recursal/Fanatic-Fandom huggingface dataset:
Bloodtide Priestess

Core

.

## Description

**Deathwatch**: Summon a Wraithling on a random nearby space.

## Notes

If this minion dies alongside other minions, its Deathwatch effect will not activate.

## Strategy

A staple in Abyssian swarm decks. Though understatted for her mana cost, the Bloodtide Priestess is an awesome value generator if not immediately taken into due account. This card can single-handedly replenish your board when all your swarm gets killed by an AoE which does not eliminate also the Priestess, since her Deathwatch ability will generate a new Wraithling for each destroyed minion. The effect also works when enemy minions are killed, but notice that the Priestess must have at least one free tile around her to be able to summon a wraithling. As such, it is better to position the Priestess carefully, by ensuring she has enough space to maximize her Deathwatch ability, while being protected by the opponent's threats. Notice that the summoned wraithlings are an excellent tool to keep the opponent away from your Priestess, especially because any killed wraithling will be immediately replaced by another one, thus making the Priestess hard to remove via melee attacks.

## Balance Changes

v. 0.0.1 - Added: Bloodmoon Priestess 3 mana 3/3 Deathwatch: Summona a 1/1 Wraithling on a random nearby space.

v. 0.0.8 - Cost raised to 4.

v. 1.87 - Name changed to Bloodtide Priestess.

## Animations

Idle

Breathing

Running

Attack

Death
Static Charge

*This article is a stub. You can help Hide and Shriek Wiki by expanding it.*

**Static Charge** is a Level 2 spell in Hide and Shriek.

## Description

**Static Charge
*Hide a Lightning trap that stuns***

* *Type:*  Interactables
* *Runes:*

**Places a Lightning trap on the interactables that stuns on 8 seconds**

*"The anonymous historian attests that he shared wine in the Count of Saint-Germain's study. The count held up a finger, pausing the conversation. Moments later: a nearby scream and the smell of burnt hair. "To call on the elements is miraculous," said the count, "but nothing compared to the power of saying, 'Do not open this.""*
Boulder Breacher

Ancient Bonds

.

## Description

**Bond**: Enemies can't counterattack this turn.

## Interactions

* Minions that enter the battlefield at the same turn after the Breacher's effect via Dying Wish summoning or transformation won't be affected by it and will counterattack.

## Balance Changes

v. 1.81 - added with the Ancient Bonds expansion.

## Animations

Idle

Breathing

Running

Attack

Death
Chapter 20: The Coming of Rasha

22,745 - 22,870 AE

As Aestaria’s dependence on imported crystals far outstripped even the onerous tribute taxes imposed on the vassal continents, it began to accumulate massive debts. The mercantile class became increasingly powerful. With few opportunities in the moribund Aestari economy, military service gained in popularity among the increasingly disaffected Aestari youth — and it gained in prestige, as well.

This shift in the socio-economic paradigm gave birth to an elite warrior class, called the Fists of Akrane in honor of the legendary Swords of Akrane from the Age of Wonder. By the time an ambitious young soldier named Rasha became the Lord Marshall of the Realm, the mercantile and warrior classes represented the true power in Aestaria — reducing Emperor Sargos to little more than a figurehead.

Rasha had enlisted as a commoner orphan with no royal blood and had quickly risen up through the ranks to Field Marshal during the Shadowlands campaign. He transformed the Fists of Akrane into the dominant military power in Aestaria. Led by Rasha, they pushed their own agenda and won the hearts of the common people, who saw Emperor Sargos as ineffectual and the Great Aestari Council as an inefficient bureaucracy run by privileged elites in lofty white towers.

As part of the Inner Council, Lord Marshall Rasha supported the Emperor’s view that construction of the Monolith should continue to completion. Rasha agreed it was critical that Aestaria not be dependent on external resources in the future. However, he also thought Aestaria was weakened by its reliance on foreign trade and the mercantile class.

He believed a simpler strategy to meet Aestaria’s needs was to take what it wanted using its unrivaled military. Out of the Fists of Akrane, he developed the Kurikan, or Swift Wind, a secret sect of elite assassin spies answerable only to him. Valknu warned Sargos of Rasha’s growing power, but Sargos no longer trusted the Magmar or their motives and quickly dismissed the warnings as just another one of their misleading ploys.
Chapter 10: The Great Tree Aperion

Advancing in years and rapidly losing her powers, Kaon Deladriss traveled with the Senerai to The Great Tree of Eyos, to fulfill the prophecy. In anguish, she extracted its Heartwood, a perfectly brilliant prismatic seed the size of a small fist. Immediately, The Great Tree shrank and withered. Its starry leaves turned crimson red. Stricken with grief, Kaon gave the Heartwood to the Senerai so they could fulfill the rest of the prophecy. She remained with The Great Tree, mourning, until her dying days.

For many years, the Senerai journeyed across the vast world of Mythron seeking the perfect sanctuary for the Heartwood. Amid the lush beauty of Xenkai they befriended the Four Winds and tasted the rejuvenating waters of the Twilight Spring. Among the Islands of Pyrae, they rediscovered the lost arts of fireweaving. Hidden in the Sea of Fog, they found the exotic islands of Y'Kir, where master inventors and artificers worked in solitude crafting the first magical devices that their descendants would prize as ancient artifacts. They landed on the desolate surface of Styxus, naming it the Blighted Lands.

They were the first Aestari invited to Magaari, the Magmar homeland, to behold the Golden Chrysalis containing the remains of the last Queen Mother. They travelled along the Yquem River, allying themselves with the Silverbeaks near Raithline Lake against a horde of Mirkblood Devourers. They witnessed Azurite Lions hunting across the Alluvial Plains. And after many years of encountering strange creatures, discovering countless locales, and witnessing mysterious cultures, the Senerai finally arrived at Halcyar: the Northern-most realm — far past the frost-carved Whyte Mountains, and more importantly, far beyond the prying reach of Aestaria.

They found a distant peak enveloped by the magical Northern Aurora, hidden and shielded on all sides by hundreds of identical mountains. They named it Deladriss Peake, in honor of Kaon, and there they planted the Heartwood. A sapling immediately sprouted from the ground, its young leaves drawing in the crisp starlight. They named the new tree Aperion. At that exact moment, Kaon dematerialized from the living world. All Aestaria was plunged into mourning. The once great tree, now withered and weak, released red droplets of crimson sap, the Tears of Eyos, and forever after was known as The Weeping Tree.
Blistering Skorn

Core

.

## Description

**Opening Gambit**: Deal 1 damage to everything (including itself).

## Strategy

Blistering Skorn is an interesting and powerful card in two approaches. First, it is an accessible global AoE (Area of Effect) spell. This easily deals with one health minions such as Abyssal Crawler, Bloodtear Alchemist, Flameblood Warlock, and Wraithlings. Further, its global AoE can be used to hit key break points: this card in conjunction with a basic General attack can remove most 2-drops. Second, it damages itself and allies. This can be used to the players advantage by allowing multiple procs for cards like Twin Fang. It also makes him a consistent target for Amplification as well as an immediate heal target for Zir'an players to set off healing effects.

## Interactions

* If Skorn's effect hits any Soulburn Obelysk (even if it is your own) Skorn will die.
* Oropsisaur won't buff Krater or Blistering Skorn when they come into play if your General is equipped with Godhammer or if the minion is summoned on a Primal Flourish.

## Gauntlet Strategy

Blistering Skorn is a solid choice in Gauntlet; it has a beefy body to trade into other cards well, or deal a reasonable amount of damage to the opposing general. Its most important aspect comes in its ability to remove Heartseekers, the bane of non-Reva Gauntlet players everywhere.

## Balance Changes

* v. 1.76 - Card got changed from 3 mana 3/4 to 4 mana 4/5.
* v. 1.95 - rotated out of Standard. Only usable in Unlimited.
* v. 1.96 - Rotation reverted.

## Animations

Idle

Breathing

Running

Attack

Death
Bloodrage Mask

Core

.

## Description

Whenever you cast a spell, deal 1 damage to the enemy General.

## Strategy

Bloodrage Mask enables Aggro Songhai lists. Its incredible burn potential at 1 mana is something to be feared. The wide availability of low mana spells in Songhai give the potential for explosive turns that impact the board and the enemy's health. Many players tech artifact removal into their decks in anticipation of powerful artifacts such as Bloodrage Mask.

## Balance changes

* v. 1.92 - Mana cost changed from 1 to 2.

## Animations

Active

Actionbar
Bloodbound Spell

**Bloodbound Spell** (BBS) is a general's unique ability which can be activated on every second turn.

Bloodbound Spells are available at the start of Turn 3 (note: not mana core 3). It is available every other turn until you reach full mana cores, at which it becomes available every turn (turns 3, 5, 7, 8, 9, 10, 11, 12 etc). Bloodbound Spells are considered spells, and originally have their own slot (can be obtained by other means into your action bar). The timer shown is a **countdown** timer until your next cast is available, not a *cooldown* timer. You may choose to withhold a BBS the turn it's available to use on an 'off' turn (ex: use it on Turn 4) and it will refresh the following turn. BBS do not stack, so failure to use one will overwrite the previous one upon refresh.

## Trivia

* added in v. 1.63
* v. 1.87: name got changed from Bloodborn Spell to Bloodbound Spell after the partnership with Bandai Namco for legal reasons.

## Strategy

* Because the BBS' differ so much every general is better suited to a different deck and playstyle.

* It is possible to find out if your opponent's BBS is up during your turn. If your opponent's BBS is animated then it is up and he can use it next turn. If the BBS isn't animated and moving at all then the opponent used it last turn. This can be a little bit difficult to determine with certainty though.

* Don't forget to use your BBS if you have one mana left and it refreshes next turn anyway. That especially counts for the generals Argeon, Zir'An, Reva, Zirix, Lilithe, Cassyva, Vaath, Faie, Kara.

* Guide about some Bloodbound Spells

## Related Cards

* Argeon Highmayne
* Zir'An Sunforge
* Brome Warcrest
* Kaleos Xaan
* Reva Eventide
* Shidai Stormblossom
* Zirix Starstrider
* Scioness Sajj
* Ciphyron Ascendant
* Lilithe Blightchaser
* Cassyva Soulreaper
* Maehv Skinsolder
* Vaath the Immortal
* Starhorn the Seeker
* Ragnora the Relentless
* Faie Bloodwing
* Kara Winterblade
* Ilena Cryobyte
Auroraboros

Immortal Vanguard

.

## Description

Give friendly minions "**Dying Wish**: Re-summon this minion on this space."

## Interactions

* Overwrites minions' Dying Wish effects that are supposed to place something at the same spot (Unseven, Draugar Lord, Dagona, minions affected with Ancient Grove's effect).

## Balance Changes

v. 1.92 - added with the Immortal Vanguard expansion.

## Animations

Active

Actionbar
File:Auroraboros effect.gif

Effect
Bloodshard Golem

Core

.

## Description

Bloodshard Golem is a Neutral Basic Minion given to all players when they first create their Duelyst accounts. It is a three core minion with four attack and three health. It has no abilities or keywords besides having the Golem subtype, making it easier for new players to use in their decks without worrying about special abilities or effects. Older players find a niche use for him as an early game Golem, though even in Golem decks he is sometimes replaced by Golem Vanquisher.

## Strategy

Bloodshard Golem is one of the worst Neutral minions in the game. Its stats, while average to good, are distributed poorly. This minion will die to most weak spells/pings. Moreover, its lack of effect in the pivotal 3-drop slot keep many deckbuilders away from this card. Golem decks have no use for this card as well since there are better choices.

## Lore - The Blood Collector

*The hardest part isn't keeping the extractor clean, or asking a helper to check the tank capacity. It isn't slogging through the battlefield, each leg fitted with pistons to pull pressure. It isn't even swatting away carrion birds trying to protect their next week of meals.*

*The hardest part of collecting blood is when the reservoirs are still alive.*

*The point strikes home, and I'm digging deep at the end of a long day. All the good stuff pools at the bottom of the corpse, see, so even if you're tired, even if you're a reeking, doddering mess of still-walking flesh, you have to push hard to make sure the proboscis gets deep enough. After that it's a hard lean on the handle, maybe a few half-hearted pumps of one leg to keep it going.*

*The day isn't over, though. Once everybody is full up, we have the long walk back to the port. After that, we have to drain out, one tank at a time, to the big vat on the ship. And even after that, we have to set sail to meet up with the metallurgists.*

*I'm shaken out of my reverie by a hand on my wrist. The grip is weak, the fingers barely curved around the cuff of my work gloves, but it's unmistakable. My eyes are already squeezed shut, my own hands already tight and pale on the handle, knuckles showing through thick skin.*

*Back to the work, back to the process. The metallurgists will look over the product, tapping ladles against the hard layer congealed on top, crumbling residue from the vat lid. They say they're looking for spirit, for material worthy of living again.*

*A brush of friction across my wrist is enough to tell me my work is done. My helped taps the tin lid of my tank to tell me it's full, and I turn automatically, pulling stained steel from the body. From the reservoir. It's hard work, but I'm a professional.*

## Balance Changes

v. 0.0.1 - Added: Bloodshard Golem 3 mana 4/3 Golem

## Animations

Idle

Breathing

Running

Attack

Death
Archonis

Core

.

## Description

Archonis is a reskin of Black Solus.

During this boss battle, the player starts with maximum available mana.

## Boss Ability

At the end of each turn, deal damage to the player equal to their remaining mana.

## Tips

* May 2017 Reddit, Forum
* May 2018 Reddit, Forum
* Jan 2019 Forum
* Apr 2019 Forum
* Nov 2019 Budget Guide by Boronian

## Animations

Idle

Breathing

Running

Attack

Death
Guilds

Players in **Soul Reverse Zero** can organize themselves into **guilds**.

## Navigation

Once Guilds are unlocked by completing the Chapter 3 story, players can navigate the lobby of the guild section. Note: if you leave your guild, you are prevented from joining a guild and using several parts of this lobby and joining a new guild.
Soul Reverse Zero Wiki

Welcome to the *Soul Reverse Zero* Wiki
the *Soul Reverse Zero* compendium by the players, for the players.
We are currently maintaining 879 pages (279 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

Allen

Luce

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Chryseis

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	+ Extra Edition Comic
* Guilds
* Beginner's Guide
* Best Places to Farm
* How to Reroll

What is *Soul Reverse Zero*?

Soul Reverse Zero is a new hit Gacha game from Japan.

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Mort

*This article is a stub. You can help Hide and Shriek Wiki by expanding it.*

**Mort** is one of the Masks in Hide and Shriek. Mort is a floating skull.

## List of decorations

* **Eyeballs:** A pair of eyeballs fit into Mort's sockets. Unlocked by default.
* **Horns:** A set of four horns that stick of out Mort's skull. Unlocked by default.
Chapter 22: The Vetruvian Wars

22,905 - 22,915 AE

'The backbone of surprise is fusing speed with secrecy.' -Carl von Clausewitz

With Aestaria now stripped of all its crystals, the madness of High Emperor Rasha seemed to spread beyond the world of men, to infect Mythron itself. Earthquakes shook the ground, great storms churned through the air, and maelstroms roiled the seas. The same destructive madness that fueled Rasha’s lust for power also heightened his feeling of invincibility. He became increasingly obsessed with the Sun Crystals of the Lyonar Kingdoms and the Star Crystals of the Vetruvian Empire – and nothing would stop him from possessing them for himself.

Aestaria was already burdened by the size of its military, but Rasha pushed harder, drafting even more young Aestari men into the largest army Mythron had ever seen. He diverted massive resources to building up his navy, constructing new ships and commandeering merchant ships that had elected to stay in port rather than challenge the turbulent seas. With his navy doubled in size in a few short months, Rasha planned to cross the seas and flood Vetruvia in a wave of Aestari military might, conquering their lands and seizing control of their Star Crystals.

As his ships set sail, many of Rasha’s staunchest supporters were beginning to doubt his sanity. But he landed all of his capital warships on the beaches of Kaero, without a single loss. To the Vetruvians’ shock and horror, Rasha’s fifty thousand troops overtook the city in a matter of days. His success fanned the flames of his burning madness and bolstered his certainty that he was the embodiment of a great destiny.

High Emperor Rasha and his troops unleashed a wanton orgy of destruction, slaughtering men, women, and children, pillaging the ancient city of Kaero and razing the revered Ostracon. As Rasha’s army swept southward, taking Tyvia and Murani, pillaging everyone in their wake, even his gravest doubters came to believe in his invincibility.
Astral Crusader

Core

.

## Description

Whenever you replace this card, it costs 3 less and gains +3/+3.

## Notes

* Only one exact copy you replace gets the buff. It doesn't affect other copies of astral crusaders in your deck.
* Ability doesn't trigger during pregame replace.

## Interactions

* Unlike other minions, Astral crusader keeps its shifted mana cost after being played. Thus, 1 mana 13/12 Crusader can be replicated with Mirror Meld or killed with Echoing Shriek.
* Despite it keeps its buffs and cost reduction after being played, returning Crusader to the action bar resets it.

## Patch Notes

* v. 1.95 - rotated out of Standard. Only usable in Unlimited.
* v. 1.96 - Rotation reverted. Ability changed from "Whenever you replace this card, it cost 1 less and gains +1/+1" to "Whenever you replace this card, it cost 3 less and gains +3/+3".

## Animations

Idle

Breathing

Running

Attack

Death
Blaze Hound

Core

.

## Introduction

Blaze Hound is a Neutral Common Minion. It costs three cores has four attack and three health. Blaze Hound is one of the many new draw minions added in v. 0.61.0 and provides premium stats in exchange for equivalent benefit between both players. Unlike Void Hunter the card draw is immediate, controllable and Blaze Hound also has one more health, however Void Hunter only draws you a card.

## Strategy

Blaze Hound is one of several draw options in Duelyst. Its statline and somewhat risky effect hint at this card being more suited for Aggro lists. Aggro players occasionally rely on this card to produce a decent body and to refill their hand, whatever the cost. However, the obvious downside is that this card gives the enemy cards as well. Realizing this downside, some players use Blaze Hound in Starhorn. In conjunction with Starhorn's BBS, players can mill cards from the opponent. Further, it can trigger draw effects (Vindicator, Visionar, High Hand, etc.). In these two places Blaze Hound has found a home. Elsewhere, it is not really seen.

## Balance Changes

v. 0.0.1 - Added: Blaze Hound 3 mana 4/2 - Airdrop

v. 0.61.0 - Reworked: Removed Airdrop. Stats changed to 4/3. Now reads Opening Gambit: Both players draw a card.

## Animations

Idle

Breathing

Running

Attack

Death
Chapter 19: Breaking of the Thirteen Aspects

22,765 AE

The construction of the Monolith continued for two decades, slowly, inexorably exhausting all of Aestaria’s crystals. By the time the Monolith was three-quarters complete, the last Aestari crystal had been consumed.

Wholly dependent on foreign crystals and forced to endure greater austerity than the original Aestari Mandates had ever caused, the people turned against the Monolith, and the Emperor who had envisioned it. Sargos’s inner circle became fractured by factional fights and personal disputes, as even the most privileged Aestari were now forced to chase after an ever-dwindling supply of crystals.

One night, Valknu had a dream in which an inky cloud consumed the Golden Chrysalis and turned Mythron’s continents into crumbling ash. It weighed on him tremendously and after much meditation, Valknu made the decision to disband The Thirteen Aspects, splintering them away from God’s Heel.

Callixylon fled to Southern Aurora; Jhorxia to the Dunes of Ma’or. Kraigon went to Ash Valley; Ishtara to the Azure Mountains. Nharmyth hid in the Emerald Vale; Paarnax to Shim’Zar Jungle. Ka’al went to the Shadowlands; Ragnora to the Obsidian Woods. Taevarth went to the Forbidden Steppes; Yrsada to the Cobalt Isles.

Starhorn travelled to the Fist of the Four Winds, which guarded the secrets of the four elemental spheres, and eventually settled alone in the Whispering Blades.

Vaath returned to Magaari, where he tamed the wild Makantor beasts near Mokvalar and used his magic to evolve creatures in the secluded Beastlands, metamorphosing them into the first Kolossi.

He used Star Crystals to create new types of Golems near the Stormmetal regions and built the Amberhorn Citadel, where he invited all the sentient creatures on Magaari to join him. Valknu remained in the Grand Trianon with Emperor Sargos, awaiting the encroaching darkness.
Aspect of Ego

Trials of Mythron

.

## Description

Transform ANY minion into a random minion of the same cost.

## Interactions

* Aspect of Ego can’t get you Mythron rarity minions (which is maybe alluded to by the patch notes saying that they’re “excluded from any pool of generation”). The main place this matters is that eggs are always turned into Rae and not Hideatsu.

* The patch notes 1.96 said that Ego will never turn a creature into itself but that's only partly true. If there’s no other non-token, non-Mythron minion of the same cost (e.g. for Rae, Mandrake, and Blood Taura at most higher life totals), then the spell doesn’t transform into a new instance of the minion but instead does nothing at all.

## Balance Changes

v. 1.95 - added with Trials of Mythron expansion

## Animations

Active

Actionbar
File:Aspect of Ego effect.gif

Effect
Capricious Marauder

Immortal Vanguard

.

## Description

Whenever a friendly minion is destroyed, your opponent takes control of this minion.

## Interactions

* If you kill your opponent's Reaper of the Nine Moons and they get a Capricious Marauder from your deck, the Marauder will switch sides and will be your minion.
* Wither and killing Illusions created by Superior Mirage won't trigger Marauder's effect.
* If you cast a Blindscorch on an enemy Marauder, then cast Psychic Conduit on it and kill your own minion this turn, friendly Marauder takes opponent's side and doesn't come back.

## Balance Changes

v. 1.92 - added with the Immortal Vanguard expansion.

## Animations

Idle

Breathing

Running

Attack

Death
Bond

There are 7 tribes: Arcanysts, Battle Pets, Dervishes, Golems, Mechs, Structures, Vespyrs.

## Notes

* The Bond effect will still occur even if the minion on the board has been dispelled because belonging to a certain tribe can't be dispelled.
* Bond is like a situational Opening Gambit. But it has one advantage over Opening Gambit, which is that it doesn't need to be played from the action bar to occur (similar to Intensify).
* If a Bond minion is put into play via a Transform effect (such as Flawless Reflection), then the Bond effect may trigger.

## Strategy

* When playing against enemies playing Bond minions, try to keep the board empty, preventing them from activating the Bond effect.
Cascading Rebirth

Ancient Bonds

.

## Description

Destroy a friendly minion to summon a random Magmar minion that costs 1 more.

## Interactions

* Cascading Rebirth cannot summon a 1/1 Magma.
* If there is no Magmar minion with an exact mana cost of 1 more Cascading will summon nothing, only kill the minion the spell is used on.
* The mana cost on the card counts for Cascading, not the one paid.

## Balance Changes

v. 1.81 - added with the Ancient Bonds expansion.

## Animations

Active

Actionbar
File:Cascading Rebirth effect.gif

Effect
CALIBERO

Core

.

## Notes

* Calibero can be equipped with a Cyclone Generator, which is an unique artifact only available in this Boss battle.
* Calibero was the first boss ever and is one of the easiest.

Calibero is one of the few bosses not to be a reskinned card. He is heavily inspired by Calibretto from Battle Chasers.

## Boss Ability

At the start of your second turn and every turn thereafter, equip a random artifact.

## Tips

* Jan 2017 Reddit, Forum
* Aug 2019 Forum

## Animations

Idle

Breathing

Running

Attack

Death
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Arrow Whistler

Core

.

## Description

**Ranged**
 Your other minions with **Ranged** have +1 Attack.

## Strategies

Arrow Whistler has inspired some players to create Ranged decks. These Ranged decks lack a frontline prescence, however. This allows the enemy to establish control of the Mana Springs, putting the player with the Ranged deck at a severe disadvantage. As such, Ranged decks are not very succesful, resulting in Arrow Whistler being largely ignored.

## Interactions

* Arrow Whistler doesn't buff Solpiercer's Attack.

## Patch Notes

* v. 1.95 - rotated out of Standard. Only usable in Unlimited.
* v. 1.96 - Rotation reverted.

## Animations

Idle

Breathing

Running

Attack

Death
Abyssal Juggernaut

Core

.

## Description

This minion has +1/+1 for each friendly Shadow Creep.

## Notes

* The effect is ongoing, so its stats will change with the number of Shadow Creep tiles.
* Enfeeble will set this minion to 1/1 and it will gain stacks only when new tiles are generated.

## Strategies

Abyssal Juggernaut is the standard midgame threat featured in Shadow Creep decks. Since its effect is **not** an Opening Gambit, Abyssal Juggernaut's stats actively scale with the number of Creep tiles throughout the game. This works for and against the minion: while it can progressively gain stats, it can also be weakened through dispelling creep tiles. As such, dispel effects such as Lightbender, Sun Bloom, and Ephemeral Shroud are often used to deal with the Abyssal Juggernaut and the threat of Shadow Creep in one play.

## Gauntlet Strategies

Abyssal Juggernaut works best in a deck with a high amount of creep synergy. Due to the limited draft format of gauntlet, you should pick this card late in your draft, so that you know how much creep-synergistic cards you have. Gauntlet decks have no guarantee of the quality and type of deck they become, and if Abyssal Juggernaut is drafted early, there is no guarantee that the deck has enough creep synergy cards to support it.

## Balance Changes

v. 0.0.1 - Added: Abyssal Juggernaut 4 mana 3/6 "Whenever this minion destroys an enemy minion, turn that space into Shadow Creep."

v. 1.63 - Stats changed to 4/5.

v. 1.71 - Changed to: 3/3, Cost 4, “This minion has +1/+1 for each friendly Shadow Creep.”

## Animations

Idle

Breathing

Running

Attack

Death
Aspect of the Mountains

Core

.

## Description

Transform ANY minion into a 5/5 Seismic Elemental. Deal 5 damage to enemy minions around it.

**Aspect of the Mountains** is a legendary Vanar spell.

## Effects

Transform ANY minion into a 5/5 Seismic Elemental. Deal 5 damage to enemy minions around it.

* Deals damage to enemy minions even if casted on an enemy minion.
* Can transform an enemy minion in a pinch if necessary.

## Strategy

The third and the costliest of the Aspect cards, Aspect of the Mountains is a powerful late-game option for Vanar decks. Inflicting 5 damage in an AOE around a minion can remove most threats in Duelyst. Further, Mountains creates a strong body to contest the board or attack the enemy General. Its high mana cost, however, restricts Aspect of the Mountains to Control-style lists where players whittle down the opponent through use of Faie's BBS.

## Animations

Active

Actionbar
File:Aspect of the Mountains effect.gif

Effect
Chapter 12: The Trinity Mandates and the Great Diaspora

Returning to Aestaria, Songweaver Eurielle was welcomed as a hero. In the void left by the death of Kaon Deladriss, she was universally acclaimed as Aestaria’s new leader. But Eurielle was a warrior at heart — she was not well-suited to governing an increasingly complex, growing empire.

Hardened by travel and spartan in her ways, she was impatient with the nuances of politics and with the Aestari people. They were soft and inwardly focused. The rich and entitled had become lazy and overly dependent on the crystals, frivolously wasting the precious — and rapidly depleting — resource. Eurielle became bitter, angry that her teacher Kaon and the Senerai had sacrificed so much for a selfish and ungrateful people who cared only for themselves — and their precious crystals.

Eventually, Eurielle deemed it necessary to restrict the use of crystals. She established the Trinity Mandates: The First Mandate, which declared that under penalty of imprisonment, any Aestari citizen who used a crystal must refrain from practicing magic for a set period of time, to balance the debt of use.

The Second Mandate established an elaborate set of permissions and rules governing appropriate crystal usage. The Third Mandate outlined specific priorities, strictly forbidding the use of crystals for simple entertainment or pleasure.

The Aestari people were furious. Many felt they were being oppressed, that the mandates violated their rights and fundamental Aestari beliefs. Some had grown so dependent on the crystals that they became physically ill without them. Aestaris hoarded, smuggled, and stole crystals from neighboring towns.

Some scoured the surrounding Sundrop Mountains, desperately seeking more crystals to satiate their unceasing hunger. Other groups simply left Aestaria, crossing the treacherous mountains in pursuit of their own destinies, and new sources of crystals.
Chapter 21: Rasha's Betrayal and the Eternal Empire

22,885 - 22,905 AE

'It’s better to be hanged for loyalty than be rewarded for betrayal.' -Valknu, Thirteen Aspects

Emperor Sargos rejected Rasha’s aggressive militarism, and it became a source of growing animosity between them. After one of many arguments on how to control the provinces, Rasha sought solitude within the unfinished Monolith’s Inner Sanctum. Without knowing that someone else hid in the shadows, he snapped a sacred twig from the Weeping Tree. Viscous red sap wept from the wound, The Tears of Eyos.

Curious, he tasted it, and immediately felt a wellspring of magical power surge through his veins. Eyos’ lifeblood augmented his physical strength and drastically improved his ability to Bind and Surge his magic far beyond even crystal-enhanced levels. Rasha kept his discovery secret, surreptitiously returning to consume the sap again and again. With this new source of magical energy, he consolidated his power, enhanced his military force, and with his Kurikan enforcers, imprisoned his political enemies.

His continued exposure to the Tears of Eyos eventually overwhelmed Rasha's mind, driving him mad with power and an unquenchable thirst for more. Under the cover of night, Rasha and his Kurikan swept through the Grand Trianon and the Aestari Palace, ignobly murdering Sargos in his bedchamber. His warband invaded each school of the Seventh Sanctum, executing any who remained loyal to Sargos.

Valknu alone put up a heroic fight, but he was ultimately no match for the combined power of Rasha’s forces. Sargos had shared his suspicions that the Magmar were hiding something powerful, so Rasha threw Valknu into the palace’s deepest dungeon and tortured him in a futile effort to learn the Magmar’s secrets. Though imprisoned, Valknu magically communed with his fellow Magmar, warning them of Rasha’s betrayal.

Rasha proclaimed himself the High Emperor, the Lord Magnus. He renamed Aestaria, “The Eternal Empire,” believing himself the fulfillment of the Prophecy of Ages. As Rasha’s madness and addiction made him increasingly brutal, stories of his opponents’ imprisonment and slaughter spread, entire families murdered, their ancestral homes burned to the ground.

Some Aestari rebels hid in the mountains, but many more fled across the increasingly turbulent oceans. A small number even reached Kaero and the other continents, but many more drowned or were hunted down. As the unfinished Monolith lay all but forgotten, Rasha and his armies turned their attention outward.
Arcanyst

## Notes

* Ancient Bonds introduced a lot of new Arcanysts. Many are Neutral but Songhai, Vanar and Abyssian got each three new Arcanysts.
* While these three factions seem to be a natural candidate for an Arcanyst deck it is possible to create an interesting Arcanyst build with other factions because many Arcanysts are neutral!

## Strategy

* When running an Arcanyst deck, it's important to pack your deck with plenty of spells in order to get the most use out of them.
* When building an Arcanyst deck, don't forget to add the neutral Owlbeast Sage who directly supports other Arcanysts and let you create a board with a lot of high hp minions.
* Arcanysts with the Bond keyword will only activate that ability if there is a friendly Arcanyst on the board when they are summoned.

## Token cards

Token from

Prismatic Illusionist, Circulus

Core
Chapter 16: The Golden Age of Peace

22,403 - 22,765 AE

One by one, the Senerai passed away, confident in their decisions and comforted by the knowledge that they left behind a Golden Age of Peace.

But Eurielle brooded over the prophecy of the Ages. She knew peace would not last forever. On her deathbed, she made Starhorn promise he would leave Aestaria and travel to the outer continents in search of the next champions who would assume the mantle of the Senerai — the keepers of peace and protectors of Mythron’s greatest secret.

She reminded Starhorn that the Chakri Avatars had moved northeast, and that it was likely the next destined hero would be born there. Starhorn agreed in principle, but he did not leave right away. He already had an inkling of who would succeed the Senerai, who Mythron’s next great leader would be.

The Thirteen Aspects remained in Aestaria, guiding the people, helping maintain order, and ultimately grooming successive generations of Aestari leaders as their civilization spread across the globe. As the ongoing study of magic and science brought vast increases in knowledge and power, both Aestaria and its far-flung settlements continued to grow in both size and sophistication.

The continents continued to develop into intricate civilizations, further enriching Mythron’s already diverse cultural tapestry. As the settlements evolved into new nations with their own unique identities, they remained under Aestaria’s direct control. At first.

Over the centuries, however, the strength and power of the Aestari colonies approached that of Aestaria itself. The central government’s control lessened. Eventually, inevitably, these nations would establish their independence, giving rise to the Lyonar Kingdoms on Celandine, the Songhai Empire in Xenkai, and the Vetruvian Imperium on Akram. But not yet...
Atom Klinger

Trials of Mythron

.

## Description

Whenever you equip an artifact, this minion gains +Attack equal to the artifact's cost.

## Interactions

* If the artifact's mana cost is reduced by e.g. Lost Artificer, Klinger will only gain + Attack equal to the reduced mana cost.
* Droplift increases Atom Klinger's attack by the stolen artifact's mana cost.
* Autarch's Gifts will increase Klinger's attack by the combined mana costs of both artifacts.

## Balance Changes

v. 1.95 - added with Trials of Mythron expansion

## Animations

Idle

Breathing

Running

Attack

Death
Beastbound Savage

Denizens of Shim'Zar

.

## Description

**Frenzy**
**Celerity**

## Strategy

Beastbound Savage carries powerful Keywords in Celerity and Frenzy, making it a fair buff target. However, its base stats relative to its mana cost leave much to be desired. This card never sees play.

## Gauntlet Strategy

In Gauntlet, unlike in Constructed, Beastbound Savage can be a powerhouse. Paired with any buff (especially the likes of Killing Edge/Wailing Overdrive/Afterblaze), it can win the game immediately by providing a huge threat and board clear simultaneously. Without a buff, it still makes it a risky proposition for the opposing general to protect themselves with minions.

## Balance Changes

v. 1.71 - added with the Denizens of Shim'Zar expansion.

## Animations

Idle

Breathing

Running

Attack

Death
Allomancer

Denizens of Shim'Zar

.

## Description

**Dying Wish**: Summon a random Obelysk on this space.

## Strategies

Allomancer is a welcome additon in Dervish Vetruvian lists. It achieves many goals simultaneously:

1. Fills out Dervish Vetruvian's mana curve
2. Provides a solid body to contest the board
3. Summons an Obelysk on death, activating several synergies. Because of its somewhat high mana cost, Allomancer is not seen in Aggro Dervish lists - instead, it is incorporated into Midrange lists.

## Gauntlet Strategies

Allomancer is decent in Gauntlet due to its high value in a slower format. It suffers slightly from decreased Dervish synergy but also benefits from the rarity of dispel in Gauntlet. As such, it is a powerful pick, but it is not always clear if its effect makes up for its low health.

## Trivia

Upon its release, Allomancer could summon a Bloodfire Totem from its Dying Wish. As one would imagine, this bug made the card unplayable until it was fixed 2 weeks later.

## Balance Changes

* v. 1.71 - added with the Denizens of Shim'Zar expansion.
* v. 1.95 - updated to summon all obelysks (coincided with the temporary rotation of the Shim'Zar set into the Unlimited game mode and was retained after the set was returned to the ranked mode in May 2018; prior to this change, Allomancer summoned only the 3 Core Set obelysks).

## Animations

Idle

Breathing

Running

Attack

Death
Arclyte Sentinel

Core

.

## Description

**Opening Gambit**: Give ANY nearby minion +2 Attack, but -2 Health

## Interactions

* Since this card modifies a minion's base health, it can circumvent effects that trigger from taking damage (Soulburn Obelysk, Nimbus, Rawr, Lantern Fox, Battle Panddo, etc).
* Arclyte Sentinel's effect can be dispelled. See Lasting Judgement.

## Strategy

Frequently but not universally played, Arclyte Sentinel is a worthy removal option for Lyonar. Effectively, this card deals two damage to a minion, efficently dealing with cards such as Abyssal Crawler, Gloomchaser, Ki Beholder and Cannon of MECHAZ0R (to name a few). In addition, Arclyte Sentinel's statline is quite serviceable. It receives buffs such as Roar, Afterblaze, and even Divine Bond well. Along with its removal capability, Arclyte Sentinel can be used to push additional damage onto the enemy General by applying its effect on a friendly minion. Further, it can transform minions with weak attack values but strong health pools (e.g Ironcliffe Guardian, Bonereaper, Suntide Maiden, Eclipse) into more threatening bodies. Its respectable removal ability, usable statline and buff potential makes Arclyte Sentinel a strong candidate for any Lyonar deck.

## Trivia

* So far two cards share the "Arclyte" name, Arclyte Sentinel and Arclyte Regalia. Both of which are Lyonar cards and share a yellow coloring scheme.

## Balance Changes

v. 0.0.1 - Added: Silverguard Sentinel 4 mana 4/4 Opening Gambit: Give ANY nearby minion +2 attack but -2 health.

v. 0.0.2 - Renamed: Arclyte Sentinel

v. 0.0.9 - Cost changed to 3. Stats changed to 2/4.

## Animations

Idle

Breathing

Running

Attack

Death
Airdrop

### Notes

* Remember, you can summon anywhere, not just a square adjacent to a friendly minion or general.
* When you summon a minion with airdrop, all empty tiles will be highlighted yellow to indicate that you can place that minion anywhere.

### Strategy

* Allows you to play Minions safely or more aggressively than you otherwise could.
* Minions with Airdrop can steal Mana Springs with ease before your opponent has a chance to grab them.
* Playing other Minions *after* using an Airdrop as a “launch pad” can cause serious damage to your opponent’s weak spots.
Haunting Wisp

*This article is a stub. You can help Hide and Shriek Wiki by expanding it.*

**Haunting Wisp** is a Level 2 spell in Hide and Shriek.

## Description

**Haunting Wisp** ***Summon a prowling wisp to charge your foe***

* *Type:*  Curse
* *Runes:*

***Summon a prowling wisp that stun your foe***

*"With the proper runes, one can summon and bind a fae spirit for labor or bedevilment. Such sigils are enough to ensure obedience. However, to avoid being the object of goblin mischief later, an offering of milk should be left out—fresh for benevolent chores, sour for wicked intent."*
Archmagus Vol

Core

.

## Description

* Darkspear Zane is your ally, acts on his own, and must not die.
* Archmagus Vol does not move.
* His Bloodbound Spell is Living Flame

Archmagus Vol is a reskin of Alabaster Titan.

## Tips

* Oct 2017 Forum
* Jun 2018 Reddit, Forum, Easy Solution, Budget Guide
* Dez 2019 Forum, Budget guide by Boronian

## Animations

Idle

Breathing

Running

Attack

Death
Brome Warcrest

Core

.

## Description

Conscript: Summon a 1/2 Crestfallen with **Zeal**: **Provoke** in front of your General.

**Brome Warcrest** is the third Lyonar Kingdoms General. You unlock him by winning 10 games with that faction on Ranked Ladder. His Bloodbound Spell creates a Crestfallen in front of him, a 1/2 with Zeal: Provoke. If the tile in front of him is blocked his BBS will do nothing.

## Strategy

Brome's BBS inclines him towards high-minion decks, especially the Trial Lyonar archetype popular in the Trials of Mythron meta. Tempo decks would much prefer Argeon Highmayne due to his BBS's greater immediate impact, and Healyonar decks typically suffer dramatically if Zir'An Sunforge is removed, due to a lack of consistent heal triggers.

## Balance Changes

* v. 1.91 - added to the core set.
* the visual bug with the Crestfallen (Provoke animation still visible even if out of range of Zeal) got fixed

## Animations

Idling

Breathing

Running

Attacking

Casting

Dying
Chapter 15: The Twin Empires

Many who had left Aestaria returned with exaggerated tales of fertile soil and giant crystals the size of boulders. But not all who left Aestaria seeking fortune actually found what they were looking for.

Some headed north to Celandine pursuing stories of previously unknown gold-shimmering crystals — Sun Crystals — that could absorb sunlight, as well as rumors of a second Great Tree nourished by the sun. They discovered neither, but they did carve out a life for themselves.

The Highmayne clan called their newly established home Windcliffe, while those who called themselves the Order of the Second Suns and the Lightchasers established the towering city of Sun Forge on the highest peak in Celandine. In time, the continent became home to the Lyonar Kingdoms.

Another hardy group of Aestari explorers chased similar tales northeast, to the exotic and mysterious continent of Xenkai. They found a harsh and dangerous land of wet jungles, frigid mountains, arid deserts, and ghostly predators at every turn. But they conquered the land, taming and riding many of these creatures, hunting and killing with deadly precision many others. These agile and lethal warriors were the forefathers of the Songhai Empire, and founders of the cities of Xaan and Kaido.

Travelling inland, they discovered the Twilight Spring, where dusk and dawn mixed together, blurring light and dark, life and death, blood and earth, animal and human. It was a place where boundaries merged, an aetherial vortex that allowed the Songhai to commune with their ancestors and spirit essence animals with mystical Twilight Seals, establishing the Ancestral Spirits and Zodiac Masks.

Although they could not transform into the animals themselves — like the Vanar — they could inherit the abilities and traits of their representative spirit animal. Some Songhai rulers later came to believe they were the physical descendants of their patron animal, including Kaleos the Ghost Tiger, Gen-Bo the Sable Tortoise, and Taegon the Citrine Dragon.

But these were not the only emigrants to Xenkai. Foreseeing the destruction of Aestaria and the birth of a future hero on the continent of Xenkai, the Chakri Avatars journeyed to the isolated Saberspine Mountains. Hidden on its steepest slopes, they built the Chakri Monastery, where they stayed, meditating in solitude, honing their skills, ready to return in Mythron's time of need.