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
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.