A deck of 50 cards represents the magical energy of Papillion. These cards are divided into five schools of spells that can be cast by your Mage to gain unqiue advantages within the game.

 

Augmentation Spells
The philosophy of those who practice the art of Augmentation is that the strongest warriors win the most glorious battles. Augmentation spells allow you to confer powerful enchantments that substantially increase the combat strength and resilience of your units.
Archon's Might
Archon's Might | Mana Cost2
Target ally gets Strength +1 until defeated.
Bloom
Bloom | Mana Cost1
Target ally gets Life +1 until defeated.
Armor of Aegis
Armor of Aegis | Mana Cost1
Target ally gets Defense +1 until defeated.
Hex
Hex | Mana Cost1
Target enemy gets Defense -1 until defeated.
Battle Horn
Battle Horn | Mana Cost2
All visible allies get Strength +2 until the start of your next turn.
Sunder Armor
Sunder Armor | Mana Cost1 (x2 in Deck)
Target enemy with Defense of 15 or greater gets Defense -4 until the end of your turn.
Bloodlust
Bloodlust | Mana Cost2
Target ally gets Strength +2 until the end of a round they do not attack.
Shield
Shield | Mana Cost0 (x2 in Deck)
Target ally gets Defense +10 until the start of your next turn.
 
 
Destruction Spells
In its raw form, the magic of Papillion is a chaotic and deadly force. With Destruction spells you can channel the coldest and harshest winds, the crackling energy of lightning, and the untamed fires that brew within the bowels of the earth to launch devasting attacks upon your foes.
Blizzard
Blizzard | Mana Cost3
Roll 3 attack dice against each visible enemy. Any units that take damage are stunned.
Ice Shards
Ice Shards | Mana Cost1 (x2 in Deck)
Roll 3 attack dice against target unit. If unit takes damage, it is stunned.
Demonic Lash
Demonic Lash | Mana Cost1
Roll 3 attack dice against target unit. If any dice hit, unit loses exactly 2 life.
Lightning Bolt
Lightning Bolt | Mana Cost0
Roll 3 attack dice against a unit on same row, column, or diagonal and each unit in between.
Disintegrate
Disintegrate | Mana Cost3
Roll 4 attack dice against an adjacent unit. If unit is damaged, they lose an additional 2 life.
Meteor Shower
Meteor Shower | Mana Cost2
Roll 3 attack dice against each visible enemy.
Fireball
Fireball | Mana Cost2 (x2 in Deck)
Roll 4 attack dice against target unit and each unit surrounding it.
Seeker Missile
Seeker Missile | Mana Cost1
Roll 4 attack dice against a unit up to 8 spaces away.
 
 
Manipulation Spells
Manipulation spells allow you to transform the layout of the battlefield, change the positions of units, and hinder your opponent's ability to attack. Often underestimated for their lack of direct and immediate gains, these potent spells require a truly cunning mind to recognize their full potential.
Barricade
Barricade | Mana Cost1
Place a magic wall on target space until the start of your next turn.
Reposition
Reposition | Mana Cost2
Swap the positions of two units.
Entangle
Entangle | Mana Cost2
All visible enemies are immobilized.
Sleep
Sleep | Mana Cost1 (x2 in Deck)
Target enemy is stunned.
Gateway
Gateway | Mana Cost2
Remove any wall until the end of your turn or dispel a magic wall.  Units may not end moves on space wall returns.
Teleport
Teleport | Mana Cost2 (x2 in Deck)
Relocate your Hero Mage to any space on the board.
Imprison
Imprison | Mana Cost2
Target unit is trapped within a magic wall until the start of your next turn.
Touch of Death
Touch of Death | Mana Cost2
Target adjacent unit loses 2 life.
 
 
Recovery Spells
The awesome destructive forces of Papillion's magic find their balance in the equally
potent Recovery magic school and its ability to renew life and restore order. Cast these spells to heal your injured units, regenerate your magical energy, and undo spells cast by your opponents.
Dispel Magic
Dispel Magic | Mana Cost0 (x2 in Deck)
Remove all status effects from target unit.
Mana Surge
Mana Surge | Mana Cost0
Generate 1 mana.
Heal
Heal | Mana Cost2
Target ally recovers 5 lost life.
Revive
Revive | Mana Cost3
Place your last defeated hero on target space with 1 life remaining.  Hero may use actions immediately.
Group Heal
Group Heal | Mana Cost2 (x2 in Deck)
All visible allies recover 2 lost life.
Scribe
Scribe | Mana Cost1
Draw 2 cards.
Healing Touch
Healing Touch | Mana Cost1
Target adjacent ally recovers 3 lost life.
Unsummon
Unsummon | Mana Cost1
Destroy target creature.
 
 
Summon Spells
Summon spells allow you to bring additional units called "creatures" into battle. Ranging from heinous undead to beings embodying the raw essence of the elements, creatures are fearsome additions to your team of heroes.
Air Elemental
Air Elemental | Mana Cost2
Summon an Air Elemental on target space.
Crystal Golem
Crystal Golem | Mana Cost3
Summon a Crystal Golem on target space.
Earth Elemental
Earth Elemental | Mana Cost2
Summon an Earth Elemental on target space.
Flesh Golem
Flesh Golem | Mana Cost3
Summon a Flesh Golem on target space.
Fire Elemental
Fire Elemental | Mana Cost2
Summon a Fire Elemental on target space.
Iron Golem
Iron Golem | Mana Cost1 (x2 in Deck)
Summon an Iron Golem on target space.
Water Elemental
Water Elemental | Mana Cost2
Summon a Water Elemental on target space.
Skeleton Warriors
Skeleton Warriors | Mana Cost2 (x2 in Deck)
Summon two Skeleton Warriors on target spaces.