
Krovnar, Venomous Root
Guarded the Prince of Ashera's grove. When the grove withered, the roots began to grow on him.
Every card of the dark fantasy trading card game RAZRYV, deck by deck. Creatures enter the board through the Cell or by Ritual; Spells change the Realm; the Event Deck brings the threats both players face.
Play RAZRYVYour violent side of the war. Creatures that enter the Realm to crush the opponent by brute force.

Guarded the Prince of Ashera's grove. When the grove withered, the roots began to grow on him.

Feared on the trails of Askat. They say no prey ever saw it arrive twice.

Without Ritual: it enters the field from the Cell if you have 3 or more creatures on the field.

A wolf that prowls the marshes of Askat beneath moons that do not yet exist. No one has proved his predictions wrong.

Sentinel of the Ashera lagoons. The spear glows green, and whoever sees it light up can no longer move.

A creature of the coastal caverns near Duskval. They say it devoured its own flock in a single night of hunger.

A stone guardian of the peaks of Ashvorn. He stayed still long enough to be mistaken for the mountain itself.

His mouth is a crater, and the chains around his neck are contracts he swallowed. Every one was honored to the letter; no one understood what they had signed until the square was already inside his maw.

Without Ritual: it enters the field from the Cell if the opponent has no creatures in this Realm.

Every step he takes is a sentence. He carries a sword larger than a gate, and they say it was already driven into fate before anyone existed to wield it.

He held the gates of Garaak during the invasion of the Bulls of Rinaaj, enduring days of assault until no one remained to tell the tale.

Judge of the contracts of Keth. Whoever breaks a pact gets a visit from him, blade in hand.

A four-armed demon, called a mage by mistake: no one ever saw him study, only burn. In Nidrak they ordered his capture, but no attempt succeeded.

Knight of a kingdom that no longer exists. He rides to Gorak every night, hunting whoever destroyed it.

He killed three kings of Keth on the orders of their rivals. Now he needs no orders.

Its gloom reached Duskval three days before the battle. Fish from the deep rose dead to the surface, eyes turned to the sky, caught on its lure.

The elders of Kraek tell of a traitor who became a leech the size of cities, its mouth an anchor hook, wandering in search of vengeance.

Without Ritual: it enters the field from the Cell if there are 2 or more Event Creatures on the field.

The temple of Shinarek collapsed around him and he never noticed. He still walks his rounds with a capital for a mace, and whoever crosses the hall does not leave the way they came in.

Battle-prince who rules the Realm of Ashera. He chose alliances among the tribes to avoid the slaughter during the Great Era.

Without Ritual: it enters the field from the Cell if the opponent has fewer creatures than you on the field.

Without Ritual: it enters the field from the Cell if there is an Event Creature in this Realm.

Choose 1 of the opponent's creatures on the field. It goes to their Cell.

Free 1 of your creatures from the Cell. It enters the field in this Realm, if there is space.

Send 1 creature from your Cell to this Realm, if there is space.

Choose 1 of the opponent's creatures on the field. It cannot attack.

Use this card as +6 Energy for a Ritual.

Use this card as +5 Energy for a Ritual.

Attack with 1 of your creatures against 1 creature of the opponent in this Realm.

Choose 1 creature in your Cell and the Realm it returns to. It cannot attack.

Choose 1 creature on the field, yours or your opponent's, with Energy 9 or more. It goes to its owner's Cell.

Use this card as +10 Energy for a Ritual.

Your creatures do not attack this turn. Draw 2 cards.

Iron teeth, scaled armor, a curved blade in hand. He breaks walls that swords never reached, and the lightning seems to follow him out of stubbornness.

He hauled the catapults of Vorath through forty days of march without stopping to drink. At the siege, he brought down the stone gate with a single advance.

Feared by the inhabitants of Zarak, who know this creature feeds on blood.

Giant spider of the caves of Celrath. She walks along the ceiling, and every step brings down a rain of stones.

It always attacks in groups of three, never four. The ritual has an explanation, but no scholar lived to publish it.

It glides over battlefields before the fight begins. Generals of Krath consider its appearance as reliable as any scouting party.

The stinger carries enough venom to paralyze ten men or one war elephant. In the sands of Keth, it is the natural arbiter of any territorial dispute.

Without Ritual: it enters the field from the Cell if you have 3 or more creatures on the field.

Gravedigger of the Gorak battlefield. He buried the dead for so long he became one of them, and he keeps working.

Without Ritual: it enters the field from the Cell if you have 2 or more creatures in this Realm.

Each step opens fissures in the ground that last for decades. The Split Vale of Gorak was mapped as a geological formation for a hundred years before anyone noticed the shape of the feet.

A sea serpent whose shadow beneath the waves silences an entire fleet. Even the sea seems to fear it.

Its blood catches fire on contact with the air. Hunters of Breth learned to bring it down from afar after losing three villages trying up close.

Without Ritual: it enters the field from the Cell if the opponent has more creatures than you on the field.

Without Ritual: it enters the field from the Cell if the opponent has no creatures in this Realm.

A hundred meters of muscle and purpose. Entire campaigns were redrawn when it was discovered that he stood on the other side of the field.

Without Ritual: it enters the field from the Cell if there are 2 or more Event Creatures on the field.

Your creatures in this Realm gain +8 Strength.

The strongest Event Creature on the field loses 10 Strength.

Your creatures in this Realm gain +6 Strength.

Event Creatures in this Realm have their Strength reduced to half.

Your creatures in this Realm gain +8 Strength.

The strongest Event Creature on the field loses 10 Strength.

Your creatures in this Realm gain +6 Strength.

Event Creatures in this Realm have their Strength reduced to half.

The Event Creature in the Realm marked by the compass attacks 1 of the opponent's creatures of your choice, in any Realm.

The Event Creature in the Realm marked by the compass attacks 1 of the opponent's creatures of your choice, in any Realm.

The Event Creature in the Realm marked by the compass attacks 1 of the opponent's creatures of your choice, in any Realm.

Use this card as +8 Energy for a Ritual.

Use this card as +7 Energy for a Ritual.

In the Realm marked by the compass, the Event Creature attacks the opponent's lowest-Strength creature.

Choose 1 of your creatures on the field. Roll 1 die: it gains that amount of Strength (1 to 6).

Without Ritual: it enters the field from the Cell if you have a creature with Strength greater than 20 on the field.

He punishes in silence, with a blade charged with lightning. They say every soul he collects makes the blade glow a little brighter, and that it never goes out.

He has watched the tombs since before there were tombs. Whoever enters with torches leaves without them, and whoever tries to tell what they saw forgets the end of the sentence.

He guards the tombs of the dunes of Breth, covered in spines of bone. Whoever tries to loot the first sepulcher returns without a hand, and without remembering why.

He taught the bulls to break the chains of the lords who had held them for centuries. When the Great Era ended, all remembered who had led them: a wolf.

Without Ritual: it enters the field from the Cell if there is an Event Creature in this Realm.

Two sledgehammers, one order: no one behind him is left behind. He marches ahead of the weak, and whoever falls on the road becomes a step for the next.

Without Ritual: it enters the field from the Cell if you have 2 or more creatures in this Realm.

He broke his own chains in Arkash and kept walking, dragging the links. No one could say who had bound him.

He rises from the dunes of Narel once a year, crushes caravans and vanishes back into the sand. Travelers of Drath mark the date on the calendar as mourning.

Dragon of the woods of Kraesh. He fills the main trail with his wings spread and lets pass only those he chooses.

Without Ritual: it enters the field from the Cell if the opponent has more creatures than you in this Realm.

Without Ritual: it enters the field from the Cell if the opponent has more creatures than you in this Realm.

Without Ritual: it enters the field from the Cell if the opponent has more creatures than you on the field.

He stepped onto the bridge of Aeshvar in armor, wings spread, and the bridge, tiny beneath him, creaked the wrong way. The armies did not even try to cross.

War mage of the winged armies. His staff calls dead soldiers back into formation.

Without Ritual: it enters the field from the Cell if the opponent has fewer creatures than you on the field.
Your hidden side of the war. Creatures that arrive through the mist and slip in until it is too late to stop the attack.

A solitary dweller of Ashera's inner swamps. A single jet of its venom was enough to stop a full-grown bear.

A calculating boar of the marshes of Askat. It waits for the herd to wear itself out before choosing the strongest foe.

He kept the same post in the towers of Asgath for longer than the tower stood. No one knows whom he is still waiting for.

Sacred stag that guarded the desert caravans. Now his antlers paralyze anyone who comes near.

A figure who bargains in the ports of Nidrak, always with a different face. Everyone who closed a deal paid more than was agreed.

Moth-soldier of the Forest of Ashera. The pollen from its wings puts the enemy to sleep before the first blow.

Eagle used as a weapon by the armies of Askat. Lightning leaves its beak and strikes where it looks.

Princess of Askat and leader of the guild of the Night Sorcerers. During the War of the Magics, she led the victory against the mages of Oshnorc.

Winged, she announces the beginning of great battles. Her clan was loyal to Jazmine until it was exiled to the North. Betrayed, the clan seeks vengeance to this day.

White beast that prowls the lands of Larghan. By the time it arrives, the animals have already fled.

For his high loyalty through every invasion, he received the highest decoration of the King of Synat, who named him his personal protector.

Moss that learned to walk. He roams the Desert where nothing grows, and no one could explain where the water that keeps him green comes from.

Spirit of the ice of the Deep Sea. Ships that cross its path freeze and sink.

Its fury impresses all who witness it. Its battles were crucial to defeating the emperor Olav the Bloodthirsty, ending eras of chaos.

Guardian of the woods where the clans exiled after the battle of Larghan make their home. More than victory, he seeks vengeance on those who drove his people from their home.

Winged messenger of Askhal. The golden pollen it leaves behind puts enemy crews to sleep.

Queen of the dragons, she conquered the lands to the East by invading Keraak; her dragons took the city in hours. When they were finished, not one block was left standing.

His arrival is always feared, for he bears ill news. He was the messenger who announced the start of the Great War, in which thousands lost their lives.

King of the northern seas, strengthened after the War of the Waters. Few dare challenge him, fearing his warriors and abyssal creatures.

Of the mysterious Dvorr clan, a master of the magics of time and life. It is speculated that her power coincides with the disappearance of the book of Val.

In the Great War, he inflicted thousands of casualties by contaminating fields, forests, and rivers. Entire cities perished with no chance against his winged creatures.

Legend tells that an unrequited love between a soldier and a queen turned him into a giant tree. His laments still echo from afar.

It condenses the dew from the leaves of Caelresh at dawn and evaporates with the heat of the day. What it does in the hours it exists, only it knows.

Owl of the school of Fuhr. The star it carries on its chest reads any secret in the dark.

It keeps every promise it seals under its wing cases, without exception and without mercy. The problem is that those promises have more layers than any written contract.

The web is a mirror. The city of Yrath has seven victims caught this way; they still reflect the inside of anyone who looks too long.

He passes through walls the way an ember passes through straw. The vault of Caelrath lost the Orb forty years ago; all that remained was a trail of ash shaped like a claw.

A living lance, larger than the road. It flies faster than any tracking spell. Messengers of Selath see it only when its shadow has already covered the city.

He appears beside those about to die without them noticing. The physicians of Caelrath learned to look at his hand, where the lightning is born, before any diagnosis.

He moves the tides of three continents when he spreads his wings. The Fleet of Orrath learned that lesson by sinking, small as bait.

Each scar on the abdomen matches a star mapped by the astronomers of Caelrath. The new scars point to regions telescopes have not reached yet.

It snuffs the light of a whole city as it passes. Battles that fall under its shadow are decided blind, which usually favors it.

Its body is mist dense enough to suffocate and light enough to pass through any grate. Three detention towers of Celrath were abandoned for the same reason.

It strikes faster than any catapult bolt. The generals of Askat learned that while trying to bring it down on the march.

Its length was never measured whole: the highest estimate reaches six leagues, the lowest three. No observer ever saw the mouth and the tail at the same time.

It appears in the records of every civilization of Razryv under the same name. No historian has explained how something so ancient still takes part in recent battles.

It appears only during total eclipses and is gone before the sun returns. What it does in the darkness, no one has seen and come back to tell.

It burns and is reborn three times in a battle if it must. Each rebirth leaves it slightly different; old warriors swear it learns from every death.

It lives in the depths of the caverns of Terath, where the pressure alone already crushes rock. It carries that strength into battle.

Without Ritual: it enters the field from the Cell if you have a creature with Strength greater than 20 on the field.

Without Ritual: it enters the field from the Cell if there are 2 or more Event Creatures on the field.

Without Ritual: it enters the field from the Cell if there are 2 or more Event Creatures on the field.

Without Ritual: it enters the field from the Cell if the opponent has no creatures in this Realm.

Without Ritual: it enters the field from the Cell if the opponent has no creatures in this Realm.

Without Ritual: it enters the field from the Cell if there is an Event Creature in this Realm.

Without Ritual: it enters the field from the Cell if there is an Event Creature in this Realm.

Without Ritual: it enters the field from the Cell if you have 2 or more creatures in this Realm.

Without Ritual: it enters the field from the Cell if you have 2 or more creatures in this Realm.

Without Ritual: it enters the field from the Cell if you have 3 or more creatures on the field.

Without Ritual: it enters the field from the Cell if you have 3 or more creatures on the field.

Without Ritual: it enters the field from the Cell if the opponent has more creatures than you in this Realm.

Without Ritual: it enters the field from the Cell if the opponent has more creatures than you in this Realm.

Without Ritual: it enters the field from the Cell if the opponent has more creatures than you on the field.

Without Ritual: it enters the field from the Cell if the opponent has more creatures than you on the field.

Without Ritual: it enters the field from the Cell if the opponent has fewer creatures than you on the field.

Without Ritual: it enters the field from the Cell if the opponent has fewer creatures than you on the field.
The first rising of creatures in Razryv. Hungry for revenge and power, they will do anything to annihilate whoever crosses their path.

While on the field, player creatures in this Realm have their Strength halved.

When it is defeated, player creatures in this Realm gain +10 Strength until the end of the turn.

When it enters the field, all creatures in this Realm return to their owners' hands.

Guardian of the fog mountains north of Neerak. His height is enough for him to be seen by travelers kilometers away.

They say the labyrinth was built to hold him. Those who meet him know it is he who decides who leaves.

When it enters the field, all creatures in this Realm return to the Cells.

When it enters the field, it sends to the Cell the 2 highest-Strength creatures of this Realm.

When defeated, each attacker returns 1 creature from their own Cell to the field.

An immortal serpent with a single head, coiled among ancient ruins. They say it was there before the first Realm existed.

When defeated, allows the attackers to return one creature from the Cell.

When it enters the field, the highest-Strength creature in this Realm cannot attack until the next turn.

When it enters the field, the creature with the lowest Strength on the field goes to the Cell. When defeated, each attacker draws 2 cards.

When it enters the field, it immediately attacks the highest-Energy creature in this Realm.

When it enters the field, creatures with Strength above 20 have their Strength reduced to half while Typhrak is on the field. When defeated, it summons a new Event card to this Realm.

He was the master mage of the school of Fuhr until he fled in the dead of night. Two volumes of black magic were found missing, never catalogued.

The fishermen do not name him. They only say that when the tide recedes for no reason, he is breathing.

Gains +10 Strength while there is another Event Creature in this Realm.

While on the field, creatures with Strength 20 or less cannot enter this Realm.

She controls the dunes with enough strength to stop armies. But she usually prefers to ambush unwary pilgrims.

When it enters the field, all creatures in the current Realm return to the Cells.

The player with fewer creatures on the field sends 1 creature of the opponent to the Cell. Tie: no one.

Each player draws 1 card.

No player may summon creatures with Strength >= 13.

Every Ritual requires only half the Energy (rounded down).

All Event Creatures in this Realm gain +15 Strength.

Each player's highest-Energy creature in this Realm is sent to the Cell.

The Event Creature with the lowest Strength is transferred to this Realm, if there is room. On arrival, it attacks the strongest creature in the Realm that is weaker than it.

All creatures on the field gain +10 Energy.

Event Creatures in this Realm gain +5 Strength and attack the highest-Strength creature in the Realm.

Reduces the Strength of all Event Creatures by 10 points.

The player with fewer creatures on the field draws 2 cards. Tie: no one.

Each player chooses 1 creature from their hand and places it in any Realm they choose.

All creatures on the field gain +10 Energy.

The lowest-Strength Event Creature on the field is drawn to this Realm, if there is room. On arrival, it attacks the strongest creature in the Realm that is weaker than it.

The Energy of all creatures in this Realm is reduced to zero.

The highest-Strength creature of each player on the field cannot attack until the next turn.

All of the players' creatures present in this Realm receive +10 Strength. Event Creatures are not affected.

The highest-Strength Event Creature cannot be the target of any attack.

Event Creatures in this Realm have their Strength halved.

Both players each draw 3 cards from their deck.

Both players return their hand to the deck, reshuffle, and draw 5 new cards.

Each player may send 1 extra creature from the Cell to the field.

When it enters the field, it reduces the Strength of your creatures in this Realm to half for 3 rounds.

Cloaked and hooded, she walks the dark forest with a staff of flame. Whoever follows its light never finds the way back.

When it enters the field, all player creatures return to their owners' Cells.

While on the field, all creatures in this Realm have their Strength reduced to half.

When it enters the field, the strongest Event Creature is drawn to this Realm, if there is room. On arrival, it attacks the strongest creature in the Realm that is weaker than it.

When defeated, it summons a new Event Creature to this Realm.

When the sun sets over the mountains, the whole valley already knows he has woken.

When it enters the field, Event Creatures in this Realm gain +12 Strength while it stays on the field.

The Strength of your creatures in this Realm is reduced to half for up to 3 rounds.

When it enters the field, it reduces the Strength of all your creatures on the field to half for 2 rounds.

When it is defeated, the strongest Event Creature is drawn to this Realm, if there is room. On arrival, it attacks the strongest creature in the Realm that is weaker than it.

The darkness before everything, before even the gods.

When it enters the field, Event Creatures in this Realm gain +6 Strength for up to 3 rounds.

No wall has ever contained it.

From the depths where the light has never reached.

When it enters the field, for 3 rounds, Event Creatures in this Realm gain +8 Strength.

A sea serpent with scales as green as the deep. Few who see its golden eyes rise from the water live to tell of it.

When it enters the field, it reduces the Strength of your creatures in this Realm to half for 3 rounds.

When it enters the field, Event Creatures in this Realm gain +15 Strength for up to 3 rounds.

When defeated, it summons a new Event Creature to this Realm.

The Strength of your creatures in this Realm is reduced to half.

The Strength of all your creatures on the field is reduced to half.

Event Creatures in this Realm gain +10 Strength.

Event Creatures in this Realm gain +6 Strength.

The strongest Event Creature is drawn to this Realm, if there is room. On arrival, it attacks the strongest creature in the Realm that is weaker than it.

The strongest Event Creature on the field gains +15 Strength.

In the Realm of the strongest Event Creature, the Strength of your creatures is reduced to half.

Event Creatures in this Realm gain +5 Strength.

Reduces the Strength of your creatures in this Realm to half.

Event Creatures in this Realm gain +10 Strength.

Event Creatures in this Realm gain +7 Strength.

Reduces to half the Strength of your creatures in the Realm where the strongest Event Creature is.

The strongest Event Creature on the field gains +15 Strength.

When defeated, each attacker chooses 1 creature from the Cell for the field.

When it enters the field, it sends the lowest-Strength creature on the field to the Cell.

When it is defeated, the winner brings 1 creature from their own Cell onto the field.

When it enters the field, it sends to the Cell the lowest-Strength creature of this Realm.

When it enters the field, the creature with the lowest Strength on the field goes to the Cell. When defeated, each attacker draws 2 cards.

When it enters the field, creatures with Strength above 20 have their Strength reduced to half while Hermetis is on the field. When defeated, it summons a new Event card to this Realm.

Gains +10 Strength while there is another Event Creature in this Realm.

Little is known about the creature that guards the riches of Elmar. They say a king freed her through an ancient spell.

Whoever has more creatures in this Realm receives the Crown of the King (+30 Energy). Tie: no one.

Whoever has more creatures in the Cell receives the Sealed Chest (+20 Energy). Tie: no one.

Whoever has more cards in hand receives the Sealed Chest (+20 Energy). Tie: no one.

Whoever has more creatures in the Cell receives the Pouch of Gold (+10 Energy). Tie: no one.

Whoever has more creatures in this Realm receives the Pouch of Gold (+10 Energy). Tie: no one.

If no one has won, all creatures on the field are destroyed.

Each attack received reduces its Strength by the value of the attack. Upon reaching 0, it releases 20 credits, divided among the attackers in proportion to each one's damage.

Each attack received reduces its Strength by the value of the attack. Upon reaching 0, it releases 30 Energy as a card, divided among the attackers in proportion to each one's damage.

Each attack received reduces its Strength by the value of the attack. Upon reaching 0, it releases 18 credits, divided among the attackers in proportion to each one's damage.

Each attack received reduces its Strength by the value of the attack. Upon reaching 0, it releases 30 Energy as a card, divided among the attackers in proportion to each one's damage.

Each attack received reduces its Strength by the value of the attack. Upon reaching 0, it releases 15 credits, divided among the attackers in proportion to each one's damage.

Each attack received reduces its Strength by the value of the attack. Upon reaching 0, it releases 20 Energy as a card, divided among the attackers in proportion to each one's damage.

Each attack received reduces its Strength by the value of the attack. Upon reaching 0, it releases 13 credits, divided among the attackers in proportion to each one's damage.

Each attack received reduces its Strength by the value of the attack. Upon reaching 0, it releases 20 Energy as a card, divided among the attackers in proportion to each one's damage.

Each attack received reduces its Strength by the value of the attack. Upon reaching 0, it releases 10 credits, divided among the attackers in proportion to each one's damage.

Does not attack. Each attack received reduces its Strength by the value of the attack. Upon reaching 0, it releases 33 credits, divided among the attackers in proportion to each one's damage.

Use this card as +10 Energy for a Ritual.

Use this card as +20 Energy for a Ritual.

Use this card as +30 Energy for a Ritual.

Use this card as +1 Energy for a Ritual.

Use this card as +2 Energy for a Ritual.

Use this card as +3 Energy for a Ritual.

Use this card as +4 Energy for a Ritual.

Use this card as +5 Energy for a Ritual.

Use this card as +6 Energy for a Ritual.

Use this card as +7 Energy for a Ritual.

Use this card as +8 Energy for a Ritual.

Use this card as +9 Energy for a Ritual.

Use this card as +10 Energy for a Ritual.