FILTER
Expansion
Core Set
Denizens of Shim'zar
Bloodbound Ancients
Unearthed Prophecy
Immortal Vanguard
Trials of Mythron
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.