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
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.
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.
2
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 +1 Attack.
After a friendly minion with Backstab attacks, it gains +1/+1.
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: (1).
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 minion is moved for any reason, give it +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.
0
2
25
General
Bloodbound Spell: Summon a 2/2 Iron Dervish on a random space nearby your General.
0
2
25
General
Bloodbound Spell: Your General deals double damage to minions this turn.
0
2
25
General
Bloodbound Spell: Give an enemy minion -2 Attack until your next turn.
0
Spell
Deal 3 damage to your General to draw a card.
0
1
1

Rae

Battle Pet
Dying Wish: Dispel the nearest enemy minion.
0
Spell
Dispel an enemy minion nearby your General.
1
Spell
Destroy a friendly minion to turn its space into Exhuming Sand.
1
Spell
This turn, your General gains +2 Attack for every equipped artifact.
1
Spell
Whenever you summon a minion with Flying from your action bar this turn, draw a minion with Flying from your deck.
1
Spell
Lower a minion's Attack to 0 until your next turn.
1
Spell
Steal a random artifact from the enemy General and equip it.
1
Spell
ANY minion's Health becomes equal to its Attack.
1
Spell
Give a minion Blast. It can no longer move.
1
Artifact
Whenever your General destroys an enemy, turn that space into Exhuming Sand.
1
Spell
Draw an artifact from your deck.
1
Spell
Give a friendly minion +1/+1. Draw a card.
1
Spell
A friendly Obelysk gains +3 Attack and may move and attack this turn if able.
2
Spell
Deal 2 damage to the enemy General and all enemy minions around them.
2
Spell
Give a friendly minion +1/+3 and Provoke.
2
2
2
Golem
Bond: Draw two cards.
2
2
1
Dervish
Opening Gambit: Give +2/+2 to a friendly Dervish. If it is a Wind Dervish, it no longer disappears.
2
2
1
Dervish
Dying Wish: Put a random Scion's Wish spell into your action bar.
2
2
1
Dervish
Intensify: Deal 1 damage to the enemy General and this minion gains +1 Health.
2
0
6
Structure
Summon Dervish
2
Spell
Fully heal all friendly minions.
2
Artifact
Your General takes no damage during your turn.
2
0
4
Structure
Summon Dervish
At the start of your turn, deal 6 damage to all enemy minions in this row.
2
Spell
Equip a friendly artifact that was destroyed this game.
2
Artifact
Your General gains +1 Attack.
At the start of your turn, repair all of your artifacts by 1 durability.
2
2
2
Minion
Opening Gambit: Return a nearby friendly minion to your action bar.
2
2
1

Pax

Battle Pet
Dying Wish: Summon two 2/2 Iron Dervishes nearby.
2
2
1
Minion
Blast
2
Spell
Destroy a random artifact on the enemy General. Summon a Wind Dervish with Rush near them.
2
Spell
Return a friendly Obelysk to your action bar and reduce its cost to 0. Draw a card.
2
Spell
Choose an enemy minion. It can no longer move.
2
Spell
Give a friendly minion +2/+2. It takes no damage from Generals.
2
Artifact
Your General gains +2 Attack.
2
Spell
Summon a Wind Dervish nearby each friendly Obelysk. Draw a card.
2
2
3
Minion
Opening Gambit: Lower the cost of all Structure minions in your action bar by 1.
2
0
4
Structure
Summon Dervish
Your dervishes have +1 Health.
3
Spell
Put 3 random Battle Pets into your action bar.
3
Spell
Give a friendly minion +5 Health and Flying.
3
1
5
Minion
Whenever you equip an artifact, this minion gains +Attack equal to the artifact's cost.
3
Spell
Draw two cards.
3
2
3
Minion
Whenever your opponent draws a card, this minion gains a random keyword ability.
3
0
6
Structure
Summon Dervish
Your dervishes have +1 Attack.
3
2
5
Minion
Opening Gambit: Repair all of your artifacts to full durability.
3
Spell
Give all friendly minions +3 Health. Draw a card.
3
2
2
Dervish
Opening Gambit: Summon a copy of this minion on a nearby space.
3
0
8
Minion
Frenzy
Whenever you summon a minion, this minion gains +1 Attack.
3
Spell
Reactivate and take control of an enemy minion with 2 or less Attack until end of turn.
3
3
3
Dervish
Cannot be targeted by enemy spells.
3
Spell
Give a friendly Dervish minion +3/+3 and Flying.
3
0
7
Structure
Build: (2).
Summon Dervish
When this minion is built, start building another on a nearby space.
3
3
3
Minion
Dying Wish: Put a random legendary artifact from your opponent's Faction into your action bar.
3
Spell
Reactivate your General.
3
Artifact
Your General gains Blast.
3
Spell
An enemy minion disappears at the start of your next turn.
3
3
3
Minion
Blood Surge: Your General gains Frenzy this turn.
4
4
3
Minion
Dying Wish: Summon a random Obelysk on this space.
4
5
5
Minion
Build: (2).
Blast
4
Spell
Destroy an enemy minion nearby your General.
4
3
3
Minion
Opening Gambit: Your General gains +2 Attack and takes no damage this turn.
4
Artifact
Your General gains +3 Attack. Whenever your General damages an enemy minion, its Attack becomes 1.
4
Spell
Deal 5 damage to enemies that are not nearby another enemy.
4
1
1
Minion
Opening Gambit: This minion transforms into a copy of an enemy minion.
4
4
4
Minion
Your General has +1 Attack.
4
Spell
Give your opponent a minion to take control of nearby enemy minions with less Attack.
4
Artifact
When your General destroys a minion, summon a copy of it nearby.
4
0
9
Structure
Summon Dervish
Summon Dervish
Summon Dervish
4
1
5
Minion
At the start of your turn, destroy this and all enemy minions.
4
4
3
Minion
Flying
Dying Wish: Draw a card.
4
1
4
Golem
Flying
Opening Gambit: Equip a Staff of Y'kir to your General.
5
Spell
Intensify: Summon 2 Wind Dervishes nearby your General.
5
Spell
Transform an enemy minion into a friendly Wind Dervish.
5
Spell
Summon all friendly minions with Dying Wish destroyed since your last turn on random spaces.
5
4
8
Minion
The enemy General cannot cast their Bloodbound Spell.
5
3
5
Minion
Blood Surge: Summon two Wind Dervishes nearby.
5
5
6
Minion
Your General may move 2 additional spaces.
5
3
3
Dervish
Flying, Rush
Dying Wish: A random friendly Dervish disappears, summoning a Khanuum-ka in its place.
5
3
8
Minion
Whenever this minion takes damage, summon a 0/4 Soulburn Obelysk nearby.
5
3
3
Minion
Opening Gambit: Return a nearby minion to its action bar. Turn that space into Exhuming Sand.
5
4
4
Mech
Opening Gambit: Progresses MECHAZ0R build by +40%.
5
4
3
Golem
Opening Gambit: Summon a Skyrock Golem on random spaces for each other Golem you've summoned this game.
5
Artifact
Your General gains +1 Attack. Enemy minions destroyed by your General summon a Bloodfire Totem on that space.
5
Spell
Summon a Wind Dervish with Rush in front of each enemy minion and General.
5
4
6
Minion
Blast
5
Spell
Summon three copies of an enemy minion nearby it. They disappear when attacked.
6
Spell
Equip 2 random Vetruvian artifacts.
6
5
5
Minion
Provoke
Dying Wish: Deal 5 damage to the enemy General. Restore 5 Health to your General.
6
Spell
Turn the entire center column into Exhuming Sand.
6
5
5
Minion
Opening Gambit: Take control of enemy minions with 2 or less Attack on this row.
6
3
3
Minion
Trial: General reaches the other edge of the battlefield with an equipped artifact.

Destiny: Each equipped artifact gives your General a tier of ascension.
6
6
5
Minion
Flying
Dying Wish: Equip 2 random artifacts from your deck.
6
8
8
Minion
Costs 0 if you've cast all three Scion's Wish spells this game.
6
5
7
Minion
Blast
Whenever this minion blasts, summon 1/1 Scarabyte with Flying and Rush in those spaces.
7
Spell
Take control of an enemy minion nearby your General.
8
Spell
Destroy ALL non-Structure minions.
8
4
8
Minion
Blast
Flying
The enemy General takes double damage.
9
Spell
Summon one of each Obelysk from your deck on random spaces.
9
Spell
Transform your action bar into six random Vetruvian cards that cost 4 less.
0
2
25
General
Bloodbound Spell: Summon 2 Wraithlings nearby your General.
0
2
25
General
Bloodbound Spell: Deal 1 damage to a minion. If it dies this turn, the space turns into Shadow Creep.
0
2
25
General
Bloodbound Spell: Destroy a friendly minion to summon a 4/4 Husk nearby. Deal 2 damage to your General.
0
Spell
Destroy a friendly minion. Your next minion costs 2 less.
1
2
1
Minion
At the end of your turn, turn a nearby space into Shadow Creep.
1
Spell
Destroy a friendly minion to restore 5 Health to your General.
1
Spell
Draw a minion from your opponent's deck. It gains +1/+1.
1
1
2
Minion
Blood Surge: Friendly Wraithlings gain +1/+1.
1
Spell
Choose an enemy minion. When it dies, it deals 3 damage to enemies around it.
1
Artifact
Whenever your General deals damage, summon a 1/1 Wraithling nearby your General.
1
Spell
Summon a 1/1 Wraithling. If you have another Wraithling, draw a card.
1
Spell
Teleport ANY minion to friendly Shadow Creep.
1
Spell
Intensify: Turn 1 random space into Shadow Creep, prioritizing spaces under enemy minions.
1
Spell
Deal 2 damage to enemy General. Restore 3 Health to your General.
2
3
2
Minion
Opening Gambit: Give a nearby enemy -2 attack this turn.
2
1
1
Minion
Dying Wish: Lower the cost of all minions with Dying Wish in your deck and action bar by 1.
2
Spell
Destroy an enemy minion on friendly Shadow Creep.
2
Spell
Destroy a friendly minion. At the end of your turn, re-summon it on the same space and give it +1/+1.
2
Spell
Deal 1 damage to an enemy minion and teleport it anywhere.
2
1
4
Minion
Double the damage dealt by friendly Shadow Creep.
2
Spell
Deal 1 damage to an enemy minion. After it is attacked this turn, destroy it.
2
Spell
Transform ALL minions that cost 2 or less into 1/1 Wraithlings.
2
1
2
Minion
Whenever this attacks an enemy minion, destroy that minion and summon a Gibbet on that space.
2
2
2
Minion
Opening Gambit: Summon a 1/1 Wraithling in a random nearby space.
2
1
1

Gor

Battle Pet
Dying Wish: Re-summon this minion in a random corner.
2
Spell
Deal 2 damage to a minion. If it dies this turn, put a random Battle Pet into your action bar.
2
Spell
Lower the cost of all minions with Dying WishDying Wish in your action bar and deck by 1.
2
3
2
Mech
Dying Wish: Shuffle a MECHAZ0R into your deck.
2
2
2
Arcanyst
Whenever you make Shadow Creep or a Wraithling, instead make both.
2
3
3

Ooz

Battle Pet
Whenever this minion takes damage, turn a space occupied by an enemy into Shadow Creep.
2
3
2
Minion
Whenever your opponent summons a minion, give a minion in your action bar +1 Attack.
2
Spell
Destroy a damaged minion.
2
Spell
Summon a Wraithling behind each enemy.
2
Spell
Give all friendly minions +2 Attack this turn.
2
Artifact
Your General gains +2 Attack.
Whenever your General destroys an enemy, restore 2 Health to your General.
2
Spell
Turn a space into Shadow Creep. Draw a card.
2
Artifact
When this artifact breaks, summon a random friendly non-token minion destroyed this game nearby.
2
Spell
If you have three or more Shadow Creep, draw 2 cards.
3
Spell
Destroy all friendly minions to summon a 1/1 Abomination that gains their Attack, Health, and keywords.
3
3
3
Minion
Opening Gambit: Double a nearby Wraithling's Attack and Health.
3
Spell
Destroy all friendly minions and resummon them on random spaces at end of turn.
3
0
3
Minion
Intensify: This minion gains +5 Attack.
3
2
3
Minion
Sentinel: Minion summoned.

Put a copy of the minion that transformed this into your action bar. It costs 2 less.
3
4
3
Minion
Frenzy
Opening Gambit: Teleport the enemy General one space forward.
3
Spell
Give a friendly minion,
"Deathwatch: Gains +2/+2."
3
Spell
Give all enemy minions -4 Attack until your next turn.
3
4
1
Minion
Dying Wish: Transform a random friendly minion into a 6/6 Horror.
3
Spell
Choose an enemy minion. When it dies, give this effect to all nearby enemy minions and deal 2 damage to the enemy General.
3
Artifact
After your General damages a minion, reactivate and take control of it until the end of your turn.
3
Spell
Steal Health from an enemy minion for each friendly Shadow Creep (but not more than its Health).
3
2
1
Minion
Opening Gambit: Destroy a nearby enemy minion with 2 or less attack.
3
Spell
Destroy a friendly minion to destroy an enemy minion.
3
Spell
Give a friendly minion +5 Attack.
3
2
2
Minion
Deathwatch: Gains +1/+1.
3
2
4
Minion
Sentinel: General attacks.

The enemy General has -1 Attack.
3
Artifact
Your General gains,
"Deathwatch: Gains +2 Attack."
3
Spell
Give an enemy minion -3 Attack. Nearby friendly minions gain +3 Attack.
3
6
1
Minion
Build: (1).
3
Spell
Give a friendly Wraithling minion +4/+4.
3
Spell
Summon three 1/1 Wraithlings nearby each other.
3
3
2
Minion
Sentinel: Spell cast.

Whenever your opponent casts a spell, put a 4/4 Fiend into your action bar.
4
3
3
Minion
This minion has +1/+1 for each friendly Shadow Creep.
4
3
3
Minion
Deathwatch: Summon a Wraithling on a random nearby space.
4
Spell
Deal 2 damage to all enemy minions. Fully heal all friendly minions.
4
6
3
Minion
Dying Wish: Destroy a random nearby enemy minion.
4
Spell
Deal 1 damage to the enemy General for each card in the opponent's action bar.
4
4
4
Minion
Frenzy
Opening Gambit: Destroy friendly minions around it and gain +2/+2 for each minion.
4
2
1
Minion
Opening Gambit: Steal 2 Health from the enemy General.

Dying Wish: Return Desolator to your action bar.
4
0
0
Structure
Build: (3).
Invulnerable
Deathwatch: Summon a random Demon nearby.
4
Artifact
Your General gains +1 Attack for each friendly Shadow Creep.
4
4
2
Minion
Dying Wish: Draw two minions with Dying Wish from your deck.
4
5
1
Arcanyst
Bond: Your General steals 1 Health from the enemy General for each other friendly Arcanyst.
4
Spell
Turn a 2x2 area into Shadow Creep.
4
3
3
Minion
Whenever an enemy takes damage, restore 1 Health to your General.
4
Spell
Destroy a friendly minion to draw three cards.
4
Artifact
Friendly Wraithlings have +2/+2.
5
4
7
Minion
When you summon a Wraithling, this minion gains +2 Attack.
5
Spell
Destroy a friendly minion to deal its Attack to the enemy General.
5
Spell
Destroy an enemy minion and summon a 1/1 Wraithling on that space.
5
Artifact
Friendly minions gain +2 Attack and Frenzy.
5
7
2
Minion
Dying Wish: The enemy General gains,
"At the start of your turn, take 1 damage."
5
Spell
Summon 2 non-token minions destroyed since the end of your last turn nearby.
5
4
4
Minion
Opening Gambit: Deal 2 damage to each enemy on or near friendly Shadow Creep.
5
5
3
Minion
Flying
Dying Wish: Summon a random minion from the opponent's deck on this space.
5
4
4
Minion
Deathwatch: Deal 1 damage to the enemy General, and restore 1 Health to your General.
6
6
6
Minion
Provoke
Your Shadow Creep deals damage equal to the number of friendly Shadow Creep.
6
Spell
Enemy minions nearby their General attack their General.
6
6
6
Minion
Provoke
Dying Wish: Turn six random spaces into Shadow Creep.
6
6
6
Minion
Blood Surge: Summon a 4/4 Fiend on a nearby space.
6
Spell
Destroy ALL minions nearby your General and summon Wraithlings in their place.
6
Spell
Draw to fill your action bar.
6
6
1
Minion
Trial: Cast 6 spells that destroy a friendly minion.

Destiny: Whenever a friendly minion dies, re-summon it on a random space.
6
Spell
Draw cards from your opponent's deck to fill your action bar.
6
6
6
Minion
Celerity
Dying Wish: Summon six Wraithlings on random spaces.
7
8
4
Minion
Opening Gambit: The next minion you summon this turn costs 1.
7
7
7
Minion
Deathwatch: Give minions in your action bar +2/+2.
8
6
6
Arcanyst
Opening Gambit: Summon all friendly non-token Arcanysts destroyed this game nearby.
8
8
8
Minion
Opening Gambit: Your Bloodbound Spell costs 3 and is now AWESOME.
8
Spell
Destroy all friendly Shadow Creep to deal that much damage to all enemies.
8
6
6
Minion
Rush
Whenever this damages an enemy minion, deal 4 damage to the enemy General.
8
Spell
Summon a copy of the minion your opponent most recently summoned from their action bar. It gains Rush and Flying.
9
Spell
The enemy General is DOOMED and will die after three turns.
0
2
25
General
Bloodbound Spell:
Give your General +1 Attack.
0
2
25
General
Bloodbound Spell:
Both players draw a card.
0
2
25
General
Bloodbound Spell:
Summon a Ripper Egg nearby your general.
0
Spell
Choose an enemy minion. It can no longer counterattack.
0
Spell
If the next card you play this turn is a minion, it costs 2 less and takes 2 damage.
1
Spell
Give a friendly damaged minion +2/+4.
1
Spell
Whenever a friendly minion dies this turn, draw a card.
1
Artifact
Your General cannot die.
1
Artifact
Your minions have
"Grow: +1/+1."
1
Spell
Give a friendly minion +2/+2.
1
Spell
Deal 2 damage to a minion. If you have an Egg, deal 4 damage instead.
1
Artifact
Your General gains +1 Attack.
Whenever your General destroys an enemy, summon a Ripper Egg on that space.
1
Spell
Give all friendly minions +1 Attack. Put a random Battle Pet into your action bar.
1
3
1

Rex

Battle Pet
Rebirth
1
Spell
Stun enemy minions in a 2x2 area.
2
1
2
Minion
Intensify: This minion gains +1/+1.
2
10
10
Minion
Build: (3).
2
Spell
Destroy a friendly minion to summon a random Magmar minion that costs 1 more.
2
Spell
Deal damage to a minion to reduce its Health to 1.
2
Spell
Give a friendly minion +1 Attack and Frenzy.
2
Spell
If you have an Egg, draw 2 cards.
2
Spell
Deal 2 damage to the enemy General. Both players draw a card.
2
2
4

Gro

Battle Pet
Grow: +1/+1
2
Spell
Intensify: Restore 3 Health to your General.
2
Artifact
Your General gains Frenzy.
2
2
2
Minion
Your minions cost 1 less to summon and take 1 damage when summoned from your action bar.
2
Spell
Summon an Egg of the minion most recently summoned from your action bar.
2
Spell
Destroy ANY minion with the lowest Attack or tied for the lowest Attack.
2
6
1
Minion
2
Spell
Dispel a space. If there is a minion on that space, give it +2/+2.
2
1
3
Minion
Whenever your General takes damage, this minion gains that much attack.
2
3
1
Mech
Whenever you summon a Mech minion from your action bar, both players draw a card.
2
Spell
Stun an enemy minion. Give your General +1 Attack.
2
1
1
Minion
Forcefield, Frenzy
2
2
3
Minion
Rebirth
2
Artifact
Your General has +1 Attack.
Your Eggs have Forcefield.
3
Spell
Give a friendly minion +3 Attack.
Stun enemy minions around it.
3
3
4
Minion
Whenever you cast a spell, deal 1 damage to ALL minions.
3
3
3
Minion
Grow: +1/+1
3
Spell
Give a friendly minion +Attack equal to your General's Attack.
3
Spell
Turn a 2x2 area into Primal Flourish.
3
5
5
Minion
Rebirth
After this minion attacks or counterattacks, turn it into an Egg.
3
Spell
Deal 2 damage to ALL minions in a 3x3 area. Friendly minions in the area also gain +2 Attack.
3
2
4
Minion
Opening Gambit: Deal 1 damage to everything (including itself).
3
1
2
Minion
Grow: +1/+1
Friendly minions Grow at the start of BOTH player's turns.
3
2
5
Minion
Grow: +1/+1
Whenever another friendly minion with Grow survives damage, that minion grows.
3
2
2
Minion
Opening Gambit: Give a nearby friendly minion +2/+2.
3
3
4
Golem
Rebirth
Bond: Restore 3 Health to your General.
3
Spell
Both players draw 3 cards. Deal 3 damage to both Generals.
3
2
8
Minion
3
2
4
Minion
Blood Surge: All friendly minions gain +1 Attack (including itself).
3
Artifact
Whenever a friendly minion or your General takes damage, your General gains +2 Attack.
3
Spell
Deal 1 damage to an enemy minion for each card in your opponent's action bar.
3
Spell
Your minions on friendly Primal Flourish grow. Turn your other minions' spaces into Primal Flourish.
3
1
3
Minion
Whenever your opponent draws a card, this minion gains +2/+2.
4
Artifact
Your General gains +4 Attack.
4
3
6
Minion
Takes no damage from minions with less Attack.
4
Spell
Give a friendly minion +1/+1 for each time damage was dealt this turn.
4
5
4
Minion
Blood Surge: Double your General's Attack this turn.
4
3
4
Minion
Whenever this minion takes damage, deal that much damage to all nearby enemies.
4
Spell
Restore 8 Health to your General.
4
Spell
Turn a non-Egg minion into an Egg, or hatch an Egg.
4
5
4
Minion
Rush
Opening Gambit: Deal 4 damage to your General.
4
Spell
Give a minion,
"Grow: +8/+8."
4
7
7
Minion
Build: (2).
Whenever this minion attacks, other friendly minions gain +3/+3.
4
3
4
Minion
Grow: +2/+2
4
7
6
Minion
Whenever this minion takes damage, your opponent draws a card.
4
5
4
Minion
Trial: Give 7 minions on the battlefield +Attack by casting a spell.

Destiny: Minions summoned from your action bar gain Rush and Frenzy.
4
Spell
ALL minions attack themselves.
4
Spell
Steal a random minion from your opponent's deck and summon it.
4
4
5
Minion
Opening Gambit: Turn a nearby friendly minion's space into Primal Flourish.
4
5
4
Minion
Opening Gambit: Each of your other non-Egg minions summon an Egg of itself behind itself.
4
Spell
Destroy a friendly Egg to deal 4 damage to enemies around it.
4
3
2
Minion
Whenever your opponent summons a minion, this minion summons an Egg of itself nearby.
4
Spell
Give a minion +5 Attack. At end of turn, transform it into a 3/3 Kin.
4
Spell
Summon an Egg that hatches into a copy of your General.
4
4
4
Minion
Rebirth
4
3
3
Minion
Opening Gambit: Hatch a friendly Egg.
5
1
7
Minion
Grow: +4/+4
5
4
7
Golem
Opening Gambit: This minion fights a nearby enemy minion.
5
4
4
Minion
Ranged
Whenever this minion attacks, it also damages enemies around its target.
5
Spell
Summon four copies of a random Battle Pet in a 2x2 area.
5
Spell
Destroy ALL minions with 3 or less attack.
5
5
5
Minion
At the end of your turn, deal 1 damage to ALL other minions.
5
5
6
Minion
Whenever ANY player draws a card, this minion gains +1/+1.
6
5
6
Minion
Blood Surge: Deal 5 damage to the closest enemy.
6
Spell
Summon a random Egg in 3 random spaces on the battlefield.
6
4
7
Minion
Rebirth
Egg minions you summon gain +2/+2.
6
Spell
Summon two copies of a friendly minion nearby each other.
6
4
4
Minion
Frenzy
Rush
6
Spell
Transform all enemy minions into 1/1 Magma with no abilities until the end of your opponent's next turn.
6
Artifact
Your General gains +3 Attack. Whenever your General deals damage, hatch all friendly Eggs.
7
Spell
Your General becomes 10/10.
7
Spell
BOTH players put all minions in their action bars onto the battlefield nearby their General.
7
7
7
Minion
Rebirth
At the end of your turn, summon a Silithar Elder Egg nearby.
7
11
11
Minion
At the start of your turn, deal 4 damage to a random minion or General.
8
Spell
Each of your Eggs hatches into a Katastrophosaurus.
8
Spell
Deal 8 damage to ALL non-Egg minions and Generals.
8
4
10
Golem
Grow: +5/+5
Whenever this minion takes damage, summon that many random Golem Eggs nearby.
8
Spell
Stun the enemy General.
Your General gains +3 Attack.
Both players lose 3 mana.
Restore 10 Health to your General.
9
7
7
Minion
Forcefield, Frenzy, Grow: +7/+7
Your General has:
Forcefield, Frenzy, Grow: +7/+7.
12
6
6
Minion
Costs 1 less for each minion summoned from ANY player's action bar this game.
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.
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
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
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
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