1. Name – Call this card this! Our friend here is Doppelganger.
2. Ether Cost – This is how much ether you need available to conjure this monster. Hexes and traps are only charged once, when you cast them. But monsters are persistent, so as long as they’re guarding a soul well for you, you’ll need to pay this much every turn.
3. Art – The beautiful, beautiful art by myself or Beau! Actually, since we’ve got like, hundreds of cards to make, we’ve only been able to put in about 4 or 5 hours of work per card. I’d love to go back to the ones we’ve finished now and put in another 20 or 50! But hey, even Magic’s cards were bad at first…
4. Domain – Every monster card is one of the five domains – faith, order, deception, chaos, or gloom. Most of the time it’s fairly obvious which domain the monster prefers. Doppelganger here is a trickster and a master of copying its prey, especially hiding in dark forests on shadowy roads. Sounds deceitful to me!
5. Type – This nameplate tells you whether your conjure is a monster, hex, or trap. On an Ether Lord card, the lord’s name is written here.
6. Description – Most monsters have a special ability that they can use in combat or while revealed. If it’s in combat, usually it’s automatically activated on the monster’s turn, like Doppelganger’s. If the ability reads “may”, like this one does, it means you can elect whether or not to use the ability. Sometimes you might not want to. Abilities that say “on reveal” or “while revealed” are usable if you leave the monster face-up on the overworld. Some monsters have powerful reveal abilities that can affect the entire game, but be careful! Now your opponents know exactly where it is and how to kill it.
7. Power – Monsters in Domain don’t have attack/defense, but simply “power”. This serves as both the amount of damage a monster deals and how many hit points it has. Damage persists throughout a battle, but is restored after the battle’s finished. So if a power 4 monster fights a power 2 monster and a power 3 monster, it will kill the first, but take 2 damage and become a power 2 monster. Then to the next monster it will deal 2 damage (rather than its initial 4) and take 3, dying. The opposing monster is now a power 1, but the battle finishes and it regenerates to a 3. Easy, right? :D
8. Flavor Text – Everyone’s favorite! A bit of insight into the world of Abhaddon. This one’s fairly poetic, but we often take the opportunity to add a bit of levity with some trademark jolly corpse humor. Like on Foot Soldier here!








