1
2
1
Minion
Opening Gambit: Deal 1 damage to an enemy.
1
2
1
Minion
Flying
1
1
1
Minion
When you replace this card, summon it on a random nearby space. Your General takes 2 damage.
1
2
2
Mech
Opening Gambit: Progresses MECHAZ0R build by +20%.
1
3
1

Koi

Battle Pet
This minion takes no damage from Generals.
1
1
3
Minion
1
2
1
Minion
Opening Gambit: Shuffle three copies of a friendly minion into your deck.
1
2
1
Minion
Airdrop
1
1
1
Minion
Opening Gambit: Prevent ALL spell damage until your next turn.
1
0
3
Minion
Provoke
2
1
3
Arcanyst
You may replace an additional card each turn.
2
3
3

Amu

Battle Pet
2
1
3
Minion
Whenever you summon a minion with Opening Gambit from your action bar, gain +2 Attack.
2
1
3
Arcanyst
Whenever you replace a card, shuffle a Brilliant Plume into your deck.
2
1
4
Minion
Opening Gambit: Restore 3 Health to your General.
2
1
4
Minion
Dying Wish: Give +4 Health to friendly minions around it.
2
3
1
Minion
Deals double damage to minions.
2
1
5
Minion
2
1
4
Golem
Opening Gambit: Create a mana spring tile nearby.
2
2
2
Minion
Opening Gambit: Refresh your Bloodbound Spell.
2
1
1
Minion
Opening Gambit: Dispel 1 nearby space.
2
3
1
Minion
Opening Gambit: Deal 3 damage to BOTH Generals.
2
2
1
Minion
Opening Gambit: Teleport a nearby minion to a random space.
2
2
3
Golem
The first Golem you summon each turn costs 1 less.
2
2
3
Minion
Opening Gambit: Restore 2 Health to anything.
2
1
1
Minion
Dying Wish: Summon a 1/1 Ranged Mini-Jax in a random corner.
2
2
3
Minion
The first artifact you equip each turn costs 1 less.
2
1
3
Arcanyst
The first non-Bloodbound spell you cast each turn costs 1 less.
2
2
2

Maw

Minion
Opening Gambit: Deal 2 damage to a nearby enemy minion.
2
2
2
Mech
If you have another Mech minion, this minion has Rush.
2
2
2
Minion
Frenzy
2
2
3
Minion
Opening Gambit: Give a nearby friendly minion +2 Attack this turn.
2
2
3
Minion
Opening Gambit: Teleport ANY minion one space randomly.
2
2
2
Mech
Opening Gambit: Draw another Replicant from your deck.
2
2
4
Minion
Build: (2).
When this minion is built, restore 5 Health to your General.
2
1
4
Minion
Provoke
2
2
3
Minion
Opening Gambit: Destroy a random artifact on the enemy General.
2
1
4
Minion
At the end of your turn, give each nearby friendly minion +1 Attack.
2
1
2
Minion
Cannot be attacked.
2
3
2
Golem
2
1
1

Sol

Battle Pet
Opening Gambit: Activate a friendly Battle Pet.
2
1
2
Minion
Ranged
2
1
4
Mech
Airdrop
Opening Gambit: Progresses MECHAZ0R build by +20%.
2
2
2
Minion
Provoke
Opening Gambit: Give a nearby friendly minion Provoke.
2
2
1

Z0r

Battle Pet
Dying Wish: Put a random MECH minion into your action bar.
2
1
2

Zyx

Minion
Opening Gambit: Summon a copy of this minion on a random nearby space.
3
3
1
Arcanyst
Opening Gambit: Lower the cost of all spells in your action bar by 1.
3
3
4
Minion
Whenever your opponent casts a spell, restore 1 Health to your General.
3
3
1
Arcanyst
Opening Gambit: Put a copy of the most recently cast spell into your action bar.
3
1
5
Minion
Build: (1).
Whenever this or another friendly minion is built, draw a card.
3
0
5
Structure
At the end of your turn, give all friendly minions +1 health.
3
4
3
Minion
Opening Gambit: Both players draw a card.
3
3
4
Minion
Blood Surge: Put a copy of your Bloodbound Spell into your action bar.
3
4
3
Golem
3
2
2
Mech
Ranged
Opening Gambit: Progresses MECHAZ0R build by +20%.
3
4
4
Minion
Whenever this minion takes damage, it randomly teleports.
3
2
3
Minion
Whenever opponent summons a minion, this minion gains +1/+1
3
3
3
Minion
Opening Gambit: Destroy an enemy minion with Ranged.
3
3
3
Minion
Whenever a friendly minion attacks, restore 1 Health to your General.
3
2
3
Minion
Opening Gambit: Gain two random keywords.
3
3
4
Minion
This minion is from every tribe.
3
4
2
Minion
Opening Gambit: Put a random Battle Pet into your action bar.
3
2
4
Golem
Provoke
Your other Golem minions have Provoke.
3
3
4
Minion
Whenever a friendly Battle Pet dies, draw a card.
3
2
3

Ion

Battle Pet
Ranged
Deals double damage to Generals.
3
5
6
Minion
Opening Gambit: Your opponent summons two Komodo Chargers nearby their General.
3
2
3
Minion
Provoke
Opening Gambit: Other minions you summon this turn gain +1/+1 and gain Provoke.
3
2
4
Minion
Friendly minions summoned nearby this minion gain +1/+1.
3
2
3
Minion
After this moves, draw a card.
3
3
4
Minion
Opening Gambit: Transform the cards in your action bar into random prismatic legendary cards.
3
2
3
Arcanyst
Whenever you cast a spell, summon a 2/1 Illusion on a random nearby space.
3
2
5
Minion
May move an additional space.
3
2
4
Minion
Flying
3
2
3
Minion
Blood Surge: Gains +2/+2.
3
2
2
Minion
Opening Gambit: Push a nearby enemy minion to any space.
3
2
3
Minion
Opening Gambit: Put a Boulder Hurl into your action bar.
3
2
4
Minion
When this minion survives damage, it returns to your action bar.
3
2
2
Minion
Forcefield
3
1
1
Minion
Dying Wish: Re-summon this minion on a random space.
3
1
2
Minion
If this minion destroys an enemy and survives, friendly Scarzig ANYWHERE transform into Feather Knights.
3
4
5
Minion
Dying Wish: Deal 4 damage to YOUR General.
3
3
3
Minion
Takes no damage from Generals.
3
3
3
Minion
Flying
Your other minions with Flying cost 1 less.
3
3
4
Minion
Whenever this damages a neutral minion, destroy that minion.
3
1
5
Minion
Whenever this minion deals damage, draw a card.
3
3
3
Minion
Opening Gambit: Give a nearby friendly minion +1/+1.
3
2
4
Arcanyst
Whenever this minion deals damage, restore 2 Health to your General.
3
3
3
Mech
Frenzy
Opening Gambit: Progresses MECHAZ0R build by +20%.
3
1
3
Minion
Ranged
Whenever your General takes damage, this minion gains +1 Attack.
3
1
4
Minion
Ranged
Minions damaged by Syvrel are pulled in front of him.
3
3
3
Minion
Whenever your opponent summons a minion, deal 1 damage to the enemy General.
3
4
2
Minion
Dying Wish: Draw a card.
3
2
4
Minion
Frenzy
Whenever an enemy attacks, this minion gains +3 Attack until the end of your turn.
3
3
3
Minion
After this minion moves, give all friendly minions around it +1/+1.
3
1
7
Minion
Ranged attackers must attack this minion first.
3
3
3
Minion
Flying
Whenever you replace a card, this minion gains +2 Attack this turn.
3
5
4

Yun

Battle Pet
3
3
4
Minion
You control your Battle Pets.
4
2
4
Minion
Ranged
Your other minions with Ranged get +1 Attack.
4
3
4
Minion
Opening Gambit: Draw a random artifact from your deck.
4
2
2
Minion
Flying
After this minion moves, summon a Black Locust nearby.
4
4
5
Minion
Opening Gambit: Deal 1 damage to everything (including itself).
4
2
3
Minion
Ranged
Each time this minion attacks, it has a 50% chance to attack again, attacking a random enemy.
4
1
1
Minion
Opening Gambit: Gain the combined Attack and Health of all Battle Pets in your action bar.
4
2
4
Minion
Ranged
Whenever this minion deals damage, restore that much Health to it.
4
2
4
Mech
Forcefield
Opening Gambit: Progresses MECHAZ0R build by +20%.
4
4
4
Minion
Whenever your opponent draws a card, deal 2 damage to the enemy General.
4
5
3
Minion
Dying Wish: Summon a 0/10 Tombstone minion with Provoke near your General.
4
4
4
Minion
Opening Gambit: Restore 4 Health to BOTH Generals.
4
4
3
Minion
Friendly minions from any tribe have +1/+1.
4
3
2
Minion
Ranged
4
3
3
Minion
Opening Gambit: Deal 2 damage to an enemy OR restore 2 Health to a friendly minion or General.
4
3
3
Minion
Opening Gambit: Deal 2 damage to everything around it.
4
3
3
Minion
Dying Wish: This minion deals 3 damage to all enemies around it.
4
4
6
Golem
4
2
6
Minion
At the end of any player's turn, give one of their minions a random buff and keyword (excluding Hsuku).
4
3
3
Arcanyst
Opening Gambit: Dispel ALL spaces around it.
4
2
5
Arcanyst
Whenever you draw a spell, put a copy of it into your action bar.
4
5
4
Minion
Opening Gambit: Destroy an enemy artifact to put a random artifact from your faction into your action bar.
4
4
3
Arcanyst
Opening Gambit: Gain a copy of a random spell from your opponent's action bar.
4
3
5
Arcanyst
At the start of your turn, fully heal this minion and switch its Attack and Health.
4
2
4
Minion
Forcefield
Whenever ANY player summons a minion with Rush, exhaust it.
4
4
4
Arcanyst
Whenever you cast a spell, your Arcanyst minions gain +2 Health.
4
3
6
Minion
Provoke
4
3
5
Minion
Whenever this minion deals damage, either deal 3 damage to the enemy General OR restore 3 Health to your General.
4
10
3
Golem
4
3
3
Minion
Airdrop
Intensify: Deal 1 damage to everything around it.
4
3
2
Minion
Rush
4
5
4
Minion
Your Bloodbound Spell costs 1 less to activate.
4
2
6
Minion
Opening Gambit: Teleport your General up to 3 spaces.
4
3
5
Minion
Each player draws an additional card at the end of their turns.
4
5
4
Minion
Opening Gambit: Put a Riddle in your opponent's action bar.
4
3
3
Minion
Opening Gambit: Give two random friendly minions +2 Health.
4
3
3
Minion
Forcefield
4
2
4
Minion
Opening Gambit: Add 2 random cards from your Faction to your action bar.
4
1
6
Minion
Provoke
Dispel any minion that deals damage to this one.
4
6
4
Minion
4
4
4
Minion
Whenever this minion damages an enemy, it also damages all joined enemies.
4
2
2
Minion
Opening Gambit: Your buildings progress by 1 turn.
4
2
4
Minion
Dying Wish: Summon a minion with Dying Wish from your action bar.
4
3
4
Minion
Whenever you replace a card, deal 2 damage to a random enemy.
4
5
4
Minion
Flying
5
2
5
Arcanyst
At the end of any turn you cast a spell, put a copy of the most recently cast spell into your action bar.
5
5
5
Mech
Whenever you summon MECHAZ0R, put a MECHAZ0R in your action bar.
5
2
3
Minion
Opening Gambit: Summon two copies of this minion on random spaces.
5
2
5
Minion
Frenzy
Celerity
5
4
6
Arcanyst
Whenever you cast a spell, put a random Arcanyst into your action bar.
5
5
5
Golem
Bond: Enemies can't counterattack this turn.
5
4
9
Golem
5
9
9
Minion
Whenever a friendly minion is destroyed, your opponent takes control of this minion.
5
5
5
Minion
This minion costs 2 less if your General took damage on opponent's last turn.
5
3
6
Minion
Whenever your opponent summons a minion, summon a 2/1 Puka with Provoke in front of it.
5
2
8
Minion
Celerity
5
4
6
Minion
Opening Gambit: Deal 3 damage to ANY minion in front of this.
5
5
5
Mech
Whenever this minion destroys an enemy, summon a different Mech minion from your deck nearby.
5
3
10
Minion
Whenever this minion damages an enemy, teleport that enemy to a random corner.
5
5
5
Minion
Provoke
5
3
5
Arcanyst
Whenever you cast a spell, summon a 1/1 Spellspark with Rush on a random nearby space.
5
4
6
Minion
Provoke
Your other minions with Provoke can move two additional spaces.
5
5
4
Minion
Opening Gambit: Add a random artifact to your action bar. It costs 2 less.
5
3
4
Minion
Opening Gambit: Destroy ANY nearby minion with Provoke or Frenzy. If you do, this minion gains Provoke and Frenzy.
5
1
10
Minion
Provoke
Whenever this minion is attacked, it gains +2 Attack.
5
4
5
Minion
Provoke
Whenever you replace a card, summon a 2/2 Prisoner with a random ability nearby.
5
4
3
Minion
Dying Wish: Dispel all enemy minions.
5
3
4
Minion
Opening Gambit: Summon a random friendly minion destroyed this game nearby this minion.
5
2
6
Minion
Ranged
Whenever your General attacks, a Cub joins the pack.
5
2
5
Minion
Ranged
At the end of your turn, restore 2 Health to all nearby friendly minions.
5
5
4
Minion
Dying Wish: Draw a card.
5
7
7
Minion
Enemy minions destroyed by this are returned to their action bar.
5
3
7
Battle Pet
Whenever this minion takes damage, summon a random Battle Pet nearby.
5
4
3
Minion
Ranged
5
3
2
Minion
Opening Gambit: ALL nearby minions deal damage to themselves equal to their Attack.
5
4
7
Minion
Whenever your General takes damage, fully heal this minion.
5
2
3
Minion
Opening Gambit: Gains +1/+1 for each card in your opponent's action bar.
5
5
6
Minion
Opening Gambit: Replace each card in your action bar.
5
4
4
Arcanyst
Flying
Bond: Put the three Teachings of the Dragon into your action bar.
5
3
6
Minion
Opening Gambit: Put a copy of a random spell you cast this game into your action bar.
6
7
7
Arcanyst
Your opponent's non-Bloodbound Spells cost 1 more to cast.
6
2
9
Minion
Provoke
At the end of your turn, deal 2 damage to each enemy minion around this one.
6
3
4
Minion
Opening Gambit: Deal 3 damage to all enemy minions around it.
6
5
11
Golem
6
3
4
Minion
Flying
Opening Gambit: Deal 3 damage to all enemies in front of this minion.
6
3
7
Arcanyst
Whenever this minion takes damage, it deals that much damage to the enemy General.
6
4
6
Minion
Deals double damage to Generals.
6
7
7
Minion
Your other minions have +1 Attack.
6
3
3
Minion
Opening Gambit and Dying Wish: Summon a random minion from any tribe nearby.
6
5
5
Minion
While this minion is on the battlefield, your General has Forcefield.
6
1
1
Minion
Ranged
Opening Gambit: Summon a 1/1 Ranged Mini-Jax in each corner.
6
4
4
Minion
Airdrop, Forcefield
At the end of BOTH players' turns, pull some things to this minion.
6
3
8
Arcanyst
BOTH players cannot cast spells that cost 2 or less.
6
6
6
Minion
Trial: Have no duplicate cards in your deck.

Destiny: Your minions have +1/+1.
6
1
1
Mech
This minion gains +2/+2 for each other Mech minion you summoned this game.
6
6
6
Minion
Opening Gambit: Remove all minions that cost 2 or less from each player's deck.
6
5
2
Minion
Takes no damage from minions or Generals.
6
4
6
Minion
Whenever your General takes damage, draw a card and give this minion +2 Attack.
6
7
5
Mech
Whenever you summon this or another Mech, friendly Mechs gain all keywords of other friendly Mechs.
6
7
4
Minion
Frenzy
6
6
9
Minion
6
8
8
Minion
Provoke
Opening Gambit: Each player summons three Spriggin Kin nearby their General.
6
6
5
Minion
Flying
6
8
8
Golem
6
6
6
Arcanyst
Whenever you play a spell that targets a friendly minion, draw a card.
6
4
4
Minion
Opening Gambit: Take control of a nearby enemy minion with 2 or less Attack.
7
7
6
Minion
Whenever you replace this card, it cost 3 less and gains +3/+3.
7
4
10
Minion
At the start of your turn, deal 4 damage to the enemy General and this minion gains +4 Attack.
7
10
10
Golem
7
5
5
Minion
Forcefield
Whenever this minion attacks or is attacked, draw a card.
7
10
7
Minion
Flying
7
7
7

EMP

Golem
Opening Gambit: Dispel ALL minions and Generals, and destroy ALL artifacts.
7
6
6
Minion
Whenever you summon a minion, this minion gains a random keyword ability.
7
7
7
Minion
Whenever you summon a minion, burn three cards from your opponent's deck.
7
12
6
Minion
Airdrop
Opening Gambit: Push ALL nearby minions and Generals to random spaces.
7
3
10
Minion
At the end of your turn, summon a 3/3 Spirit Wolf with a random ability into a nearby space.
7
7
7
Minion
Whenever your General takes damage, deal 7 damage to a random nearby enemy minion.
7
3
3
Minion
Opening Gambit: Forge a friendly minion into a Faction artifact with equal Attack.
7
5
5
Minion
At the end of your turn, this minion gains a random Faction ability.
7
5
5
Minion
Rush
7
4
9
Minion
Frenzy
Provoke
7
2
15
Minion
Provoke
7
4
7
Minion
Opening Gambit: Summon all non-token friendly minions destroyed on your opponent's last turn on a random space.
8
8
8
Minion
Opening Gambit: Devour ANY minion, anywhere.

Dying Wish: Spit out the devoured minion on this space.
8
5
12
Minion
Whenever this minion takes damage, summon a random token minion nearby.
8
6
6
Minion
Blood Surge: Deal 6 damage to a random enemy.
9
25
25
Golem
25
12
12
Minion
Provoke
This minion's cost is your General's health.