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.