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

Ace

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

Xho

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.