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
1
Minion
Opening Gambit: Give allies directly in front and behind your general +1/+1.
1
Spell
Heal a unit for 4.
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 directly in front of your General.
1
Spell
Draw a card. You can replace two additional cards this turn.
1
Spell
You can only play this card if you've played at least three other cards this turn. Deal 5 damage to all minions.
2
2
3
Minion
Zeal: +2/+0.
2
1
3
Minion
Airdrop
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.
2
Spell
Set a minion's Attack equal to its Health.
3
1
5
Minion
Provoke
Zeal: +2/+0.
3
2
4
Minion
Opening Gambit: Give a nearby minion +2/-2.
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
4
4
Minion
After 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
4
6
Arcanyst
Zeal: The first time you cast a spell with this in Zeal each turn, put a 1 cost copy of that spell into your action bar until the end of your turn.
5
Spell
Deal 5 damage to a minion and heal your General for 5.
7
7
7
Minion
Provoke
Opening Gambit: Give a unit Celerity this turn.
7
5
12
Minion
When your General is destroyed, this becomes your General.

Songhai Empire

0
2
25
General
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
2
1
Arcanyst
After this takes damage, draw a spell.
1
Spell
Give a unit +3/+0 this turn.
1
Spell
Deal 6 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
Deal 1 damage to a minion. Draw a card at the end of your turn.
1
Spell
Teleport your General up to 2 spaces.
1
Artifact
Your General has +1/+0 and Backstab: 3.
2
2
3
Minion
Backstab: 2.
2
1
2
Arcanyst
When you play a spell, this gains +1/+1.
2
3
3
Minion
Rush
At the start of your turn, deal 1 damage to your General and return this 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
When you play a spell, your General deals 1 damage to the enemy General.
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
4
3
Minion
This card costs 1 less for each spell you played this turn.
3
1
5
Minion
When 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 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
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
2
3
Minion
Rush
After this moves or teleports, deal 1 damage to nearby enemies.
4
Spell
Draw three spells.
5
3
5
Minion
Flying
Backstab: 3.
5
8
8
Minion
At the start of your turn, deal 1 damage to your General.
7
6
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 a 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.
0
Spell
Give all minions -1/-0.
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.
1
Artifact
3 durability: Provoke
2 durability: Frenzy
1 durability: Celerity
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
2
3
Minion
Opening Gambit: Give a nearby minion -2/-0 until your next turn.
2
2
2
Minion
Dying Wish: Summon a Wind Dervish on this space.
2
Spell
Give a minion +1/+3 and Provoke.
2
Spell
Give a minion "This cannot move". Draw a card.
2
Spell
Heal your General for 2. 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
1
7
Minion
Frenzy
When you summon a minion, this gains +1/+0.
3
Spell
Give an allied minion +3/+0, another +0/+3, and another Blast this turn.
3
Spell
Destroy all minions on the same row as your General.
3
Spell
This turn, give your General +3/+0 and "This can move up to 3 spaces. Reduce damage this takes 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
4
4
Dervish
Nearby enemies have -1/-0.
4
1
1
Minion
Opening Gambit: This transforms into an exact copy of another minion.
4
Artifact
Your General has +3/+0.
When your General damages an enemy, set that enemy's Attack to 1 until the end of the next turn.
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
8
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
2
25
0
2
25
0
0
1
Minion
Deathwatch: This gains +1/+0.
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 1 damage to a unit and heal your General for 2.
1
Spell
Give a minion "Dying Wish: Deal 3 damage to nearby allies".
1
Spell
This turn, when a unit is destroyed, gain +1 mana.
1
Artifact
When an enemy nearby your General is destroyed, summon a Wraithling in its space.
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
3
1
Minion
Opening Gambit: Summon a Wraithling directly behind this.
2
3
2
Minion
Opening Gambit: Destroy a nearby allied minion to draw two cards.
2
Spell
Deal 1 damage to an enemy minion and teleport it to any space.
2
Spell
Give an enemy minion -2/-0. Give allied minions nearby it +2/+0.
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
4
2
Minion
Opening Gambit: Destroy a nearby damaged minion.
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 to 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
4
4
Minion
When this damages an enemy, 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
4
4
Minion
Opening Gambit: Put two Wraithlings into your action bar.
4
4
3
Minion
Flying
Dying Wish: Teleport the enemy General to this space.
4
Spell
Deal 2 damage to enemy minions and fully heal allied minions.
4
Spell
Destroy a minion and summon a Wraithling on that space.
4
Spell
Deal damage to the enemy General equal to the number of cards in the opponent's action bar.
5
5
3
Minion
Deathwatch: Deal 1 damage to the enemy General and heal your General for 1.
5
4
4
Minion
Dying Wish: The next minion you play with base cost 4 or more costs 4 less.
5
Spell
Summon non-token minions that were destroyed this turn on random spaces nearby your General.
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
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.
1
Spell
Dispel spaces nearby your General.
1
Spell
Give a minion +2/+1.
1
Artifact
Your General has an additional +1/+0 for each time an ally takes damage.
1
Artifact
Your General has Frenzy.
2
4
4
Minion
This moves 1 less space.
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
Give a minion "Grow: +2/+2".
Grow allies with Grow.
2
Spell
Summon an Egg of each allied minion on the space directly behind that minion.
2
Spell
Destroy a minion with the lowest Attack.
2
Spell
Your action bar becomes a copy of your opponent's action bar.
3
2
4
Minion
Grow: +1/+1.
3
4
2
Minion
Opening Gambit: Give a nearby minion +2/+1.
3
1
3
Minion
Rush
The next time an allied minion is summoned nearby this, give it Rush.
3
2
4
Minion
At the end of your turn, give your general +2/+0 until they move or teleport.
3
Spell
Deal 2 damage to minions in a 3x3 area and give allied minions in that area +2/+0.
4
2
5
Minion
Grow: +2/+2.
4
5
4
Minion
Rush
When this takes damage, deal 2 damage to your General.
4
4
5
Minion
Rebirth
4
3
5
Minion
Opening Gambit: Summon two Hatchling Eggs nearby your general.
4
Spell
Heal your General for 9.
4
Spell
Destroy minions with 3 or less Attack in a 3x3 area.
4
Spell
Transform a minion into an Egg of itself. If it is already an Egg, hatch it instead.
4
Spell
Destroy minions that were summoned since your last turn.
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 1 damage to other minions.
5
Spell
Transform enemy minions into Magma until your next turn.
6
4
4
Minion
Frenzy, Rush
6
Spell
Summon two exact copies of an allied minion nearby it.
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 directly behind it.
7
Spell
Your General becomes 10/10.

Vanar Kindred

0
2
25
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
Spell
Transform a minion into a Fox Ravager.
1
Spell
Summon two joined Mementos.
1
Artifact
Your General has +1/+0.
When this is destroyed, give your General "This takes no damage" until your next turn.
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
2
3
Vespyr
Opening Gambit: Give your General "The next time this would take damage, reduce that damage to 1".
2
Spell
Summon three joined Ice Barriers.
2
Spell
Summon two joined Frigid Spines.
2
Spell
Dispel a space. If there is an enemy on that space, deal 2 damage to it.
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
Deal 3 damage to enemy minions on a column and Stun them.
2
Spell
Give a minion "This cannot attack Generals". It becomes 6/6.
2
Spell
Put a copy of a minion into its owner's action bar and transform that minion into a Whyte Wyrm.
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
2
Minion
Dying Wish: Summon a Ghost Wolf on this space.
3
2
3
Minion
Flying
This takes no damage from units with 3 or more Attack.
3
1
3
Vespyr
When you summon a Vespyr, deal 2 damage to a random enemy minion.
3
Spell
Summon four joined Frost Wells.
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
5
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
Activate allied units on your opponent's starting side of the battlefield.
5
6
5
Vespyr
Opening Gambit: Transform allied Vespyrs into Ice Drakes until your next turn.
5
10
4
Vespyr
Airdrop
5
5
6
Minion
Opening Gambit: Both players lose a mana crystal.
6
6
8
Minion
Infiltrate: +1/+0 and Celerity.
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

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

Maw

Minion
Opening Gambit: Deal 2 damage to a nearby ally to gain +2/+0.
1
1
1
Minion
Airdrop
Opening Gambit: Spend your remaining mana. This gains +1/+1 for each mana spent.
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
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
1
3
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
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.
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
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
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
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
Players draw 1 fewer card 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.
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
6
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 +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
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
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
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 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
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
8
7
Arcanyst
Your opponent's spells cost 1 more to play.
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
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
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
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
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.
7
4
8
Golem
Airdrop
This has Rush if you control another Golem.
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.