By: Ismark The Lesser (middle), Duo (left), and Astronomonov (right) - Note: These cards were designed in the summer of 2025 before the release of the Codex.
Lore: The Mists are a supernatural boundary that surrounds and permeates Barovia. They form the edges of a Domain of Dread pocket dimension and isolate it from the rest of the multiverse. Once you're inside, you cannot leave unless Strahd wills it, or the Dark Powers behind him allow it.
Mechanically: The Mists are represented as Aura tokens for sites with the effect: "Minions occupying sites with a Mists cannot enter sites without a Mists." Some sites have the raven in a coffin set logo at the top left of their text box and a misty overlay to indicate they enter the realm with a Mists token even if silenced just like Lance tokens for minions.
Note: Mists only affect Minion traversal between sites, not Avatars nor Minions entering the Void. As Auras they can be affected by Aura removal and even animated by Enchantress to move to other Mists sites or attack an enemy with their zero power to die, effectively clearing the Mists from a site.
Avatars and all Spell types have ways of interacting with the Mists.
You've seen Artifacts without elemental threshold, but what about other spells?
Lore: In our homebrew Curse of Strahd campaign, certain artifacts were created by the Gods and could be empowered by defeating powerful enemies bearing Sparks of Divinity. These Sparks were also sought after by nefarious entities wishing to collect enough of them to 'Spark' their apotheosis.
Mechanically: Spark is a keyword you'll find in the typeline of some Unique Artifacts and Minions. Spark Armor and Weapons flip to their empowered state when their bearer destroys anything with a Spark (Artifact or Minion). The Dark Powers start as Spark Monuments that tempt your units and can be released to devastating effect. One Avatar even seeks to gather all the Sparks she can to win the game!
Lore: As our homebrew campaign continued beyond the Curse of Strahd and began dealing with the ramifications of releasing the Dark Powers into the realm, the players discovered a plot to overthrow the fabric of fate and weave of magic itself with a new source of magic, the Shadoweave. This new source of magic is represented as Curses in two ways in our set.
Mechanically: First, some Spells have Curse in their typeline. These are a subset of the Magic type and still follow all the restrictions for casting Magics with some set specific interactions. Second, some abilities given to units are tagged as Cursed, and can be interacted with specifically without affecting the unit's other abilities.
You've seen multi-element Minions, how about Magics?
Some are immune to Curse Spells and abilities.
Notice the ability starts with "Cursed".
While others have mastered the art of Curses.
No Curse has to be forever.
Notice "Curse" in the typeline (subtype of Magic).
The intent with this ability is enemies are charmed by you into believing your minion is their ally. Enemies don't gain control of your minion (so they can't sacrifice it or activate its abilities) but they share benefits to allies with your minion such as "nearby allies have +1 power." Importantly, units can't Attack or Defend against their allies.
The intent with this unique ability is a proximity based counterspell with a tap cost. After paying casting costs and declaring any necessary targets, as the Spell would enter the storyline this ability triggers as a replacement effect to banish the Spell instead.
Some Magics have a casting cost and effect you can play on your turn but also an optional alternative cost of 0 when played during your opponent's turn if a specific trigger is met (like Dodge Roll). This specific example creates a persistent effect that modifies the next Magic that resolves on the storyline.
Disclaimer: This is a non-commercial, fan-made card set inspired by Sorcery: Contested Realm (created by Erik's Curiosa Ltd.) and Dungeons & Dragons (owned by Wizards of the Coast). It is an unofficial work and is not affiliated with, endorsed by, or sponsored by Erik's Curiosa Ltd. or Wizards of the Coast.
Game Terms and Mechanics: Game mechanics, terminology, and card formatting are inspired by Sorcery: Contested Realm and are used here for fan content purposes only.
Lore and Setting: This card set draws inspiration from the lore, creatures, and characters of Dungeons & Dragons, a trademark of Wizards of the Coast.
Artwork: All art is AI-generated using ChatGPT and curated by Ismark The Lesser and Duo. Visuals may be inspired by characters or settings from fantasy media.
License: Released under the Creative Commons Attribution-NonCommercial 4.0 International License (CC BY-NC 4.0). You may share and adapt this work with attribution, but not for commercial purposes.