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:
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.