator Unstable
Oblivion: all foe revenant’s lose their auras and -1 Power.
Ignore this revenant’s Volatile triggers so long as you control a Warlock revenant.
Flurry, Volatile <<< 4
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(20) Pixie Swordsmaster Bursting This revenant gains Barrier whenever a Chaos card is played. Flying 3 >>
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(15) Grimbeard Bruiser Unstable Uproar: up to 2 target foe revenants can’t attack until the end of their controller’s next turn. Decay < 1
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(5) Mourncrest Prisoner Stable Amplify < 0
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(25) Mourncrest Briber Surging Until the end of your next turn, align to Chaos 2. < 1
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(15) Grimoire of the Warlock Stable Dormant: target foe revenant loses -3 Power until the end of the turn. Then, if its Power reaches 0 by this effect, it is obliterated. Echo < 0
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(20) Mourncrest Hound Unstable Volatile << 5
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(15) Mourncrest Thief Stable Shout: this revenant gains +1 Power for each revenant your opponent controls. Replenish < 1
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(10) Fiend of Many Faces Inert Shout: this revenant and target foe revenant swap Power. Provoke << 2
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(20) Headhunter of the Warlock Stable Shout: target foe revenant loses Power equal to this revenant’s Power. Then, add a card from your deck to your hand equal to or less than that amount. << 2
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(25) Wealthy Damsel Stable Oblivion: until the end of your next turn, align Chaos 3. Replenish < 1
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(20) Consuming Will Unstable Shout and Oblivion: obliterate target other revenant. Volatile << 2
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(10) Mourncrest Assassin Unstable This revenant gains +2 Power for each revenant with Volatile you control. Flurry, Volatile <<< 6
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(10) Wandering Mage Stable Shout: Shuffle any number of cards in your hand into your deck. Draw the same number of cards. Replenish < 2
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(15) Lattice Nurturer Stable Shout: summon 1 Heavy Shard Fragment (Barrier, 2 Power) 1 >
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(5) Crystalling Stable At the start of your turn, sacrifice this revenant and summon 1 Crystal Shard Fragment (3 Power). 1 >
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(15) Quyll Sharpshot Stable Whenever a Fragment Leaves the arena, your opponent loses Life equal to its Power. Barrier 1 >
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(10) Nourishing Hedgehog Fragment Gain 5 Life at the end of your turn. Barrier, Passive 0 >
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(10) Skull of Dark Insights Stable
Dormant: gain Life equal to the cost of the revenant fusing with this revenant.
Shout: if this revenant was summoned from Echo, add Warlock of Midnight Darkness from your deck of Oblivion to your hand.
Echo < 1
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(15) Enforcer of the Warlock Stable Shout: reduce target foe revenant’s Power by half (rounded down). Then, if its Power is less than this revenant’s, it is obliterated. << 3
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(5) Unthinkable Fiend Inert
Shout: add Unspeakable Horror from your deck or Oblivion to your hand.
This revenant gains +4 Power if you control Unthinkable Abomination.
Provoke <<< 3
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