FILTER
Expansion
Core Set
Faction
Lyonar
Songhai
Vetruvian
Abyssian
Magmar
Vanar
Neutral
Rarity
Basic
Common
Rare
Epic
Legendary
Type
General
Minion
Spell
Artifact
Tribe
Arcanyst
Dervish
Golem
Mech
Structure
Vespyr

Duelyst II

< Duelyst Official >

Lyonar Kingdoms

0
2
25
0
2
25
0
2
25
0
Spell
Give an allied minion "Zeal: When this deals damage, draw a card".
0
Spell
Stun a unit.
0
Artifact
Your General has +1/+0.
1
1
4
1
Spell
Heal a unit for 5.
1
Spell
Give a minion +0/+4.
1
Spell
Deal 2 damage to a minion.
1
Spell
Give an allied minion "This has Veil during your opponent's turn".
1
Spell
Shuffle a copy of the last spell you played into your deck. Draw a card.
1
Spell
Teleport a minion to the space in front of your General.
2
2
3
Minion
Zeal: +2/+0.
2
3
2
Minion
Airdrop
Opening Gambit: This turn, allied minions have Airdrop when played.
2
1
4
Minion
When a unit is healed, this gains +2/+0.
2
2
3
Minion
Celerity
2
Spell
Deal 2 damage to all units.
2
Spell
Give a minion +3/-3.
2
Spell
Give allied minions +1/+1.
2
Spell
Destroy a minion and heal its owner's General for the amount of Health that minion had.
2
Spell
Dispel spaces in a 2x2 area.
3
1
5
Minion
Provoke
Zeal: +2/+0.
3
2
4
Minion
Opening Gambit: Give a nearby minion +2/-2.
3
Spell
Give a minion Attack equal to its Health.
3
Artifact
Your General has +1/+0.
Allied minions nearby your General have +2/+0.
4
4
4
Minion
Airdrop, Celerity
4
3
6
Minion
Zeal: At the end of your turn, this fully heals.
4
3
4
Minion
When a unit is healed, deal 2 damage to nearby enemies.
4
Spell
Heal an allied minion for 4 and deal 4 damage to enemies nearby it.
4
Spell
Destroy minions that are not nearby a General.
4
Artifact
Your General has +2/+0.
The first time your General takes damage with this equipped each turn, reduce that damage by 2.
5
0
8
Minion
Zeal: +8/+0.
5
3
10
Minion
Airdrop, Provoke
5
Spell
Deal 5 damage to a minion and heal your General for 5.
6
7
7
Minion
Provoke
Allies can move an additional space.
7
5
12
Minion
When your General is destroyed, this becomes your General.

Songhai Empire

0
2
25
General
0
0
2
Minion
This cannot be attacked.
0
2
25
0
2
25
0
Spell
The next spell you play this turn costs 1 less. Draw a card at the end of your turn.
0
Spell
Activate an allied minion with 3 or less Attack.
0
Spell
Switch the positions of two minions.
1
1
1
Minion
Ranged
1
Spell
Give a unit +3/+0 this turn.
1
Spell
Deal 5 damage to a minion.
1
Spell
Deal 1 damage to enemy minions.
1
Spell
When you play a minion this turn, draw a card.
1
Spell
Destroy all artifacts equipped to the enemy General.
1
Spell
Teleport your General up to 2 spaces.
1
Artifact
When you play a spell, your General deals 1 damage to the enemy General.
2
2
3
Minion
Backstab: 1.
2
1
2
Arcanyst
When you play a spell, this gains +1/+1.
2
3
3
Minion
Rush
At the start of your turn, this returns to your action bar.
2
Spell
Give an allied minion +1/+1 and teleport it to any space.
2
Spell
Deal 3 damage to a unit.
2
Spell
Spells you play this turn that deal damage deal +2 damage.
2
Spell
Give an allied minion "After this damages an enemy minion, destroy that minion".
2
Artifact
Your General has Backstab: 5.
3
3
1
Minion
Ranged
When this attacks, draw a card at the end of your turn.
3
3
3
Minion
Backstab: 2.
After this attacks, it gains +1/+1.
3
1
5
Minion
After this damages an enemy minion, destroy that minion.
3
2
4
Minion
When this takes damage, put a Phoenix Fire into your action bar.
3
Spell
Deal 2 damage to exactly two random enemy minions. Draw a card at the end of your turn.
3
Spell
Transform a minion into a Panddo.
3
Spell
Give an allied minion +4/+2. If it has Backstab, draw a card at the end of your turn.
3
Artifact
Your General has Ranged.
4
4
4
Minion
This card costs 1 less for each spell you played this turn.
4
4
4
Arcanyst
When you play a spell, deal 1 damage to enemy General and heal your General for 1.
4
5
4
Minion
Opening Gambit: Your opponent's spells cost 2 more until your next turn.
4
Spell
Draw three spells.
5
3
5
Minion
Flying
Backstab: 3.
5
8
8
Minion
At the start of your turn, deal 2 damage to your General.
7
5
10
Minion
When you play a spell that deals damage, put a Kage Lightning into your action bar.
7
Spell
Deal 8 damage to a unit.

Vetruvian Imperium

0
2
25
0
2
25
0
2
25
0
Spell
Dispel an enemy minion.
0
Spell
Destroy a random artifact equipped to the enemy General. Summon a Wind Dervish nearby them.
0
Spell
Transform a minion into a copy of itself.
1
2
2
Dervish
Rush
At the end of your turn, this disappears.
1
Spell
Set a minion's Attack to 0 until your next turn.
1
Spell
For each artifact equipped to your General, give your General +2/+0 this turn.
1
Spell
Give a minion +1/+1. Draw a card.
2
2
1
Dervish
Opening Gambit: Give another Dervish +2/+2 and "This does not disappear at the end of your turn".
2
1
2
Dervish
Opening Gambit: Summon an exact copy of this nearby.
2
2
1
Minion
Blast
2
0
6
Structure
Gateway
2
1
4
Minion
Opening Gambit: Restore your artifacts to full durability.
2
Spell
Give a minion +1/+3 and Provoke.
2
Spell
Give a minion "This cannot move". Draw a card.
2
Spell
Draw two cards.
2
Spell
Destroy a random artifact equipped to the enemy General. Summon a Wind Dervish nearby them.
2
Spell
Deal 2 damage to the enemy General and enemy minions nearby them.
2
Artifact
Your General has +2/+0.
When this is destroyed, shuffle a copy of it into your deck.
3
0
6
Structure
Gateway
Allied Dervishes have +1/+0.
3
0
6
Structure
Gateway
Allied Dervishes can move an additional space.
3
0
7
Minion
Frenzy
When you summon a minion, this gains +1/+0.
3
Spell
Give a minion +0/+5 and Flying.
3
Spell
This turn, give your general +3/+0 and "This can move up to 3 spaces. Reduce damage taken by this by 3".
3
Spell
Give allied minions +0/+3. Draw a Card.
3
Artifact
Your General has Blast.
4
4
3
Minion
Flying
Dying Wish: Equip a Staff Of Y'Kir to your General.
4
3
3
Dervish
Nearby enemies have -1/-0.
4
1
1
Minion
Opening Gambit: This transforms into an exact copy of another minion.
4
Spell
Destroy a minion nearby your General.
4
Artifact
Your General has +3/+0.
When your General damages a minion, set that minion's Attack to 1.
5
4
7
Minion
Blast
5
Spell
Summon a Wind Dervish on the space in front of each enemy.
6
5
5
Minion
Provoke
Dying Wish: Deal 5 damage to the enemy General and heal your General for 5.
7
7
6
Minion
Blast
Your General deals double damage.
7
Spell
Take control of an enemy minion nearby your General.
9
Spell
Take another turn after this one.

Abyssian Host

0
2
25
0
1
1
Minion
0
2
25
0
2
25
0
Spell
Destroy an allied minion. The next minion you play costs 2 less.
1
2
1
Minion
Dying Wish: Create a Shadow Creep tile on this space.
1
Spell
Deal 2 damage to enemy General and heal your General for 3.
1
Spell
Give a minion "Dying Wish: Deal 3 damage to nearby allies".
1
Artifact
When your General deals damage, summon a Wraithling on a random space nearby them.
2
3
2
Minion
Opening Gambit: Set the enemy General's Attack to 0 this turn.
2
1
1
Minion
This has +2/+2 for each of your Shadow Creep tiles.
2
2
2
Minion
Opening Gambit: Summon a Wraithling on a random nearby space.
2
Spell
Deal 1 damage to an enemy minion and teleport it to any space.
2
Spell
Give allied minions +2/+0 until your next turn.
2
Spell
Destroy an allied minion. At the end of your turn, summon a copy of it on that space and give it +1/+1.
2
Artifact
Your General has +2/+0.
When your General destroys a minion, heal your General for 2.
3
3
2
Minion
Deathwatch: This gains +1/+1.
3
3
1
Minion
Opening Gambit: Destroy a nearby minion with 3 or less Attack.
3
Spell
Give a Wraithling +4/+4 and Flying.
3
Spell
Give a minion "Deathwatch: This gains +2/+2".
3
Spell
Draw until you have 6 cards in your action bar.
3
Spell
Destroy an allied minion. Destroy an enemy minion.
3
Spell
Give a minion +5/+0.
3
Spell
Summon three joined Wraithlings.
3
Artifact
Your General has an additional +2/+0 for each unit that is destroyed.
4
3
5
Minion
When this damages an enemy minion, create a Shadow Creep tile on that space.
4
3
3
Minion
Deathwatch: Summon a Wraithling on a random nearby space.
4
3
3
Minion
Opening Gambit: Destroy nearby allied minions and summon Wraithlings on those spaces. This gains +2/+2 for each destroyed.
4
Spell
Summon non-token minions that were destroyed this turn on random spaces nearby your General.
4
Spell
Deal 2 damage to enemy minions and fully heal allied minions.
4
Spell
Deal damage to the enemy General equal to the number of cards in the opponent's action bar.
5
5
4
Minion
Deathwatch: Deal 1 damage to the enemy General and heal your General for 1.
5
5
7
Minion
After you summon a Wraithling, this gains +2/+2.
5
6
3
Minion
Flying
Dying Wish: Teleport the enemy General to this space.
5
Spell
Destroy a minion and summon a Wraithling on that space.
6
6
6
Minion
Celerity
Dying Wish: Summon six Wraithlings on random spaces.
7
6
6
Minion
Rush
When this damages an enemy minion, deal 4 damage to the enemy General.
7
Spell
Create Shadow Creep tiles on a 2x2 area.

Magmar Aspects

0
2
25
0
0
1

Egg

Chrysalis
0
1
1
Minion
0
2
25
0
2
25
0
Spell
Give a minion "This cannot counterattack".
0
Spell
The next minion you play this turn costs 2 less. Deal 2 damage to it when played.
0
Spell
Give a damaged minion +3/+0.
1
Spell
Dispel spaces nearby your General.
1
Spell
Give a minion +2/+2.
1
Artifact
Your General has Frenzy.
2
2
2
Minion
Your minions cost 1 less to play. When you play a minion, deal 1 damage to it.
2
2
3
Minion
Rebirth
2
Spell
Give a minion +1/+0 and Frenzy.
2
Spell
Stun enemies in a 2x2 area.
2
Spell
Destroy a minion with the lowest Attack.
2
Spell
Your action bar becomes a copy your opponent's action bar.
3
2
4
Minion
Grow: +1/+1.
3
7
2
Minion
3
4
2
Minion
Opening Gambit: Give a nearby minion +2/+2.
3
1
3
Minion
Rush
Give the first allied minion summoned nearby this each turn Rush.
3
Spell
Summon an Egg of each allied minion behind that minion.
3
Spell
Deal 2 damage to minions in a 3x3 area and give allied minions in that area +2/+0.
3
Artifact
Your General has an additional +2/+0 for each time an ally takes damage.
4
2
5
Minion
Grow: +2/+2.
4
5
4
Minion
Rush
Opening Gambit: Deal 4 damage to your General.
4
4
5
Minion
Rebirth
4
Spell
Heal your General for 8.
4
Spell
Transform a minion into an Egg of itself. If it is already an Egg, hatch it instead.
4
Artifact
Your General has +3/+0.
This cannot lose durability during your turn.
5
2
7
Minion
Grow: +4/+4.
5
5
5
Minion
At the end of your turn, deal 2 damage to other minions.
5
Spell
Transform enemy minions into Magma until your next turn.
5
Spell
Destroy minions with 3 or less Attack.
6
4
4
Minion
Frenzy, Rush
6
Spell
Summon two exact copies of an allied minion nearby that minion.
7
11
11
Minion
At the end of your turn, deal 4 damage to a random unit. If the unit is allied, give it +4/+0.
7
8
8
Minion
Rebirth
At the end of your turn, summon an Egg of this on a random nearby space.
7
Spell
Your General becomes 10/10.

Vanar Kindred

0
2
25
0
0
1
Minion
Provoke
Wall
0
0
2
Vespyr
Wall
When a nearby minion damages this, Stun that minion.
0
2
25
0
2
25
0
Spell
Deal 1 damage to a minion and Stun it.
0
Spell
Swap a minion's Attack and Health.
1
2
1
Vespyr
Infiltrate: Dying Wish: Put a copy of this into your action bar.
1
1
1
Vespyr
Provoke
1
2
2
1
3
3
Minion
Wall
1
Spell
Both players lose a mana crystal.
1
Spell
Transform a minion into a Fox Ravager.
1
Artifact
Your General has +1/+0.
When this is destroyed, give your General "This takes no damage" until your next turn.
2
3
3
Minion
2
2
3
Vespyr
Infiltrate: +2/+0.
2
2
1
Minion
Dying Wish: Gain a mana crystal.
2
1
4
Vespyr
This has +1/+0 for each allied Wall.
2
3
2
Minion
Opening Gambit: This switches positions with another minion.
2
3
3
Minion
2
Spell
Summon three joined Ice Barriers.
2
Spell
Dispel a space and deal 2 damage to the enemy on that space.
2
Spell
Give a minion +3/+0. If it is Vespyr, give it +3/+3 instead.
2
Spell
Give an allied minion +2/+0. This turn, give it "This takes no damage".
2
Spell
Give a minion "This cannot attack Generals". It becomes 5/5.
2
Spell
Return a minion to its owner's action bar.
2
Artifact
At the end of your turn, your General deals 2 damage to nearby enemy minions.
3
3
3
Minion
Dying Wish: Summon a Ghost Wolf on this space.
3
2
7
Minion
3
2
4
Minion
Flying
Infiltrate: This takes no damage from units with 3 or more Attack.
3
2
3
Vespyr
When you summon a Vespyr, deal 2 damage to a random enemy minion.
3
4
4
Minion
Flying
3
5
5
3
Spell
Summon four joined Frost Wells.
3
Spell
Summon two joined Frigid Spines.
3
Spell
Deal 4 damage to a minion. Draw a Vespyr.
3
Artifact
Your General has +3/+0.
When your General attacks a minion, deal 1 damage to the enemy General.
4
4
3
Minion
Opening Gambit: Give other allied minions +2/+0.
4
4
4
Minion
When you play a minion, summon a Winter Maerid on a random nearby space.
4
Spell
Deal 4 damage to units on your starting side of the battlefield and Stun them.
4
Spell
Transform a minion into a Whyte Wyrm and give allied minions nearby it Flying.
4
Spell
Activate allied minions on your opponent's starting side of the battlefield.
5
6
5
Minion
Infiltrate: +1/+0 and Celerity.
5
10
4
Vespyr
Airdrop
6
7
6
Vespyr
Opening Gambit: Transform allied Vespyrs into Ice Drakes until your next turn.
6
Spell
Transform a minion into a Seismic Elemental and deal 5 damage to enemy minions nearby it.
7
6
9
Minion
Provoke
Opening Gambit: Give allied minions "Dying Wish: Summon a Treant on this space".

Neutral

0
8
8
Mech
Airdrop, Frenzy, Ranged, Veil
1
2
1
Minion
Flying
1
2
2
Minion
This gains Health equal to the cost of the next artifact you equip.
1
2
1
Minion
Airdrop
1
2
1
Arcanyst
1
3
1
Mech
Dying Wish: Progress your Mechaz0r build by 20%.
1
0
3
Minion
Provoke
1
1
1
Minion
Ranged
1
2
1

Maw

Minion
Opening Gambit: Deal 2 damage to a nearby ally. This gains +2/+0.
1
1
1
Minion
Airdrop
Opening Gambit: Spend your remaining mana. This gains +1/+1 for each mana spent.
1
1
1
Minion
Rush
1
1
3
Minion
Opening Gambit: Prevent damage dealt by 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
Your spells 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
2
2
Minion
Frenzy
2
4
2
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
1
4
Minion
Opening Gambit: Destroy a random artifact equipped to the enemy General.
2
3
3
Spirit
Flying
2
3
3
Spirit
Frenzy
2
3
3
Spirit
Celerity
2
3
3
Spirit
Ranged
2
3
3
Spirit
Provoke
2
2
3
Minion
Opening Gambit: Heal another unit for 2.
2
1
3
Arcanyst
You can replace an additional card each turn.
2
2
2
Minion
Opening Gambit: Teleport a nearby minion to a random space.
2
2
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 behind your General and deal 2 damage to your General.
3
3
2
Minion
Rush
3
4
3
Minion
This card costs 1 less to play if the enemy General took damage this turn.
3
2
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
3
2
Minion
Ranged
This cannot attack minions.
3
5
3
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
0
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
1
5
Minion
Flying
Dying Wish: Deal 1 damage to nearby enemies.
3
2
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
Players draw 1 fewer card at the end of their turn.
3
0
10
Minion
Provoke
3
4
2
Minion
Dying Wish: Draw 2 cards.
3
2
3
Minion
Provoke
Opening Gambit: Give other minions you summon this turn +1/+1 and 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.
4
4
4
Arcanyst
When you play a spell, 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
2
5
Minion
Provoke
At the end of your turn, give nearby allied minions +0/+1.
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 +1/+0.
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 4 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
4
6
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
1
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
4
Minion
When you replace a card, deal 2 damage split randomly among enemies.
4
5
4
Minion
Frenzy
Opening Gambit: Give nearby allied minions Provoke.
4
2
6
Minion
Opening Gambit: Refresh all Mana tiles.
5
4
6
Arcanyst
Opening Gambit: Put a copy of a random spell you have played into your action bar.
5
4
9
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 in front of this.
5
2
5
Minion
Ranged
At the end of your turn, heal nearby allies for 2.
5
2
3
Minion
Opening Gambit: Summon two exact copies of this nearby.
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: Take control of a nearby enemy minion with 2 or less Attack.
5
3
6
Arcanyst
When you play a spell, summon a Spellspark on a random nearby space.
6
8
8
6
7
4
Minion
Frenzy
6
6
5
Minion
Flying
When this attacks an enemy, deal 3 damage to enemies nearby that enemy.
6
7
9
Arcanyst
Your opponent's spells cost 1 more to play.
6
1
1
Minion
Ranged
Opening Gambit: Summon a Mini-Jax on each corner space of the battlefield.
6
6
8
Minion
Prevent all healing.
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
2
10
Minion
Provoke
At the end of your turn, deal 2 damage to nearby enemy minions.
6
8
6
Minion
When this attacks an enemy minion, deal excess damage dealt to the enemy General.
7
10
10
7
3
13
Minion
Veil
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
10
Minion
At the end of your turn, summon a random Spirit on a random nearby space.
7
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.
7
12
6
Minion
Airdrop
Opening Gambit: Teleport nearby units to random spaces.
7
7
7
Minion
When you summon a minion, this gains a new random keyword from Celerity, Flying, Frenzy, Provoke, and Ranged.
7
6
12
Minion
At the start of each turn, switch the positions of both Generals.
8
5
12
Minion
When this takes damage, summon a random token minion on a random nearby space.
9
9
7
Minion
Airdrop, Flying
Opening Gambit: Summon other allied minions that were destroyed since your last turn on random spaces.