0
2
25
General
Bloodbound Spell: Deal 2 damage to all enemies in the enemy General's Column.
0
2
25
General
Bloodbound Spell: Friendly minions summoned this turn gain +1/+1.
0
2
25
General
Bloodbound Spell: Stun a nearby enemy minion.
0
Spell
Choose a Stunned minion. Put a copy of that card into your action bar.
0
Spell
Deal 1 damage to a minion and Stun it.
0
Spell
Switch ANY minion's Attack and Health.
1
Spell
Transform ANY minion into a random minion of the same cost.
1
Artifact
Whenever your General attacks a Stunned minion, destroy it instantly.
1
Spell
Teleport an enemy one space.
1
2
1
Vespyr
Infiltrate: When this minion dies, return it to your action bar.
1
Artifact
Whenever your General damages an enemy, randomly teleport them to your starting side of the battlefield.
1
Spell
Put a random Vespyr minion into your action bar. It costs 1 less and has +1/+1.
1
Spell
Intensify: Teleport 1 random enemy minion to a space on your starting side of the battlefield.
2
Spell
Transform ANY minion into a 4/5 Ursaplomb that will not counterattack.
2
Spell
Transform ANY minion into a 3/3 Ravager with no abilities.
2
Spell
Summon three joined 0/2 Vespyr Walls. Minions that attack these walls are Stunned.
2
1
3
Vespyr
Whenever you summon a Vespyr minion, this minion gains +1 Attack.
2
Spell
Give a friendly minion +2 Attack. It takes no damage this turn.
2
3
3

Bur

Battle Pet
When this minion survives damage, transform it into a different Battle Pet.
2
Spell
Dispel a space. If there is an enemy on that space, deal it 1 damage.
2
1
1
Arcanyst
Whenever you cast a spell, add a 2/1 Illusion to your action bar.
2
Artifact
At the end of your turn, your General deals 2 damage to each enemy minion around them.
2
Spell
Your General takes no damage until your next turn.
2
2
3
Minion
Deals double damage to Stunned enemies.
2
1
4
Vespyr
This minion has +3 Attack on your opponent's turn.
2
2
3
Vespyr
Infiltrate: Gain +2 Attack.
2
1
1
Minion
Dying Wish: Permanently gain 1 mana crystal.
2
Spell
Stun an enemy. Draw a card.
2
Spell
Give a friendly minion +3 Attack. If it is Vespyr, also give it +3 Health.
2
Spell
Summon four joined 0/1 Walls with Provoke.
2
Spell
Return ANY minion to its action bar.
2
3
2
Minion
Opening Gambit: Switch positions with ANY other minion.
2
2
3

Icy

Battle Pet
Opening Gambit: Stun a nearby enemy.
2
Spell
Give all friendly minions +1/+1 and randomly teleport them to your opponent's starting side of the battlefield.
2
Spell
Deal 1 damage to an enemy minion. If it dies this turn, permanently gain 1 mana crystal.
2
Spell
One minion becomes 5/5. It can no longer attack Generals.
2
2
2
Minion
Build: (1).
Airdrop
2
Artifact
Your General has +1 Attack.
Reactivate your General whenever they destroy a Stunned enemy.
2
Spell
Destroy a Stunned enemy minion.
2
2
1
Vespyr
Flying
Infiltrate: When this minion attacks, permanently gain 1 mana crystal.
2
1
1
Minion
Intensify: Summon 1 Treant with Provoke nearby.
3
Spell
Transform ANY minion into a random Battle Pet.
3
Spell
Summon two joined 3/3 Walls that can attack.
3
Spell
Give an exhausted friendly minion +6/+6.
3
Spell
Double the Attack and Health buffs of friendly minions.
3
2
3
Minion
When an enemy is Stunned, transform this minion into Yggdra's Voracity.
3
1
3
Minion
Sentinel: General attacks.

Ranged
Whenever this attacks, summon a 4/4 Flying Drake nearby.
3
3
2
Minion
Dying Wish: Summon a 3/2 Ghost Wolf on this space.
3
3
5
Minion
Sentinel: Minion summoned.

This switches positions with the minion that transformed it.
3
2
3
Vespyr
Whenever you summon a Vespyr minion, deal 2 damage to a random enemy minion.
3
Spell
Deal 8 damage to EVERYTHING in the center column.
3
3
3
Vespyr
Opening Gambit: Give a friendly Vespyr minion +1/+1 and Flying.
3
3
3
Arcanyst
Bond: Summon a 3/3 Night Howler on a random nearby space.
3
2
2
Minion
Sentinel: Spell cast.

Whenever your opponent casts a spell, this minion gains +3/+3.
3
3
3
Vespyr
Blood Surge: Summon a random Wall nearby.
3
Spell
Stun an enemy minion.
Stunned enemy minions Stun a nearby enemy.
3
3
4
Vespyr
Infiltrate: Whenever this minion damages a General, put a random Battle Pet into your action bar.
3
Artifact
Your General gains +3 Attack.
3
1
4
Minion
Flying
Infiltrate: Gain +3 Attack.
4
Spell
Transform ANY minion into a 4/4 Whyte Drake with Flying. Nearby friendly minions gain Flying.
4
Spell
Deal 4 damage to everything on your starting side of the battlefield and Stun them.
4
Spell
Deal 1 damage to all enemies. Those enemies can only move 1 space next turn.
4
Spell
Deal 4 damage to an enemy minion. Draw a Vespyr minion from your deck.
4
4
5
Minion
Your minions are always Infiltrated.
4
Spell
Summon a 3/3 Vespyr Night Howler.
Put an Endless Hunt into your action bar.
4
3
3
Vespyr
Blood Surge: Deal 1 damage to enemy minions in this row and Stun them.
4
4
3
Minion
Opening Gambit: Take a mana crystal from your opponent.

Dying Wish: Give back the mana crystal.
4
6
7
Vespyr
When this minion is summoned, Stun it.
4
4
3
Minion
Opening Gambit: Give all friendly minions +2 Attack this turn.
4
3
6
Minion
Whenever this minion destroys an enemy, reactivate it.
4
4
4
Minion
Whenever you summon a minion from your action bar, summon a 2/2 Vespyr Winter Maerid nearby.
4
Spell
Give a friendly minion on your opponent's starting side of the battlefield +5/+5.
4
Artifact
Your General gains +3 Attack. Whenever your General destroys a minion, summon a 3/3 Blazing Spine Wall on that space.
4
4
5
Minion
Whenever you summon a minion with Infiltrate, it gains +1/+1.
4
Artifact
Your General gains +2 Attack. Enemy minions damaged by your General are Stunned.
4
Spell
Summon three 2/2 Vespyr Winter Maerids on any column.
5
Artifact
Your General gains +2 Attack.
Whenever your General attacks or counterattacks, give all friendly Vespyr minions +2/+2.
5
10
4
Vespyr
Airdrop
5
Spell
Give friendly minions
"Dying Wish: Re-summon this minion on this space."
5
4
5
Minion
Opening Gambit: Your Bloodbound Spell refreshes and is Lesser Waterball this turn.
5
Spell
All minions become 1/1.
5
4
3
Minion
Dying Wish: Summon a Fenrir Warmaster on this space.
5
6
5
Minion
Infiltrate: Gain +1 Attack and Celerity.
5
3
3
Minion
Forcefield
Whenever this minion attacks or is attacked, summon a 3/3 Vespyr Night Howler nearby.
5
3
4
Minion
Opening Gambit: Give a friendly Vespyr minion Celerity.
5
Spell
Summon five joined 0/1 Walls that deal 2 damage to nearby enemies when destroyed.
5
Spell
Reactivate friendly minions on your opponent's starting side of the battlefield.
5
Spell
Give a Vespyr minion +2/+2 for each friendly Vespyr.
6
Spell
Transform ANY minion into a 5/5 Seismic Elemental. Deal 5 damage to enemy minions around it.
6
7
14
Minion
Build: (2).
While this is building or on the battlefield, enemy minions and Generals can only move 1 space.
6
4
8
Vespyr
Dying Wish: Summon a 4/8 Ice Drake on this space.
6
6
4
Mech
Whenever you summon another Mech, summon a copy of it nearby.
6
Spell
Deal 3 damage to all enemy minions.
6
Spell
Summon an ambush of Infiltrate minions on your opponent's starting side of the battlefield.
6
6
6
Minion
Trial: Have 5 token minions with different names.

Destiny: Friendly token minions have +4/+4.
7
7
7
Vespyr
Provoke
Opening Gambit: Your minions gain
"Dying Wish: Summon a 1/1 Treant with Provoke".
7
Spell
Choose a minion. Transform ALL nearby minions into copies of it.
7
8
9
Arcanyst
The first spell you cast each turn costs 5 less.
8
5
5
Minion
Opening Gambit: Surround the enemy General with random Walls.
8
Spell
Summon Blazing Spines along the outside of the battlefield.
8
7
5
Minion
Minions cannot attack your General.
8
Spell
Give all friendly Wall minions +4/+4. Those minions can now move.