Siralim Ultimate Card List

Siralim Ultimate Card List 2 - steamsplay.com
Siralim Ultimate Card List 2 - steamsplay.com
A simple list of all cards, their effects, and where to farm them.

 
 

Introduction

 
This guide is a list of the cards of all races in the game, their effect, and in which realm you can farm them. 
Realms in bold also have structures on the map that can spawn multiple creatures of the same race at once, making them better for getting both knowledge and cards, while realms in italic bold can only spawn that race via map structures. 
The races are sorted in multiple categories based on their effects. If you’re looking for a specific race or a specific effect, use CTRL + F. 
Races that don’t spawn in any realm are creatures that can only be bought in shops, and there are only a few ways to get enough knowledge for them to use the Divination Candle : 
-Getting knowledge from items. Not recommanded as it is completely dependant on RNG. 
-Fighting their master. Faster, and gives you bonus damage against that race to defeat them faster, but again this one requires good RNG to get the right masters 
-Use the mirror balls in Azure Dream. These will spawn a copy of your team, and it drops knowledge like normal battles. This is the fastest way to get to Knowledge D, but it requires to summon the creatures first. 
-Once you reach Knowledge D, just do Hunt Missions. 
 
 

Resources

 
Cards that affect various resources. 

Race Cards Needed Effect 1 Effect 2 Effect 3 Realm
Construct 3, 7, 10 Gain 5% more Glory from the Arena. Gain 5% more Glory from the Arena. Gain 5% more Glory from the Arena. None
Griffon 2, 5, 7 Gain 15% more resources from battles. Gain 10 more resources from battles. +15% chance to gain double resources from battles. Faraway Enclave, Unsullied Meadows
Phase Warrior 2, 5, 7 Gain 5% more resources from resource nodes in realms. Gain 5% more resources from resource nodes in realms. Gain 5% more resources from resource nodes in realms. Refuge of the Magi, Eternity’s End, Temple of Lies
Pit Wraith 2, 5, 7 Creatures gain 5% more experience points from battles. Creatures gain 5% more experience points from battles. Creatures gain 5% more experience points from battles. Where the Dead Ships Dwell, Bastion of the Void
Soulflayer 2, 4, 6 +5% chance to gain double resources from breakable objects. +5% chance to gain double resources from breakable objects. +5% chance to gain double resources from breakable objects. Sanctum Umbra, Temple of Lies
Elf 3, 5, 8 Gain 30% more Crystal from battles. Increases the base amount of Crystal gained form battles by 15. +15% chance to gain double Crystal from battles. None
Golem 4, 9, 13 Gain 30% more Essence from battles. Increases the base amount of Essence gained form battles by 15. +15% chance to gain double Essence from battles. Frostbite Caverns
Minotaur 2,5,7 Gain 30% more Brimstone from battles. Increases the base amount of Brimstone gained form battles by 15. +15% chance to gain double Brimstone from battles. Kingdom of Heretics, Torture Chamber
Stag 3,5,8 Gain 30% more Power from battles. Increases the base amount of Power gained form battles by 15. +15% chance to gain double Power from battles. Azure Dream, Frostbite Caverns
Wight 3,5,8 Gain 30% more Granite from battles. Increases the base amount of Granite gained form battles by 15. +15% chance to gain double Granite from battles. Frostbite Caverns, Path of the Damned, Titan’s Wound

 
 
 

Stats

 
Cards that directly affect creatures stats. 

Race Cards Needed Effect 1, 2 and 3 Realm
Giant 3, 6, 9 Your creatures have 5% more Maximum Health. Frostbite Caverns, Titan’s Wound
Bat 3, 5, 8 Your creatures have 5% more Attack. Arachnid Nest, Blood Grove, Great Pandemonium
Amaranth 3, 5, 8 Your creatures have 5% more Defense. Eternity’s End, Temple of Lies
Raven 2, 5, 7 Your creatures have 5% more Intelligence. Refuge of the Magi, Sanctum Umbra
Ghoul 3, 6, 9 Your creatures have 5% more Speed. Path of the Damned
Unguided 2, 4, 6 Your creatures have 1 more base Maximum Health. None
Cockatrice 2, 4, 6 Your creatures have 1 more base Attack. Caustic Reactor, Titan’s Wound
Forsaken 2, 5, 7 Your creatures have 1 more base Defense. Where the Dead Ships Dwell, Path of the Damned
Sin 3, 5, 8 Your creatures have 1 more base Intelligence. Sanctum Umbra, Path of the Damned, Where the Dead Ships Dwell
Eft 2, 4, 6 Your creatures have 1 more base Speed. None
Koloss 2, 4, 6 Your creatures gain 10% more Maximum Health from stat-boosting effects. Blood Grove, Titan’s Wound, Torture Chamber
Hunter 3, 5, 8 Your creatures gain 10% more Attack from stat-boosting effects. The Swamplands, The Barrens
Pit Worm 2, 5, 7 Your creatures gain 10% more Defense from stat-boosting effects. Arachnid Nest, The Barrens
Salamander 2, 5, 7 Your creatures gain 10% more Intelligence from stat-boosting effects. Cutthroat Jungle, The Swamplands
Mite 2, 5, 7 Your creatures gain 10% more Speed from stat-boosting effects. Arachnid Nest, The Swamplands
Imler 3, 5, 8 Your creatures have 10% more Defense while they’re Provoking. The Swamplands, Arachnid Nest
Troll 3, 5, 8 Your creatures have 10% more Speed while they’re Provoking. None
Imling 3, 5, 8 Your creatures have 10% more Defense while they’re Defending. The Swamplands, Arachnid Nest
Priest 3, 6, 9 Your creatures have 10% more Speed while they’re Defending. Azure Dream, Sanctum Umbra
Race Cards Needed Effect 1 Effect 2 Effect 3 Realm
Hemomancer 2, 4, 6 Your creatures gain 5% more stats from stat-boosting effects. Enemies lose 5% more stats from stat-reducing effects. Doubles the potency of these effects. None
Sphinx 2, 5, 7 Enemies have 5% less Attack. Enemies gain 25% less Attack. Enemies have 50% less benefit from their Artifacts’ Stat Slots that boost their Attack. None
Spectre 3, 5, 8 Enemies have 5% less Defense. Enemies gain 25% less Defense. Enemies have 50% less benefit from their Artifacts’ Stat Slots that boost their Defense. Path of the Damned, Sanctum Umbra
Tremor 2, 4, 6 Enemies have 5% less Intelligence. Enemies gain 25% less Intelligence. Enemies have 50% less benefit from their Artifacts’ Stat Slots that boost their Intelligence. Great Pandemonium, The Swamplands
Waspid 2, 5, 7 Enemies have 5% less Speed. Enemies gain 25% less Speed. Enemies have 50% less benefit from their Artifacts’ Stat Slots that boost their Speed. Cutthroat Jungle, The Swamplands

 
 
 

Buffs

 
Cards that strenghten the effect of specific buffs. 

Race Cards Needed Effect 1 Effect 2 Effect 3 Realm
Amphisbaena 2, 4, 6 When your creatures with Rebirth are resurrected, they recover an additional 15% Health. Your creatures with Rebirth receive 10% more healing. Your creatures’ Rebirth buff lasts forever. Eternity’s End, Where the Dead Ships Dwell
Apis 3, 5, 8 Your creatures with Protected take 10% less damage. Your creatures with Protected take 10% less damage. Your creatures with Protected have a 5% chance to avoid damage from attacks and spells. Faraway Enclave, The Barrens
Aspect 2, 5, 7 Your creatures with Agile have a 5% greater chance to Dodge attacks. Your creatures with Agile take 10% less damage. Your creatures’ Agile buffs last forever. None
Asura 2, 5, 7 Your creatures with Savage have a 10% greater chance to deal critical damage Your creatures with Savage deal 30% more critical damage. Your creatures’ Savage buff lasts forever. Cutthroat Jungle, Great Pandemonium, Kingdom of Heretics, The Barrens
Brownie 3, 5, 8 Your creatures’ Splashing buff deals 10% more damage to adjacent creatures. Your creatures’ Splashing buff deals its damage to 1 aditional enemy. Your creatures’ Splashing buff has a 10% chance to activate twice. Blood Grove, Cutthroat Jungle, Unsullied Meadows
Crusader 2, 5, 7 Your creatures Shelled buffs have a 10% chance to persist after taking damage. Your creatures with Shelled have a 5% chance to avoid damage. Doubles the chance for these effects to occur. Azure Dream, Eternity’s End
Doomguard 2, 5, 7 Your creatures with Taunting take 15% less damage. Your creatures with Taunting have 15% more Speed. Your creatures with Taunting have a 15% chance for effects that occur after they Provoke to occur an additional time. Kingdom of Heretics, Great Pandemonium, Torture Chamber
Ent 3, 5, 8 Your creatures recover 20% more Health from Mending. Your creatures with Mending take 10% less damage. Your creatures’ Mending buffs last forever. Blood Grove, The Swamplands
Fiend 2, 5, 7 Increases the amount of damage your creautres deal while they’re Berserk by 15%. Your creatures with Berserk have a 10% chance to attack an additional time. Your creatures with Berserk have a 15% greater chance to deal critical damage. None
Grimoire 3, 5, 8 Your creatures’ Arcane buffs have a 5% chance to grant the Spell Gem an extra Charge when it activates. Your creatures’ Arcane buffs have a 10% chance to not be removed after they cast a spell. Doubles the chance for these effects to occur. Refuge of the Magi, Temple of Lies
Leech 2, 4, 6 Your creatures recover 20% more Health from Leeching. When your creatures recover from Leeching, the amount of healing has a 25% chance to be doubled. Your creatures’ Leeching buff lasts forever. Cutthroat Jungle, Titan’s Wound
Rift Dancer 2, 4, 6 Your creatures with Warded gain 20% more stats. Your creatures with Warded have 25% chance to resist debuffs. Your creatures with Warded have 30% more Defense. Azure Dream, Bastion of the Void, Refuge of the Magi
Sanctus 3, 5, 8 Your creatures’ Barrier buffs absorb 15% more damage. Your creatures’ Barrier buffs cannot be removed. After your creatures’ Barrier buffs are destroyed, thay have a ??% chance to gain Shelled. Azure Dream, Faraway Enclave, The Barrens
Shade 3, 5, 8 Your creatures take 15% less damage while they’re Invisible. Your creatures have a 10% chance to not lose their Invisible buff after they Attack or Cast spells. Your creatures take 15% less damage while they’re Invisible. None
Voidlord 2, 4, 6 Your creatures with Repelling take 5% less damage from spells. Your creatures with Repelling take 5% less damage from attacks. Your creatures’ Repelling buff now lasts forever. Bastion of the Void, Torture Chamber

 
 
 

Debuffs

 
Cards that strenghten the effect of specific debuffs. 

Race Cards Needed Effect 1 Effect 2 Effect 3 Realm
Abomination 3, 5, 8 Enemies with Vulnerable take 15% more damage. Enemies with Vulnerable have 10% lower chance to Dodge. Enemies with Vulnerable gain 35% less healing from all sources. Torture Chamber, Path of the Damned, Titan’s Wound
Apocalypse 2, 4, 6 Enemies with Scorned deal 10% less damage. Enemies with Scorned take 10% more damage. Enemies with Scorned have a 5% chance for their spells to fizzle. Great Pandemonium, Caustic Reactor
Arachnalisk 2, 4, 7 Enemies with Snared have 10% lower chance to break free Enemies with Snared deal 20% less damage Enemies with Snared have 10% lower chance to break free Arachnid Nest, Cutthroat Jungle
Concoction 2, 4, 6 Enemies with Disarmed have a 10% lower chance to Dodge. Enemies with Disarmed have a 15% lower chance to deal critical damage. Enemies with Disarmed take 5% more damage. Caustic Reactor, Kingdom of Heretics
Efreet 2, 5, 7 Enemies take 15% more damage from Burning. Increases the amount of Intelligence added to the Burning debuffs your creatures apply by 50%. Enemies’ Burning debuff lasts forever. The Barrens, Bastion of the Void, Great Pandemonium
Gorgon 2, 5, 7 Enemies with Stone take 10% more damage from attacks and spells. Enemies with Stone take 10% more damage from non-attack and non-spell damage. Enemies with Stone receive 25% less stat gains. Arachnid Nest, Faraway Enclave, Kingdom of Heretics
Harpy 2, 5, 7 Enemies with Blind deal 10% less damage. Enemies with Blind take 10% more damage. Enemies’ Blind debuff lasts forever. Cutthroat Jungle, Unsullied Meadows
Leper 3, 5, 8 Enemies with Weak deal 15% less damage. Enemies with Weak have a 50% lower chance to deal critical damage. Enemies’ Weak debuffs last forever. Caustic Reactor, Torture Chamber
Mummy 2, 5, 7 Enemies with Cursed take 10% more damage from this debuff. When enemies take damage from Cursed, there is a 20% chance this damage will be doubled. Doubles the potency of these effects. Frostbite Caverns, Path of the Damned
Paragon 3, 5, 8 Enemies with Silenced deal 15% less damage. Increases the duration of enemies’ silenced debuffs by 1 turn. After an enemy is afflicted with Silenced, one of its Spell Gems is Sealed. Faraway Enclave, Temple of Lies
Pilwiz 3, 6, 9 Enemies taking 15% more damage from Bleeding. Enemies have a 10% chance to take double damage from bleeding. Enemy’s bleeding debuffs lasts forever. Blood Grove, Cutthroat Jungle
Sea Shambler 2, 4, 6 Enemies take 20% more damage from Blighted. Enemies receive 20% more healing while they’re afflicted with Blighted. Enemies with Blighted have a 25% chance to resist buffs. Blood Grove, Where the Dead Ships Dwell
Shadow 2, 4, 6 Enemies with Feared take 10% more damage. Enemies with Feared have 15% less Speed. Enemies with Feared have 15% less Defense. None
Siren 2, 5, 7 Enemies with Sleeping have a 25% chance to not wake up after they take damage from attacks. Enemies with Sleeping have a 25% chance to not wake up after they take damage from spells. Enemies’ Sleeping debuffs lasts forever. None
Slime 3, 6, 9 Enemies with Confused have a 10% greater chance to Attack their allies. Enemies with Confused have a 10% greater chance to Cast harmful spells on their allies. After an enemy’s Confused debuff activates, the duration of this debuff increases by 1. Refuge of the Magi, Titan’s Wound
Smog 3, 5, 8 Enemies take 15% more damage from Poisoned. Increases the amount of Attack added to the Poisoned debuffs your creatures apply by 15%. Enemies’ Poisoned debuff lasts forever. Caustic Reactor
Toxdweller 2, 4, 6 Enemies take 25% more damage from their Bomb debuffs. Increases the amount of Speed added to the Bomb debuffs your creatures apply by 25%. Enemies’ Bomb debuffs cannot be removed. None
Yeti 2, 5, 7 Frozen enemies have a 5% lower base chance to thaw. Decreases Frozen enemies’ chance to thaw each turn by 10%. Enemies’ Frozen debuffs have a 50% chance to not gain an increased chance to thaw at the end of their turn. Frostbite Caverns

 
 
 

Class

 
Cards that help you against specific classes. 

Race Cards Needed Effect 1, 2 and 3 Realm
Carnage 2, 5, 7 Your creatures deal 10% more damage to Death creatures. Bastion of the Void, Torture Chamber
Carver 2, 5, 7 Your creatures deal 10% more damage to Chaos creatures. Caustic Reactor, Torture Chamber
Centaur 2, 5, 7 Your creatures deal 10% more damage to Nature creatures. Kingdom of Heretics, Unsullied Meadows
Angel 2, 5, 7 Your creatures deal 10% more damage to Life creatures. None
Dragon 3, 5, 8 Your creatures deal 10% more damage to Sorcery creatures. Faraway Enclave, Unsullied Meadows
Hound 3, 5, 8 Your creatures take 15% less damage from Death spells. Blood Grove
Gargoyle 2, 5, 7 Your creatures take 15% less damage from Chaos spells. Great Pandemonium, Sanctum Umbra
Storm 3, 5, 8 Your creatures take 15% less damage from Nature spells. Faraway Enclave, Unsullied Meadows
Demigod 2, 5, 7 Your creatures take 15% less damage from Life spells. Azure Dream, Eternity’s End
Nix 2, 5, 7 Your creatures take 15% less damage from attacks from Death creatures. The Barrens, Sanctum Umbra
Manticore 2, 5, 7 Your creatures take 15% less damage from attacks from Chaos creatures. Arachnid Nest, Blood Grove
Dryad 3, 5, 8 Your creatures take 15% less damage from attacks from Nature creatures. Arachnid Nest, Unsullied Meadows
Unicorn 2, 5, 7 Your creatures take 15% less damage from attacks from Life creatures. Azure Dream, The Swamplands
Watcher 3, 5, 8 Your creatures take 15% less damage from attacks from Sorcery creatures. Eternity’s End, Faraway Enclave, Refuge of the Magi
Race Cards Needed Effect 1 Effect 2 Effect 3 Realm
Lich 2, 5, 7 Your creatures’ Death spells deal 10% more damage. Your creatures’ damaging Death spells ignore 10% of the enemies’ Defense. Your creatures’ Death spells have 10% additional charges. Path of the Damned, Sanctum Umbra
Cerberus 2, 5, 7 Your creatures’ Chaos spells deal 10% more damage Your creatures’ damaging Chaos spells ignore 10% of their enemies’ Defense. Your creatures’ Chaos spells have 10% additional Charges. Great Pandemonium, Kingdom of Heretics
Imp 2, 5, 7 Your creatures’ Nature spells deal 10% more damage. Your creatures’ damaging Nature spells ignore 10% of their enemies’ Defense. Your creature’s Nature spells have 10% additional charges. Cutthroat Jungle, Faraway Enclave
Ophan 2, 5, 7 Your creatures’ Life spells deal 10% more damage Your creature’s damaging Life spells ignore 10% of their enemies’ defense Your creatures’ Life spells have 10% additional charges Bastion of the Void, Eternity’s End
Occultist 3, 6, 9 Your creatures Sorcery spells deal 10% more damage. Your creatures’ damaging Sorcery spells ignore 10% defense. Your creatures’ Sorcery spells have 10% additional charges. Eternity’s End, Refuge of the Magi
Shapeshifter 2, 5, 7 Your creatures deal 10% more damage to creatures that are weak against their class. Your creatures take 10% less damage from creatures that are strong against their class. Doubles the potency of these effects. Refuge of the Magi, Temple of Lies

 
 
 

Spells

 
Cards related to spells. 

Race Cards Needed Effect 1 Effect 2 Effect 3 Realm
Banshee 3, 5, 8 Your creatures’ Spell Gems have 1 additional Charge. Your creatures’ Spell Gems have 1 additional Charge. Your creatures’ Spell Gems have 1 additional Charge. Path of the Damned, Bastion of the Void
Carbuncle 2, 4, 6 Your creatures deal 1% more damage for each spell they’ve cast. Your creatures take 1% less damage for each spell they’ve cast. Doubles the potency of these effects. Temple of Lies, Eternity’s End
Cruncher 2, 4, 6 Your creatures deal 3% more damage to enemies for each Sealed Spell Gem the enemy has. Your creatures take 3% less damage for each Sealed Spell Gem the enemy has. Doubles the potency of these effects. Temple of Lies, Where the Dead Ships Dwell
Djinn 3, 5, 8 Your creatures’ Spell Gems have 10% more Charges Your creatures’ Spell Gems have 1 additional Charge. Your creatures’ Ultimate Spell Gems have 1 additional Charge. Refuge of the Magi, The Barrens
Familiar 2, 5, 7 Your creatures deal 5% more damage with spells. Your creatures deal 5% more damage with spells. Your creatures deal 5% more damage with spells. None
Gemling 2, 4, 6 Your creatures’ Ethereal Spell Gems heal for 15% more. Your creatures’ Ethereal Spell Gems increase/decrease stats 15% more. Your creatures’ Ethereal Spell Gems deal 15% more damage. None
Satyr 2, 4, 6 At the start of battle, enemies’ Spell Gems each have a 3% chance to be sealed. At the start of battle, enemies’ Spell Gems each have a 3% chance to be sealed. At the start of battle, enemies’ Spell Gems each have a 3% chance to be sealed. Blood Grove, Unsullied Meadows
Vulpes 2, 5, 7 Enemies’ Spell Gems have 10% fewer Charges. Enemies’ Spell Gems have 10% fewer Charges. Enemies’ Spell Gems have 10% fewer Charges. Frostbite Caverns, The Swamplands
Wyvern 2, 4, 6 Your creatures take 5% less damage from spells. Your creatures take 5% less damage from spells. Your creatures take 5% less damage from spells. Faraway Enclave, Unsullied Meadows

 
 
 

Other Combat Effects

 
Generic combat effects that don’t fit in other categories. 

Race Cards Needed Effect 1 Effect 2 Effect 3 Realm
Automaton 2, 5, 7 Your creatures deal 15% more damage with start-of-battle effects. Your creatures gain 15% more stats from start-of-battle effects. Doubles the potency of these effects. Caustic Reactor, Refuge of the Magi
Bard 3, 5, 8 Your creatures take 5% less damage from attacks. Your creatures take 5% less damage from attacks. Your creatures take 5% less damage from attacks. Blood Grove, Temple of Lies
Basilisk 2, 5, 7 Enemies take 3% more damage. Enemies take 3% more damage. Enemies take 3% more damage. None
Clutcher 2, 5, 8 Your creatures have a 5% greater chance to Dodge attacks. Your creatures have an independent 5% chance to Dodge attacks. When your creatures fail to Dodge attacks, they take 5% less damage. Titan’s Wound, Torture Chamber, Where the Dead Ships Dwell
Devil 3, 5, 8 Your creatures deal 5% more damage. Your creatures deal 5% more damage. Your creatures deal 5% more damage. Great Pandemonium, Kingdom of Heretics
Diabolic Horde 4, 7, 11 Your creatures have a 5% chance to Attack an additional time. Your creatures have a 5% chance to Cast spells an additional time. Doubles the chance for these effects to occur. Kingdom of Heretics, Bastion of the Void, The Barrens
Doom Fortress 3, 6, 9 Your creatures take 10% less damage while they’re Provoking. Your creatures take 10% less damage while they’re Provoking. Your creatures take 10% less damage while they’re Provoking. None
Gargantuan 2, 5, 7 Enemies have a 5% lower chance to Dodge attacks. Enemies have a 5% lower chance to Dodge attacks. Enemies have a 5% lower chance to Dodge attacks. Frostbite Caverns, Titan’s Wound
Inquisitor 2, 4, 6 Your creatures’ minions have a 5% lower chance to go away. Your creatures’ minions have a 5% lower chance to go away. Your creatures’ minions have a 5% lower chance to go away. Bastion of the Void, Eternity’s End
Maniac 2, 4, 6 Your creatures deal 35% more damage while they’re dead. Your creatures deal 35% more damage while they’re dead. Your creatures deal 35% more damage while they’re dead. Caustic Reactor, Cutthroat Jungle
Mas*chi*t 2, 5, 7 Your creatures take 3% less damage. Your creatures take 3% less damage. Your creatures take 3% less damage. Eternity’s End, Kingdom of Heretics
Ossein 2, 4, 6 Enemies resurrect with 5% less health. Enemies resurrect with 5% less health. Enemies resurrect with 5% less health. Titan’s Wound, Frostbite Caverns
Phoenix 2, 5, 7 When your creatures are resurrected, they recover 10% more Health. When your creatures are resurrected, they recover 10% more Health. Your creatures can now be resurrected a maximum of 15 times per battle. Great Pandemonium, The Barrens
Plague Doctor 2, 5, 7 Your creatures take 25% less damage from Poisoned. Your creatures take 25% less damage from Burning. Your creatures take 25% less damage from Bleeding. Caustic Reactor, Refuge of the Magi, Torture Chamber
Reaper 2, 5, 7 Your Creatures have a 10% greater chance to deal critical damage. Your creatures deal 25% more critical damage. Your creatures have a minimum 10% chance to deal critical damage. Path of the Damned, Where the Dead Ships Dwell
Revenant 3, 5, 8 Your creatures take 2% less damage for each debuff they have. Your creatures deal 2% more damage for each debuff they have. These bonuses apply to buffs as well. None
Seraph 2, 4, 6 Your creatures take 5% less damage from attacks. Your creatures take 5% less damage from attacks. Your creatures take 5% less damage from attacks. Azure Dream, Sanctum Umbra, The Barrens
Skeleton 2, 5, 7 Your creatures deal 5% more damage with attacks. Your creatures deal 5% more damage with attacks. Your creatures deal 5% more damage with attacks. None
Smith 3, 7, 10 Your Artifact’s Stat Slots are 5% more powerful. Your Artifact’s Trick Slots have a 10% greater chance to activate. Your Artifacts’ Spell Slots have a 10% greater chance to activate. Caustic Reactor, Frostbite Caverns
Sparktail 2, 4, 6 Your creatures deal 10% more damage while it is not their turn. Your creatures deal 10% more damage while it is not their turn. Your creatures deal 10% more damage while it is not their turn. Faraway Enclave, Where the Dead Ships Dwell
Spirit 3, 6, 9 Your creatures’ healing effects are 10% more potent. Your creatures receive 10% more healing. Your creatures’ healing effects have a 25% chance to ignore Blighted. Azure Dream, Frostbite Caverns, Sanctum Umbra
Valkyrie 2, 5, 7 Enemies have a 10% lower chance to deal critical damage. Enemies deal 30% less critifcal damage. Enemies have a 75% maximum chance to deal critical damage. Kingdom of Heretics, Azure Dream
Wisp 2, 4, 6 Your creatures have a 5% chance to resist effects that cause them to fall to the bottom of the Timeline. Your creatures have a 5% chance to resist effects that cause them to fall to the bottom of the Timeline. Your creatures have a 5% chance to resist effects that cause them to fall to the bottom of the Timeline. Bastion of the Void, Where the Dead Ships Dwell
Wolpertinger 3, 5, 8 Your creatures have a 5% chance to Attack an additional time. Your creatures have a 5% chance to Cast spells an additional time. Doubles the chance for these effects to occur. Temple of Lies, Unsullied Meadows

 
 
 

Misc

 
Other effects that don’t fit any other category. 

Race Cards Needed Effect 1 Effect 2 Effect 3 Realm
Dumpling 2, 4, 6 Increases the chance for Dumplings to spawn by 50%. Increases the chance for Dumplings to spawn by 50%. Increases the chance for Dumplings to spawn by 50%. All (Rare)
Mimic 1, 3, 4 Mimics drop 100% more loot. When you fight a Mimic, it has a 25% chance to start the battle with 1 Health. After you defeat a Mimic, there is a 5% chance that a Treasure Golem will spawn. All (Rare)

 
 

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