recursal/Fanatic-Fandom huggingface dataset:
Boatswain

**Boatswain** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Boatswain is a campaign-only card played by the CPU. It appears in several chapters of the campaigns of all kingdoms.

## Notes

Like all campaign-only cards, Boatswain cannot be collected and is a level 1, common card.

Boatswain shares its art with Token Pirates, Corsair, Gunner, Privateer, and Seasick Bouncers.
Crazy Bombers

**Crazy Bombers** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Crazy Bombers is an epic rodent unit that deals damage to surrounding enemies on play. The strength of Crazy Bombers and the amount of damage it deals can be increased by leveling it up. Crazy Bombers fits well into control decks.

## Strategies

Crazy Bombers's ability can be used for dealing with a single strong unit, multiple weak units, and everything in between.

* Placed right next to a single enemy, Crazy Bombers can deal massive damage to it and then attack it, dealing up to 13 damage at level 1, which is fitting of its 8 mana cost.
* Because of its high mana, Crazy Bombers synergizes well with Frozen Core and Gift of the Wise. With more mana, you can play Crazy Bombers earlier and overpower your opponent.
* Damaging elders with Crazy Bombers's ability will only trigger their abilities once, so don't worry about that when playing against them.

## Change History

* August 7, 2017: Set movement to 1
* August 30, 2017: Increased strength and ability by 1
* July 9, 2018: Increased strength and damage at higher levels by 1, ability hits random surrounding
* September 1, 2020: Decreased mana by 1, decreased strength by 1

### Card Versions

* Initial Version
* August 7, 2017
* August 30, 2017
* July 9, 2018
* September 1, 2020 (Current)

## Differences

This is the original version of the card.

## Differences

Crazy Bombers's movement was increased to 1.

## Differences

Crazy Bombers's strength and ability damage were increased by 1 and its leveling was increased accordingly.

## Differences

Crazy Bombers's strength and ability damage were increased by 1 at level 5, and its ability at all levels was changed to deal damage to surrounding enemies instead of bordering enemies.

## Differences

Crazy Bombers's mana cost and strength were decreased by 1 and its strength leveling was decreased accordingly.
Gift of the Wise

**Gift of the Wise** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Gift of the Wise is an epic spell that gives you extra mana, as long as you can afford its initial price. The amount of mana gained can be upgraded when it is leveled up. Gift of the Wise fits well into control and ramp decks.

## Strategies

Gift of the Wise can be used to get your higher cost units on the board on earlier turns.

* Since Gift of the Wise gives you free mana, it is important for some decks to cast it as early as possible. You can do this by either playing mana gain cards like Frozen Core or Archdruid Earyn.
* High cost cards such as Crazy Bombers or Olf the Hammer are great cards to play early with Gift of the Wise.
* You can also use the extra mana to fuel Lady Rime or Visions of the Grove's ability.
* In order to spend all the extra mana more efficiently, you can use Freebooters to draw more cards.

## Change History

* November 16, 2017: Removed card draw and changed mana cost
	+ New ability: *Level 1: 7 mana, "Gain 9 mana this turn."*
* September 18, 2018: Set mana cost to 7 at all levels, gives +1 mana at each level, at level 4 gains card draw
* February 13, 2019: Replaced card draw with extra mana gain at level 4
* July 21, 2020: Increased mana by 1
* July 31, 2020: Increased ability by 1
* November 1, 2021: Increased mana cost and ability by 1

### Card Versions

* Initial Version
* November 16, 2017
* September 18, 2018
* February 13, 2019
* July 21, 2020
* July 31, 2020
* November 1, 2021 (Current)

## Differences

This is the original version of the card.

## Differences

Gift of the Wise received a massive rework, moving its mana cost to 7 mana, increasing its mana gain, and removing its card draw.

## Differences

The mana cost of Gift of the Wise was set to 7 mana at all levels, its mana leveling was adjusted, and at level 4 it gains the ability to draw a card.

## Differences

The card drawing ability of Gift of the Wise was removed and replaced with extra mana gain.

## Differences

The mana cost of Gift of the Wise was increased by 1.

## Differences

The mana gained by Gift of the Wise was increased by 1.

## Differences

Mana cost and ability increased by 1 across all levels.
Fort of Ebonrock

**Fort of Ebonrock** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Fort of Ebonrock is a common structure that has no abilities. The strength of Fort of Ebonrock can be increased by leveling it up. Fort of Ebonrock can fit into lots of decks, but usually structure decks.

## Strategies

Fort of Ebonrock is a cheap structure and can be used for many purposes, as it doesn't have an ability that binds it to a specific niche.

* You can use Fort of Ebonrock like a 3 mana, 4 strength, 0 movement unit when you're defending with it.
* Offensively, you can also place Fort of Ebonrock at the edge of your front in order to hold it there. This is better than having a unit hold a front because structures don't move and attack, which means your opponent has to deal with it separately.
* Fort of Ebonrock, like all structures, can benefit from The Hearth and Fleshmenders' abilities and help trigger Fortification Tonic and Hearthguards' effects too.

## Change History

* August 30, 2017: Increased strength by 1
* November 16, 2017: Decreased strength by 1
* January 1, 2023: Increased strength by 1

### Card Versions

* Initial Version
* August 30, 2017
* November 16, 2017
* January 1, 2023 (Current)

## Differences

This is the original version of the card.

## Differences

Fort of Ebonrock's strength was increased by 1 and its leveling was decreased accordingly.

## Differences

Fort of Ebonrock's strength was decreased by 1 and its leveling was decreased accordingly.

## Differences

Fort of Ebonrock's strength was increased by 1 at all levels.
Drain

**Drain**, or **drain strength**, is one of the ability effects in Stormbound: Kingdom Wars.

It is currently exclusive to the toads and ravens of the Tribes of Shadowfen.

## Overview

Draining strength from a unit deals damage to it and gives equivalent strength to the draining unit. This damage works identically to all other forms of damage and will trigger elder abilities.

Dealing overkill damage with drain will not give more strength than the drained unit already had.

Visually, drain is represented with a red and green link from the drained unit to the draining unit. There is no representation of drain in card art.

## Strategies

Drain gives you double value by dealing damage to enemy units while giving strength to your own units. You can also drain friendly units when necessary.

* Target high-strength enemies with high-strength drains and low-strength enemies with low-strength drains.
* Redistribute your units' strength using drain.
* Deal damage to enemies while also making your own units more durable.

## Quests

There are no quests that reference drain currently.
Hearthguards

**Hearthguards** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Hearthguards is an epic dwarf unit that gains strength if it is played next to a structure. The initial strength of Hearthguards and the amount of strength it gains can be increased by leveling it up. Hearthguards works well in structure decks.

## Strategies

Without structures in your deck, Hearthguards can be just a costlier version of Bluesail Raiders.

* Cheap structures like Fort of Ebonrock can be combined with Hearthguards to create a 9 mana, 6 strength combo. It's comparable to Olf the Hammer, but missing an important ability.
* Hearthguards is good at protecting important structures with its ability by gaining strength and having 2 movement.
* You can also play Hearthguards to set up a strong front with its combination of 2 movement and high strength.
* If there are a lot of units near your base, playing Hearthguards can take care of it well.

## Change History

* August 14, 2017: Increased strength by 1, reduced strength from ability
* September 18, 2017: Increased ability by 1
* October 11, 2017: Decreased ability by 1
* March 20, 2018: Art updated
* April 22, 2018: Ability also works when bordering your base
* July 9, 2018: Increased strength and ability at higher levels by 1

### Card Versions

* Initial Version
* August 14, 2017
* September 18, 2017
* October 11, 2017
* March 20, 2018
* April 22, 2018
* July 9, 2019 (Current)

## Differences

This is the original version of the card.

## Differences

Hearthguards's strength was increased by 1 and its ability strength decreased by 1. Its leveling was adjusted accordingly.

## Differences

Hearthguards's ability was increased by 1 and its leveling was increased accordingly.

## Differences

Hearthguards's ability was decreased by 1 and its leveling was decreased accordingly.

## Differences

Hearthguards's art was updated to include the outline of a structure, namely The Hearth.

## Differences

Hearthguards's ability was changed to also trigger upon being played bordering your base as well as a friendly structure.

## Differences

Hearthguards's strength and ability was increased by 1 at higher levels and its leveling was increased accordingly.

## Notes

While Hearthguards' art contains the outline of The Hearth, it does not represent spawning a structure. The outline represents the structure that Hearthguards triggers its ability on.
Clap of Thunder

**Clap of Thunder** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Clap of Thunder is an epic spell that can give a large amount of strength to units. The strength it gives is based on the number of empty slots in hand when the card is played. Clap of Thunder fits well into certain decks that rely on strengthening units and structures.

## Strategies

Clap of Thunder can give a huge amount of strength to multiple units.

* The Clap of Thunder effect benefits from an empty slot in the hand, and therefore it pairs well with cards that can eliminate cards from the hand (like First Mutineer and Archdruid Earyn)
* Like other cards that give strength, Clap of Thunder can give a large amount of strength to units, making them very durable.
* Clap of Thunder's ability makes it perform quite well in cheap decks that can play many cards in a turn (especially if paired with cards like Spellbinder Zhevana).
* Clap of Thunder gets stronger as the game goes on. Over time, you'll likely have more empty spaces in your hand, boosting the card's performance.

## Differences

This is the original version of the card.

## Notes

Like all cards that give strength, Clap of Thunder's art contains leaves.
Hair-Raising Cats

**Hair-Raising Cats** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Hair-Raising Cats is a common feline unit that makes a confused enemy attack another enemy. The strength of Hair-Raising Cats can be increased by leveling it up. Hair-Raising Cats works well in deck with plenty of sources of confusion.

## Strategies

Hair-Raising Cats' ability to force an enemy to attack can be used to great effect, as it turns your opponents against themselves.

* If the confused enemy unit is bordering the enemy base, Hair-Raising Cats can force it to attack the enemy base. This can result in huge amounts of damage if the unit is strong enough.
	+ Push cards like Ozone Purifiers and Eloth the Ignited can move an enemy unit to border their base, setting up a combo with Hair-Raising Cats.
* Hair-Raising Cats is also good for making an enemy unit's ability trigger on another enemy, if it can.
* Confusion-applying cards like Sweetcap Kittens or Slyboots are necessary to trigger Hair-Raising Cats's ability.

## Change History

* June 27, 2019: Added to the game
* November 26, 2019: Reduced mana and strength by 2
* October 1, 2020: Ability can target surrounding confused enemies

### Card Versions

* Initial Version
* November 26, 2019
* October 1, 2020 (Current)

## Differences

This is the original version of the card.

## Differences

Hair-Raising Cats's mana cost and strength were decreased by 2 and its strength leveling was decreased accordingly.

## Differences

Hair-Raising Cats's ability was changed to be able to target surrounding confused enemies.
Embers of Chaos

**Embers of Chaos** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Embers of Chaos is an epic dragon unit that can spawn a high strength dragon on the enemy base if it dies near the enemy base. The strength of the spawned dragon can be increased by leveling it up. Embers of Chaos can fit into any deck as a win condition.

## Strategies

Embers of Chaos' ability makes it a force to be reckoned with if it can reach the enemy base.

* Sound Drivers can easily push Embers of Chaos near the enemy base in order to trigger its ability.
* Embers of Chaos is best put into the inner tiles of the board, as this may force your opponent to attack it first with their units; therefore, the dragon will be able to attack the enemy base your next turn.
* When playing against Embers of Chaos, it is important to note that its ability can spawn the dragon on the same tile it died on.
* Counters to this card include Flaming Stream or any high-damage high-speed attacker, like Twilight Prowlers, which can attack the newly spawned unit with some luck. Additionally, effects that convert the unit like Blood Ministers or Clerics with Cords can be effective. Embers of Chaos can also be frozen using Frosthexers or Midwinter Chaos in order to delay the on-death effect. Often the best counter is to ignore it for the first turn it is present, to take the 1 damage, then to deal with the spawned unit next turn.

## Change History

* December 17, 2018: Added to the game
* September 25, 2019: Increased ability by 1

### Card Versions

* Initial Version
* September 25, 2019 (Current)

## Differences

This is the original version of the card.

## Differences

Embers of Chaos's ability strength was increased by 1 and its leveling was increased accordingly.

## Notes

All Ironclad Union dragons have similar ears and have an element of fire in their art.

## Trivia

Its name is a reference to Emkaem, a former member of Paladin Studios and streamer of Stormbound.
Freeze

**Freeze** is one of the four status effects in Stormbound: Kingdom Wars alongside poison, confusion, and vitality.

It is currently exclusive to the frostlings of the Winter Pact.

## Overview

Frozen units do not move at the start of their owner's turn. Instead, they will unfreeze and remain in place. Any units behind a frozen unit will also not move as they are blocked. Frozen units can still be pushed, though this results in visual bugs. Freezing a unit also makes it immune to being forced to attack.

Additionally, as long as they are frozen, frozen units' abilities are disabled. They will not activate when they would usually be triggered. This includes on-death abilities, attacking abilities, and surviving-damage abilities.

Visually, frozen units have icy mounds and spikes around them.

## Strategies

Freeze can be an effective stalling tool and can also lead to devastating combos. However, it has its limitations.

* Freeze is a great tool for manipulating enemy positioning. You can also use it to trigger your on-attack cards' abilities multiple times.
* When used together, freeze cards can allow for huge damage and destruction, but they can cost a lot of mana.
* High single-target damage and high area damage both are things freeze excels at.
* You can also use freeze to nullify the abilities of enemy units.
Frontline

The Frontline shows the area available for you to play cards on the field. It will move forward with along with your units, opening up more tiles for you to play cards on.

See below for additional information and example images.

If your unit is destroyed during the opponent’s turn, your front line will move back to your forward most unit.

 Example | This mechanic works for the opposing player, too.
If an opposing unit is destroyed during the opponent's turn, their front line will not move until their turn is over.
Collection

The Collection is where you can view all the cards in the game.

You can view any card's details, even if you haven't unlocked it yet.

Tapping or clicking on a card will show you everything about it: Its faction, rarity, mana, strength, movement, name, unit type, card type, art, ability, level, stats at other levels, and how many copies of it you have.

In the top-left corner is the menu to select which faction's cards you want to look at, and the top-right corner contains different ways to sort the cards. You can sort by name, mana, strength, and movement. You can also sort cards by "Favorite". To add a card to your list of favorites, click on the card you want to add and then click the icon with the star in top-right.

## Exchanging Cards

Once a card is upgraded to level 5, additional copies of that card can be converted into coins. The amount of coins you receive for depends on the rarity of the cards. You can exchange as many copies of cards as you want at a time.

 Rare
 Epic
 Legendary
Blood Ministers

**Blood Ministers** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Blood Ministers is an epic raven unit that can convert nearby weak enemies onto your side. The strength of Blood Ministers and the strength requirement can be upgraded when leveled up. Blood Ministers sees play in control decks.

## Strategies

Blood Ministers's ability to convert multiple enemy units at once can be very useful when dealing with swarms.

* Since enemies have to be weak enough in order to be converted, damaging enemies until they have low enough strength can increase the amount of enemies converted. You can also clear out enemies to create space for Blood Ministers to be played.
* Blood Ministers can convert multiple units at once, making it a counter to swarms.
* Try to convert units with on-death effects like Finite Loopers or Embers of Chaos so that their abilities do not trigger for your enemy at all.

## Change History

* August 30, 2017: Increased strength by 2
* September 26, 2017: Decreased ability at higher levels
* October 11, 2017: Decreased strength by 1
* January 31, 2018: Increased ability at higher levels by 1
* May 9, 2019: Increased strength by 1
* July 21, 2020: Decreased strength by 2
* August 1, 2021: Increased strength by 2

### Card Versions

* Initial Version
* August 30, 2017
* September 26, 2017
* October 11, 2017
* January 31, 2018
* May 9, 2019
* July 21, 2020
* August 1, 2021 (Current)

#### Card as of Pre-Game Launch

This is the original version of the card.

#### Card as of August 30, 2017

Blood Ministers's strength was increased by 2 and its leveling was increased accordingly.

#### Card as of September 26, 2017

Blood Ministers's ability strength requirement was decreased at higher levels.

#### Card as of October 11, 2017

Blood Ministers's strength was decreased by 1.

#### Card as of January 31, 2018

Blood Ministers's ability strength requirement was increased by 1 at higher levels.

#### Card as of May 9, 2019

Blood Ministers's strength was increased by 1 and its leveling was increased accordingly.

#### Card as of July 21, 2020

Blood Ministers's strength was decreased by 2 at all levels.

#### Card as of August 1, 2021

Blood Ministers's strength was increasedby 2 at all levels.

## Notes

Like other cards that convert enemy units, Blood Ministers's art includes a marionette that represents its ability.
Call for Aid

**Call for Aid** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Call for Aid is a rare spell card that spawns units bordering a friendly unit. The strength of the units spawned can be increased by leveling it up. Call for Aid works well in swarm and control decks.

## Strategies

Call for Aid can provide you with a huge boost to your board status. At level 1, it can give you 12 strength of units for 7 mana. However, Call for Aid requires a lot of space and mana to play.

* For the power Call for Aid gives, it's good to set up a unit the turn before you can play Call for Aid, due to its high mana cost.
* When the board is relatively open with lots of space, using a cheap unit, like Green Prototypes or Lawless Herd, alongside Call for Aid can give you a target while not requiring much setup or mana.
* Since Call for Aid spawns units of the same type of the target, it works well with Kindred's Grace. Note that using Call for Aid on a typeless hero will spawn knights.
* Be careful if your opponent has control cards like Victors of the Melee or Wisp Cloud, as their area damage will wreck Call for Aid.

## Change History

* August 30, 2017: Increased mana by 2, and strength of spawned units by 1.
* October 11, 2017: Decreased mana by 1
* March 20, 2018: Art updated
* June 1, 2022: Ability increased by 1 at all levels

### Card Versions

* Initial Version
* August 30, 2017
* October 11, 2017
* March 20, 2018
* June 1, 2022 (Current)

## Differences

This is the original version of the card.

## Differences

Call for Aid's mana cost was increased by 2 and the strength of its spawned units was increased by 1.

## Differences

Call for Aid's mana cost was decreased by 1.

## Differences

Call for Aid's art was updated with richer colors and a bell motif resembling Summon Militia.

## Differences

Call for Aid's ability was increased by 1 at all levels
Leafpatters

**Leafpatters** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Leafpatters is a common dwarf unit that gains strength if it is played with no friendly units surrounding it. The initial strength of Leafpatters can be increased by leveling it up. Leafpatters works well in all kind of decks.

## Strategies

Leafpatters benefits when you have no friendly units surrounding the tile you want to play it on. However, you can have structures and Leafpatters will not be affected.

* Leafpatters is good at defending due to its ability by gaining strength and having 2 movement.
* You can use card that symmetrically remove cards from the board (like Hunter's Vengeance, Toxic Sacrifice or Broken Earth Drakes) to clear the path for Leafpatters

## Differences

This is the original version of the card.
Aged Duskbringers

**Aged Duskbringers** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Aged Duskbringers is a rare elder unit that gives strength whenever it is damaged. Its strength and the strength given can be increased by leveling it up. Aged Duskbringers fits well into decks that need large unit buffs, or decks that can trigger its ability frequently.

## Strategies

Aged Duskbringers will give a large amount of strength each time it is damaged, so try to damage it as often as possible. On the other hand, try to keep your opponent from destroying it in one go.

* Poisoning Aged Duskbringers will cause it to trigger every turn. This is useful to keep in mind when playing as and against Tribes of Shadowfen.
* Strengthening Aged Duskbringers with cards like Potion of Growth or Blessed with Brawn will let it take more damage without dying.
* When playing against Aged Duskbringers, use cards that will deal with them in one go, like Broken Truce or Icicle Burst.

## Change History

* October 3, 2019: Added in Brawl Mode
* November 6, 2019: Made available to be crafted and randomly collected
* July 21, 2020: Decreased strength and ability by 1
* February 1, 2022: Increased strength by 1
* October 1, 2022: Increased ability by 1
* November 1, 2022: Increased strength by 1

### Card Versions

* Initial Version
* July 21, 2020
* February 1, 2022
* October 1, 2022
* November 1, 2022 (Current)

## Differences

This is the original version of the card.

## Differences

Aged Duskbringers's strength and ability strength were decreased by 1 at all levels.

## Differences

Aged Duskbringers's strength and ability strength were decreased by 1 at all levels.

## Differences

Aged Duskbringers's ability strength was increased by 1 at all levels.

## Differences

Aged Duskbringers's strength was increased by 1 at all levels.
Fortification Tonic

**Fortification Tonic** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Fortification Tonic is a rare spell that gives strength to all allies next to your friendly structures. The strength given and its mana cost can be upgraded when leveled up. Fortifcation Tonic works well in structure decks.

## Strategies

Fortifcation Tonic affects all structures; the more structures and units you have nearby them, the more total strength Fortification Tonic will give.

* Fortification Tonic encourages you to play structures near your units. In exchange for the risk of playing it more forward, it gives you valuable strength boosts.
* Since Upgrade Point affects surrounding units, similarly to Fortification Tonic, combining the two will give you extra buffs without having to place another structure.
* Fortification Tonic can also work well with cheap structures like Fort of Ebonrock or Unstable Build to create a low mana combo that gives mass strength to your units.

## Change History

* December 10, 2017: Added to the game
* January 31, 2018: Reduced mana by 3, reduced strength given by 1, and is bordering at lower levels
* August 7, 2018: Increased strength given by 1
* February 13, 2019: Decreased mana and strength given by 1
* June 27, 2019: Ability is surrounding at all levels, but costs 1 more at lower levels
* September 1, 2020: Costs 2 at all levels, increased ability by 1 at higher levels
* March 1, 2021: Increased mana cost by 1
* November 1, 2022: Increased ability by 1

### Card Versions

* Initial Version
* January 31, 2018
* August 7, 2018
* February 13, 2019
* July 27, 2019
* September 1, 2020
* March 1, 2021
* November 1, 2022 (Current)

## Differences

This is the original version of the card.

## Differences

Fortification Tonic's mana cost was reduced by 3, its ability strength was reduced by 1, and its ability affects bordering units at lower levels.

## Differences

Fortification Tonic's ability strength was increased by 1.

## Differences

Fortification Tonic's mana cost and ability strength were decreased by 1.

## Differences

Fortification Tonic's ability was changed to affect surrounding units at all levels, and its mana cost was increased by 1 at lower levels.

## Differences

Fortification Tonic's mana cost was set to 2 mana at all levels, and its ability strength was increased by 1 at higher levels.

## Differences

Fortification Tonic's mana cost was increased by 1 at all levels, to 3 mana.

## Differences

Fortification Tonic's mana cost was increased by 1 at all levels, to 3 mana.

## Notes

While Fortification Tonic's art does not have a green leaf in it like other cards that give strength, the liquid pictured is a shade of green.
Epic cards

## Crafting and Upgrading

It costs 25 fusion stones to craft an epic card you haven't collected yet.

If you do not have enough copies of a card to upgrade it, you can use fusion stones to replace missing copies.

For epic cards, it will take 15 fusion stones to replace 1 missing copy.

## List of epic cards

Toggle table/card display
(Note: You can sort the table by using the arrows next to each heading.)

If this list is not available, see Category:Epic cards.

There are currently 59 epic cards in the game.

### Campaign-only cards

*There are no cards which match the given query.*

### Campaign-only cards

*There are no cards which match the given query.*
Hunter's Vengeance

**Hunter's Vengeance** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Hunter's Vengeance is an epic spell that deals damage to a random unit of each unit type. Upgrading it will increase the damage done and lower its mana cost. Hunter's Vengeance can see fit into most decks that revolve around a single unit type.

## Strategies

Hunter's Vengeance will deal more damage the more unit types there are on the board.

* Be wary of Hunter's Vengeance's chance to damage friendly units when it is played. If you want to circumvent this, you can use a deck that contains very few different unit types.
* Most notably, Hunter's Vengeance can counter decks that revolve around Ubass the Hunter. Their decks will contain lots of different unit types, which will only increase the amount of damage Hunter's Vengeance will do.
* Hunter's Vengeance, when necessary, can be used to kill your own Snowmasons or Avian Stalkers or trigger your own elders.

## Change History

* February 13, 2019: Added to the game.
* June 27, 2019: Decreased mana by 1
* September 1, 2020: Costs 2 mana at all levels, ability increased by 1
* March 1, 2021: Increased mana by 1

### Card Versions

* Initial Version
* June 27, 2019
* September 1, 2020
* March 1, 2021 (Current)

## Differences

This is the original version of the card.

## Differences

Hunter's Vengeance's mana cost was decreased by 1.

## Differences

Hunter's Vengeance's mana cost was set to 2 mana at all levels, and its ability damage was increased by 1 at higher levels.

## Differences

Hunter's Vengeance's mana cost was increased by 1 at all levels, to 3 mana.

## Notes

Hunter's Vengeance is a reference to Ubass the Hunter. The name references him, and the card art depicts his club.
Guardi the Lightbringer

**Guardi the Lightbringer** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Guardi the Lightbringer is a legendary Knight Ancient hero who creates single-use Temples into your deck.

## Strategies

There are currently only 4 Temples Guardi the Lightbringer can summon into your deck, so you can try to build your deck around taking advantage of their unique effects. Additionally, these created Temples do not have to match the faction you are playing, so for example, if you are playing Winterpact, Guardi the Lightbringer could create Temple of Space and add it to your deck.

Try to position Guardi the Lightbringer further back, so you can create a larger amount of Temples.

## Change History

* August 19, 2022: Added to the game
* October 1, 2023: Ability made to also create common cards.

### Card Versions

* Initial Version
* October 1, 2023 (Current)

## Differences

This is the original version of the card.

## Differences

Ability made to also create common cards.
Draconic Roamers

**Draconic Roamers** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Draconic Roamers is a rare dragon unit that can spawn more dragons when it attacks. The strength of Draconic Roamers and the dragons it spawns can be increased by leveling it up. Draconic Roamers works well in dragon and zoo decks.

## Strategies

Note that Draconic Roamers’ ability will spawn the Dragon on a random tile bordering the unit it’s attacking, potentially advancing your frontline.

* Much like Vindicators, Draconic Roamers works well when attacking 1 strength units, particularly those spawned by Azure Hatcher or Rain of Frogs.
* Since the units spawned are dragons, they can be used to empower Dangerous Suitors or provide targets for Spare Dragonling. This also lets them avoid abilities that target non-dragon units.
* Alternatively, you could use Draconic Roamers like any other 2 movement card and use it to advance your frontline. The dragon spawned also has a chance to spawn behind the enemy, moving your frontline even farther.

## Change History

* March 20, 2018: Added to the game
* September 25, 2019: Decreased ability by 1
* October 1, 2022: Increased strength of spawned dragons by 1 across all levels

### Card Versions

* Initial Version
* September 25, 2019
* October 1, 2022 (Current)

## Differences

This is the original version of the card.

## Differences

The strength of Draconic Roamers's spawned dragons was decreased by 1 at all levels.

## Differences

The strength of Draconic Roamers's spawned dragons was increased by 1 at all levels.

## Notes

All Swarm of the East dragons have satyr-esque horns in their art as well as being animalistic.

Like all cards that spawn token units, Draconic Roamers' art has outlines of other dragons that represent its spawning ability.

## Trivia

Its name is a reference to omer03, a veteran since the beta of the game and splendid player on the discord.
Crystalshields

**Crystalshields** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Crystalshields is an epic ancient dwarf unit that can teleport to your own base and give strength to it. The strength given to your base can be increased when it is leveled up. Crystalshields is suited well into control or ramp decks.

## Strategies

Crystalshields' powerful ability to protect your base suits him for long games.

* Crystalshields can't be used as an offense cards because no matter where they are played they will always teleport under your own base.
* If Crystalshields can't teleport under your base they will not heal it, wasting its ability.
* Crystalshields, paired with other base-healing cards (like Olf the Hammer and Underground Spring) can build up your base, making it almost impossible to destroy.

## Change History

* July 1, 2023: Added to the game
* December 1, 2023: Movement decreased by 1

### Card Versions

* Initial Version
* December 1, 2023 (Current)

## Differences

This is the original version of the card.

## Differences

Cristalshields' movement was decreased by 1
Confinement

**Confinement** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Confinement is a common spell that reduces the strength of an enemy unit to a certain amount. The strength it sets it to and the mana cost of the spell can be decreased by leveling it up. Confinement works well in control decks.

## Strategies

Confinement is useful against single, high strength units to weaken them.

* Use Confinement in situations where it would deal more damage than other cards like Execution.
* Confinement is good at countering Lady Rime, Potion of Growth, and other high-strength expensive units.
* You can also use Confinement to counter elders. Its ability reduces their strength but does not trigger the elder's ability.

## Change History

* November 16, 2017: Added to the game
* July 21, 2020: Set mana to 3 at all levels, ability leveling smoothened

### Card Versions

* Initial Version
* July 21, 2020 (Current)

## Differences

This is the original version of the card.

## Differences

Confinement's mana cost was set to 3 mana at all levels and its ability leveling was smoothened.

## Notes

Like Harvesters of Souls, Confinement's art contains a red figure that represents a generic enemy.
Freebooters

**Freebooters** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Freebooters is a common pirate unit that draws cards on play. Its strength and the number of cards drawn can be increased by leveling it up. Freebooters fits into any kind of deck well, but mainly into control and pirate decks.

## Strategies

Freebooters' ability to draw a card has many uses, like cycling your cards, increasing cards played, and being very tactical when needed.

* In control decks, where long lasting games mean you have more mana than needed, Freebooters can be very useful by allowing you to bypass the hand size of 4 cards.
* In general, drawing a card acts as another card redraw in a turn, which can help you find certain cards in your deck.
* Collector Mirz and Freebooters combo together nicely since Freebooters can help you cycle through your cards until you find Collector Mirz's unit.
* Like all pirates, Freebooters can help trigger Lucky Charmers' ability and cannot be re-drawn by Goldgrubbers.

## Change History

* October 11, 2017: Increased mana and strength by 1, decreased ability at higher levels
* April 22, 2018: Reduced strength by 1

### Card Versions

* Initial Version
* October 11, 2017
* April 22, 2018 (Current)

## Differences

This is the original version of the card.

## Differences

Freebooters's mana cost and strength were increased by 1, and its ability was decreased at higher levels.

## Differences

Freebooters's strength was decreased by 1.
Lasting Remains

**Lasting Remains** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Lasting Remains is a rare undead that commands itself forward after it attacks. Its strength can be increased as it levels up. Lasting Remains can see play in control and rush decks.

## Strategies

Lasting Remains' ability allows it to attack and move through multiple enemies at once.

* Lasting Remains can be used to utilize columns of weak enemies, such as those spawned by Azure Hatcher or Ludic Matriarchs, to gain you a large amount of frontline.
* Alternatively, if the opponent has a unit bordering their base, you can use Lasting Remains to attack the unit and command itself into the enemy base, similarly to Chillbeards. This can be extremely effective due to its high amount of strength.
* Lasting Remains can be combined with Forgotten Souls or Herald's Hymn to continue attacking and moving whenever the chain of enemies is broken. In this case, a strength boost from Potion of Growth can be helpful in keeping it alive as well.

## Change History

* October 30, 2018: Added to the game.
* December 1, 2020: Increased strength by 1 at lower levels

### Card Versions

* Initial Version
* December 1, 2020 (Current)

## Differences

This is the original version of the card.

## Differences

Lasting Remains's strength was increased by 1 at lower levels.

## Notes

In Lasting Remains's art, the usual red, spiky horns shared by all undead are instead replaced with instrumental horns. Specifically, the horn in Herald's Hymn's art. This represents its ability to command itself.
Flooding the Gates

**Flooding the Gates** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Flooding the Gates is a rare spell that deals damage to all units, enemy or friendly, bordering your base. The damage done can be increased by leveling it up. Flooding the Gates can fit well into any kind of deck, but usually control.

## Strategies

Flooding the Gates is useful for dealing with enemy units that have pushed all the way up to your base.

* Flooding the Gates will also deal damage to friendly units as well, so you should avoid having units there when playing it.
* When your whole home row is filled with enemy units, Flooding the Gates is great for opening it up and pushing your enemy back.
* You can try engaging in a "base race" with your opponent, going 100% aggressive with them. Once both bases are filled with each other's units, you can play Flooding the Gates for huge value.
* The limited opportunities to play this card efficiently and the fact that it inflicts friendly fire on your own units make this a very limited card.

## Change History

* November 16, 2017: Added to the game
* September 18, 2018: Decreased mana by 1
* November 26, 2019: Increased damage by 2
* September 1, 2020: Decreased mana by 1

### Card Versions

* Initial Version
* September 18, 2018
* November 26, 2019
* September 1, 2020 (Current)

## Differences

This is the original version of the card.

## Differences

Flooding the Gates's mana cost was decreased by 1.

## Differences

Flooding the Gates's damage was increased by 2 and its leveling was increased accordingly.

## Differences

Flooding the Gates's mana cost was decreased by 1.
First Mutineer

**First Mutineer** is one of the cards in Stormbound: Kingdom Wars.

## Overview

First Mutineer is a common pirate unit that discards a non-pirate card from your hand when played. The strength of First Mutineer is increased when leveled up. First Mutineer can fit into aggro and pirate decks.

## Strategies

First Mutineer can be used to push your front forward, but it comes at the cost of discarding a card. If you are lucky enough, then sometimes you can use First Mutineer to get rid of cards unfit for the situation. Note though that the forced discard here is not replaced until the turn ends, so your options are always being reduced for the current turn.

* Combining First Mutineer and Northsea Dog can make triggering Northsea Dog's ability much easier.
* Playing Freebooters right after playing First Mutineer allow to essentially replace a card from your hand.
* Like all pirates, First Mutineer can contribute to Lucky Charmers' ability and cannot be re-drawn by Goldgrubbers.
* In a developing deck where you have 1 or 2 cards that are stronger in level / power than other cards, Mutineer can help you search your deck faster to reach those cards, as they give you a turn with 2 discards instead of 1.

## Change History

* July 9, 2018: Increased mana and strength by 1
* February 13, 2019: Decreased strength by 1, ability only discards non-Pirates

### Card Versions

* Initial Version
* July 9, 2018
* February 13, 2019 (Current)

## Differences

This is the original version of the card.

## Differences

First Mutineer's mana cost and strength were increased by 1 at all levels.

## Differences

First Mutineer's strength was decreased by 1 at all levels and its ability was changed to only discard non-pirate cards.
Deck and hand

Your **Deck** is a collection of Cards, used to duel against other decks.

## In Battle

Your deck and your hand are locations cards can be. They can only belong in one of them at once, i.e.they cannot be in both at once. Certain abilities will affect the cards within these locations.

At the start of the game, 4 randomly selected cards from your deck are drawn to form your starting hand.

Your hand is comprised of at most 4 cards from your deck. At the end of your turn, you draw cards to refill your hand back to 4 cards. Alternatively, a card's ability like Freebooters can draw cards during your turn.

### Card Shuffling

Once a turn, you can replace a card from your hand with another one by dragging it to the left edge of the screen. This is called card cycling or shuffling and can be done anytime during your turn. In this process, you move one card from your hand to your deck and a random card from your deck to your hand. Note that playing a card, then shuffling or drawing a card can result in the same card being drawn, though there is a very low chance.

## Deck Interface

After going to the deck menu, there are 3 main sections: the available cards located at the top, your deck in the middle, and the collection button at the bottom.

The available cards acts like the collection interface, except it only shows 2 factions (Neutral and the deck's faction) and has a different layout (4x2). You can still sort by name, mana, strength, and movement, however.

In the middle, your deck is shown, along with other options to change the name of your deck and to select another one. While selecting a deck you also have the option to delete or create new ones. When creating a deck, you have to choose the faction for it first, and then you can add the cards in.

By clicking the "Select Deck" button, there is also an option in the bottom-right that will allow you to relocate/rearrange the decks in your collection, export a deck to share with others, or import a deck to add it to your roster. Exporting and importing decks will provide or require, respectively, a unique code. You can also choose to delete any decks from this menu.

* To import a deck via its code, players need to have all required cards in their collection. If they don’t have all of them, the game will inform which cards are missing.

The collection button directs you to your collection.
Iceflakes

**Iceflakes** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Iceflakes is a common Frostling that freezes itself on play. Its strength increases when it is leveled up. Iceflakes is a durable cheap unit that can fit into multiple decks.

## Strategies

Iceflakes has above-average strength for its cost, when compared to a card like Lawless Herd, but remains immobile for an extra turn when played.

* You can play Iceflakes in front of strong enemy units so that they attack Iceflakes instead of having to wait for Iceflakes to move into enemies.
* Spellbinder Zhevana can destroy Iceflakes with her effect, allowing you to gain 4 mana for 2 mana, on top of Spellbinder Zhevana's original cost.
* Iceflakes can also be useful if you want to occupy a tile for an extended period of time, almost acting like a structure, but with temporary immobility.

## Card as of May 7, 2021

This is the original version of the card.
Grim Couriers

**Grim Couriers** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Grim Couriers is a common undead unit with a very high movement. However, it has no other abilities. Grim Couriers can be found in aggro decks.

## Strategies

Grim Couriers' movement is its main feature to make use of.

* Like other high movement cards such as Warfront Runners, Grim Couriers can be used to push your front forward or go directly into the enemy base.
* Alternatively, an upgraded Grim Couriers can attack through many weak units at once, thanks to its high movement.
* When compared to Bluesail Raiders, Grim Couriers has more movement for the same mana cost and strength. However, having such a high movement may cause more harm than good.

## Change History

* December 10, 2017: Added to the game
* March 20, 2018: Art changed
* February 13, 2019: Increased strength by 1

### Card Versions

* Initial Version
* March 20, 2018
* February 13, 2019 (Current)

## Differences

This is the original version of the card.

## Differences

Grim Couriers's art was updated, slightly lightening the color of its boots, shadow, and scythe.

## Differences

Grim Couriers's strength was increased by 1 at all levels.
System requirements

*This article is a stub. You can help Stormbound: Kingdom Wars Wiki by expanding it.*

The following are **system requirements** for *Stormbound: Kingdom Wars*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## See also

* How to play guide for Stormbound: Kingdom Wars
* Release date
Reckless Rushers

**Reckless Rushers** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Reckless Rushers is an epic undead that damages your base before attacking, with the tradeoff of having 3 movement. Reckless Rushers fit will into decks looking to utilize a fast strategy.

## Strategies

Try to play Reckless Rushers to maximize the distance it can give you. Ideally, with this you can apply a lot of pressure early on.

## Differences

This is the original version of the card.

## Notes

This card is based off the popular Stormbound Community Content Creator Reckless Rush. Check them out on YouTube here: https://www.youtube.com/c/RecklessRush
Gifted Recruits

**Gifted Recruits** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Gifted Recruits is a common knight unit with no abilities. The strength of Gifted Recruits can be increased by leveling it up. Gifted Recruits is very versatile and can fit into any kind of deck, but are usually found in aggro decks.

## Strategies

Gifted Recruits, like Westwind Sailors, can be used as a cheap front pusher or damage to an enemy.

* In the early game, you can use Gifted Recruits to advance your front at a cheap cost. Combining this with other cheap, high movement cards like Green Prototypes and Restless Goats can give your first turn an aggressive boost.
* Gifted Recruits is also good at finishing off low strength enemies without having to spend too much mana.
* The levelling of this unit looks weak, because they only get +1 strength per level. However, if you look in terms of cost to strength ratio, these actually become significantly more efficient with the first few level-ups. 5 strength and 1 movement for 2 cost remains a great play even in top end games.

## Levellng

### Card Versions

* Initial Version
* July 9, 2018 (Current)

## Differences

This is the original version of the card.

## Differences

Gifted Recruits's strength was decreased by 1 at all levels.
Gunner

**Gunner** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Gunner is a campaign-only card played by the CPU. It appears in several chapters of the campaigns of all kingdoms.

## Notes

Like all campaign-only cards, Gunner cannot be collected and is a level 1, common card.

Gunner shares its art with Token Pirates, Boatswain, Corsair, Privateer, and Seasick Bouncers.