FILTER
Expansion
Core Set
Denizens of Shim'zar
Bloodbound Ancients
Unearthed Prophecy
Immortal Vanguard
Trials of Mythron
Faction
Lyonar
Songhai
Vetruvian
Abyssian
Magmar
Vanar
Neutral
Rarity
Basic
Common
Rare
Epic
Legendary
Mythron
Type
General
Minion
Spell
Artifact
Tribe
Arcanyst
Battle Pet
Dervish
Golem
Mech
Structure
Vespyr
0
2
25
General
Bloodbound Spell:
Give a minion nearby your general +2 Attack.
0
2
25
General
Bloodbound Spell:
Restore 3 Health to any Minion.
0
2
25
General
Bloodbound Spell:
Summon a 1/2 Crestfallen with Zeal: Provoke in front of your general.
0
Spell
Stun an enemy
0
Spell
Give friendly minions in a 2x2 area Provoke.
0
Artifact
Your General gains +1 Attack.
1
Spell
Choose a friendly minion. It can't be targeted by enemy spells. Draw a card.
1
Spell
Give your minions Airdrop this turn. Draw a card.
1
Spell
Give a friendly minion +3 Health.
1
Spell
Deal 4 damage to a minion AND your General.
1
Spell
Give all friendly minions +1 Health. Put a random Battle Pet into your action bar.
1
Spell
Turn an enemy minion's space into Hallowed Ground. Deal it 1 damage for each friendly Hallowed Ground.
1
Spell
Fully heal a friendly minion, then draw a copy of it from your deck.
1
Spell
Give a friendly minion,
"Zeal: Whenever this minion deals damage, draw a card."
1
Spell
Pull ANY minion to the space in front of your General.
1
Spell
Give a friendly minion +1/+1 and turn its space into Hallowed Ground.
1
1
4
Battle Pet
Provoke
1
Spell
Restore 5 Health to anything.
1
1
3
Minion
Opening Gambit: Turn a nearby space into Hallowed Ground.
1
Spell
Deal 2 damage to a minion.
2
2
3
Minion
Celerity
2
Spell
Intensify: Give friendly minions +2 Health.
2
Spell
Restore 2 Health to your General for each friendly minion.
2
Spell
Your General and nearby friendly minions gain,
"Takes no damage this turn."
2
3
3
Battle Pet
Opening Gambit: Restore 2 Health to anything.
2
Artifact
Whenever anything is healed, deal 2 damage to a random enemy.
2
Spell
Give ANY minion +3 Attack, but -3 Health.
2
3
2
Minion
Whenever anything is healed, this minion gains +1/+1.
2
Spell
Deal 2 damage to an enemy. If anything was healed this turn, deal 4 damage instead.
2
Spell
Give friendly minions directly in front of and behind your General +2/+2. If they have Zeal, they cannot be targeted by enemy spells.
2
Spell
Give a friendly minion Forcefield.
2
1
3
Minion
Whenever your opponent casts a spell, this minion gains +1/+1.
2
Spell
Dispel a 2x2 area.
2
2
1
Minion
Opening Gambit: Draw a card.
2
Artifact
Friendly minions directly above and below your General gain +2 Attack and Provoke.
2
1
4
Minion
Whenever this attacks or counterattacks, it dispels that enemy.
2
Spell
Deal 2 damage to everything.
2
Spell
Summon a friendly non-token minion destroyed this game onto friendly Hallowed Ground.
2
Spell
Give all friendly minions +1/+1.
2
1
4
Golem
Bond: Other friendly minions gain +1/+1.
2
2
3
Minion
Zeal: Gains +1 Attack
3
Spell
Give a friendly minion +2/+4. If that minion has Zeal, draw a card.
3
2
4
Minion
Opening Gambit: Give ANY nearby minion +2 Attack, but -2 Health.
3
1
5
Minion
Whenever you summon a minion with 2 or less Attack, this minion gains +2 Attack.
3
1
5
Minion
While at full Health, this minion has +3 Attack.
3
Spell
Give a minion +Attack equal to its Health.
3
Spell
Give friendly minions in a 2x2 area +2/+2.
3
Spell
Draw a card for each friendly minion nearby your General.
3
5
3
Minion
Zeal: Flying
3
3
2
Minion
Intensify: Put 1 Crestfallen into your action bar. Shuffle a copy of this minion into your deck.
3
Spell
Double a minion's Health.
3
Spell
Destroy ANY minion. Restore that minion's Health to its General.
3
3
4
Minion
At the end of your turn, give a friendly minion +1 Health.
3
3
4
Minion
Blood Surge: Restore 3 Health to your General.
3
1
5
Minion
Provoke
Zeal: Gains +2 Attack.
3
Spell
Destroy a minion that is not nearby any General.
3
Artifact
Friendly minions nearby your General gain +2 Attack.
3
1
4
Golem
Zeal: Your Golems have +2 Attack.
3
2
4
Minion
Whenever anything is healed, give your General +1 Attack.
3
2
2
Minion
Whenever you summon a minion nearby this minion, give them both +1/+1.
3
3
4
Minion
Build: (1).
When this minion is built, give nearby friendly minions +3 Health.
4
Artifact
Your General gains +2 Attack. The first time your General takes damage each turn, prevent 2 of it.
4
Spell
Destroy ALL minions that are not nearby any General.
4
Spell
Restore 4 Health to a friendly minion. Deal 4 damage to enemies around it.
4
Spell
Give a friendly minion with full Health +4/+4.
4
Spell
Transform a friendly minion into an Ironcliffe Guardian.
4
0
10
Structure
Build: (2).
Whenever you summon a minion nearby this, transform that minion into an Ironcliffe Guardian.
4
4
4
Minion
Celerity
4
3
4
Minion
Zeal: Ranged
4
4
4
Minion
Whenever anything is healed, put a True Strike into your action bar.
4
2
4
Minion
Forcefield
Your Bloodbound Spell is Tempest.
4
3
4
Minion
Whenever anything is healed, deal 2 damage to all nearby enemies.
4
Spell
Deal 3 damage to enemies and restore 3 Health to friendly minions and Generals in a row.
4
3
6
Minion
Zeal: At the end of your turn, fully heal this minion.
4
Spell
Draw 3 cards and restore 3 Health to your General.
4
4
5
Minion
Nearby friendly minions cannot be targeted by enemy spells.
4
2
2
Minion
Opening Gambit: Summon a 5/5 Windcliffe Protector with Provoke from your deck.
5
Spell
Deal 5 damage to an enemy minion. Restore 5 Health to your General.
5
Artifact
Your General gains +4 Attack. At the end of your turn, repair all of your artifacts to full durability.
5
5
5
Minion
Trial: Summon 12 minions with 1 or less Attack.

Destiny: Promote other friendly minions at the end of your turn.
5
Artifact
Friendly minions nearby your General have Forcefield.
5
3
10
Minion
Airdrop
Provoke
5
Spell
Give Celerity to a friendly minion directly behind your General.
5
4
5
Mech
Opening Gambit: Progresses MECHAZ0R build by +20%.
Your other Mech minions have +1/+1.
5
0
8
Minion
Zeal: Gains +8 Attack.
5
3
2
Minion
Zeal: Draw 2 additional cards at the end of your turn.
5
3
8
Minion
Provoke
At the start of your turn, Holy Immolation your damaged minions.
5
5
5
Minion
Provoke
When a friendly Windcliffe Alarmist dies, transform this minion into a Windcliffe Alarmist.
6
Spell
Give all friendly minions +Attack equal to their Health.
6
7
7
Minion
Provoke
Your minions and General may move an additional space
6
4
7
Minion
Blood Surge: Summon a Silverguard Knight nearby your General.
6
Artifact
Your General has +3 Attack.
When your General attacks, summon a minion that costs 3 from your deck nearby.
7
5
7
Minion
Opening Gambit: If you have no spells in your deck, equip a full set of equipment.
7
Spell
Destroy ALL minions in a 3x3 area and turn their spaces into Hallowed Ground.
7
Spell
Your General gains,
"Minions you summon nearby gain +3/+3."
7
5
12
Minion
When your General dies, Grandmaster Z'ir becomes your General.
7
7
9
Minion
Your General is Invulnerable BUT cannot move or attack.
7
6
6
Golem
Airdrop, Forcefield, Frenzy, Provoke, Celerity
8
6
6
Minion
Provoke
Celerity
This minion gains +1/+1 for each time you healed anything this game.
8
Spell
Summon three Silverguard Knights nearby your General.
9
Spell
Summon around your General all friendly minions with Provoke that died this game.
0
2
25
General
Bloodbound Spell:
Teleport a friendly minion up to 2 spaces.
0
2
25
General
Bloodbound Spell:
Summon a Heartseeker nearby your General.
0
2
25
General
Bloodbound Spell:
Put a Spellsword into your action bar that cannot be replaced.
0
5
5
Minion
Trial: Summon 7 minions from your action bar with different costs.

Destiny: Summon friendly minions to deal their cost as damage to an enemy.
0
Spell
Switch positions between ANY two minions.
0
Spell
The next spell you cast this turn costs 1 less.
0
Spell
Shuffle five copies of the spell you cast most recently into your deck (excluding Meditate).
1
1
2
Battle Pet
Ranged
1
Spell
Reactivate an exhausted friendly minion. It cannot damage or attack Generals this turn.
1
Artifact
Your General gains +1 Attack. Spells you cast that deal damage deal +1 damage.
1
Spell
Deal 1 damage to all enemy minions.
1
Spell
Deal 1 damage to a minion. Draw a card at end of turn.
1
1
1
Minion
Ranged
1
Artifact
Your General gains +1 Attack.
After a friendly minion with Backstab attacks, it gains +1/+1.
1
Spell
Reactivate an exhausted friendly minion with 3 or less Attack.
1
Spell
Each player steals a random card from their opponent's deck.
1
1
3
Minion
Backstab
1
Spell
Intensify: Deal 1 damage to an enemy.
1
Spell
Give a friendly minion +1/+1 and teleport it to any space on the battlefield.
1
Spell
Teleport your General up to 2 spaces.
1
Spell
Give a friendly minion or General Backstab (2).
1
Spell
Lower the cost of all minions with Backstab in your action bar by 1 and give them +1/+1.
1
Spell
Deal 8 damage to an enemy minion that attacked last turn.
2
Spell
Destroy all artifacts on the enemy General.
1
Artifact
Whenever you cast a spell, deal 1 damage to the enemy General.
2
1
2
Arcanyst
Whenever you cast a spell, this minion gains +1/+1.
2
Spell
Deal 2 damage to a minion. Activate your Battle Pets.
2
Spell
Give a friendly minion,
"Whenever this damages an enemy minion, destroy that minion."
2
Spell
Spells you cast this turn that deal damage deal +2 damage.
2
Spell
Give a friendly minion AND your General +2 Attack this turn.
2
2
3
Minion
Backstab: (1).
2
Artifact
Your General gains Backstab (4).
2
Spell
Give all friendly minions Flying this turn.
2
Spell
Summon a copy of a friendly minion that costs 2 or less nearby.
2
Spell
Deal 3 damage to a minion or General.
2
Spell
Give a minion or General +3 Attack this turn.
2
1
3
Arcanyst
Backstab: (1).
Whenever this backstabs, steal a spell from your opponent's deck.
2
Spell
Put an EXACT copy of a friendly minion into your action bar.
2
1
4
Minion
Whenever you cast a spell, this minion gains +1 Attack until your next turn.
2
2
3
Minion
Rush
Return this minion to your action bar at the beginning of your turn.
2
2
3
Battle Pet
Dying Wish: Put a random Songhai spell into your action bar. It costs 1 less.
3
Spell
Transform a nearby enemy minion into a 0/2 Panddo. If it is already a Panddo, instead destroy it and draw to fill your action bar.
3
Artifact
Your General has Celerity.
3
2
4
Minion
Whenever this minion takes damage, deal 1 damage to all enemies.
3
1
5
Minion
Whenever this damages an enemy minion, destroy that minion.
3
Artifact
Your General gains Ranged.
3
3
3
Mech
Backstab: (2).
Whenever this backstabs, put a MECHAZ0R Progression into your action bar.
3
Spell
Teleport your General to a space behind an enemy.
3
3
3
Minion
Backstab: (2).
After this minion attacks, it gains +1/+1.
3
3
4
Minion
Sentinel: Minion summoned.

Deal 2 damage to the minion that transformed this.
3
4
3
Minion
Whenever this minion takes damage, deal 1 damage to a random enemy minion.
3
2
2
Minion
Backstab: (1).
Whenever this minion backstabs, summon a minion with Backstab that costs 2 or less from your deck nearby.
3
3
2
Minion
Ranged
Opening Gambit: An enemy minion cannot move next turn.
3
Spell
Give a friendly minion +4/+2. If that minion has Backstab, draw a card at end of turn.
3
2
3
Minion
Whenever this minion takes damage, put a Phoenix Fire into your action bar.
3
3
2
Minion
Sentinel: Spell cast.

Whenever your opponent casts a spell, put a copy of that spell into your action bar.
3
2
5
Minion
Sentinel: General attacks.

Flying, Backstab: (2).
3
Spell
Transform an enemy minion into a 0/2 Panddo that cannot be attacked.
3
3
4
Minion
Flying
3
Spell
Surround the enemy General with friendly Panddo that disappear at the start of your next turn.
3
4
1
Minion
Build: (2), Backstab: (2).
Whenever this backstabs, transform it into a building with Build: (2).
3
3
3
Arcanyst
Bond: Put a Mist Dragon Seal into your action bar.
3
Spell
Switch positions between a friendly minion and your General.
3
Spell
Deal 3 damage to an enemy and 1 damage to all enemies around it.
3
3
4
Minion
Blood Surge: Teleport a random enemy to the space behind your General.
3
Spell
Deal 2 damage to exactly two random enemy minions. Draw a card at end of turn.
3
Artifact
Your General gains +1 Attack.
Your General may move an additional space.
3
4
3
Minion
Blood Surge: Deal 2 damage to the enemy General.
3
2
3
Minion
Ranged
4
Spell
Whenever you summon a minion from your action bar this turn, draw a card.
4
2
6
Minion
Whenever this minion is moved for any reason, draw a card.
4
5
4
Minion
Intensify: Give a random nearby friendly minion +2 Attack this turn.
4
Spell
Deal 3 damage to an enemy minion AND the enemy General.
4
2
4
Minion
Whenever this minion is moved for any reason, it deals 2 damage to all enemies around it.
4
4
4
Arcanyst
Whenever you cast a spell, deal 1 damage to enemy General and restore 1 Health to your General.
4
5
3
Minion
Opening Gambit: Next turn, opponent's spells cost 2 more to cast.
4
3
5
Arcanyst
Whenever you cast a spell, your Arcanyst minions gain +1 Attack.
4
5
5
Minion
Build: (2).
When this minion is built, gain +2 mana this turn.
4
2
5
Minion
Backstab: (2).
After this minion attacks and backstabs, all attacks are backstabs this turn.
4
Spell
Transform ALL minions into 0/2 Panddo that cannot be attacked until end of turn.
4
3
5
Minion
Spells you cast that deal damage deal +1 damage.
4
3
5
Minion
Blood Surge: Put an Eight Gates into your action bar.
5
Spell
Reactivate your minions with Ranged.
5
5
4
Minion
Opening Gambit: Your Bloodbound Spell is Phoenix Fire.
5
8
8
Minion
At the start of your turn, deal 2 damage to your General.
5
Spell
Draw 3 spell cards from your deck.
5
3
3
Minion
Whenever a friendly unit is moved for any reason, it gains +1/+1.
5
Spell
Deal 3 damage to anything.
Put a Phoenix Fire into your action bar.
5
2
5
Minion
Flying
Backstab: (4).
5
Spell
Summon a Heartseeker in each nearby space diagonal from your General.
5
Spell
Put 3 random Songhai minions into your action bar. They cost 1 less.
5
4
4
Minion
Ranged
Whenever you summon a minion with Ranged, that minion gains Rush.
6
3
4
Minion
At the end of your turn, transform all nearby enemy minions into 0/2 Panddos that cannot be attacked.
6
Spell
Steal Health from the enemy General equal to twice the number of spells cast this turn.
6
3
6
Minion
The enemy General moves and attacks automatically.
6
Artifact
Whenever you cast a spell, draw a card.
7
3
7
Arcanyst
Rush
Whenever this minion attacks, put three Songhai spells into your action bar at end of turn.
7
4
7
Minion
Your spells cost 2 less.
7
5
10
Minion
Whenever one of your spells deals damage, put a Kage Lightning in your action bar.
8
Spell
Transform all minions in your action bar and deck into 0-cost Gore Horns. Draw 3 cards.
8
Spell
Deal 8 damage to anything.
11
Spell
Costs 1 less for each spell you cast this game. Whenever you cast a spell this turn, summon a minion that costs up to 2 more nearby your General.
0
2
25
General
Bloodbound Spell: Summon a 2/2 Iron Dervish on a random space nearby your General.
0
2
25
General
Bloodbound Spell: Your General deals double damage to minions this turn.
0
2
25
General
Bloodbound Spell: Give an enemy minion -2 Attack until your next turn.
0
Spell
Deal 3 damage to your General to draw a card.
0
1
1
Battle Pet
Dying Wish: Dispel the nearest enemy minion.
0
Spell
Dispel an enemy minion nearby your General.
1
Spell
Destroy a friendly minion to turn its space into Exhuming Sand.
1
Spell
This turn, your General gains +2 Attack for every equipped artifact.
1
Spell
Whenever you summon a minion with Flying from your action bar this turn, draw a minion with Flying from your deck.
1
Spell
Lower a minion's Attack to 0 until your next turn.
1
Spell
Steal a random artifact from the enemy General and equip it.
1
Spell
ANY minion's Health becomes equal to its Attack.
1
Spell
Give a minion Blast. It can no longer move.
1
Artifact
Whenever your General destroys an enemy, turn that space into Exhuming Sand.
1
Spell
Draw an artifact from your deck.
1
Spell
Give a friendly minion +1/+1. Draw a card.
1
Spell
A friendly Obelysk gains +3 Attack and may move and attack this turn if able.
2
Spell
Deal 2 damage to the enemy General and all enemy minions around them.
2
Spell
Give a friendly minion +1/+3 and Provoke.
2
2
2
Golem
Bond: Draw two cards.
2
2
1
Dervish
Opening Gambit: Give +2/+2 to a friendly Dervish. If it is a Wind Dervish, it no longer disappears.
2
2
1
Dervish
Dying Wish: Put a random Scion's Wish spell into your action bar.
2
2
1
Dervish
Intensify: Deal 1 damage to the enemy General and this minion gains +1 Health.
2
0
6
Structure
Summon Dervish
2
Spell
Fully heal all friendly minions.
2
Artifact
Your General takes no damage during your turn.
2
0
4
Structure
Summon Dervish
At the start of your turn, deal 6 damage to all enemy minions in this row.
2
Spell
Equip a friendly artifact that was destroyed this game.
2
Artifact
Your General gains +1 Attack.
At the start of your turn, repair all of your artifacts by 1 durability.
2
2
2
Minion
Opening Gambit: Return a nearby friendly minion to your action bar.
2
2
1
Battle Pet
Dying Wish: Summon two 2/2 Iron Dervishes nearby.
2
2
1
Minion
Blast
2
Spell
Destroy a random artifact on the enemy General. Summon a Wind Dervish with Rush near them.
2
Spell
Return a friendly Obelysk to your action bar and reduce its cost to 0. Draw a card.
2
Spell
Choose an enemy minion. It can no longer move.
2
Spell
Give a friendly minion +2/+2. It takes no damage from Generals.
2
Artifact
Your General gains +2 Attack.
2
Spell
Summon a Wind Dervish nearby each friendly Obelysk. Draw a card.
2
2
3
Minion
Opening Gambit: Lower the cost of all Structure minions in your action bar by 1.
2
0
4
Structure
Summon Dervish
Your dervishes have +1 Health.
3
Spell
Put 3 random Battle Pets into your action bar.
3
Spell
Give a friendly minion +5 Health and Flying.
3
1
5
Minion
Whenever you equip an artifact, this minion gains +Attack equal to the artifact's cost.
3
Spell
Draw two cards.
3
2
3
Minion
Whenever your opponent draws a card, this minion gains a random keyword ability.
3
0
6
Structure
Summon Dervish
Your dervishes have +1 Attack.
3
2
5
Minion
Opening Gambit: Repair all of your artifacts to full durability.
3
Spell
Give all friendly minions +3 Health. Draw a card.
3
2
2
Dervish
Opening Gambit: Summon a copy of this minion on a nearby space.
3
0
8
Minion
Frenzy
Whenever you summon a minion, this minion gains +1 Attack.
3
Spell
Reactivate and take control of an enemy minion with 2 or less Attack until end of turn.
3
3
3
Dervish
Cannot be targeted by enemy spells.
3
Spell
Give a friendly Dervish minion +3/+3 and Flying.
3
0
7
Structure
Build: (2).
Summon Dervish
When this minion is built, start building another on a nearby space.
3
3
3
Minion
Dying Wish: Put a random legendary artifact from your opponent's Faction into your action bar.
3
Spell
Reactivate your General.
3
Artifact
Your General gains Blast.
3
Spell
An enemy minion disappears at the start of your next turn.
3
3
3
Minion
Blood Surge: Your General gains Frenzy this turn.
4
4
3
Minion
Dying Wish: Summon a random Obelysk on this space.
4
5
5
Minion
Build: (2).
Blast
4
Spell
Destroy an enemy minion nearby your General.
4
3
3
Minion
Opening Gambit: Your General gains +2 Attack and takes no damage this turn.
4
Artifact
Your General gains +3 Attack. Whenever your General damages an enemy minion, its Attack becomes 1.
4
Spell
Deal 5 damage to enemies that are not nearby another enemy.
4
1
1
Minion
Opening Gambit: This minion transforms into a copy of an enemy minion.
4
4
4
Minion
Your General has +1 Attack.
4
Spell
Give your opponent a minion to take control of nearby enemy minions with less Attack.
4
Artifact
When your General destroys a minion, summon a copy of it nearby.
4
0
9
Structure
Summon Dervish
Summon Dervish
Summon Dervish
4
1
5
Minion
At the start of your turn, destroy this and all enemy minions.
4
4
3
Minion
Flying
Dying Wish: Draw a card.
4
1
4
Golem
Flying
Opening Gambit: Equip a Staff of Y'kir to your General.
5
Spell
Intensify: Summon 2 Wind Dervishes nearby your General.
5
Spell
Transform an enemy minion into a friendly Wind Dervish.
5
Spell
Summon all friendly minions with Dying Wish destroyed since your last turn on random spaces.
5
4
8
Minion
The enemy General cannot cast their Bloodbound Spell.
5
3
5
Minion
Blood Surge: Summon two Wind Dervishes nearby.
5
5
6
Minion
Your General may move 2 additional spaces.
5
3
3
Dervish
Flying, Rush
Dying Wish: A random friendly Dervish disappears, summoning a Khanuum-ka in its place.
5
3
8
Minion
Whenever this minion takes damage, summon a 0/4 Soulburn Obelysk nearby.
5
3
3
Minion
Opening Gambit: Return a nearby minion to its action bar. Turn that space into Exhuming Sand.
5
4
4
Mech
Opening Gambit: Progresses MECHAZ0R build by +40%.
5
4
3
Golem
Opening Gambit: Summon a Skyrock Golem on random spaces for each other Golem you've summoned this game.
5
Artifact
Your General gains +1 Attack. Enemy minions destroyed by your General summon a Bloodfire Totem on that space.
5
Spell
Summon a Wind Dervish with Rush in front of each enemy minion and General.
5
4
6
Minion
Blast
5
Spell
Summon three copies of an enemy minion nearby it. They disappear when attacked.
6
Spell
Equip 2 random Vetruvian artifacts.
6
5
5
Minion
Provoke
Dying Wish: Deal 5 damage to the enemy General. Restore 5 Health to your General.
6
Spell
Turn the entire center column into Exhuming Sand.
6
5
5
Minion
Opening Gambit: Take control of enemy minions with 2 or less Attack on this row.
6
3
3
Minion
Trial: General reaches the other edge of the battlefield with an equipped artifact.

Destiny: Each equipped artifact gives your General a tier of ascension.
6
6
5
Minion
Flying
Dying Wish: Equip 2 random artifacts from your deck.
6
8
8
Minion
Costs 0 if you've cast all three Scion's Wish spells this game.
6
5
7
Minion
Blast
Whenever this minion blasts, summon 1/1 Scarabyte with Flying and Rush in those spaces.
7
Spell
Take control of an enemy minion nearby your General.
8
Spell
Destroy ALL non-Structure minions.
8
4
8
Minion
Blast
Flying
The enemy General takes double damage.
9
Spell
Summon one of each Obelysk from your deck on random spaces.
9
Spell
Transform your action bar into six random Vetruvian cards that cost 4 less.
0
2
25
General
Bloodbound Spell: Summon 2 Wraithlings nearby your General.
0
2
25
General
Bloodbound Spell: Deal 1 damage to a minion. If it dies this turn, the space turns into Shadow Creep.
0
2
25
General
Bloodbound Spell: Destroy a friendly minion to summon a 4/4 Husk nearby. Deal 2 damage to your General.
0
Spell
Destroy a friendly minion. Your next minion costs 2 less.
1
2
1
Minion
At the end of your turn, turn a nearby space into Shadow Creep.
1
Spell
Destroy a friendly minion to restore 5 Health to your General.
1
Spell
Draw a minion from your opponent's deck. It gains +1/+1.
1
1
2
Minion
Blood Surge: Friendly Wraithlings gain +1/+1.
1
Spell
Choose an enemy minion. When it dies, it deals 3 damage to enemies around it.
1
Artifact
Whenever your General deals damage, summon a 1/1 Wraithling nearby your General.
1
Spell
Summon a 1/1 Wraithling. If you have another Wraithling, draw a card.
1
Spell
Teleport ANY minion to friendly Shadow Creep.
1
Spell
Intensify: Turn 1 random space into Shadow Creep, prioritizing spaces under enemy minions.
1
Spell
Deal 2 damage to enemy General. Restore 3 Health to your General.
2
3
2
Minion
Opening Gambit: Give a nearby enemy -2 attack this turn.
2
1
1
Minion
Dying Wish: Lower the cost of all minions with Dying Wish in your deck and action bar by 1.
2
Spell
Destroy an enemy minion on friendly Shadow Creep.
2
Spell
Destroy a friendly minion. At the end of your turn, re-summon it on the same space and give it +1/+1.
2
Spell
Deal 1 damage to an enemy minion and teleport it anywhere.
2
1
4
Minion
Double the damage dealt by friendly Shadow Creep.
2
Spell
Deal 1 damage to an enemy minion. After it is attacked this turn, destroy it.
2
Spell
Transform ALL minions that cost 2 or less into 1/1 Wraithlings.
2
1
2
Minion
Whenever this attacks an enemy minion, destroy that minion and summon a Gibbet on that space.
2
2
2
Minion
Opening Gambit: Summon a 1/1 Wraithling in a random nearby space.
2
1
1
Battle Pet
Dying Wish: Re-summon this minion in a random corner.
2
Spell
Deal 2 damage to a minion. If it dies this turn, put a random Battle Pet into your action bar.
2
Spell
Lower the cost of all minions with Dying WishDying Wish in your action bar and deck by 1.
2
3
2
Mech
Dying Wish: Shuffle a MECHAZ0R into your deck.
2
2
2
Arcanyst
Whenever you make Shadow Creep or a Wraithling, instead make both.
2
3
3
Battle Pet
Whenever this minion takes damage, turn a space occupied by an enemy into Shadow Creep.
2
3
2
Minion
Whenever your opponent summons a minion, give a minion in your action bar +1 Attack.
2
Spell
Destroy a damaged minion.
2
Spell
Summon a Wraithling behind each enemy.
2
Spell
Give all friendly minions +2 Attack this turn.
2
Artifact
Your General gains +2 Attack.
Whenever your General destroys an enemy, restore 2 Health to your General.
2
Spell
Turn a space into Shadow Creep. Draw a card.
2
Artifact
When this artifact breaks, summon a random friendly non-token minion destroyed this game nearby.
2
Spell
If you have three or more Shadow Creep, draw 2 cards.
3
Spell
Destroy all friendly minions to summon a 1/1 Abomination that gains their Attack, Health, and keywords.
3
3
3
Minion
Opening Gambit: Double a nearby Wraithling's Attack and Health.
3
Spell
Destroy all friendly minions and resummon them on random spaces at end of turn.
3
0
3
Minion
Intensify: This minion gains +5 Attack.
3
2
3
Minion
Sentinel: Minion summoned.

Put a copy of the minion that transformed this into your action bar. It costs 2 less.
3
4
3
Minion
Frenzy
Opening Gambit: Teleport the enemy General one space forward.
3
Spell
Give a friendly minion,
"Deathwatch: Gains +2/+2."
3
Spell
Give all enemy minions -4 Attack until your next turn.
3
4
1
Minion
Dying Wish: Transform a random friendly minion into a 6/6 Horror.
3
Spell
Choose an enemy minion. When it dies, give this effect to all nearby enemy minions and deal 2 damage to the enemy General.
3
Artifact
After your General damages a minion, reactivate and take control of it until the end of your turn.
3
Spell
Steal Health from an enemy minion for each friendly Shadow Creep (but not more than its Health).
3
2
1
Minion
Opening Gambit: Destroy a nearby enemy minion with 2 or less attack.
3
Spell
Destroy a friendly minion to destroy an enemy minion.
3
Spell
Give a friendly minion +5 Attack.
3
2
2
Minion
Deathwatch: Gains +1/+1.
3
2
4
Minion
Sentinel: General attacks.

The enemy General has -1 Attack.
3
Artifact
Your General gains,
"Deathwatch: Gains +2 Attack."
3
Spell
Give an enemy minion -3 Attack. Nearby friendly minions gain +3 Attack.
3
6
1
Minion
Build: (1).
3
Spell
Give a friendly Wraithling minion +4/+4.
3
Spell
Summon three 1/1 Wraithlings nearby each other.
3
3
2
Minion
Sentinel: Spell cast.

Whenever your opponent casts a spell, put a 4/4 Fiend into your action bar.
4
3
3
Minion
This minion has +1/+1 for each friendly Shadow Creep.
4
3
3
Minion
Deathwatch: Summon a Wraithling on a random nearby space.
4
Spell
Deal 2 damage to all enemy minions. Fully heal all friendly minions.
4
6
3
Minion
Dying Wish: Destroy a random nearby enemy minion.
4
Spell
Deal 1 damage to the enemy General for each card in the opponent's action bar.
4
4
4
Minion
Frenzy
Opening Gambit: Destroy friendly minions around it and gain +2/+2 for each minion.
4
2
1
Minion
Opening Gambit: Steal 2 Health from the enemy General.

Dying Wish: Return Desolator to your action bar.
4
0
0
Structure
Build: (3).
Invulnerable
Deathwatch: Summon a random Demon nearby.
4
Artifact
Your General gains +1 Attack for each friendly Shadow Creep.
4
4
2
Minion
Dying Wish: Draw two minions with Dying Wish from your deck.
4
5
1
Arcanyst
Bond: Your General steals 1 Health from the enemy General for each other friendly Arcanyst.
4
Spell
Turn a 2x2 area into Shadow Creep.
4
3
3
Minion
Whenever an enemy takes damage, restore 1 Health to your General.
4
Spell
Destroy a friendly minion to draw three cards.
4
Artifact
Friendly Wraithlings have +2/+2.
5
4
7
Minion
When you summon a Wraithling, this minion gains +2 Attack.
5
Spell
Destroy a friendly minion to deal its Attack to the enemy General.
5
Spell
Destroy an enemy minion and summon a 1/1 Wraithling on that space.
5
Artifact
Friendly minions gain +2 Attack and Frenzy.
5
7
2
Minion
Dying Wish: The enemy General gains,
"At the start of your turn, take 1 damage."
5
Spell
Summon 2 non-token minions destroyed since the end of your last turn nearby.
5
4
4
Minion
Opening Gambit: Deal 2 damage to each enemy on or near friendly Shadow Creep.
5
5
3
Minion
Flying
Dying Wish: Summon a random minion from the opponent's deck on this space.
5
4
4
Minion
Deathwatch: Deal 1 damage to the enemy General, and restore 1 Health to your General.
6
6
6
Minion
Provoke
Your Shadow Creep deals damage equal to the number of friendly Shadow Creep.
6
Spell
Enemy minions nearby their General attack their General.
6
6
6
Minion
Provoke
Dying Wish: Turn six random spaces into Shadow Creep.
6
6
6
Minion
Blood Surge: Summon a 4/4 Fiend on a nearby space.
6
Spell
Destroy ALL minions nearby your General and summon Wraithlings in their place.
6
Spell
Draw to fill your action bar.
6
6
1
Minion
Trial: Cast 6 spells that destroy a friendly minion.

Destiny: Whenever a friendly minion dies, re-summon it on a random space.
6
Spell
Draw cards from your opponent's deck to fill your action bar.
6
6
6
Minion
Celerity
Dying Wish: Summon six Wraithlings on random spaces.
7
8
4
Minion
Opening Gambit: The next minion you summon this turn costs 1.
7
7
7
Minion
Deathwatch: Give minions in your action bar +2/+2.
8
6
6
Arcanyst
Opening Gambit: Summon all friendly non-token Arcanysts destroyed this game nearby.
8
8
8
Minion
Opening Gambit: Your Bloodbound Spell costs 3 and is now AWESOME.
8
Spell
Destroy all friendly Shadow Creep to deal that much damage to all enemies.
8
6
6
Minion
Rush
Whenever this damages an enemy minion, deal 4 damage to the enemy General.
8
Spell
Summon a copy of the minion your opponent most recently summoned from their action bar. It gains Rush and Flying.
9
Spell
The enemy General is DOOMED and will die after three turns.
0
2
25
General
Bloodbound Spell:
Give your General +1 Attack.
0
2
25
General
Bloodbound Spell:
Both players draw a card.
0
2
25
General
Bloodbound Spell:
Summon a Ripper Egg nearby your general.
0
Spell
Choose an enemy minion. It can no longer counterattack.
0
Spell
If the next card you play this turn is a minion, it costs 2 less and takes 2 damage.
1
Spell
Give a friendly damaged minion +2/+4.
1
Spell
Whenever a friendly minion dies this turn, draw a card.
1
Artifact
Your General cannot die.
1
Artifact
Your minions have
"Grow: +1/+1."
1
Spell
Give a friendly minion +2/+2.
1
Spell
Deal 2 damage to a minion. If you have an Egg, deal 4 damage instead.
1
Artifact
Your General gains +1 Attack.
Whenever your General destroys an enemy, summon a Ripper Egg on that space.
1
Spell
Give all friendly minions +1 Attack. Put a random Battle Pet into your action bar.
1
3
1
Battle Pet
Rebirth
2
Spell
Stun enemy minions in a 2x2 area.
2
1
2
Minion
Intensify: This minion gains +1/+1.
2
10
10
Minion
Build: (3).
2
Spell
Destroy a friendly minion to summon a random Magmar minion that costs 1 more.
2
Spell
Deal damage to a minion to reduce its Health to 1.
2
Spell
Give a friendly minion +1 Attack and Frenzy.
2
Spell
If you have an Egg, draw 2 cards.
2
Spell
Deal 2 damage to the enemy General. Both players draw a card.
2
2
4
Battle Pet
Grow: +1/+1
2
Spell
Intensify: Restore 3 Health to your General.
2
Artifact
Your General gains Frenzy.
2
2
2
Minion
Your minions cost 1 less to summon and take 1 damage when summoned from your action bar.
2
Spell
Summon an Egg of the minion most recently summoned from your action bar.
2
Spell
Destroy ANY minion with the lowest Attack or tied for the lowest Attack.
2
6
1
Minion
2
Spell
Dispel a space. If there is a minion on that space, give it +2/+2.
2
1
3
Minion
Whenever your General takes damage, this minion gains that much attack.
2
3
1
Mech
Whenever you summon a Mech minion from your action bar, both players draw a card.
2
Spell
Stun an enemy minion. Give your General +1 Attack.
2
1
1
Minion
Forcefield, Frenzy
2
2
3
Minion
Rebirth
2
Artifact
Your General has +1 Attack.
Your Eggs have Forcefield.
3
Spell
Give a friendly minion +3 Attack.
Stun enemy minions around it.
3
3
4
Minion
Whenever you cast a spell, deal 1 damage to ALL minions.
3
3
3
Minion
Grow: +1/+1
3
Spell
Give a friendly minion +Attack equal to your General's Attack.
3
Spell
Turn a 2x2 area into Primal Flourish.
3
5
5
Minion
Rebirth
After this minion attacks or counterattacks, turn it into an Egg.
3
Spell
Deal 2 damage to ALL minions in a 3x3 area. Friendly minions in the area also gain +2 Attack.
3
2
4
Minion
Opening Gambit: Deal 1 damage to everything (including itself).
3
1
2
Minion
Grow: +1/+1
Friendly minions Grow at the start of BOTH player's turns.
3
2
5
Minion
Grow: +1/+1
Whenever another friendly minion with Grow survives damage, that minion grows.
3
2
2
Minion
Opening Gambit: Give a nearby friendly minion +2/+2.
3
3
4
Golem
Rebirth
Bond: Restore 3 Health to your General.
3
Spell
Both players draw 3 cards. Deal 3 damage to both Generals.
3
2
8
Minion
3
2
4
Minion
Blood Surge: All friendly minions gain +1 Attack (including itself).
3
Artifact
Whenever a friendly minion or your General takes damage, your General gains +2 Attack.
3
Spell
Deal 1 damage to an enemy minion for each card in your opponent's action bar.
3
Spell
Your minions on friendly Primal Flourish grow. Turn your other minions' spaces into Primal Flourish.
3
1
3
Minion
Whenever your opponent draws a card, this minion gains +2/+2.
4
Artifact
Your General gains +4 Attack.
4
3
6
Minion
Takes no damage from minions with less Attack.
4
Spell
Give a friendly minion +1/+1 for each time damage was dealt this turn.
4
5
4
Minion
Blood Surge: Double your General's Attack this turn.
4
3
4
Minion
Whenever this minion takes damage, deal that much damage to all nearby enemies.
4
Spell
Restore 8 Health to your General.
4
Spell
Turn a non-Egg minion into an Egg, or hatch an Egg.
4
5
4
Minion
Rush
Opening Gambit: Deal 4 damage to your General.
4
Spell
Give a minion,
"Grow: +8/+8."
4
7
7
Minion
Build: (2).
Whenever this minion attacks, other friendly minions gain +3/+3.
4
3
4
Minion
Grow: +2/+2
4
7
6
Minion
Whenever this minion takes damage, your opponent draws a card.
4
5
4
Minion
Trial: Give 7 minions on the battlefield +Attack by casting a spell.

Destiny: Minions summoned from your action bar gain Rush and Frenzy.
4
Spell
ALL minions attack themselves.
4
Spell
Steal a random minion from your opponent's deck and summon it.
4
4
5
Minion
Opening Gambit: Turn a nearby friendly minion's space into Primal Flourish.
4
5
4
Minion
Opening Gambit: Each of your other non-Egg minions summon an Egg of itself behind itself.
4
Spell
Destroy a friendly Egg to deal 4 damage to enemies around it.
4
3
2
Minion
Whenever your opponent summons a minion, this minion summons an Egg of itself nearby.
4
Spell
Give a minion +5 Attack. At end of turn, transform it into a 3/3 Kin.
4
Spell
Summon an Egg that hatches into a copy of your General.
4
4
4
Minion
Rebirth
4
3
3
Minion
Opening Gambit: Hatch a friendly Egg.
5
1
7
Minion
Grow: +4/+4
5
4
7
Golem
Opening Gambit: This minion fights a nearby enemy minion.
5
4
4
Minion
Ranged
Whenever this minion attacks, it also damages enemies around its target.
5
Spell
Summon four copies of a random Battle Pet in a 2x2 area.
5
Spell
Destroy ALL minions with 3 or less attack.
5
5
5
Minion
At the end of your turn, deal 1 damage to ALL other minions.
5
5
6
Minion
Whenever ANY player draws a card, this minion gains +1/+1.
6
5
6
Minion
Blood Surge: Deal 5 damage to the closest enemy.
6
Spell
Summon a random Egg in 3 random spaces on the battlefield.
6
4
7
Minion
Rebirth
Egg minions you summon gain +2/+2.
6
Spell
Summon two copies of a friendly minion nearby each other.
6
4
4
Minion
Frenzy
Rush
6
Spell
Transform all enemy minions into 1/1 Magma with no abilities until the end of your opponent's next turn.
6
Artifact
Your General gains +3 Attack. Whenever your General deals damage, hatch all friendly Eggs.
7
Spell
Your General becomes 10/10.
7
Spell
BOTH players put all minions in their action bars onto the battlefield nearby their General.
7
7
7
Minion
Rebirth
At the end of your turn, summon a Silithar Elder Egg nearby.
7
11
11
Minion
At the start of your turn, deal 4 damage to a random minion or General.
8
Spell
Each of your Eggs hatches into a Katastrophosaurus.
8
Spell
Deal 8 damage to ALL non-Egg minions and Generals.
8
4
10
Golem
Grow: +5/+5
Whenever this minion takes damage, summon that many random Golem Eggs nearby.
8
Spell
Stun the enemy General.
Your General gains +3 Attack.
Both players lose 3 mana.
Restore 10 Health to your General.
9
7
7
Minion
Forcefield, Frenzy, Grow: +7/+7
Your General has:
Forcefield, Frenzy, Grow: +7/+7.
12
6
6
Minion
Costs 1 less for each minion summoned from ANY player's action bar this game.
0
2
25
General
Bloodbound Spell: Deal 2 damage to all enemies in the enemy General's Column.
0
2
25
General
Bloodbound Spell: Friendly minions summoned this turn gain +1/+1.
0
2
25
General
Bloodbound Spell: Stun a nearby enemy minion.
0
Spell
Choose a Stunned minion. Put a copy of that card into your action bar.
0
Spell
Deal 1 damage to a minion and Stun it.
0
Spell
Switch ANY minion's Attack and Health.
1
Spell
Transform ANY minion into a random minion of the same cost.
1
Artifact
Whenever your General attacks a Stunned minion, destroy it instantly.
1
Spell
Teleport an enemy one space.
1
2
1
Vespyr
Infiltrate: When this minion dies, return it to your action bar.
1
Artifact
Whenever your General damages an enemy, randomly teleport them to your starting side of the battlefield.
1
Spell
Put a random Vespyr minion into your action bar. It costs 1 less and has +1/+1.
1
Spell
Intensify: Teleport 1 random enemy minion to a space on your starting side of the battlefield.
2
Spell
Transform ANY minion into a 4/5 Ursaplomb that will not counterattack.
2
Spell
Transform ANY minion into a 3/3 Ravager with no abilities.
2
Spell
Summon three joined 0/2 Vespyr Walls. Minions that attack these walls are Stunned.
2
1
3
Vespyr
Whenever you summon a Vespyr minion, this minion gains +1 Attack.
2
Spell
Give a friendly minion +2 Attack. It takes no damage this turn.
2
3
3
Battle Pet
When this minion survives damage, transform it into a different Battle Pet.
2
Spell
Dispel a space. If there is an enemy on that space, deal it 1 damage.
2
1
1
Arcanyst
Whenever you cast a spell, add a 2/1 Illusion to your action bar.
2
Artifact
At the end of your turn, your General deals 2 damage to each enemy minion around them.
2
Spell
Your General takes no damage until your next turn.
2
2
3
Minion
Deals double damage to Stunned enemies.
2
1
4
Vespyr
This minion has +3 Attack on your opponent's turn.
2
2
3
Vespyr
Infiltrate: Gain +2 Attack.
2
1
1
Minion
Dying Wish: Permanently gain 1 mana crystal.
2
Spell
Stun an enemy. Draw a card.
2
Spell
Give a friendly minion +3 Attack. If it is Vespyr, also give it +3 Health.
2
Spell
Summon four joined 0/1 Walls with Provoke.
2
Spell
Return ANY minion to its action bar.
2
3
2
Minion
Opening Gambit: Switch positions with ANY other minion.
2
2
3
Battle Pet
Opening Gambit: Stun a nearby enemy.
2
Spell
Give all friendly minions +1/+1 and randomly teleport them to your opponent's starting side of the battlefield.
2
Spell
Deal 1 damage to an enemy minion. If it dies this turn, permanently gain 1 mana crystal.
2
Spell
One minion becomes 5/5. It can no longer attack Generals.
2
2
2
Minion
Build: (1).
Airdrop
2
Artifact
Your General has +1 Attack.
Reactivate your General whenever they destroy a Stunned enemy.
2
Spell
Destroy a Stunned enemy minion.
2
2
1
Vespyr
Flying
Infiltrate: When this minion attacks, permanently gain 1 mana crystal.
2
1
1
Minion
Intensify: Summon 1 Treant with Provoke nearby.
3
Spell
Transform ANY minion into a random Battle Pet.
3
Spell
Summon two joined 3/3 Walls that can attack.
3
Spell
Give an exhausted friendly minion +6/+6.
3
Spell
Double the Attack and Health buffs of friendly minions.
3
2
3
Minion
When an enemy is Stunned, transform this minion into Yggdra's Voracity.
3
1
3
Minion
Sentinel: General attacks.

Ranged
Whenever this attacks, summon a 4/4 Flying Drake nearby.
3
3
2
Minion
Dying Wish: Summon a 3/2 Ghost Wolf on this space.
3
3
5
Minion
Sentinel: Minion summoned.

This switches positions with the minion that transformed it.
3
2
3
Vespyr
Whenever you summon a Vespyr minion, deal 2 damage to a random enemy minion.
3
Spell
Deal 8 damage to EVERYTHING in the center column.
3
3
3
Vespyr
Opening Gambit: Give a friendly Vespyr minion +1/+1 and Flying.
3
3
3
Arcanyst
Bond: Summon a 3/3 Night Howler on a random nearby space.
3
2
2
Minion
Sentinel: Spell cast.

Whenever your opponent casts a spell, this minion gains +3/+3.
3
3
3
Vespyr
Blood Surge: Summon a random Wall nearby.
3
Spell
Stun an enemy minion.
Stunned enemy minions Stun a nearby enemy.
3
3
4
Vespyr
Infiltrate: Whenever this minion damages a General, put a random Battle Pet into your action bar.
3
Artifact
Your General gains +3 Attack.
3
1
4
Minion
Flying
Infiltrate: Gain +3 Attack.
4
Spell
Transform ANY minion into a 4/4 Whyte Drake with Flying. Nearby friendly minions gain Flying.
4
Spell
Deal 4 damage to everything on your starting side of the battlefield and Stun them.
4
Spell
Deal 1 damage to all enemies. Those enemies can only move 1 space next turn.
4
Spell
Deal 4 damage to an enemy minion. Draw a Vespyr minion from your deck.
4
4
5
Minion
Your minions are always Infiltrated.
4
Spell
Summon a 3/3 Vespyr Night Howler.
Put an Endless Hunt into your action bar.
4
3
3
Vespyr
Blood Surge: Deal 1 damage to enemy minions in this row and Stun them.
4
4
3
Minion
Opening Gambit: Take a mana crystal from your opponent.

Dying Wish: Give back the mana crystal.
4
6
7
Vespyr
When this minion is summoned, Stun it.
4
4
3
Minion
Opening Gambit: Give all friendly minions +2 Attack this turn.
4
3
6
Minion
Whenever this minion destroys an enemy, reactivate it.
4
4
4
Minion
Whenever you summon a minion from your action bar, summon a 2/2 Vespyr Winter Maerid nearby.
4
Spell
Give a friendly minion on your opponent's starting side of the battlefield +5/+5.
4
Artifact
Your General gains +3 Attack. Whenever your General destroys a minion, summon a 3/3 Blazing Spine Wall on that space.
4
4
5
Minion
Whenever you summon a minion with Infiltrate, it gains +1/+1.
4
Artifact
Your General gains +2 Attack. Enemy minions damaged by your General are Stunned.
4
Spell
Summon three 2/2 Vespyr Winter Maerids on any column.
5
Artifact
Your General gains +2 Attack.
Whenever your General attacks or counterattacks, give all friendly Vespyr minions +2/+2.
5
10
4
Vespyr
Airdrop
5
Spell
Give friendly minions
"Dying Wish: Re-summon this minion on this space."
5
4
5
Minion
Opening Gambit: Your Bloodbound Spell refreshes and is Lesser Waterball this turn.
5
Spell
All minions become 1/1.
5
4
3
Minion
Dying Wish: Summon a Fenrir Warmaster on this space.
5
6
5
Minion
Infiltrate: Gain +1 Attack and Celerity.
5
3
3
Minion
Forcefield
Whenever this minion attacks or is attacked, summon a 3/3 Vespyr Night Howler nearby.
5
3
4
Minion
Opening Gambit: Give a friendly Vespyr minion Celerity.
5
Spell
Summon five joined 0/1 Walls that deal 2 damage to nearby enemies when destroyed.
5
Spell
Reactivate friendly minions on your opponent's starting side of the battlefield.
5
Spell
Give a Vespyr minion +2/+2 for each friendly Vespyr.
6
Spell
Transform ANY minion into a 5/5 Seismic Elemental. Deal 5 damage to enemy minions around it.
6
7
14
Minion
Build: (2).
While this is building or on the battlefield, enemy minions and Generals can only move 1 space.
6
4
8
Vespyr
Dying Wish: Summon a 4/8 Ice Drake on this space.
6
6
4
Mech
Whenever you summon another Mech, summon a copy of it nearby.
6
Spell
Deal 3 damage to all enemy minions.
6
Spell
Summon an ambush of Infiltrate minions on your opponent's starting side of the battlefield.
6
6
6
Minion
Trial: Have 5 token minions with different names.

Destiny: Friendly token minions have +4/+4.
7
7
7
Vespyr
Provoke
Opening Gambit: Your minions gain
"Dying Wish: Summon a 1/1 Treant with Provoke".
7
Spell
Choose a minion. Transform ALL nearby minions into copies of it.
7
8
9
Arcanyst
The first spell you cast each turn costs 5 less.
8
5
5
Minion
Opening Gambit: Surround the enemy General with random Walls.
8
Spell
Summon Blazing Spines along the outside of the battlefield.
8
7
5
Minion
Minions cannot attack your General.
8
Spell
Give all friendly Wall minions +4/+4. Those minions can now move.
1
2
1
Minion
Opening Gambit: Deal 1 damage to an enemy.
1
2
1
Minion
Flying
1
1
1
Minion
When you replace this card, summon it on a random nearby space. Your General takes 2 damage.
1
2
2
Mech
Opening Gambit: Progresses MECHAZ0R build by +20%.
1
3
1
Battle Pet
This minion takes no damage from Generals.
1
1
3
1
2
1
Minion
Opening Gambit: Shuffle three copies of a friendly minion into your deck.
1
2
1
Minion
Airdrop
1
1
1
Minion
Opening Gambit: Prevent ALL spell damage until your next turn.
1
0
3
Minion
Provoke
2
1
3
Arcanyst
You may replace an additional card each turn.
2
3
3
Battle Pet
2
1
3
Minion
Whenever you summon a minion with Opening Gambit from your action bar, gain +2 Attack.
2
1
3
Arcanyst
Whenever you replace a card, shuffle a Brilliant Plume into your deck.
2
1
4
Minion
Opening Gambit: Restore 3 Health to your General.
2
1
4
Minion
Dying Wish: Give +4 Health to friendly minions around it.
2
3
1
Minion
Deals double damage to minions.
2
1
5
Minion
2
1
4
Golem
Opening Gambit: Create a mana spring tile nearby.
2
2
2
Minion
Opening Gambit: Refresh your Bloodbound Spell.
2
1
1
Minion
Opening Gambit: Dispel 1 nearby space.
2
3
1
Minion
Opening Gambit: Deal 3 damage to BOTH Generals.
2
2
1
Minion
Opening Gambit: Teleport a nearby minion to a random space.
2
2
3
Golem
The first Golem you summon each turn costs 1 less.
2
2
3
Minion
Opening Gambit: Restore 2 Health to anything.
2
1
1
Minion
Dying Wish: Summon a 1/1 Ranged Mini-Jax in a random corner.
2
2
3
Minion
The first artifact you equip each turn costs 1 less.
2
1
3
Arcanyst
The first non-Bloodbound spell you cast each turn costs 1 less.
2
2
2
Minion
Opening Gambit: Deal 2 damage to a nearby enemy minion.
2
2
2
Mech
If you have another Mech minion, this minion has Rush.
2
2
2
Minion
Frenzy
2
2
3
Minion
Opening Gambit: Give a nearby friendly minion +2 Attack this turn.
2
2
3
Minion
Opening Gambit: Teleport ANY minion one space randomly.
2
2
2
Mech
Opening Gambit: Draw another Replicant from your deck.
2
2
4
Minion
Build: (2).
When this minion is built, restore 5 Health to your General.
2
1
4
Minion
Provoke
2
2
3
Minion
Opening Gambit: Destroy a random artifact on the enemy General.
2
1
4
Minion
At the end of your turn, give each nearby friendly minion +1 Attack.
2
1
2
Minion
Cannot be attacked.
2
1
1
Battle Pet
Opening Gambit: Activate a friendly Battle Pet.
2
1
2
Minion
Ranged
2
1
4
Mech
Airdrop
Opening Gambit: Progresses MECHAZ0R build by +20%.
2
2
2
Minion
Provoke
Opening Gambit: Give a nearby friendly minion Provoke.
2
2
1
Battle Pet
Dying Wish: Put a random MECH minion into your action bar.
2
1
2
Minion
Opening Gambit: Summon a copy of this minion on a random nearby space.
3
3
1
Arcanyst
Opening Gambit: Lower the cost of all spells in your action bar by 1.
3
3
4
Minion
Whenever your opponent casts a spell, restore 1 Health to your General.
3
3
1
Arcanyst
Opening Gambit: Put a copy of the most recently cast spell into your action bar.
3
1
5
Minion
Build: (1).
Whenever this or another friendly minion is built, draw a card.
3
0
5
Structure
At the end of your turn, give all friendly minions +1 health.
3
4
3
Minion
Opening Gambit: Both players draw a card.
3
3
4
Minion
Blood Surge: Put a copy of your Bloodbound Spell into your action bar.
3
2
2
Mech
Ranged
Opening Gambit: Progresses MECHAZ0R build by +20%.
3
4
4
Minion
Whenever this minion takes damage, it randomly teleports.
3
2
3
Minion
Whenever opponent summons a minion, this minion gains +1/+1
3
3
3
Minion
Opening Gambit: Destroy an enemy minion with Ranged.
3
3
3
Minion
Whenever a friendly minion attacks, restore 1 Health to your General.
3
2
3
Minion
Opening Gambit: Gain two random keywords.
3
3
4
Minion
This minion is from every tribe.
3
4
2
Minion
Opening Gambit: Put a random Battle Pet into your action bar.
3
2
4
Golem
Provoke
Your other Golem minions have Provoke.
3
3
4
Minion
Whenever a friendly Battle Pet dies, draw a card.
3
2
3
Battle Pet
Ranged
Deals double damage to Generals.
3
5
6
Minion
Opening Gambit: Your opponent summons two Komodo Chargers nearby their General.
3
2
3
Minion
Provoke
Opening Gambit: Other minions you summon this turn gain +1/+1 and gain Provoke.
3
2
4
Minion
Friendly minions summoned nearby this minion gain +1/+1.
3
2
3
Minion
After this moves, draw a card.
3
3
4
Minion
Opening Gambit: Transform the cards in your action bar into random prismatic legendary cards.
3
2
3
Arcanyst
Whenever you cast a spell, summon a 2/1 Illusion on a random nearby space.
3
2
5
Minion
May move an additional space.
3
2
4
Minion
Flying
3
2
3
Minion
Blood Surge: Gains +2/+2.
3
2
2
Minion
Opening Gambit: Push a nearby enemy minion to any space.
3
2
3
Minion
Opening Gambit: Put a Boulder Hurl into your action bar.
3
2
4
Minion
When this minion survives damage, it returns to your action bar.
3
2
2
Minion
Forcefield
3
1
1
Minion
Dying Wish: Re-summon this minion on a random space.
3
1
2
Minion
If this minion destroys an enemy and survives, friendly Scarzig ANYWHERE transform into Feather Knights.
3
4
5
Minion
Dying Wish: Deal 4 damage to YOUR General.
3
3
3
Minion
Takes no damage from Generals.
3
3
3
Minion
Flying
Your other minions with Flying cost 1 less.
3
3
4
Minion
Whenever this damages a neutral minion, destroy that minion.
3
1
5
Minion
Whenever this minion deals damage, draw a card.
3
3
3
Minion
Opening Gambit: Give a nearby friendly minion +1/+1.
3
2
4
Arcanyst
Whenever this minion deals damage, restore 2 Health to your General.
3
3
3
Mech
Frenzy
Opening Gambit: Progresses MECHAZ0R build by +20%.
3
1
3
Minion
Ranged
Whenever your General takes damage, this minion gains +1 Attack.
3
1
4
Minion
Ranged
Minions damaged by Syvrel are pulled in front of him.
3
3
3
Minion
Whenever your opponent summons a minion, deal 1 damage to the enemy General.
3
4
2
Minion
Dying Wish: Draw a card.
3
2
4
Minion
Frenzy
Whenever an enemy attacks, this minion gains +3 Attack until the end of your turn.
3
3
3
Minion
After this minion moves, give all friendly minions around it +1/+1.
3
1
7
Minion
Ranged attackers must attack this minion first.
3
3
3
Minion
Flying
Whenever you replace a card, this minion gains +2 Attack this turn.
3
5
4
Battle Pet
3
3
4
Minion
You control your Battle Pets.
4
2
4
Minion
Ranged
Your other minions with Ranged get +1 Attack.
4
3
4
Minion
Opening Gambit: Draw a random artifact from your deck.
4
2
2
Minion
Flying
After this minion moves, summon a Black Locust nearby.
4
4
5
Minion
Opening Gambit: Deal 1 damage to everything (including itself).
4
2
3
Minion
Ranged
Each time this minion attacks, it has a 50% chance to attack again, attacking a random enemy.
4
1
1
Minion
Opening Gambit: Gain the combined Attack and Health of all Battle Pets in your action bar.
4
2
4
Minion
Ranged
Whenever this minion deals damage, restore that much Health to it.
4
2
4
Mech
Forcefield
Opening Gambit: Progresses MECHAZ0R build by +20%.
4
4
4
Minion
Whenever your opponent draws a card, deal 2 damage to the enemy General.
4
5
3
Minion
Dying Wish: Summon a 0/10 Tombstone minion with Provoke near your General.
4
4
4
Minion
Opening Gambit: Restore 4 Health to BOTH Generals.
4
4
3
Minion
Friendly minions from any tribe have +1/+1.
4
3
2
Minion
Ranged
4
3
3
Minion
Opening Gambit: Deal 2 damage to an enemy OR restore 2 Health to a friendly minion or General.
4
3
3
Minion
Opening Gambit: Deal 2 damage to everything around it.
4
3
3
Minion
Dying Wish: This minion deals 3 damage to all enemies around it.
4
2
6
Minion
At the end of any player's turn, give one of their minions a random buff and keyword (excluding Hsuku).
4
3
3
Arcanyst
Opening Gambit: Dispel ALL spaces around it.
4
2
5
Arcanyst
Whenever you draw a spell, put a copy of it into your action bar.
4
5
4
Minion
Opening Gambit: Destroy an enemy artifact to put a random artifact from your faction into your action bar.
4
4
3
Arcanyst
Opening Gambit: Gain a copy of a random spell from your opponent's action bar.
4
3
5
Arcanyst
At the start of your turn, fully heal this minion and switch its Attack and Health.
4
2
4
Minion
Forcefield
Whenever ANY player summons a minion with Rush, exhaust it.
4
4
4
Arcanyst
Whenever you cast a spell, your Arcanyst minions gain +2 Health.
4
3
6
Minion
Provoke
4
3
5
Minion
Whenever this minion deals damage, either deal 3 damage to the enemy General OR restore 3 Health to your General.
4
3
3
Minion
Airdrop
Intensify: Deal 1 damage to everything around it.
4
3
2
4
5
4
Minion
Your Bloodbound Spell costs 1 less to activate.
4
2
6
Minion
Opening Gambit: Teleport your General up to 3 spaces.
4
3
5
Minion
Each player draws an additional card at the end of their turns.
4
5
4
Minion
Opening Gambit: Put a Riddle in your opponent's action bar.
4
3
3
Minion
Opening Gambit: Give two random friendly minions +2 Health.
4
3
3
Minion
Forcefield
4
2
4
Minion
Opening Gambit: Add 2 random cards from your Faction to your action bar.
4
1
6
Minion
Provoke
Dispel any minion that deals damage to this one.
4
6
4
4
4
4
Minion
Whenever this minion damages an enemy, it also damages all joined enemies.
4
2
2
Minion
Opening Gambit: Your buildings progress by 1 turn.
4
2
4
Minion
Dying Wish: Summon a minion with Dying Wish from your action bar.
4
3
4
Minion
Whenever you replace a card, deal 2 damage to a random enemy.
4
5
4
Minion
Flying
5
2
5
Arcanyst
At the end of any turn you cast a spell, put a copy of the most recently cast spell into your action bar.
5
5
5
Mech
Whenever you summon MECHAZ0R, put a MECHAZ0R in your action bar.
5
2
3
Minion
Opening Gambit: Summon two copies of this minion on random spaces.
5
2
5
Minion
Frenzy
Celerity
5
4
6
Arcanyst
Whenever you cast a spell, put a random Arcanyst into your action bar.
5
5
5
Golem
Bond: Enemies can't counterattack this turn.
5
9
9
Minion
Whenever a friendly minion is destroyed, your opponent takes control of this minion.
5
5
5
Minion
This minion costs 2 less if your General took damage on opponent's last turn.
5
3
6
Minion
Whenever your opponent summons a minion, summon a 2/1 Puka with Provoke in front of it.
5
2
8
Minion
Celerity
5
4
6
Minion
Opening Gambit: Deal 3 damage to ANY minion in front of this.
5
5
5
Mech
Whenever this minion destroys an enemy, summon a different Mech minion from your deck nearby.
5
3
10
Minion
Whenever this minion damages an enemy, teleport that enemy to a random corner.
5
5
5
Minion
Provoke
5
3
5
Arcanyst
Whenever you cast a spell, summon a 1/1 Spellspark with Rush on a random nearby space.
5
4
6
Minion
Provoke
Your other minions with Provoke can move two additional spaces.
5
5
4
Minion
Opening Gambit: Add a random artifact to your action bar. It costs 2 less.
5
3
4
Minion
Opening Gambit: Destroy ANY nearby minion with Provoke or Frenzy. If you do, this minion gains Provoke and Frenzy.
5
1
10
Minion
Provoke
Whenever this minion is attacked, it gains +2 Attack.
5
4
5
Minion
Provoke
Whenever you replace a card, summon a 2/2 Prisoner with a random ability nearby.
5
4
3
Minion
Dying Wish: Dispel all enemy minions.
5
3
4
Minion
Opening Gambit: Summon a random friendly minion destroyed this game nearby this minion.
5
2
6
Minion
Ranged
Whenever your General attacks, a Cub joins the pack.
5
2
5
Minion
Ranged
At the end of your turn, restore 2 Health to all nearby friendly minions.
5
5
4
Minion
Dying Wish: Draw a card.
5
7
7
Minion
Enemy minions destroyed by this are returned to their action bar.
5
3
7
Battle Pet
Whenever this minion takes damage, summon a random Battle Pet nearby.
5
4
3
Minion
Ranged
5
3
2
Minion
Opening Gambit: ALL nearby minions deal damage to themselves equal to their Attack.
5
4
7
Minion
Whenever your General takes damage, fully heal this minion.
5
2
3
Minion
Opening Gambit: Gains +1/+1 for each card in your opponent's action bar.
5
5
6
Minion
Opening Gambit: Replace each card in your action bar.
5
4
4
Arcanyst
Flying
Bond: Put the three Teachings of the Dragon into your action bar.
5
3
6
Minion
Opening Gambit: Put a copy of a random spell you cast this game into your action bar.
6
7
7
Arcanyst
Your opponent's non-Bloodbound Spells cost 1 more to cast.
6
2
9
Minion
Provoke
At the end of your turn, deal 2 damage to each enemy minion around this one.
6
3
4
Minion
Opening Gambit: Deal 3 damage to all enemy minions around it.
6
5
11
6
3
4
Minion
Flying
Opening Gambit: Deal 3 damage to all enemies in front of this minion.
6
3
7
Arcanyst
Whenever this minion takes damage, it deals that much damage to the enemy General.
6
4
6
Minion
Deals double damage to Generals.
6
7
7
Minion
Your other minions have +1 Attack.
6
3
3
Minion
Opening Gambit and Dying Wish: Summon a random minion from any tribe nearby.
6
5
5
Minion
While this minion is on the battlefield, your General has Forcefield.
6
1
1
Minion
Ranged
Opening Gambit: Summon a 1/1 Ranged Mini-Jax in each corner.
6
4
4
Minion
Airdrop, Forcefield
At the end of BOTH players' turns, pull some things to this minion.
6
3
8
Arcanyst
BOTH players cannot cast spells that cost 2 or less.
6
6
6
Minion
Trial: Have no duplicate cards in your deck.

Destiny: Your minions have +1/+1.
6
1
1
Mech
This minion gains +2/+2 for each other Mech minion you summoned this game.
6
6
6
Minion
Opening Gambit: Remove all minions that cost 2 or less from each player's deck.
6
5
2
Minion
Takes no damage from minions or Generals.
6
4
6
Minion
Whenever your General takes damage, draw a card and give this minion +2 Attack.
6
7
5
Mech
Whenever you summon this or another Mech, friendly Mechs gain all keywords of other friendly Mechs.
6
7
4
Minion
Frenzy
6
6
9
6
8
8
Minion
Provoke
Opening Gambit: Each player summons three Spriggin Kin nearby their General.
6
6
5
Minion
Flying
6
6
6
Arcanyst
Whenever you play a spell that targets a friendly minion, draw a card.
6
4
4
Minion
Opening Gambit: Take control of a nearby enemy minion with 2 or less Attack.
7
7
6
Minion
Whenever you replace this card, it cost 3 less and gains +3/+3.
7
4
10
Minion
At the start of your turn, deal 4 damage to the enemy General and this minion gains +4 Attack.
7
10
10
7
5
5
Minion
Forcefield
Whenever this minion attacks or is attacked, draw a card.
7
10
7
Minion
Flying
7
7
7
Golem
Opening Gambit: Dispel ALL minions and Generals, and destroy ALL artifacts.
7
6
6
Minion
Whenever you summon a minion, this minion gains a random keyword ability.
7
7
7
Minion
Whenever you summon a minion, burn three cards from your opponent's deck.
7
12
6
Minion
Airdrop
Opening Gambit: Push ALL nearby minions and Generals to random spaces.
7
3
10
Minion
At the end of your turn, summon a 3/3 Spirit Wolf with a random ability into a nearby space.
7
7
7
Minion
Whenever your General takes damage, deal 7 damage to a random nearby enemy minion.
7
3
3
Minion
Opening Gambit: Forge a friendly minion into a Faction artifact with equal Attack.
7
5
5
Minion
At the end of your turn, this minion gains a random Faction ability.
7
5
5
7
4
9
Minion
Frenzy
Provoke
7
2
15
Minion
Provoke
7
4
7
Minion
Opening Gambit: Summon all non-token friendly minions destroyed on your opponent's last turn on a random space.
8
8
8
Minion
Opening Gambit: Devour ANY minion, anywhere.

Dying Wish: Spit out the devoured minion on this space.
8
5
12
Minion
Whenever this minion takes damage, summon a random token minion nearby.
8
6
6
Minion
Blood Surge: Deal 6 damage to a random enemy.
9
25
25
25
12
12
Minion
Provoke
This minion's cost is your General's health.