FILTER
Expansion
Core Set
Faction
Lyonar
Songhai
Vetruvian
Abyssian
Magmar
Vanar
Neutral
Rarity
Basic
Common
Rare
Epic
Legendary
Type
General
Minion
Spell
Artifact
Tribe
Arcanyst
Dervish
Golem
Mech
Structure
Vespyr

Lyonar Kingdoms

0
2
25
0
2
25
0
2
25
0
Spell
Give an allied minion "Zeal: When this deals damage, draw a card".
0
Spell
Stun a unit.
0
Artifact
Your General has +1/+0.
1
1
1
Minion
Opening Gambit: Give allies directly in front and behind your general +1/+1.
1
Spell
Heal a unit for 5.
1
Spell
Give a minion +0/+4.
1
Spell
Deal 2 damage to a minion.
1
Spell
Give an allied minion "Prevent the next time this would take damage or be destroyed".
1
Spell
Shuffle a copy of the last spell you played into your deck. Draw a card.
1
Spell
Teleport a minion to the space directly in front of your General.
1
Spell
Draw a card. You can replace two additional cards this turn.
1
Spell
You can only play this card if you've played at least three other cards this turn. Deal 5 damage to all minions.
2
2
3
Minion
Zeal: +2/+0.
2
1
3
Minion
Airdrop
Allied minions have Airdrop when played.
2
1
4
Minion
When a unit is healed, this gains +2/+0.
2
2
3
Minion
Celerity
2
Spell
Deal 2 damage to all units.
2
Spell
Give a minion +3/-3.
2
Spell
Give allied minions +1/+1.
2
Spell
Destroy a minion and heal its owner's General for the amount of Health that minion had.
2
Spell
Dispel spaces in a 2x2 area.
2
Artifact
Timeless
After you play a nonzero cost spell, summon a Recruit behind your General with Attack and Health equal to the cost of that spell.
3
1
5
Minion
Provoke
Zeal: +2/+0.
3
2
4
Minion
Opening Gambit: Give a nearby minion +2/-2.
3
Spell
Give a minion +Attack equal to its Health.
3
Artifact
Your General has +1/+0.
Allied minions nearby your General have +2/+0.
4
4
4
Minion
Airdrop, Celerity
4
3
6
Minion
Zeal: At the end of your turn, this fully heals.
4
3
4
Minion
After a unit is healed, deal 2 damage to nearby enemies.
4
2
7
Minion
At the end of your turn, if you've played at least three cards this turn, give allied minions +1/+1.
4
Spell
Heal an allied minion for 4 and deal 4 damage to enemies nearby it.
4
Spell
Destroy minions that are not nearby a General.
4
Artifact
Your General has +2/+0.
The first time your General takes damage with this equipped each turn, reduce that damage by 2.
5
0
8
Minion
Zeal: +8/+0.
5
3
10
Minion
Airdrop, Provoke
5
4
6
Arcanyst
Zeal: When you play a spell, put a 1 cost copy of that spell into your action bar until the end of your turn. (once per turn)
5
Spell
Deal 5 damage to a minion and heal your General for 5.
6
4
11
Minion
Whenever a minion is healed, put an Afterglow into your action bar and summon a 1/3 Recruit on a random nearby space.
6
Spell
Summon a column of 1/3 Recruits.
7
7
7
Minion
Provoke
Opening Gambit: Give a unit Celerity this turn.
7
5
12
Minion
When your General is destroyed, this becomes your General.

Songhai Empire

0
2
25
General
0
2
25
0
2
25
0
Spell
The next spell you play this turn costs 1 less. Draw a card at the end of your turn.
0
Spell
Activate an allied minion with 3 or less Attack.
0
Spell
Switch the positions of two minions.
0
Artifact
Timeless
At the end of your turn, if you've played a minion and a spell, draw a card.
1
1
1
Minion
Ranged
1
2
1
Arcanyst
After this takes damage, draw a spell.
1
Spell
Give a unit +2/+0 this turn.
1
Spell
Deal 6 damage to a minion.
1
Spell
Deal 1 damage to enemy minions.
1
Spell
When you play a minion this turn, draw a card.
1
Spell
Deal 1 damage to a minion. Draw a card at the end of your turn.
1
Spell
Teleport your General up to 2 spaces.
1
Artifact
Your General has +1/+0 and Backstab: 3.
1
Artifact
When you play a spell, your General gains +1/+0 until your next turn.
2
2
3
Minion
Backstab: 2.
2
1
2
Arcanyst
When you play a spell, this gains +1/+1.
2
1
3
Minion
When this damages an enemy minion, destroy that minion.
2
3
3
Minion
Rush
At the start of your turn, return this to your action bar.
2
Spell
Give an allied minion +1/+1 and teleport it to any space.
2
Spell
Deal 3 damage to a unit.
2
Spell
Spells you play this turn that deal damage deal +2 damage.
2
Spell
Give an allied minion "After this damages an enemy minion, destroy that minion".
3
3
1
Minion
Ranged
When this attacks, draw a card at the end of your turn.
3
3
3
Minion
Backstab: 2.
After this attacks, it gains +1/+1.
3
4
3
Minion
This card costs 1 less for each spell you played this turn.
3
2
4
Minion
When this takes damage, put a Phoenix Fire into your action bar.
3
1
5
Minion
After this moves or teleports, it gains +2/+0 if it has 2 or less attack and otherwise gains -2/-0 and you draw a card.
3
Spell
Deal 2 damage to exactly two enemy minions. Draw a card at the end of your turn.
3
Spell
Transform a minion into a Panddo.
3
Spell
Give an allied minion +4/+2. If it has Backstab, draw a card at the end of your turn.
3
Artifact
Your General has Ranged.
4
4
4
Arcanyst
When you play a spell, deal 1 damage to enemy General and heal your General for 1.
4
5
4
Minion
Opening Gambit: Your opponent's spells cost 2 more until your next turn.
4
2
3
Minion
Rush
After this moves or teleports, deal 1 damage to nearby enemies.
4
Spell
Draw three spells.
5
3
5
Minion
Flying
Backstab: 3.
5
8
8
Minion
At the start of your turn, deal 2 damage to your General.
6
4
6
Minion
At the end of your turn, summon a Ronin Shade behind each enemy.
7
6
10
Minion
When you play a spell that deals damage, put a Kage Lightning into your action bar.
7
Spell
Deal 8 damage to a unit.

Vetruvian Imperium

0
2
25
0
2
25
0
2
25
0
Spell
Dispel a minion.
0
Spell
Destroy a random artifact equipped to the enemy General. Summon a Wind Dervish nearby them.
0
Spell
Transform a minion into a copy of itself.
0
Spell
Give all minions -1/-0.
1
Spell
Set a minion's Attack to 0 until your next turn.
1
Spell
For each artifact equipped to your General, give your General +2/+0 this turn.
1
Spell
Give a minion +1/+1. Draw a card.
1
Artifact
3 durability: Provoke
2 durability: Frenzy
1 durability: Celerity
2
2
1
Dervish
Opening Gambit: Give another Dervish +2/+2 and "This does not disappear at the end of your turn".
2
1
2
Dervish
Opening Gambit: Summon an exact copy of this nearby.
2
2
1
Minion
Blast
2
0
6
Structure
Gateway
2
2
2
Minion
Nearby enemies have -1/-0.
2
2
3
Arcanyst
Opening Gambit: The next spell you play this turn costs 2 less.
2
2
2
Minion
Dying Wish: Summon a Wind Dervish on this space.
2
Spell
Give a minion +1/+3 and Provoke.
2
Spell
Give a minion "This cannot move". Draw a card.
2
Spell
Heal your General for 2. Draw two cards.
2
Spell
Destroy a random artifact equipped to the enemy General. Summon a Wind Dervish nearby them.
2
Spell
Deal 2 damage to the enemy General and enemy minions nearby them.
2
Artifact
Your General has +2/+0.
When this is destroyed, shuffle a copy of it into your deck.
3
0
6
Structure
Gateway
Allied Dervishes have +1/+0.
3
0
6
Structure
Gateway
Allied Dervishes can move an additional space.
3
1
7
Minion
Frenzy
When you summon a minion, this gains +1/+0.
3
Spell
Give an allied minion +3/+0, another +0/+3, and another Blast this turn.
3
Spell
Destroy all minions on the same row as your General.
3
Spell
This turn, give your General +3/+0 and "This can move up to 3 spaces. Reduce damage this takes by 3".
3
Spell
Give allied minions +0/+3. Draw a Card.
3
Artifact
Your General has Blast.
4
4
3
Minion
Flying
Dying Wish: Equip a Staff Of Y'Kir to your General.
4
4
4
Dervish
Opening Gambit: Give a nearby minion -4/-0 until your next turn.
4
1
1
Minion
Opening Gambit: This transforms into an exact copy of another minion.
4
Artifact
Your General has +3/+0.
When your General damages an enemy, set that enemy's Attack to 1 until the end of the next turn.
5
4
7
Minion
Blast
5
Spell
Summon a Wind Dervish on the space in front of each enemy.
5
Artifact
Timeless
At the start of your turn and when this is equipped, summon Wind Dervishes in front of and behind your General.
6
5
5
Minion
Provoke
Dying Wish: Deal 5 damage to the enemy General and heal your General for 5.
6
5
1
Minion
Rush, Blast
This cannot attack Generals.
6
0
6
Structure
Gateway
Opening Gambit: Destroy a minion.
Dying Wish: Resummon it on this space for its owner.
7
9
8
Minion
Your General deals double damage. Your General takes no damage on your turn.
7
Spell
Take control of an enemy minion nearby your General.
9
Spell
Take another turn after this one.

Abyssian Host

0
2
25
0
2
25
0
2
25
0
0
1
Minion
Deathwatch: This gains +1/+0.
0
Spell
Destroy an allied minion. The next minion you play costs 2 less.
0
Artifact
Timeless
At the end of your turn, take 2 damage and draw two cards.
1
3
1
Minion
At the end of your turn, create a Shadow Creep tile under this unit.
1
Spell
Deal 1 damage to a unit and heal your General for 2.
1
Spell
Give a minion "Dying Wish: Deal 3 damage to nearby allies".
1
Spell
This turn, when a unit is destroyed, gain +1 mana.
1
Artifact
When an enemy nearby your General is destroyed, summon a Wraithling on its space.
2
3
2
Minion
Dying Wish: If it's your turn, heal your General for 3. Otherwise deal 3 damage to the enemy General.
2
2
2
Minion
When this damages a unit, create a Shadow Creep tile on that space.
2
3
1
Minion
Opening Gambit: Summon a Wraithling directly behind this.
2
3
2
Minion
Opening Gambit: Destroy a nearby allied minion to draw two cards.
2
Spell
Deal 1 damage to an enemy minion and teleport it to any space.
2
Spell
Give an enemy minion -2/-0. Give allied minions nearby it +2/+0.
2
Spell
Equip a Hex Charm artifact to the enemy General.
2
Spell
Create a Shadow Creep tile.
2
Artifact
Your General has +2/+0.
When your General destroys a minion, heal your General for 2.
3
1
1
Minion
This has +1/+1 for each of your Shadow Creep tiles.
3
3
2
Minion
Deathwatch: This gains +1/+1.
3
3
1
Minion
Opening Gambit: Destroy a nearby minion with 3 or less Attack.
3
Spell
Give a Wraithling +4/+4 and Flying.
3
Spell
Give a minion "Deathwatch: This gains +2/+2".
3
Spell
Draw until you have 6 cards in your action bar.
3
Spell
Destroy an allied minion to destroy an enemy minion.
3
Spell
Give a minion +5/+0.
3
Spell
Summon three joined Wraithlings.
3
Artifact
Your General has an additional +2/+0 for each unit that is destroyed.
4
3
3
Minion
Deathwatch: Summon a Wraithling on a random nearby space.
4
3
3
Minion
Opening Gambit: Destroy nearby allied minions and summon Wraithlings on those spaces. This gains +2/+2 for each destroyed.
4
4
4
Minion
Opening Gambit: Put two Wraithlings into your action bar.
4
4
3
Minion
Flying
Dying Wish: Teleport the enemy General to this space.
4
Spell
Deal 2 damage to enemy minions and fully heal allied minions.
4
Spell
Destroy a minion and summon a Wraithling on that space.
4
Spell
Deal damage to the enemy General equal to the number of cards in the opponent's action bar.
5
5
3
Minion
Deathwatch: Deal 1 damage to the enemy General and heal your General for 1.
5
4
4
Minion
Dying Wish: The next minion you play with base cost 4 or more costs 4 less.
5
5
4
Minion
Opening Gambit: Allied Shadow Creep tiles heal allies one space away for 2 and deal 2 damage to enemies one space away.
5
Spell
Summon non-token minions that were destroyed this turn on random spaces nearby your General.
5
Spell
Create Shadow Creep tiles on a 2x2 area.
6
6
6
Minion
Celerity
Dying Wish: Summon six Wraithlings on random spaces.
7
6
6
Minion
Rush
When this damages an enemy minion, deal 4 damage to the enemy General.

Magmar Aspects

0
2
25
0
2
25
0
2
25
0
Spell
Give a minion "This cannot counterattack".
0
Spell
The next minion you play this turn costs 2 less. Deal 2 damage to it when played.
1
Spell
Dispel spaces nearby your General.
1
Spell
Give a minion +2/+1.
1
Spell
Destroy a minion with the lowest Attack.
1
Spell
Give your General +1/+0 this turn, heal your General for 2, and shuffle a copy of this into your deck.
1
Artifact
Your General has Frenzy.
2
4
4
Minion
This moves 1 less space.
2
2
2
Minion
Your minions cost 1 less to play. When you play a minion, deal 1 damage to it.
2
2
3
Minion
Rebirth
2
3
2
Minion
Opening Gambit: Activate the start of turn and end of turn effects of an allied minion.
2
Spell
Give a minion +1/+0 and Frenzy.
2
Spell
Stun enemies in a 2x2 area.
2
Spell
Give a minion "Grow: +2/+2".
Grow allies with Grow.
2
Spell
Summon an Egg of each allied minion on the space directly behind that minion.
2
Spell
Your action bar becomes a copy of your opponent's action bar.
2
Spell
Deal 2 damage to minions in a 3x3 area and give allied minions in that area +2/+0.
2
Artifact
Timeless
Allied minions have "Grow: +1/+1".
3
2
4
Minion
Grow: +1/+1.
3
4
2
Minion
Opening Gambit: Give a nearby minion +2/+1.
3
1
3
Minion
Rush
The next time an allied minion is summoned nearby this, give it Rush.
3
2
5
Minion
At the end of your turn, give your general +2/+0 until they move or teleport.
3
Artifact
Your General has an additional +2/+0 for each time an ally takes damage.
4
2
5
Minion
Grow: +2/+2.
4
5
4
Minion
Rush
Opening Gambit: Deal 4 damage to your General.
4
4
5
Minion
Rebirth
4
3
5
Minion
Opening Gambit: Summon a Young Silithar Egg nearby your general.
4
Spell
Heal your General for 9.
4
Spell
Destroy minions with 3 or less Attack in a 3x3 area.
4
Spell
Transform a minion into an Egg of itself. If it is already an Egg, hatch it instead.
4
Spell
Destroy minions that were summoned since your last turn. End your turn.
4
Artifact
Timeless
Your General has +3/+0.
5
2
7
Minion
Grow: +4/+4.
5
5
5
Minion
At the end of your turn, deal 1 damage to other minions.
5
Spell
Transform enemy minions into Magma until the end of the next turn.
6
4
4
Minion
Frenzy, Rush
6
Spell
Summon two exact copies of an allied minion nearby it.
7
11
11
Minion
At the end of your turn, deal 4 damage to a random unit. If the unit is allied, give it +4/+0.
7
8
8
Minion
Rebirth
At the end of your turn, summon an Egg of this directly behind it.
7
Spell
Your General becomes 10/10.
8
7
7
Minion
Your cards cost 3.

Vanar Kindred

0
2
25
0
2
25
0
2
25
0
Spell
Deal 1 damage to a minion and Stun it.
0
Spell
Swap a minion's Attack and Health.
1
2
1
Vespyr
Infiltrate: Dying Wish: Put a copy of this into your action bar.
1
Spell
Transform a minion into a Fox Ravager.
1
Spell
Each allied minion deals 1 damage to each enemy minion nearby it.
1
Spell
Summon two joined Mementos.
1
Artifact
Your General has +1/+0.
When this is destroyed, give your General "This takes no damage" until your next turn.
1
Artifact
Timeless
At the end of your turn, deal 1 damage to the enemy General.
2
2
3
Vespyr
Infiltrate: +2/+0.
2
2
1
Minion
Dying Wish: Gain a mana crystal.
2
1
4
Vespyr
This has +1/+0 for each allied Wall.
2
3
2
Minion
Opening Gambit: This switches positions with another minion.
2
2
3
Vespyr
Opening Gambit: Give your General "The next time this would take damage, reduce that damage to 1".
2
Spell
Summon three joined Ice Barriers.
2
Spell
Summon two joined Frigid Spines.
2
Spell
Dispel a space. If there is an enemy on that space, deal 2 damage to it.
2
Spell
Give a minion +3/+0. If it is Vespyr, give it +3/+3 instead.
2
Spell
Give an allied minion +2/+0. This turn, give it "This takes no damage".
2
Spell
Deal 3 damage to enemy minions on a column and Stun them.
2
Spell
Give a minion "This cannot attack Generals". It becomes 6/6.
2
Spell
Put a copy of a minion into its owner's action bar and transform that minion into a Whyte Wyrm.
2
Spell
Return a minion to its owner's action bar.
2
Artifact
At the end of your turn, your General deals 2 damage to nearby enemy minions.
3
3
3
Minion
Dying Wish: Summon a Ghost Wolf on this space.
3
2
3
Minion
Flying
This takes no damage from units with 3 or more Attack.
3
1
3
Vespyr
When you summon a Vespyr, deal 2 damage to a random enemy minion.
3
Spell
Summon four joined Frost Wells.
3
Spell
Deal 4 damage to a minion. Draw a Vespyr.
3
Artifact
Your General has +3/+0.
When your General attacks a minion, deal 1 damage to the enemy General.
4
4
3
Minion
Opening Gambit: Give other allied minions +2/+0.
4
5
4
Minion
When you play a minion, summon a Winter Maerid on a random nearby space.
4
3
6
Minion
Whenever this minion destroys an enemy, reactivate it.
4
Spell
Deal 4 damage to units on your starting side of the battlefield and Stun them.
4
Spell
Activate allied units on your opponent's starting side of the battlefield.
5
6
5
Vespyr
Opening Gambit: Transform allied Vespyrs into Ice Drakes until your next turn.
5
10
4
Vespyr
Airdrop
Opening Gambit: Stun a nearby minion.
5
5
6
Minion
Opening Gambit: Both players lose a mana crystal.
6
6
8
Minion
Infiltrate: +1/+0 and Celerity.
6
Spell
Transform a minion into a Seismic Elemental and deal 5 damage to enemy minions nearby it.
7
6
9
Minion
Provoke
Opening Gambit: Give allied minions "Dying Wish: Summon a Treant on this space".
9
5
7
Minion
Opening Gambit: Stun all enemies. You accrue mana crystals beyond 9.

Neutral

0
0
1
Minion
Opening Gambit: Spend your remaining mana. This gains +1/+1 for each mana spent.
1
2
1
Minion
Flying
1
2
1
Minion
Ranged
This can only attack Generals.
1
1
3
Minion
This gains Attack equal to the cost of the next artifact you equip.
1
2
1
Minion
Airdrop
1
3
1
Mech
Dying Wish: Progress your Mechaz0r build by 20%.
1
0
3
Minion
Provoke
1
2
1

Maw

Minion
Opening Gambit: Deal 2 damage to a nearby ally to gain +2/+0.
1
2
2
Minion
Opening Gambit: Give all units "This takes no damage from spells." until your next turn.
2
1
4
Minion
When this damages the enemy General, shuffle a card from your opponent's deck into yours for each damage it dealt.
2
2
2
Minion
Opening Gambit: Dispel a nearby space.
2
1
2
Minion
Ranged
2
1
2
Arcanyst
The first 3 spells you play each turn cost 1 less to play.
2
1
4
Mech
Airdrop
Dying Wish: Progress your Mechaz0r build by 20%.
2
1
4
Minion
Provoke
2
4
1
Minion
This deals double damage to minions.
2
2
3
Minion
Opening Gambit: Give nearby allied minions +1/+0.
2
2
3
Golem
Your Golems cost 1 less to play.
2
1
3
Minion
Frenzy
2
4
2
2
1
4
Minion
Dying Wish: Give nearby allied minions +0/+4.
2
3
1
Minion
Opening Gambit: Deal 3 damage to both Generals.
2
2
1
Minion
Opening Gambit: Deal 1 damage to another unit.
2
3
1
Minion
Dying Wish: The next card your opponent plays costs 1 more.
2
2
2
Minion
Opening Gambit: Destroy a random artifact equipped to the enemy General.
2
2
3
Minion
Opening Gambit: Heal another unit for 2.
2
1
3
Arcanyst
You can replace an additional card each turn.
2
1
3
Minion
Opening Gambit: Draw a card at the end of your turn.
2
3
1
Minion
Dying Wish: Summon a Mini-Jax on this space.
2
1
3
Minion
When you play a minion with Opening Gambit, this gains +2/+0.
2
2
2
Minion
When you replace this card, summon it on the space directly behind your General and deal 2 damage to your General.
2
2
4
Minion
Dying Wish: Create a Mana Spring tile on this space.
2
2
2
Minion
Opening Gambit: Draw a copy of a card from your opponent's deck and reveal it.
Dying Wish: Shuffle this into your opponent's deck.
2
1
4
Minion
Opening Gambit: Restore 1 durability to your artifacts.
3
3
2
Minion
Rush
3
4
3
Minion
This card costs 1 less to play if the enemy General took damage this turn.
3
3
3
Minion
This cannot be attacked while at full Health.
3
2
2
Minion
Opening Gambit: Teleport a nearby enemy minion to any space.
3
5
3
3
2
4
Arcanyst
When this deals damage, heal your General for the amount dealt.
3
3
2
Arcanyst
When you play a spell, summon an Illusion on a random nearby space.
3
3
1
Arcanyst
Opening Gambit: Put a copy of the most recently played spell into your action bar.
3
2
2
Mech
Ranged
Dying Wish: Progress your Mechaz0r build by 20%.
3
3
3
Mech
Frenzy
Dying Wish: Progress your Mechaz0r build by 20%.
3
1
5
Minion
When the ally in front of this would take damage, this takes that damage instead.
3
2
3
Minion
When your opponent summons a minion, this gains +1/+1.
3
3
4
Golem
Provoke
Other allied Golems have Provoke.
3
1
1
Minion
Dying Wish: Summon a copy of this on a random space.
3
2
4
Minion
Give allied minions summoned nearby this +1/+1.
3
2
4
Minion
Opening Gambit: Put a random card into your action bar.
3
1
3
Minion
Ranged
When your General takes damage, this gains +1/+0.
3
3
3
Minion
When your opponent summons a minion, deal 1 damage to the enemy General.
3
4
4
Minion
When this survives damage, it teleports to a random space.
3
2
5
Arcanyst
Players replace cards from their opponent's deck.
3
1
4
Minion
Ranged
When this damages an enemy minion, teleport that minion to the space in front of this.
3
2
4
Minion
Opening Gambit: Until your next turn, both players draw 2 fewer cards at the end of their turn.
3
4
2
Minion
Dying Wish: Draw 2 cards.
3
2
3
Minion
Provoke
Opening Gambit: Other minions you summon this turn gain +1/+1. Other minions you play this turn gain Provoke.
3
3
3
Minion
After this moves, give nearby allied minions +1/+1.
3
0
5
Minion
Opening Gambit: This gains Attack equal to the highest Attack among allies.
3
3
3
Minion
Flying
When you replace a card, this gains +2/+0 this turn.
3
2
4
Arcanyst
When you play a spell, this gains +0/+1. When your opponent plays a spell, this gains +1/+0.
3
1
4
Mech
After this destroys a minion, it fully heals, gains Attack equal to the Attack that minion had, and gains the ability of that minion.
3
2
1
Minion
Airdrop
Opening Gambit: Deal 2 damage to the nearest unit in front, behind, above, and below this.
3
4
3
Minion
After this attacks an enemy, destroy enemy minions diagonal from that enemy.
3
2
2
Mech
Frenzy
This has Rush if you control another Mech.
3
3
3
Arcanyst
Opening Gambit: If you have played a spell this turn, deal 1 damage to a unit.
3
0
12
Structure
At the end of each turn, this gains -0/-1 and heals both Generals for 1.
3
3
3
Minion
Spells you play that deal damage deal +1 damage.
3
2
5
Minion
Opening Gambit: Put a Verdkin into your action bar.
4
4
4
Arcanyst
When you play a spell, other allied Arcanysts gain +0/+2.
4
3
3
Minion
Opening Gambit: Dispel nearby spaces.
4
5
4
Mech
Veil
Dying Wish: Progress your Mechaz0r build by 20%.
4
3
6
Minion
Provoke
4
4
5
Minion
At the start of each turn, deal 1 damage to both Generals.
4
3
5
Minion
When this takes damage, it gains +2/+0.
4
4
3
Minion
Dying Wish: Deal 4 damage to nearby enemies.
4
5
4
Minion
Flying
4
3
3
Minion
Opening Gambit: Deal 2 damage to nearby units.
4
2
6
Minion
Opening Gambit: Teleport your General up to 3 spaces.
4
3
5
Minion
Opening Gambit: Draw an artifact.
4
6
2
Minion
Dying Wish: Summon a Tombstone on a random space nearby your General.
4
4
6
4
2
4
Minion
Ranged
When this deals damage, it heals for the amount dealt.
4
2
7
Minion
When this attacks, heal your General for 2. When this counterattacks, deal 2 damage to the enemy General.
4
3
6
Minion
After you play a minion, spell, and artifact in the same turn, draw 3 cards.
4
4
4
Minion
Opening Gambit: Heal your General for 4.
4
2
1
Minion
Flying
At the end of your turn, summon a copy of this on a random nearby space.
4
2
7
Minion
At the end of your turn, this gains +2/-1.
4
3
4
Minion
Opening Gambit: Put a 1 cost 1/1 copy of another allied minion into your action bar.
4
3
3
Minion
When you replace a card, deal 1 damage to the enemy General and 1 damage to a random enemy minion.
4
5
4
Minion
Frenzy
Opening Gambit: Give nearby allied minions Provoke.
4
2
6
Minion
Opening Gambit: Refresh all Mana Spring tiles.
4
3
4
Minion
Airdrop
After this attacks, deal 2 damage to joined enemies and switch positions with the farthest joined enemy minion.
4
0
6
Minion
Veil
After this takes damage, summon an exact copy of it on a random nearby space.
4
4
5
Arcanyst
Opening Gambit: Teleport the minion directly in front of this backward 1 space. If a unit occupies that space, deal 2 damage to both instead.
4
5
5
Minion
This costs 1 mana and has Veil and Frenzy if you have 9+ mana crystals.
4
3
4
Minion
Opening Gambit: Destroy a nearby allied minion, then resummon it on that space and give it +1/+1.
5
3
7
Arcanyst
Opening Gambit: Put a copy of a random spell you have played into your action bar.
5
4
9
5
3
4
Minion
Ranged
This has +1/+0 for each nearby ally.
5
4
5
Minion
Provoke
Opening Gambit: This gains +0/+1 for each nearby enemy.
5
2
8
Minion
Celerity
5
4
6
Minion
Opening Gambit: Deal 3 damage to the minion directly in front of this.
5
2
5
Minion
Ranged
At the end of your turn, heal nearby allies for 2.
5
2
3
Minion
Airdrop
Opening Gambit: Summon two exact copies of this on any two spaces.
5
3
3
Minion
Opening Gambit: This gains +1/+1 for each card in your opponent's action bar.
5
4
3
Minion
Opening Gambit: Destroy a nearby enemy minion with 2 or less attack and summon a 2/2 copy of it on its space.
5
3
6
Arcanyst
When you play a spell, summon a Spellspark on a random nearby space.
5
3
5
Arcanyst
When you replace a card or play a spell, deal 1 damage to enemies in the same column as this.
5
1
6
Minion
Provoke
Opening Gambit: Create a Ruby Aura, Emerald Aura, and Sapphire Aura nearby.
6
8
8
6
7
4
Minion
Frenzy
6
6
5
Minion
Flying
When this attacks an enemy, deal 3 damage to enemies nearby that enemy.
6
6
9
Arcanyst
Your opponent's spells cost 1 more to play.
6
6
8
Minion
Opening Gambit: During your opponent's next turn, after they play 3 cards, end the turn.
6
7
7
Minion
Other allies have +1/+0.
6
3
7
Arcanyst
When this takes damage, deal that much damage to the enemy General.
6
7
7
Minion
Opening Gambit: This moves forward until a unit is in front of it. Deal damage equal to the number of spaces moved to that unit.
6
2
10
Minion
Provoke
At the end of your turn, deal 2 damage to nearby enemy minions.
6
8
6
Minion
When this attacks or counterattacks an enemy minion, deal excess damage dealt to the enemy General.
6
6
9
Minion
At the end of your turn, draw an additional card.
6
7
7
Golem
Opening Gambit: Deal 3 damage to other allied Golems and all units nearby them.
7
10
10
7
3
13
Minion
Veil
7
4
10
Minion
At the start of your turn, this gains +4/+0. Deal 4 damage to the enemy General.
7
7
7
Minion
When your General takes damage, this deals 7 damage to a random nearby enemy minion.
7
3
2
Minion
Ranged
Opening Gambit: Summon a Mini-Jax on each corner space of the battlefield.
7
3
10
Minion
At the end of your turn, summon a random Spirit on a random nearby space.
7
7
8
Minion
Airdrop
Opening Gambit: Summon two Ruby, Emerald, and Sapphire auras on nearby spaces.
7
7
7
Minion
When you summon a minion, this gains a new random keyword from Celerity, Flying, Frenzy, Provoke, and Ranged.
7
4
8
Golem
Airdrop
This has Rush if you control another Golem.
7
5
7
Minion
Opening Gambit: Equip the Eternity Core.
Dying Wish: Destroy a random ally artifact to resummon this on the same space.
7
1
7
Minion
Opening Gambit and Dying Wish: Shuffle the base mana costs of cards in each action bar.
8
5
12
Minion
When this takes damage, summon a random token minion on a random nearby space.
8
8
8
Minion
When there are 8 units nearby this, destroy them.
9
9
6
Minion
Airdrop, Flying
Opening Gambit: Summon other allied minions that were destroyed since your last turn on random spaces.
9
12
12
Golem
This card costs 1 less for each enemy minion and 1 more for each allied minion.
10
5
5
Minion
When you replace this card, this and other Astral Crusader cards in your action bar and deck cost 2 less and gain +2/+2.