FILTER
Expansion
Core Set
Rarity
Basic
Common
Rare
Epic
Legendary
Type
General
Minion
Spell
Artifact
Tribe
Arcanyst
Dervish
Golem
Mech
Structure
Vespyr

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
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
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
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
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
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
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
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
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
3
13
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.