
Illustration by Nao. Used under the official card data terms.
Earth · Common · Card #124
Horned Dune Wyrm
- HP
- 500
- Spamtons / turn
- 4
- Element
- Earth
- Rarity
- Common
Abilities
Grain of Sand
Cooldown 1Accuracy 100%Crit 1% (×2)Deal 10 Earth damage [Freeze] on critical hit Echo (50%)
Terra Healing
Cooldown 1Accuracy 100%Crit 1% (×2)Heal [15 to 25] Earth
Skills & Passives
Mimicry
rareEach time the opponent generates one or more elements, you generate 1 of the same type.
Talents
Unlock one talent slot per duplicate pulled. Opponents cannot see which talents you run.
- 1
Eternalized
The card is immune to Eternity effects
- 2
Life-8
The card's HP and max HP are doubled at the start of turn 8
- 3
Last Breath
Applies Temporality to all your cards when this card dies
Resistances
Fire
7%
Water
8%
Earth
6%
Nature
8%
Light
8%
Shadow
5%
Playing Horned Dune Wyrm
Horned Dune Wyrm is a common Earth card generating 4 Spamtons per turn with 500 HP. Its signature abilities are Grain of Sand and Terra Healing; It brings healing; It has access to Freeze control. Element bonuses and Tox Shop passives amplify everything it does — build around its strengths and review the deck building guide for team patterns.
Now that the world seems to have regained its elemental balance, nature and its adaptation to the environment can be observed as never before. The Wyrms are a hostile fauna of the Shal'Zaar regions. Somewhere between a snake and a sandworm, these enormous creatures turn sand into crystal. The mines created by their activity are called Horned Dunes. Learning to avoid and to fight them is daily life in the Shal'Azd'Hun region. Crystals are a rare and precious resource for monster hunters — their purity allows any element to be inserted into them.
More Earth cards
Data snapshot: official SPAMdex, patch 1.23 (reviewed 2026-10-15).




