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Hover over any part of the card to reveal what it means
Top Left
Summoning Circle
The number inside the golden hexagon is the creature's Summoning Circle. Creatures with a Summoning Circle of 1–4 can be summoned normally. For each Circle above 4, sacrifice one creature you control — a Circle 5 creature requires 1 sacrifice, a Circle 6 creature requires 2 sacrifices.
Summoning Circle: 4
Header Bar
Card Name
The unique name of this creature. Some spells and abilities reference cards by name. Deck rules may also limit how many copies of the same card you can include.
Embercoil
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Species
The creature's Species. Many cards interact with specific species, granting bonuses or special effects. Building a deck around a shared species can create powerful synergies and strengthen your overall strategy.
Species: Reptile
Illustration
Card Artwork
The creature's original artwork. The border and header color indicate its Nature — the environment and magical forces that shaped it, often influencing its temperament and behavior.
Nature: Fire
Bottom Right Badge
Rune
Runes are rare mutations in a creature's Nature that alter its natural behavior and temperament:
  • Mutant — Aggressive and Fierce, regardless of Nature.
  • Ancient — Steady and Calm, regardless of Nature.
  • Mythic — Clever and Cunning, regardless of Nature.
Rune: Ancient
Ability Label
Ability Name
The creature's Ability. This special effect can alter combat, strengthen allies, or disrupt opponents. Some abilities are always active, while others activate only when specific conditions are met.
Ability: Harden
ATK Background
Temperament
The color behind the ATK value shows the creature's Temperament — its natural behavior and approach to battle:
  • Fierce — Overpowers its prey through strength and aggression.
  • Calm — Outlasts its prey through patience and resilience.
  • Cunning — Outsmarts its prey through cleverness and strategy.
Temperament: Calm (Ancient Rune)
Right Side — Upper
Attack (ATK)
The creature's ATK (Attack) — the amount of damage it deals when attacking an opponent's creature or Player.
ATK: 10
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Ability Text
The creature's Ability Text. If the creature has an ability, its rules and effects are listed here. Read this box carefully to understand how the creature interacts with the battlefield.
Trigger: On Summon
Right Side — Lower
Defense (DEF)
The creature's DEF (Defense) — how much punishment it can endure in battle. Damage reduces its DEF, and if DEF reaches 0, the creature is destroyed. Some abilities and effects can temporarily modify this value.
DEF: 8