Cards list - Nature - part 1 | Cards list
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Nature means great healing options, most of all. Among the green cards you will find healing spells (Surge of Light), healing buildings (Healing Well, Healing Gardens), and even healing units (Shaman). The remaining strong points are useful area of effect spells (Hurricane, Curse of Oink, Ensnaring Roots) and "tunelling", the ability to immediately move from one spot on the map to another, after building a tunnel "exit" there. There are also cards that allow you to take control of enemy units (with some restrictions of course).
Shaman
Type: Creature Rarity: Uncommon Charges: 4 Orbs: Power: 70 Attack: 410 Defense: 410 Weapon type: M Size: M
Description: A very good card, great support for archers on standing on a wall. It should never be summoned to fight, always as a healing bot for other units. It also can heal itself. When you want to pick a particular creature for healing, click on Shaman, and then right-click on the unit in need. | ![]() |
Spearmen
Type: Creature Rarity: Common Charges: 5x6 Orbs: Power: 70 Attack: 600 Defense: 720 Weapon type: S Size: S
Description: A mediocre unit. It can change its damage bonus (from small to medium units), but you will rarely remmber about it in a busy fight. Its damage outpot isn't impressive either. | ![]() |
Windweavers
Type: Creature Rarity: Common Charges: 5x6 Orbs: Power: 70 Attack: 480 Defense: 420 Weapon type: Special Size: S
Description: The strongest (at the 1st Orb) archers in the game. A relatively big attack and life points outpot + the ability to deal damage to two units at the same time. In combination with Shaman, on a wall or after trapping the enemies with Ensnaring Roots it can do much harm to much stronger foes. | ![]() |
Werebeasts
Type: Creature Rarity: Common Charges: 4x6 Orbs: Power: 80 Attack: 600 Defense: 600 Weapon type: S Size: S
Description: A good card, it has Swift, which is a neccessary ability in a deck - each one needs at least one fast moving unit at the first Orb. The alternative to Werebeasts, better, in my opinion, is Swiftclaw - it costs the same, and instead of regenration it has an ability to increase its damage at the cost of speed. | ![]() |
Tunnel
Type: Structure Rarity: Common Charges: 4 Orbs: Power: 40 Defense: 690
Description: A good idea that doesn't do as good in practice. It's very nice to be able to go from one place on end of a map to another one. The problem is - not many units can use this ability - if it changes, the card will become useful, if not, well... | \ |
Primal Defender
Type: Structure Rarity: Common Charges: 4 Orbs: Power: 60 Attack: 835 Defense: 1300
Description: A very good anti-air targets unit. If you can only manage to finish it, it will succesfully protect you from lesser attacks by War Eagle or Skyfire Drake. | ![]() |
Mark of the Keeper
Type: Structure Rarity: Rare Charges: 3 Orbs: Power: 70 Defense: 1120
Description: There's not much use in PvP for a card that makes some of the campaing scenarios incredibly eays. That's becuase there are units (like Firedancer or Fire Stalker) and buildings, with higher range than 35 metres and can deal with Mark of the Keeper with no problems. | ![]() |
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