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Defenders - Manawave Tiles

Defender Monuments

The People's Keep

On MW:

  • If MW has at least 5 mana and there are two adjacent tribes without population loss counters, you win the game
  • Add 1 defender population after MW.

Temple of the Shield

On MW:

  • If MW has 10 or more mana and you have at least 5 population in adjacent tribes, you win the game.
  • Add 1 defender population after MW.

Hall of Mercy

On MW:

  • If you have prevented at least 3 population counters from being placed this turn and you have less soulstain than your opponent, you win the game.
  • Add 1 defender population after MW.

Defender Geographies

Shadowy Swamp

Each adjacent tribe prevents population loss counters up to the max of:

  • 2
  • each 3 mana in MW (rounding down)
  • If any population loss counters were prevented, gain 1 soulstain.

Shadowy Cliffs

For each adjacent tribe that receives population loss counters due to an opposing tribe, give the opposing tribe population loss counters by the max of:

  • 1
  • each 2 mana in MW (rounding down)
  • If any opposing tribes received population loss counters, gain 1 soulstain.

Defender Tribes

Shield Bearers

Prevent 1 population loss counter for each adjacent tribe.

Shieldmages

On MW:

  • If MW has 3 or more mana, activate "Prevent 1 population loss for each for each adjacent tribe for each 2 mana in MW (rounding down)."

Messengers

On MW:

  • Prevent 1 population destruction counter for each adjacent tribe per 3 population of this tribe (rounding up). Nomad

Dark Armorers

On MW:

  • Prevent 1 population loss counter for each adjacent tribe for the max of:
    • each 2 population of this tribe (rounding up)
    • each 3 mana in MW (rounding down)
  • If any population loss counters were prevented, gain 1 soulstain.

Paladins

Prevent 1 population loss counter for each adjacent tribe. For each 2 soulstain (rounding down) opponent has, prevent an addition population loss counter.