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Speech[]

The Wizards of the Seven Cities are renown for their wondrous creations, their magical armies and their magnificent cities. Yet on the battlefield, it is their spells that put the fear of the Dragons into their enemies. There is no more powerful wielder of magic than a Wizard of Academy.

Play Style[]

Academy is the ideal faction for those that like high risk/high reward gameplay. Most of the creatures in Academy have high requirements or drawbacks you have to play around. If you succeed, though, the game is yours.

The mages are also pretty strong at supporting spell-based decks. Deploy some Magic Channel creatures and defend yourself with Spell Resist. A meaningful way to describe Academy would be: Fortune Favors The Bold.

History[]

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Breakdown[]

Most of the factions forces are based on Mages and their creations; Titans, Gargoyles, Beastmen. They can also bind Djinns to their will.

  • Creatures's folio: Unpredictable defense and Magic support
  • Primary school of magic: Primal
  • Fortune: "Milling", leveling magic and fetching spells


Cards[ | ]

[edit]
Card Might Magic Destiny Health SoM1 SoM2 SoM3 Special Ability Wildcard Set
[Akane, Caller of Memories] 1 Might 1 Magic 1 Destiny 20 Health Water Air - 6 Ressource icn: Take target non-unique spell card from your graveyard and put it in your hand. 21 Wildcard icn Forgotten Wars
[Ammar, the Cunning] 1 Might 1 Magic 1 Destiny 20 Health Earth Water - When you play a spell, if your Magic level is 6 or more and your Destiny level is 3 or more, draw a card. 21 Wildcard icn Forgotten Wars
[Asalah, Invoker of Castigation] - 2 Magic 1 Destiny 18 Health Light Water Fire 2 Ressource icn, discard a card: Creature you control gain +1 Attack icn until end of turn for each enchant creature spell affecting them. 21 Wildcard icn Forgotten Wars
[Gazal, Herald of the Void] 1 Might 1 Magic 1 Destiny 20 Health Primal Dark - 1 Ressource icn, discard a card: Choose target non-unique instant spell card from any graveyard. You can play that card. If you do, banish it afterwards. 21 Wildcard icn Forgotten Wars
[Gazal, Lady of Secrets] 1 Might 1 Magic 1 Destiny 20 Health Primal Light - 3 Ressource icn: Until the end of the turn, whenever an effect causes cards to go from your opponent's library to their graveyard, draw a card. 21 Wildcard icn Forgotten Wars
[Hakeem, Seeker of Mysteries] 1 Might 1 Magic 2 Destiny 20 Health Dark Earth - 21 Wildcard icn Forgotten Wars
[Myranda, Blademage Champion] 2 Might 1 Magic - 20 Health Primal Air - 4 Ressource icn: Relocate target friendly magic creature. 21 Wildcard icn Forgotten Wars


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Cards
By Type
Heroes
Heroes
Creatures
Creatures
Spells
Spells
Fortunes
Fortunes
Events
Events
Buildings
Buildings
By Faction
Haven
Haven
Inferno
Inferno
Necropolis
Necropolis
Stronghold
Stronghold
Sanctuary
Sanctuary
Academy
Academy
Neutral
Neutral
By School of Magic
Light
Light
Air
Air
Earth
Earth
Fire
Fire
Water
Water
Dark
Dark
Primal
Primal
By Expansion
Base Set
Basic Set
Void Rising
Void Rising
Herald of the Void
Herald of the Void
Forgotten Wars
Forgotten Wars
The Five Towers
The Five Towers
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