0
2
25
General
Bloodbound Spell:
Give a minion nearby your general +2 Attack.
0
2
25
General
Bloodbound Spell:
Restore 3 Health to any Minion.
0
2
25
General
Bloodbound Spell:
Summon a 1/2 Crestfallen with Zeal: Provoke in front of your general.
0
Spell
Stun an enemy
0
Spell
Give friendly minions in a 2x2 area Provoke.
0
Artifact
Your General gains +1 Attack.
1
Spell
Choose a friendly minion. It can't be targeted by enemy spells. Draw a card.
1
Spell
Give your minions Airdrop this turn. Draw a card.
1
Spell
Give a friendly minion +3 Health.
1
Spell
Deal 4 damage to a minion AND your General.
1
Spell
Give all friendly minions +1 Health. Put a random Battle Pet into your action bar.
1
Spell
Turn an enemy minion's space into Hallowed Ground. Deal it 1 damage for each friendly Hallowed Ground.
1
Spell
Fully heal a friendly minion, then draw a copy of it from your deck.
1
Spell
Give a friendly minion,
"Zeal: Whenever this minion deals damage, draw a card."
1
Spell
Pull ANY minion to the space in front of your General.
1
Spell
Give a friendly minion +1/+1 and turn its space into Hallowed Ground.
1
1
4
Minion
1
1
4

Slo

Battle Pet
Provoke
1
Spell
Restore 5 Health to anything.
1
1
3
Minion
Opening Gambit: Turn a nearby space into Hallowed Ground.
1
Spell
Deal 2 damage to a minion.
2
2
3
Minion
Celerity
2
Spell
Intensify: Give friendly minions +2 Health.
2
Spell
Restore 2 Health to your General for each friendly minion.
2
Spell
Your General and nearby friendly minions gain,
"Takes no damage this turn."
2
3
3

Fiz

Battle Pet
Opening Gambit: Restore 2 Health to anything.
2
Artifact
Whenever anything is healed, deal 2 damage to a random enemy.
2
Spell
Give ANY minion +3 Attack, but -3 Health.
2
3
2
Minion
Whenever anything is healed, this minion gains +1/+1.
2
Spell
Deal 2 damage to an enemy. If anything was healed this turn, deal 4 damage instead.
2
Spell
Give friendly minions directly in front of and behind your General +2/+2. If they have Zeal, they cannot be targeted by enemy spells.
2
Spell
Give a friendly minion Forcefield.
2
1
3
Minion
Whenever your opponent casts a spell, this minion gains +1/+1.
2
Spell
Dispel a 2x2 area.
2
2
1
Minion
Opening Gambit: Draw a card.
2
Artifact
Friendly minions directly above and below your General gain +2 Attack and Provoke.
2
1
4
Minion
Whenever this attacks or counterattacks, it dispels that enemy.
2
Spell
Deal 2 damage to everything.
2
Spell
Summon a friendly non-token minion destroyed this game onto friendly Hallowed Ground.
2
Spell
Give all friendly minions +1/+1.
2
1
4
Golem
Bond: Other friendly minions gain +1/+1.
2
2
3
Minion
Zeal: Gains +1 Attack
3
Spell
Give a friendly minion +2/+4. If that minion has Zeal, draw a card.
3
2
4
Minion
Opening Gambit: Give ANY nearby minion +2 Attack, but -2 Health.
3
1
5
Minion
Whenever you summon a minion with 2 or less Attack, this minion gains +2 Attack.
3
1
5
Minion
While at full Health, this minion has +3 Attack.
3
Spell
Give a minion +Attack equal to its Health.
3
Spell
Give friendly minions in a 2x2 area +2/+2.
3
Spell
Draw a card for each friendly minion nearby your General.
3
5
3
Minion
Zeal: Flying
3
3
2
Minion
Intensify: Put 1 Crestfallen into your action bar. Shuffle a copy of this minion into your deck.
3
Spell
Double a minion's Health.
3
Spell
Destroy ANY minion. Restore that minion's Health to its General.
3
3
4
Minion
At the end of your turn, give a friendly minion +1 Health.
3
3
4
Minion
Blood Surge: Restore 3 Health to your General.
3
1
5
Minion
Provoke
Zeal: Gains +2 Attack.
3
Spell
Destroy a minion that is not nearby any General.
3
Artifact
Friendly minions nearby your General gain +2 Attack.
3
1
4
Golem
Zeal: Your Golems have +2 Attack.
3
2
4
Minion
Whenever anything is healed, give your General +1 Attack.
3
2
2
Minion
Whenever you summon a minion nearby this minion, give them both +1/+1.
3
3
4
Minion
Build: (1).
When this minion is built, give nearby friendly minions +3 Health.
4
Artifact
Your General gains +2 Attack. The first time your General takes damage each turn, prevent 2 of it.
4
Spell
Destroy ALL minions that are not nearby any General.
4
Spell
Restore 4 Health to a friendly minion. Deal 4 damage to enemies around it.
4
Spell
Give a friendly minion with full Health +4/+4.
4
Spell
Transform a friendly minion into an Ironcliffe Guardian.
4
0
10
Structure
Build: (2).
Whenever you summon a minion nearby this, transform that minion into an Ironcliffe Guardian.
4
4
4
Minion
Celerity
4
3
4
Minion
Zeal: Ranged
4
4
4
Minion
Whenever anything is healed, put a True Strike into your action bar.
4
2
4
Minion
Forcefield
Your Bloodbound Spell is Tempest.
4
3
4
Minion
Whenever anything is healed, deal 2 damage to all nearby enemies.
4
Spell
Deal 3 damage to enemies and restore 3 Health to friendly minions and Generals in a row.
4
3
6
Minion
Zeal: At the end of your turn, fully heal this minion.
4
Spell
Draw 3 cards and restore 3 Health to your General.
4
4
5
Minion
Nearby friendly minions cannot be targeted by enemy spells.
4
2
2
Minion
Opening Gambit: Summon a 5/5 Windcliffe Protector with Provoke from your deck.
5
Spell
Deal 5 damage to an enemy minion. Restore 5 Health to your General.
5
Artifact
Your General gains +4 Attack. At the end of your turn, repair all of your artifacts to full durability.
5
5
5
Minion
Trial: Summon 12 minions with 1 or less Attack.

Destiny: Promote other friendly minions at the end of your turn.
5
Artifact
Friendly minions nearby your General have Forcefield.
5
3
10
Minion
Airdrop
Provoke
5
Spell
Give Celerity to a friendly minion directly behind your General.
5
4
5
Mech
Opening Gambit: Progresses MECHAZ0R build by +20%.
Your other Mech minions have +1/+1.
5
0
8
Minion
Zeal: Gains +8 Attack.
5
3
2
Minion
Zeal: Draw 2 additional cards at the end of your turn.
5
3
8
Minion
Provoke
At the start of your turn, Holy Immolation your damaged minions.
5
5
5
Minion
Provoke
When a friendly Windcliffe Alarmist dies, transform this minion into a Windcliffe Alarmist.
6
Spell
Give all friendly minions +Attack equal to their Health.
6
7
7
Minion
Provoke
Your minions and General may move an additional space
6
4
7
Minion
Blood Surge: Summon a Silverguard Knight nearby your General.
6
Artifact
Your General has +3 Attack.
When your General attacks, summon a minion that costs 3 from your deck nearby.
7
5
7
Minion
Opening Gambit: If you have no spells in your deck, equip a full set of equipment.
7
Spell
Destroy ALL minions in a 3x3 area and turn their spaces into Hallowed Ground.
7
Spell
Your General gains,
"Minions you summon nearby gain +3/+3."
7
5
12
Minion
When your General dies, Grandmaster Z'ir becomes your General.
7
7
9
Minion
Your General is Invulnerable BUT cannot move or attack.
7
6
6
Golem
Airdrop, Forcefield, Frenzy, Provoke, Celerity
8
6
6
Minion
Provoke
Celerity
This minion gains +1/+1 for each time you healed anything this game.
8
Spell
Summon three Silverguard Knights nearby your General.
9
Spell
Summon around your General all friendly minions with Provoke that died this game.