Deal 1 damage to a target enemy.
Collection
Card Database
Browse every card. Filter by prism, type, cost, and keywords — or type a Scryfall-style query.
Filter, sort, or search by name and rules text.Scryfall-style syntax. Filters: prism, type, cost, power, health, rarity, element, keyword. Press / to focus.
0
0Banner Play: Your hero can't take damage this turn.
0Shuffle your hand into your deck, then draw that many cards.
1Inspire (Air): Mulligan your highest-cost card in hand.
11
3
1Inspire (Light): Your hero gains 1 health and a Sunburst Sigil attached.
11
2
1Stealth Glory: Conjure a 1-cost spell from your opponent's prisms.
12
1Banner Attach an Astral Sigil to a target ally unit, or an Astral Brand to a target enemy unit.
1Banner Play: Your hero gains Wither this turn. Add a First Blood to your hand.
1Give a target unit -3/-1.
132
1Wither Play: Deal 3 damage to a target unit and 3 damage to your hero.
1Deal 2 damage to a target unit. Give your hero +2 health.
1Banner Attach Sunburst Sigil to a target ally unit, or Sunburst Brand to a target enemy unit.
1Give a target ally unit +2 power and Stealth.
1Guard, Lifesteal Death: Add a Vampire Bat to your hand.
12
1Dust the top highest-cost unit in a target hero's grave to summon Vampire Bat.
1Deal 2 damage to a target enemy unit. A random ally unit gains +1 Attack.
1Banner Attach a Glacial Sigil to a target ally unit, or a Glacial Brand to a target enemy unit.
1Play: Draw a 1-cost unit and give it +1/+1.
1Stealth Glory: Return this unit to your hand (unless your hand is full).
30
2
1The first time this unit gains Attack each turn, another random ally unit gains that much Attack.
14
3
1Guard
20
2
1Both players gain 1 max mana, draw a card, and give their hero +3 health.
1A target unit loses Guard and Armor. Attach a Thornbound Brand to it.
1Stealth Play: Copy a target unit's element, then attach Dusk Sigil to this unit.
21
1Stealth Play: Deal 1 damage to a target enemy.
21
1Dash After your hero takes damage during your turn, this unit gains +1 power.
03
1Give a target unit -1 health, and -1 more for each other spell you cast this turn.
1Death: Add a Rainborn Calling to your hand.
12
1Play: Deal 2 damage to a target. Dust your lowest-cost hand card, then draw a card.
1Sunrise: Draw a 1-cost spell and attach it to this unit.
13
1Wither Summon: This unit attacks the lowest-health enemy.
21
1Guard, Lifesteal
13
1Summon a Ghoul, then attach this spell to your hero, costing 1 more.
1Lifesteal, Wither Deal 1 damage to a target. Slay: Deal 1 damage to the lowest-health enemy, repeating while it keeps killing.
1Your hero attacks a target enemy unit twice.
1Banner Death: The highest-cost spell in your hand costs 1 less.
13
2
1Death: Attach Glacial Sigil to your hero.
22
1Stealth
11
2
1When an ally 1-cost unit attacks, attach a Sunburst Sigil to it.
13
1Draw a card whose cost equals your remaining mana.
1Your hero gains +2 Attack this turn.
1Deal 1 damage to a target unit. Slay: Summon a Sapling.
1Wither
11
2
1Draw a Light card. Enemy units lose Stealth.
1Add a random Blade spell to your hand, then attach this spell to your hero with its cost raised by 1.
1Stealth Play: The highest-cost spell in your hand costs 1 less.
21
1Play: Each player gains 1 max mana.
22
1Guard, Banner
03
2
1Wither, Armor Death: Give the lowest-health unit in your hand +2/+1.
11
111
2
1Give a target ally unit +1/+1 and this spell's traits. When one of your units dies, this spell leaves your grave and attaches to your hero for 2 mana, carrying that unit's traits.
1Give a target ally unit +1/+1 and Guard. Attach this spell to your hero at +1 cost.
1Guard, Dash Slay: Deal 3 damage to both heroes.
12
4
1Stealth Death: Add a Zero Day to your hand.
20
1
1Banner Draw your lowest-cost Fire unit. This spell attaches to it, costing 1 more.
1Armor Sunset: If you have 2 or more unspent mana, draw a card.
12
1Play: Summon a copy of a random 1-cost unit from the enemy deck. It gains Dash.
1Summon: Dust the top unit of each grave and gain the traits of both.
14
1Banner Attach Thornbound Sigil to a target ally unit, or Thornbound Brand to a target enemy unit.
1Banner Attach an Iron Sigil to a target ally unit, or an Iron Brand to a target enemy unit.
1Inspire (Unit): The played unit gains +1 Attack.
03
1Stealth, Lifesteal
2
1
1Sunrise: This unit gains +1 power, Lifesteal, and Wither.
22
111
2
1Guard Death: This unit gains +1/+1 for the rest of the game and returns to your deck.
10
3
1Death: If your hand size is odd, draw a card.
22
1Deal 1 damage to any target. Add a Briny Harvest to your hand.
1Attach Glacial Sigil to a target ally and give it +2 health. Reveal two random cards in your opponent's hand.
1Guard Death: Attach a Thornbound Brand to every enemy unit.
13
1Give a target ally unit Guard, Armor, and attach an Iron Sigil to it.
1Stealth Death: Draw a unit that has a Death ability.
11
1Stealth
22
1Banner Attach a Dusk Sigil to a target ally unit, or a Dusk Brand to a target enemy unit.
1Wither Play: Deal 1 damage to a target enemy unit.
13
1Play: Your hero attacks a target enemy unit. Then this spell attaches to your hero, costing 1 more.
123
1Guard Always offered in your opening hand selection.
10
4
1Guard Death: Your right-most ally gains +3 health.
13
1Guard Death: Both players draw their lowest-cost Dark spell and attach it to their hero.
22
1Play: Destroy a target ally unit, then draw a unit of its element.
1Stealth, Armor
12
1
1Deal 2 damage to a target enemy. Reveal two random cards in your opponent's hand.
1Play: Deal 3 damage to a target without an attachment.
1Conjure a spell, then give Banner to spells in your hand.
1Play: Return your hand to your deck, then draw 3 cards.
1Play: Deal 2 damage to a target ally unit, then 4 damage to the lowest-health enemy unit.
1Banner, Wither Death: Deal 1 damage to the left-most enemy unit.
12
1Draw a spell.
1Armor, Banner
11
1Draw two Mind cards and give them +1 cost.
1Wither Deal 1 damage to a target unit and attach Glacial Brand to it.
1Stealth Summon: Put a Chrome Juggernaut into your hand. Death: Put a Chrome Juggernaut into your hand.
21
1Stealth Summon: If you have no mana, ready this unit and it gains Guard.
22
1Play: Your units gain Dash.
1Stealth Play: Deal 1 damage to a target enemy unit and attach a Thornbound Brand to it.
21
1Attach Sunburst Sigil to a target ally. Attach Astral Sigil to each ally beside it.
1Stealth, Lifesteal Inspire (Spell): Reveal a random card in the enemy hand.
11
2
1Mulligan your hand, then draw a 1-cost card.
123
1Play: Deal 2 damage to a target ally. Add two Bad Medicines to your hand. Slay: Add a third instead.
1Set a target unit's power to 1 and turn the power it lost into health.
1Play: Give a target ally unit +1/+2 and Guard.
1Wither Deal 2 damage to any target.
1Your hero gains +2 Health, then attacks a target enemy unit.
1Wither Death: Add a Ghoul to the enemy deck.
22
1Summon: Dust the top card of the enemy grave, then draw your lowest-cost spell of its element and attach it to this unit.
12
1Stealth Death: Cast a Singe at the lowest-health enemy.
21
1Give enemy units -1 power. Reveal the units in the enemy hand and give them -1 power too.
1Guard Play: Spend all your remaining mana. This unit gains +1/+1 for each mana spent.
12
110
3
1Summon: This unit gains power equal to your hero's power.
13
1Guard, Armor
10
1
1Play: Deal 3 damage to the left-most enemy.
1Summon a Guild Hand. Attach this spell to your hero at +1 cost.
1Play: Give a target ally unit Dash. Draw a unit with the same power.
1Banner Play: This unit gains health equal to a target ally unit's health.
01
1Play: Conjure three 1-cost cards. At the end of this turn, dust any of them still in your hand.
1Draw two cards. Your opponent draws a card.
1Guard Death: Attach Rainborn Calling to your hero.
13
1Banner Your hero gains +2 Health. Gain 1 extra mana next turn.
1Guard Death: Attach a Sunburst Brand to a random enemy unit.
10
3
1Stealth, Lifesteal After an enemy unit is summoned: Destroy this unit, attach a Dusk Brand to that unit, and draw a Dark card.
11
1Guard, Lifesteal Death: Give your hero +1 health.
22
1Deal 2 damage to a target unit. If you control a unit, deal 3 instead.
1Banner Play: Attach a Searing Sigil to a target ally unit, or a Searing Brand to a target enemy unit.
1Dash Death: Summon a Ghoul.
11
1Play: Give a target unit +3 power and attach a Glacial Brand to it.
1Stealth Summon: Draw a 1-cost spell and attach it to this unit.
11
1Guard, Lifesteal Death: Give your units +1/+1 and put a Hollow Shroom into your deck.
11
1Banner Play: Attach Cyclone Sigil to a target ally unit, or Cyclone Brand to a target enemy unit.
1Banner
12
1Stealth After your hero attacks an enemy unit, this unit attacks that unit.
13
1Deal 2 damage to a target unit, plus 1 more for every 5 max mana you have.
2Draw your lowest-cost unit and give it -1 cost.
221
3
2Guard Inspire (Earth): This unit gains +1 Power.
11
3
2Play: A target ally unit gains Banner. Cards of its element in your hand and deck also gain Banner.
2Wither Aura: The enemy hero can't gain health.
21
2
2Armor Summon: Each player gains 1 max mana and draws a card.
22
2Guard, Lifesteal Sunset: Dust every attachment. Give your hero +1 health for each one dusted.
14
2Play: Draw a Scion unit.
32
2Stealth, Dash Slay: Return the top spell costing 1 or more from your grave to your hand.
14
2Lifesteal While this unit is in play, your spells have Lifesteal.
24
3
2Dash When this unit takes damage, add Pyric Offering to both players' hands.
02
4
2Wither Sunrise: Deal 1 damage to each enemy that has an attachment.
11
4
2Wither, Lifesteal, Dash Inspire (Dark): Summon another Vantablack Marauder.
11
2Wither Death: Summon a Ghoul.
22
2Lifesteal Play: This unit gains +1/+1 for every 5 max mana you have.
15
2Lifesteal, Banner Aura: Your hero has Lifesteal.
22
2Death: Return another random unit from your grave to your hand.
22
2After your hero attacks, dust the top two cards of the enemy graveyard.
30
3
2Give your hero Banner, then deal 2 damage to it.
2Guard Summon: Add a Firefly to your hand.
13
2Guard Summon: The enemy player draws a card.
34
5
2Deal 4 damage to a target unit.
2Stealth Sunset: If you have no mana left, this unit gains +1/+1.
2
1
2Play: Steal a target enemy's traits.
20
2
2Draw and summon a 2-cost unit. If it has no attachment, attach an Astral Sigil to it.
2Dash Slay: This unit gains Stealth.
32
2Guard
15
2Guard Summon: Draw a unit with Stealth.
13
2Armor Summon: Dust the two newest cards in the enemy's grave.
20
2
2Stealth Whenever an ally unit dies, return its attached spell to your hand.
33
2
2Armor Death: Attach Iron Brand to each enemy with traits.
31
1
2Summon a Ghoul for each mana this spell costs. If it costs 7 or more, your Ghouls gain +3/+3. This spell gains +1 cost, and returns to your deck unless it already cost 7 or more.
2Sunset: If another Metal unit joined your side this turn, attach a Rainborn Calling to your hero.
24
2Death: Add a random Blade spell to your hand.
42
2Play: Add two Dart Devils to your hand.
2Summon two Ghouls.
2Banner Play: Your hero attacks a target unit.
2Give a target ally +3 health, plus 1 more for every 5 max mana you have.
2Lose all your mana. Draw two Water cards.
2Summon: Draw your lowest-cost Metal spell and attach it to this unit.
23
2Stealth, Lifesteal Play: Choose a graveyard and dust its top card. This unit copies that card's element.
25
3
2When this unit takes damage, cast Singe at the lowest-health enemy.
22
4
2Stealth When your left- or right-most unit attacks, it gains +1 Power.
23
1
2Banner Inspire (Light): This unit gains Guard and an attached Sunburst Sigil.
20
2
2Stealth, Armor Inspire (Metal): Attach a Shock to your hero.
20
1
2Guard Summon: Give two random spells in your hand -1 cost.
32
2Sunset: Draw a unit whose health matches the health your hero gained this turn.
11
4
2If one of your units died this turn, add a Mossgrown Sentinel to your hand. Give the units in your hand +1/+1, and give every card in your hand Wither.
2Conjure a card of each element, giving conjured units +2/+1. Draw a card.
2Glory: A random Fire card in your hand costs 1 less.
22
4
2Play: Draw a unit with a Summon ability. Attach a Searing Sigil to every unit in your hand.
2Play: Deal 3 damage to the lowest-health enemy. If that kills it, dust it.
2Stealth, Dash After your hero takes damage during your turn: Return this unit to your hand.
20
1
2Lifesteal Deal 2 damage to any target. Add a Flame Gecko to your hand.
2Guard Summon & Death: Each player draws a 1-cost card.
23
2Play: Return your non-Air cards in hand to your deck, then draw that many Air cards plus one.
2When an ally unit gains Attack, it also gains +1 HP.
14
2Play: Deal damage to a target enemy unit equal to twice your hero's Attack.
2Wither, Dash Play: Trigger a target ally unit's Death abilities.
13
2Guard After you gain max mana, this unit gains +1 Power.
15
2Give a target ally unit +1/+1. Units of its element in your hand and deck gain +1/+1.
2Set every enemy unit's attack to 1.
2Banner
13
3
2Guard, Armor, Lifesteal
13
2Stealth Whenever an ally unit dies, your hero gains +1 health.
24
3
2Wither, Stealth Summon: Draw your lowest-cost Dark spell and attach it to this unit.
22
2Guard Summon: Draw your lowest-cost Earth spell and attach it to this unit.
05
2Play: Deal 2 damage to a target ally. Draw two Fire cards.
2Play: Give a target unit -2 power, swap its power and health, then attach Astral Brand to it.
2Summon: Each player draws a spell costing 5 or more.
12
3
2Guard Inspire (Water): If that card costs 1 or more, this unit gains +1/+1.
22
2
2Banner Deal 2 damage to a target enemy unit.
2Play: Deal damage to a target unit equal to the number of cards in the enemy's hand.
2Sunset: If you cast a spell this turn, summon two Crystal Construct.
22
2Guard When an ally unit gains Attack, your hero gains +1 HP.
23
222
3
2Lifesteal Sunset: Add a Guild Hand to your hand. For the rest of the game, your Guild Hands have Lifesteal.
23
2Play: Draw a 1-cost unit, then summon it ready.
2Guard, Lifesteal Death: Draw a 2-cost card.
22
2Stealth, Wither Play: Shuffle a target enemy unit costing 1 or less into your deck.
22
2Armor Play: Deal 1 damage to a target enemy unit and attach Astral Brand to it.
31
2Guard, Banner
23
2Play: Destroy a target unit. Its controller gains 1 max mana, and their hero gains health equal to the unit's health.
221
3
2Give a target ally unit +1/+1, then trigger its Death abilities without killing it.
2Guard Death: Give the left-most and right-most units in your hand Guard and -1 cost.
13
2Banner After your hero attacks, attach a Searing Brand to it.
43
2Inspire (Guard): This unit gains +1/+1.
33
2Summon: If your hand holds a card costing 7 or more, gain Dash and put Blooming Command into your hand.
33
2Guard Death: Your hero gains +2 health.
23
221
3
2Stealth, Lifesteal Sunrise: This unit attacks the enemy hero, even while asleep, ignoring Guard.
22
2After your hero attacks, your hero gains +1 health.
21
3
2Guard Play: A target enemy loses Armor and Guard.
24
2Wither Slay: Deal 2 damage to your hero and add a Dusk Rite to your hand.
24
2Play: Draw a unit that carries no attachment. Give it +2/+2 and attach Iron Sigil.
2Attachments on your characters cost 1 less.
23
3
2Deal damage to a target unit equal to its power.
2Sunrise: Destroy this unit, deal 3 damage to all units, and add three Baleful Harvest to your opponent's deck.
16
2Stealth Death: Attach Dusk Sigil to the left-most and right-most units in your hand.
23
2Whenever one of your units gains power, it gains 1 more.
15
2Play: Dust this unit, then summon it with Dash at the start of your next turn.
25
2Play: Summon a Rattler with Guard. If the enemy has a unit, summon two instead.
2Choose a hero. For each element among that hero's units, add that element's Rune spell to your hand.
2Wither
12
3
2Stealth, Lifesteal While this card is dead, it follows any of your units that leaves your grave for your board or your hand.
20
2
2Death: Add a Cremate to your hand.
32
2Sunset: Dust your highest-cost dead spell to gain power equal to its cost.
00
4
2After one of your units' Death abilities triggers, attach a Sunburst Sigil to this unit, and to that unit if it is still alive.
24
2Add two Thorned Monks to your hand. A random ally unit gains +1 Attack.
2Guard Death: Attach Glacial Brand to every enemy unit.
24
5
2Stealth, Wither Death: Attach a Searing Brand to a random enemy unit.
23
2
2Stealth, Lifesteal Glory: Deal 2 damage to the enemy hero. Death: Deal 2 damage to the enemy hero.
21
2Set a target unit's power to its health. If it is an enemy, it also gets -2 power and an Iron Brand attached.
2Sunset: Your hero gains +1 health for each different element among your units.
11
4
2Attach Cyclone Brand to a target unit and give it -8 power.
2Stealth, Wither Glory: Dust the top unit of the enemy graveyard to summon a Ghoul.
22
2Add two Briny Harvest to your hand.
2Set a target unit's Health to 1.
2Deal 3 damage to a target unit and attach a Thornbound Brand to it.
2Lifesteal Sunset: Gain 1 mana next turn.
13
224
4
2Return your dead 1-cost units to your deck, then draw two 1-cost units.
2Banner, Wither Your hero has Wither.
23
2
2Draw two 1-cost spells.
2Banner Play: Draw a unit and give it Dash. If your hero has 16 or less health, do it again.
2Play: Dust a target unit. Its owner summons a Forest Familiar whose abilities are disabled.
2Give a target unit +3/-3.
2Play: Attach Iron Brand to a target unit, then deal 3 damage to it.
2Stealth After your hero attacks, this unit gains +1 power.
13
2Stealth Play: Move this unit's Dusk Brand onto a target enemy unit, replacing any attachment that unit carries.
26
3
2Return your most recent dead unit to your hand.
2Deal 2 damage to a target unit, or 5 damage if it has Armor or Guard.
2Wither When this unit gains Attack, deal 1 damage to a random enemy unit.
24
2Stealth Play: Attach Cyclone Brand to a target enemy unit, then deal 1 damage to it.
24
1
2Your hero drains 3 Health from a target enemy unit.
2Deal 2 damage to a target enemy and to the enemy to its left.
2Lifesteal Summon: Deal 1 damage to the left-most and right-most enemies.
22
2Stealth Glory: Add a Bad Medicine to the enemy deck.
21
3
2Play: Return a target unit to its owner's hand. It gains +2/+1, costs 1 less, and gets a Cyclone Sigil attached.
2Sunrise: Give another random ally unit +1 attack and attach a Searing Sigil to it.
21
3
2Return the most recent unit in your graveyard to your hand, then trigger its Death ability.
2Guard Glory: Deal 2 damage to the enemy hero.
20
3
2Dash
32
2Guard, Banner Death: Draw your highest-cost unit.
12
2Play: Give a target +1 health for each character on the board.
2Draw two Shroom units and give them +1 health.
2Stealth
40
2
2Guard
25
2Stealth After your hero attacks, deal 1 damage to the enemy hero.
32
2Guard Death: Give your units +1/+1.
22
2Add a base copy of a target unit to your hand.
2Give your units +1/+1 and Guard.
2Guard
03
5
2Death: Draw a spell.
23
2Return a target enemy unit with 3 or less Health to its owner's deck.
2The first time one of your units dies each turn, gain 2 mana.
23
3
2Give a target ally unit +2/+2 and attach Glacial Sigil.
2Deal 3 damage to a target character.
2Lifesteal Deal 2 damage to any target. Summon a Sapling.
2Death: Draw a card.
22
2Play: Draw a 3-cost card. If your hand holds a card costing 7 or more, also draw a 4-cost card.
2Play: This unit gains +1/+1 for each spell you cast this turn.
12
2Guard, Lifesteal Play: Attach Astral Brand to a target enemy unit.
10
4
2Wither, Lifesteal Deal 2 damage to any target. Give the leftmost and rightmost units in your hand +1/+1.
2Until end of turn, units you summon gain +1/+1. Summon a Sapling.
2Give a target ally unit +2/+1 and Wither, then attach a Dusk Sigil to it.
2Stealth, Lifesteal Play: Give a target ally unit +1/+1 and Guard.
22
2Destroy a target ally unit. Summon a Flesh Golem and draw a card.
2Summon: Draw your lowest-cost Water spell. Attach it to this unit unless you have no mana left.
13
2Death: Attach a random Blade spell to your hero.
20
3
2Play: Deal damage to a target unit equal to the highest health among your units.
2After you cast a spell on an ally, add a random Blade spell to your hand.
33
2Stealth Play: Draw a Wisp unit.
22
2Conjure two Light cards.
2Dust a target unit with 2 or less power.
215
2Give a target ally unit +2/+1 and attach a Cyclone Sigil to it.
3Inspire (Spell): This unit gains +1 Health.
40
2
3Attach a Glacial Brand to a target enemy unit, then deal 1 damage to all enemy units.
3Stealth Summon: Add a copy of the top 1-cost card of your grave to your hand. If it is a spell, it costs 1 less.
30
2
3Wither, Dash Summon: For each Air card in your hand, shuffle a Dart Devil with a Dusk Sigil attached into your deck.
20
1
3Guard Summon: This unit attacks the right-most enemy.
35
3
3Guard After the enemy casts a spell, attach a copy of it to this unit.
25
3Play: Move this unit's Searing Sigil to another ally unit.
30
3
3Draw a card, plus one more for every 5 max mana you have.
3Play & Glory: Draw a Blade spell.
34
3Banner Play: Your hero attacks a target enemy unit.
22
3Lifesteal After your hero takes damage during your turn: Deal 1 damage to the enemy hero and this unit gains +1/+1.
22
3Armor After you play a unit, attach Shock to it.
30
2
3Give your units +1 Power and attach Searing Sigil to each.
3Armor, Wither Your spells in hand have Wither.
12
3
3Play: Attach a Thornbound Sigil to each of your units, and a Sunburst Sigil to a target ally.
3This unit can't attack. Death: Draw a 4-cost unit and summon it.
02
3Wither Deal damage to a target unit equal to the number of units in your grave.
3Lifesteal Death: Summon the most recent unit costing 2 or less from your graveyard.
32
3Lifesteal After you cast an attachment off one of your units, that unit gains +1/+1.
21
3
3Destroy a target ally unit, then resummon it with Dash and a Sunburst Sigil attached.
3After this unit gains Attack, summon a Chrome Juggernaut.
26
4
3Lifesteal Your other units are summoned with +1 power.
43
3Banner Give your units Banner and attach a Sunburst Sigil to each of them.
3Guard, Banner Death: Summon a Firefly.
33
3Banner Play: Deal 2 damage to a target enemy.
32
3Dash, Armor Death: Return your highest-cost other dead unit to your hand.
22
3Give a target ally unit +1/+2, again for every 5 max mana you have.
3Deal 2 damage to all enemy units.
3Add a base copy of each of your units to your deck with an Iron Sigil attached and +2/+2, then draw a unit.
3Wither Whenever this unit takes damage, summon a Ghoul.
11
4
3Give enemy units -2 power. Give your hero +2 health and attach Rainborn Calling to it.
3When this unit takes damage, add a Briny Harvest to your hand.
10
5
3Banner Play: Give a target ally unit +3 power and attach Sunburst Sigil to it.
3Draw your lowest-cost unit that carries an attachment.
3Deal 3 damage to a target. If this kills it, dust it.
3Destroy every unit with 2 or less power.
3Attach a Cyclone Brand to a target unit, then set that unit to 1/1.
3Lifesteal Death: Return the bottom unit of your grave to your hand.
24
3Stealth, Banner Play: Attach a Glacial Sigil to a target ally unit.
24
3
3Draw a spell and add a copy of it to your hand.
3Lifesteal, Wither Death: Add two Bad Medicines to each player's hand.
31
3
3Stealth Glory: Attach Astral Brand to the enemy hero.
21
4
3Give a target ally unit +2/+2, then trigger its Death abilities.
3Wither When another unit dies, or a card would enter a grave, dust it instead.
34
3Stealth Sunset: Attach a Shock to this unit.
30
3
3Stealth, Dash This unit takes no damage when attacking, and ignores Stealth and Guard.
22
3Give a target ally unit +2 Power and Lifesteal, and attach Searing Sigil.
3Return the top two units of your grave to your hand. Give them +1/+1.
3Wither Deal 2 damage to all units.
3Stealth, Lifesteal Whenever another ally unit dies, this unit gains +1/+1.
22
3
3Summon: Draw your lowest-cost Fire spell and attach it to this unit. If your hand holds a Fire card, ready this unit.
22
3Deal 1 damage to all enemy units, plus 1 more for every 5 max mana you have.
3Units in your hand gain +1/+1 and spells in your hand cost 1 less. Gain 1 extra mana next turn.
3Wither Deal 4 damage to a target unit.
3Stealth, Wither Summon: The enemy loses 1 mana next turn. Shuffle a Bad Medicine into their deck.
41
2
3Draw your highest-cost spell. It costs 2 less.
3A target unit attacks your hero, then is destroyed.
3Play: Attach a Cyclone Brand to a target unit, then deal 4 damage to it.
3Draw a unit. Attach Thornbound Sigil to every unit in your hand and deck that has no attachment.
3Banner Play: Give all units +2 power and -1 health.
3Guard, Lifesteal Summon: Deal 1 damage to all enemies.
32
3Return a target enemy unit to its owner's deck.
3Guard Summon: You have 1 less mana next turn.
45
3This unit strikes with its health instead of its power.
21
4
3Glory: Summon a Guild Hand.
34
3Give a target ally unit +1/+1 and Armor. Summon a Guild Hand.
3Guard, Banner
33
3Lifesteal Play: Steal 1 Power from each enemy unit.
13
3
3Banner Return a target unit to its owner's hand.
3Inspire (Spell): This unit gains +1 Power.
20
4
3Guard Sunset: If you have no mana left, attach a Rainborn Calling to this unit.
22
2
3Wither Destroy a target ally unit. Deal 2 damage to all enemy units.
3Guard
20
6
3Guard Summon: Until your next turn, enemy spells cost 1 more.
33
3Deal 3 damage to a target unit and to every unit that shares its element.
3Draw two spells.
3Play: Give a target ally unit +3/+3, or a target enemy unit -3/-3.
3Banner Send the last card in the enemy's hand to their deck, then draw a card.
3Death: Trigger the Death ability of your most recent dead unit that has one (never another Thoughtbound Chimera).
30
3
3Lifesteal After one or more of your characters gain health, give the lowest-health unit in your hand +1/+1.
25
3Summon a 3/3 copy of a target ally unit.
3Inspire (1-cost): This unit gains +1/+1.
21
2
3Sunset: If you cast a spell this turn, attach a Glacial Brand to the lowest-health enemy unit and deal 1 damage to it.
43
3Deal 3 damage to each enemy unit with 3 or less power.
3Guard, Lifesteal
33
3
3Attach Dusk Brand to every enemy unit. Until your next turn, enemy cards and enchants cost 1 more.
3Wither Play: The highest-cost card in the enemy hand costs 2 more and is revealed.
33
3Give a target ally unit +3/+3 and attach a Thornbound Sigil to it.
3Guard Ally units with Guard are summoned with +1/+1.
25
3Deal 4 damage to a target enemy unit. Attach Sunburst Brand to all enemy units and give your units Stealth.
3Sunset: Draw until you hold three cards.
30
3
3The first time one of your units dies each turn, draw your lowest-cost Dark card.
25
3Play: Draw and summon a 2-cost unit. If your hand holds a Fire card, ready it.
3Guard Death: Summon a Vampire Bat.
23
3Guard Death: Draw two spells.
20
2
3Attach Dusk Brand to a target enemy unit. Summon a 1/1 copy of it with Guard and attach Dusk Sigil to the copy.
3Deal damage to a target unit equal to your hand size, then mulligan your hand.
3Costs 1 less while you control no units. Summon three Chrome Juggernauts.
3Wither Deal 1 damage to enemy units. Add a Hollow Shroom to your hand.
3Banner, Dash
23
3Guard, Wither Death: Attach Withering Fortune to your hero.
15
3Guard Death: Summon a Sapling.
33
3Armor Glory: This unit gains Guard and Banner.
23
3Armor Summon: Draw a unit with Armor.
23
2
3Enemy units have -2 power until your next turn. Reveal the enemy hand.
3Play: Give a target ally unit +1 health, set its power equal to its health, and attach a Sunburst Sigil to it.
3Banner Attach a Glacial Sigil to your three lowest-health characters.
3Armor Sunrise: Gain 1 mana for each different element among your characters.
02
3
3Slay & Death: Summon a Rattler.
33
3Destroy a target unit. Its controller summons two Saplings.
3Draw four cards. Dust ten random cards from your deck.
3Banner Glory: Ready your hero.
24
3Banner Death: If this unit attacked this turn, return it to the board.
43
3Draw your highest-cost unit. It costs 2 less.
3Guard, Wither Sunrise: If this unit has no attachment, attach Iron Brand.
44
3Mulligan your hand, then draw two cards.
3Stealth Glory: Attach a Scattershot to this unit.
30
2
3Sunset: If you cast a spell this turn, this unit gains +1/+1.
24
3Stealth Sunset: This unit gains power equal to your unspent mana.
17
3Play: Deal 2 damage to a target. Summon two Chrome Juggernauts, or three if your hero has 16 or less health.
3Play: Destroy a target ally unit, then summon your highest-cost other dead unit of its element.
3Draw your highest-cost unit with 5 or more health and give it +5 health.
3Inspire (Any): If the played card costs 1 or more, give units of its element in your hand +1/+1.
22
4
3Stealth Play: Attach a Sunburst Sigil to a target ally unit. If it has Guard, it gains +1/+1.
30
2
3Summon two Saplings, each carrying a Thornbound Sigil.
3Wither Play: Attach Iron Brand to a target, then deal 1 damage to all enemies.
3Guard, Wither When this unit is attacked: add two Baleful Harvest to the enemy deck.
16
3Lifesteal Play: Deal 2 damage to the enemy hero. They have 2 less mana next turn.
3Banner Inspire (Spell): Your hero gains +1 health.
22
3
3Stealth Play: Attach a Cyclone Brand to a target enemy unit.
44
3Deal 3 damage to all units. A player who loses a unit summons two Saplings carrying Searing Brand.
3Draw an Air card, then a Fire card.
3Whenever another of your units dies, this unit gains +1/+1.
25
3Stealth, Dash When this unit attacks: give each hero +2 health and both players draw a card.
20
4
3Stealth, Banner Aura: Your spells costing 1 or more have Banner.
21
3
3Draw an Earth card and a Metal card.
3After you play a unit with less health than this one, raise its health to match.
22
6
321
6
3Attach Iron Brand to every character, then deal 2 damage to all units.
3Dash
33
3Play: Deal 2 damage to a target enemy unit.
33
3Destroy the highest-power unit on each side.
3Inspire (Mind): Attach Astral Brand to a random enemy unit.
22
4
3Stealth Summon: The left- and right-most cards in your hand cost 1 less, then mulligan your hand.
31
3
3Armor Revealed cards in the enemy hand cost 1 more.
21
2
3Banner Play: Draw a spell and a unit.
3Your Air and Fire allies are summoned with +1/+1.
30
4
3Wither Deal 4 damage to a target unit, or heal a target hero for 6.
3Guard, Lifesteal Sunrise: Gain +1 health, then swap this unit's power and health, and swap its Guard and Stealth.
22
4
3Draw a unit and add a copy of it to your hand.
3Play: Add two Snap Shots to your hand.
42
3Lifesteal Sunset: Attach Siphon to this unit.
33
3Draw a unit that has an attached spell, then move its attachment to your hand.
3Play: Give a target ally unit +1/+1, plus another +1/+1 for each other spell you cast this turn.
3Dust your top three dead cards. Draw a card of each element among them.
3Draw two Air cards, then two random Air cards in your hand cost 1 less.
3Death: Add a copy of every Shroom in your graveyard to your deck, then draw a Shroom unit.
33
3Armor Aura: Your hero has Armor.
13
3Stealth Glory: Dust the five most recent cards in your opponent's graveyard.
56
2
3Gain 1 max mana.
3Guard Summon: Draw your lowest-cost Air spell, attach it to this unit, and give it Banner.
33
3Play: Destroy a target enemy unit. Deal damage to your hero equal to that unit's health.
3Guard Death: Exhaust every enemy character.
20
2
4Dash Slay: Draw a card of the slain unit's element.
26
4Dash, Wither Slay: Attach Tag Team to your hero.
21
4
4Guard Death: Gain 1 max mana.
13
5
4Stealth, Banner Aura: Your hero can't take damage during your turn.
40
3
4Whenever another ally unit dies, deal damage equal to its power to a random enemy unit.
32
5
4Play: Dust the two most recent dead units in a target hero's graveyard, then summon two Vampire Bats.
4Lifesteal Whenever another of your units dies, unless it was a Ghoul, summon a Ghoul with Lifesteal.
26
4Dash, Guard
30
3
4Play: Swap the power and health of every unit, this one included.
63
4Draw and summon two 1-cost units, then attach a Glacial Sigil to each of them.
4Armor Aura: Enemy traits are disabled.
43
3
4Slay: Ready this unit.
30
4
4Play: This unit becomes a copy of a target unit.
44
4Guard, Wither Death: Dust the non-Fire cards in your hand and draw a Fire card for each.
65
4Play: Until your next turn, enemy spells costing 5 or more cost 5 more.
40
4
4Stealth, Armor Inspire (Any): This unit gains +1 power, and its power and health are randomized (minimum 1 each).
23
3
4Lifesteal Whenever your hero gains health, deal that much damage to the lowest-health enemy unit.
28
4Destroy a target unit.
4Draw three units of different elements. Each one enters play with a Halo Decree attached.
4Stealth, Banner Summon: Summon a Forest Familiar.
33
4Guard, Wither Death: Summon a Guild Hand. For the rest of the game, your Guild Hands have Wither.
31
4
4Play: Deal 2 damage to a target enemy and to the left- and right-most enemies.
4Attach Dusk Brand to a target unit. Every attached spell gains Wither, then every enchant's Sunrise and Sunset fire.
4Summon your highest-cost dead unit and attach a Glacial Brand to it.
4Draw a 1-cost, a 2-cost and a 3-cost unit, and attach a Thornbound Sigil to each.
4Stealth, Lifesteal Sunset: Summon a Sapling.
24
3
4Aura: Enchants on your characters cost 1. Whenever an enchant on one of your characters is removed or dusted, this unit gains +1/+1.
32
3
4Armor Inspire (Spell): Summon a Chrome Juggernaut.
10
2
4Your Dark and Light allies are summoned with +1/+1.
30
6
4Guard Death: Summon two Ghouls.
33
4Guard Death: Draw your lowest-cost unit. If it costs 5 or less, trigger its Death ability.
35
4Play: Summon a Thorned Monk with +1 Attack.
33
4Wither, Lifesteal After this unit takes damage, deal that much damage to the lowest-health enemy.
08
4Banner Whenever you draw a unit, it gains +1/+1.
14
6
4Guard When an enemy unit is summoned, this unit attacks it.
30
6
4Guard Play: Add a Rainborn Calling to your hand.
26
4Glory: This unit gains +1/+1 and Singe attaches to it.
41
4
4Guard Death: Attach Thunder Lament to your hero.
20
7
4Inspire (Spell): This unit gains +2 power and loses 2 health.
01
11
4Play: Destroy a target ally unit, then summon a Spitefang.
4Draw a 1-cost unit and summon it with +2/+2, Guard, and a Thornbound Sigil attached.
4Guard, Wither Death: Deal 1 damage to enemy units.
35
4Lifesteal Glory: Return your most recent dead unit to your hand.
25
6
4When another ally unit that is not a Firefly dies, summon a Firefly.
31
5
4Play: Deal 3 damage to the lowest-health enemy unit. Repeat once for each attack your hero made this turn.
4Play: Deal damage to a target unit equal to your max mana.
4Stealth Glory: Add a Tidal Vigil to your hand.
37
4Banner Your hero and units ignore Guard when attacking.
43
3
4When another ally unit is summoned, attach Thornbound Sigil to it.
44
6
4Summon: Draw your lowest-cost Light spell and attach it to this unit. Heal your hero equal to its cost.
45
4Lifesteal Death: Deal 3 damage to the lowest-health enemy character.
34
4Summon: Attach an Iron Brand to each enemy character.
64
4All units lose 3 Health.
4Guard Play: Gain power and health equal to a target ally unit's health.
02
4Banner, Armor Play: Attach a Cyclone Brand to a target enemy unit.
3
2
4Dash Summon: Gain Guard and +1 Attack for each damage your hero has taken this turn.
13
5
4Lifesteal Summon: Draw a unit with 6 or more health.
26
4Banner, Lifesteal Death: Summon a Vampire Bat with Banner.
33
4Summon: Ready this unit.
42
3
4Play: Summon two Night Prowlers. Costs 1 less for each attack your hero made this turn.
4Banner Play: Your hero attacks a target enemy.
4Guard, Dash Summon: The enemy puts the left-most unit in their hand onto their board.
50
6
4Banner Draw two Earth units. They gain +1/+1.
4Armor Summon: Summon a Guild Hand. Sunrise: Summon a Guild Hand.
23
4Your hero deals double damage to units it attacks.
62
4
4Sunset: If you cast a spell this turn, add a Briny Harvest to your hand.
35
4Play: Draw a 2-cost unit, summon it, and give it Dash. If your hero has 16 or less health, do it again.
4Guard Death: Attach Iron Brand to the lowest-health enemy unit and deal 1 damage to it, four times.
44
4Banner, Lifesteal Summon: Draw a Banner card.
30
2
4Draw a Wisp unit, a Scion unit, and one more unit.
4Guard, Lifesteal Death: Destroy the lowest-health enemy unit.
26
4Wither Play: Deal 2 damage to each unit without Wither. Draw a Wither card.
4Aura: Your Glory abilities trigger twice.
40
5
4Guard, Wither Play: Deal 2 damage to a target enemy unit, or give a target ally unit +2/+2.
23
4Guard, Lifesteal Inspire (Earth): This unit gains +1/+1.
33
5
4Banner Draw a Metal spell and a Metal unit. They cost 1 less.
4Deal 2 damage to all enemy units. Ally units gain +1 Attack.
4After your hero attacks, summon a Firefly.
33
4Guard, Wither Sunset: This unit gains +1 Health.
22
5
4Guard Summon: This unit steals 1 health from each enemy.
33
4After an ally unit gains Attack, attach a Sunburst Sigil to it, unless it already has Shield.
35
4Banner Play: Summon a Sapling, a Firefly, and a Ghoul.
4Summon: This unit attacks the left-most enemy.
35
4Guard, Wither, Lifesteal, Dash Slay: Draw a card.
34
4Dash After you summon another unit, it gains Dash.
26
4Stealth When your hero attacks, this unit gains +1 health.
63
4Guard, Wither Death: Deal 2 damage to all enemy units.
22
4Sunset: If you have unspent mana, your hero and ally units gain +1 HP.
37
4Play: Give a target ally +2 health. Gain 1 max mana.
33
4Lifesteal Inspire (Earth): Your hero gains +1 Health and you gain 1 extra mana next turn.
25
6
4Guard, Banner Death: Deal 2 damage to enemy units and put an End of Days into your deck.
22
4When another Earth or Metal ally is summoned, it gains +1/+1.
50
6
4Banner Play: Draw a unit whose cost equals your hero's power and summon it.
4Banner Play: Your hero attacks a target enemy unit. Excess damage carries over to the enemy hero.
4Summon: Conjure a 1-cost spell and attach it to each ally unit.
33
4Draw a card and add a copy of it to your hand. If you have no mana left, gain 2 mana next turn.
4Dash, Wither Slay: Your next spell costing 6 or more costs 1 less.
21
6
4Banner Summon: Draw a 4-cost spell and attach it to this unit.
44
4Return the top two dead spells of your grave to your hand. Dust this spell.
4Summon the top highest-cost unit of your grave. Set its health to 1, give it Dash and attach an Iron Sigil to it.
4Your Mind and Water allies are summoned with +1/+1.
22
8
4After you gain a max mana crystal, draw a card.
35
4Lifesteal Play: Deal 3 damage to a target enemy unit. If it dies, deal 3 damage to the enemy hero.
4Inspire (Unit): This unit gains +1/+1.
44
4Lifesteal Your characters gain 1 extra health whenever they gain health.
28
4Banner Add a Scattershot, a Rainborn Calling, and a Shock to your hand.
4Summon two Sapling with +1 Health, then attach a Thornbound Brand to each enemy unit.
4When another ally unit is summoned, this unit gains +1/+1.
32
5
4Guard Death: Attach Thornbound Brand to the enemy hero.
33
6
4Guard Summon: If your deck is empty, double this unit's stats.
40
5
4Play: Deal 2 damage to all enemies. The left- and right-most units in the enemy hand cost 1 more and are revealed.
4After the first card you play from your hand each turn, draw a card.
40
4
4Wither, Lifesteal Glory: Trigger the Death abilities of your units.
45
4Banner After your hero attacks, draw a card.
33
4Banner Aura: Your hero can't take damage during your turn.
43
4Whenever one of your units takes damage, it gains that much Power.
28
4Guard Play: Other ally units gain +1 Attack.
35
4Stealth After your hero attacks, summon a Night Prowler.
33
4Guard Summon: Water cards in your hand cost 1 less.
30
4
4Give your units +1/+1 and enemy units -1/-1.
4Armor, Lifesteal, Wither Death: Draw a Dark card and a Light card.
32
4Guard Play: Summon a copy of this unit with Stealth and its Power and Health swapped.
20
4
4Destroy every unit tied for the lowest Health.
4Sunset: If your hero gained health this turn and took no damage, draw a card. If it took damage and gained none, summon a Ghoul.
27
4Guard, Lifesteal Summon: Summon a Willing Volunteer with Stealth.
24
4Draw a unit, then set the power of every unit in your hand to its health.
4Summon: Dust ten spells from your deck and give your hero +1 health for each dusted.
40
4
4Summon a Sapling. It gains +1/+1 for each different element in your grave.
4Stealth, Wither Sunset: Summon a Ghoul with Guard, then dust the highest-cost dead enemy unit.
24
4Summon your most recent dead unit as a 4/4.
4Deal 2 damage to a target unit, then summon two Ghouls. Slay: Give your Ghouls Lifesteal.
4Guard, Lifesteal Slay & Death: Give the units in your hand +1/+1.
35
4Your spells deal 1 more damage.
40
4
4Death: Attach a Tidal Vigil to your hero.
64
4Deal 2 damage to every unit. If you have a Fire card in hand, attach a Searing Brand to each unit.
4Play: Deal 5 damage to a target enemy unit. Costs 1 less for each attack your hero made this turn.
4Wither, Lifesteal After your hero attacks an enemy, deal 1 damage to that enemy.
44
5Give a target ally unit Guard, then deal damage equal to its Power to all enemy units.
5Armor Whenever an ally unit costing 1 or less is summoned, give it +1 attack and attach a Sunburst Sigil to it.
33
3
5Guard Play: Dust a target unit. Death: Summon a copy of the dusted unit for its owner.
30
6
5Armor Summon: Draw a Metal unit and give it +1/+1.
40
4
5Summon: Summon two Wild Cards.
22
6
5Summon a copy of a target enemy unit. It has Dash.
5Stealth Whenever another ally unit dies, its Death abilities trigger twice.
32
5
5Sunset: If your hero has not attacked this turn, it gains Lifesteal and Armor until the end of your next turn.
47
5Dash Summon: Units costing 7 or more in your hand and deck cost 1 less.
55
5Stealth Glory: Your units gain +1/+1.
51
5
5Guard Play: Give a target unit Guard.
42
6
5Guard Summon: Attach a Thornbound Brand to each enemy unit.
34
6
5Summon: Give your other units and the units in your hand +1/+1.
44
5Death: Deal 2 damage to the lowest-health enemy. Repeat twice more.
31
2
5Armor, Dash When this unit attacks a unit, excess damage is dealt to the enemy hero.
53
5Play: Summon two Guild Hands, then give your units +1/+1.
5Lifesteal Deal 3 damage to a target enemy unit at the left or right end of the enemy line. Slay: Repeat on the next unit in from that side.
5Guard, Banner Death: Draw three 1-cost units and summon them.
23
5Each player shuffles their hand into their deck and draws 5 cards. If you have no mana, gain 3 mana.
5Summon: If the enemy hero has more health than your hero, ready this unit.
65
5Stealth Aura: Your units' Inspire abilities trigger twice.
50
5
5Destroy a target enemy unit. Ally units gain +1/+1.
5Deal 6 damage to a target enemy unit. If that kills it, dust it and deal the excess damage to its hero.
5Summon two Thorned Monks. Ally units gain +1 Attack and Guard.
5Dust a target unit. Conjure a spell of its element and attach it to your hero.
5Guard Summon: Your other Guard units gain +1/+2.
45
5Attach Glacial Brand to every enemy unit, then deal 1 damage to all units.
5When this unit gains Attack, ally units gain +1 HP.
26
5Play: Deal 2 damage to a target enemy unit, plus 1 more for every 5 max mana you have.
44
5Stealth, Lifesteal When another ally unit dies, draw a spell of its element.
35
5
5Armor Sunset: Summon an Subject B.
35
5Whenever an ally unit dies, give the lowest-health unit in your hand +2/+1.
51
6
5Banner After your hero attacks, this unit gains +1/+1.
44
5Guard Death: Your hero gains 5 health.
55
5Banner Play: Your hero attacks each enemy unit and takes no counter-attack damage this turn.
5Play: Your Air and Fire units gain +1/+1, on the board and in your hand and deck. Draw an Air or Fire unit.
5Your units deal combat damage equal to their health instead of their power.
00
7
5Wither, Lifesteal Summon: Conjure three units that have Death abilities and discard them.
43
5
5Guard Death: Draw and summon a 3-cost unit, then attach Thornbound Sigil to it.
46
5Your Wisp and Scion units have +1/+1 for the rest of the game. Draw a Wisp unit and a Scion unit.
5Your allies arrive with +1/+1.
32
8
5Draw a unit of a target ally unit's element. Give both units +1/+1 for each card in your hand of that element.
5A random enemy unit loses 1 health. Repeat once for each card in your hand.
5For the rest of the game, your Earth and Metal units have +1/+1. Draw an Earth or Metal unit.
5Play: Take control of a target enemy unit with 2 or less power.
5Play: Summon a Mesmer Wisp, plus one more for every 5 max mana you have.
34
5Dash, Lifesteal Your draws and Conjures always take the highest-cost card available.
31
5
5Guard, Armor, Banner Death: Summon a Guild Hand with +1 power and Banner.
40
3
5Dash, Stealth Slay: Add a Guild Hand to your hand. This game, your Guild Hands have +1 Power.
44
5Sunset: Give +1/+1 to a unit in your hand of each different element.
31
6
5Banner Play: Give a target ally +1 Health for each card in your hand.
21
5
5Sunset: Two of these at random - deal 1 damage to enemies; give allies +1 health; give your units +1 power; draw a card.
46
5Deal 4 damage to a target unit. Slay: Summon a Guild Hand, and your Guild Hands have +1/+1 for the rest of the game.
5Dash Slay: Add a base copy of the slain unit to your hand.
36
5Give a target ally unit +3/+3, then copy every Blade spell in your grave into your hand.
5Guard Play: This unit gains health equal to your max mana.
51
5Wither, Lifesteal Play: Deal 3 damage to a target enemy.
34
5Wither Death: Summon a Flesh Golem.
55
5Guard Play: Give spells costing 7 or more in your hand and deck -1 cost.
37
5Guard Sunset: If your deck is empty, conjure a Water card.
26
8
5Dash Your hero and your units take no counter-attack damage when they attack.
53
5Dash After this unit attacks, your hero gains +2 power this turn.
44
5Inspire (Spell): Draw and summon your highest-cost unit costing that spell's cost or less.
3
6
5Stealth Summon: Draw a 1-cost unit, summon it, and give it Dash.
31
3
5Guard Death: Deal 5 damage to the right-most enemy.
46
5Stealth, Lifesteal After the enemy casts a spell, deal 2 damage to their hero.
21
5
5Enemy units lose 2 Power. Dust every enemy unit left with no Power.
5Guard Sunset: If you cast a spell this turn, this unit gains +2/+2.
55
5Guard Sunset: If you cast a spell this turn, summon a copy of this unit.
34
5Deal 3 damage to all units.
5Dust a target unit. Its player summons a unit of its element from their deck. If it was yours, that unit gets +2/+1.
5Banner Play: Summon three Fireflys.
5Play: Summon three ready Ghouls, each with a Dusk Brand attached.
5Play: Deal 3 damage to a target enemy unit. Slay: Give your other units +1/+1.
40
4
5Summon your most recent dead unit as a 5/5. It gains Banner and an attached Sunburst Sigil.
5Wither Play: This unit gains +3/+3 for every 5 max mana you have.
33
5Guard Sunset: If each grave holds a unit, dust the top unit of both graves and gain +2 health.
50
4
5Summon the three oldest dead units in your graveyard that cost 2 or less, and attach a Thornbound Sigil to each of them.
5Guard Whenever another unit is summoned, on either side, attach Cyclone Brand to it.
43
6
5Give a target ally unit +3/+3 and Guard, and attach Sunburst Sigil. Attach Sunburst Brand to enemy units.
5Inspire (Spell): Conjure a spell and attach it to this unit.
20
6
5Play: Give your units +3/+3.
5Banner, Wither, Lifesteal Deal 1 damage to a target. Deal 1 damage to all enemies. Deal 1 damage to all units.
5Play: Attach a Cyclone Brand to each enemy unit, then deal 8 damage to a target unit.
5For the rest of the game, your Light and Dark units have +1/+1. Draw a Light or Dark unit.
5Dash Play: Summon a Bloodhound for each unit a target hero controls.
21
5Give a target ally +5 health. Gain 1 max mana. Draw a card.
5Play: Dust a target unit. Its owner summons a Forest Familiar.
44
5For the rest of the game, your Water and Mind units have +1/+1. Draw a Water or Mind unit.
5Armor, Wither Summon: Attach a Dusk Sigil to each ally unit, including this one.
52
5When this unit gains Attack, draw a card.
46
5Wither, Dash Slay: Cast Roadkill at the lowest-health enemy unit.
44
6Give a target ally unit +1/+1, then double its Attack and HP.
6For the rest of the game, your Shroom units have +2/+1. Summon a Willing Volunteer.
6Guard, Wither Death: Deal 6 damage to the highest-health enemy unit.
66
6Summon: Gain one of +1/+1, Guard, Dash or Lifesteal at random. Repeat once for each element among the cards in your graveyard.
22
6Armor Enemy spells cost 1 more.
66
6Guard, Wither, Banner Summon: Summon a Flame Gecko with Stealth for each Fire card in your hand.
36
6Cast six Singes, each at a random enemy unit. Every Singe left with no enemy unit to hit goes to your hand instead.
6Guard Sunset: If you cast a spell this turn, summon a Coral Pilgrim.
47
6Deal 3 damage to every unit. Slay: Add Baleful Harvest to the enemy deck.
6Summon: Summon two Ghouls. If your hand holds a card costing 7 or more, give your units +1/+1.
41
4
6Costs 1 less for each point of power your hero has.
50
5
6Play: Give a target ally unit +1/+1 for each element among the cards in your graveyard.
6Guard, Armor Summon: Set all other units to 3/3.
33
6When this unit gains Attack, summon a Thorned Monk with +1 Attack.
46
6Play: Deal 4 damage to all units. Attach a Singe to your hero.
6Dash Play: This unit gains +2 Power for every 5 max mana you have.
17
6Play: Draw three units and give them +1/+1. Give your units +1/+1.
6Dash After your hero attacks, the next card you play this turn costs 1 less.
55
6Summon four Ghouls with Guard.
6Banner Deal 4 damage to a target unit and to the enemy hero.
6Inspire (Spell): Give another random ally unit +1/+1.
52
6
6Guard Sunset: Your units gain +1/+1 for every 5 max mana you have.
46
6Summon the top three units of your grave as 1/1 with Dash. Attach a Dusk Brand to each of them.
6Dash After this unit attacks an enemy, your hero attacks that enemy too.
29
6Draw a unit costing between 3 and 6 and summon it.
6Summon two Chrome Juggernauts. This game, your 1-cost units have +1/+1.
6Set a target ally unit to 8/8 and give it Dash.
6Lifesteal, Guard Summon: Draw your lowest-cost unit and gain its Attack and Health.
22
6Guard, Dash Play: Swap power with a target enemy unit.
26
6Guard, Wither Sunset: Add three Baleful Harvest to the enemy deck.
43
8
6Play: Summon two Wing Nut.
41
4
6Inspire (Spell): Deal 2 damage to a random enemy unit.
40
4
6Stealth Play: Take control of a target enemy unit and give it Guard. Death: Return that unit to its owner.
20
2
6After your hero attacks, summon a Dart Devil.
42
7
6Banner After your hero attacks, deal 1 damage to each enemy character.
54
6Draw and summon a 1-, 2-, and 3-cost unit. If you control no other units, they gain +1 Power and Guard.
6Inspire (Spell): This unit gains +2/+1.
43
5
6Attach a Cyclone Sigil to a target unit, then deal 5 damage to all other units.
6Sunrise: Cards in your hand cost 1 less.
30
8
6After an ally unit gains Attack, a random enemy unit takes that much damage.
44
9
6Play: Give a random ally unit +1/+1 and Guard, six times.
6Play: Destroy a target enemy unit.
56
6Guard Sunset: Give your other Guard units +1/+1.
48
6Stealth, Wither Inspire (Dark): Deal 1 damage to all enemies.
72
5
6Costs 1 less for each of your dead Water cards. Attach Iron Brand to a target unit and deal 4 damage to it.
6Attach a Dusk Sigil to a target ally unit and destroy it. It deals 3 damage to every enemy.
6Armor, Banner Aura: Your hero has Armor and Banner.
33
5
6Gain 2 max mana and give your hero +2 health.
6Wither Whenever another ally unit dies, draw a card.
47
6Guard, Lifesteal Death: Summon three Willing Volunteers.
33
6Guard Death: Summon three Rattlers.
93
6Guard Death: Summon two Vampire Bats.
55
6Stealth Whenever you draw a spell costing 2 or more, it costs 1 less.
53
7
6Guard, Wither Summon: Enemy characters have -2 power until your next turn.
36
6Guard Death: Attach a Reconstitute to your hero, then dust this unit.
66
7Deal 3 damage to all enemies, plus 1 more for each other Water spell you cast this turn.
7Guard, Lifesteal Play: This unit gains +2 health for every 5 max mana you have.
66
7After your hero attacks an enemy, this unit attacks that enemy.
52
7
7Deal damage to each enemy unit equal to its power, then attach Astral Brand to the survivors.
7Guard Play: Summon your highest-health dead unit.
55
7Lifesteal Summon: Dust the highest-health unit in your grave. Your hero gains health equal to its health.
68
7Deal 3 damage to all units. Gain 1 max mana.
7Dash, Armor Play: If you have 7 or more 1 cost cards in your graveyard, summon a copy of this unit.
40
4
7Inspire (Spell): Summon a Coral Pilgrim.
47
7Stealth, Lifesteal Sunrise: Deal 13 damage to the enemy hero.
13
3
7Guard Play: Give a target ally unit Guard and set its power and health to match this unit's.
66
7When this unit gains Attack, summon an Alloyed Gargoyle.
55
7After the enemy plays a card, draw a card. If your hand is full, summon a 3/3 Chrome Juggernaut instead.
48
7Dash Play: Recast each Blade spell from your grave on random ally units.
44
7Play: This turn, your cards cost 1 less for each card in your hand, until you play a card.
50
5
7Sunset: Summon a Sapling with power and health equal to this unit's health.
24
5
7Death: For the rest of the game, your Ghouls have +1 power and their Death deals 2 damage to the enemy hero instead of 1.
72
7
7Guard, Banner Play: This unit gains +1/+1 for each element present in your graveyard.
30
3
7Draw and summon your highest cost unit from your deck with cost no greater than the highest cost unit in your graveyard. It gains Guard and a Sunburst Sigil.
7Give a target ally unit +3/+3. Draw and summon two units with cost equal to half its Attack (rounded down).
7Summon your two most recent dead units and give them Guard.
7Play: This unit gains +1/+1 for each unit in your graveyard.
11
7Wither Summon: Deal 3 damage to every other unit.
55
7Inspire (Spell): Dust that spell to deal 2 damage to a random enemy.
20
6
7Inspire (1-cost): If it was a unit, summon a copy of it. If it was a spell, cast that spell again at an automatically chosen target.
52
7
7Play: Choose your graveyard or the enemy's. Dust its two highest-cost dead units and gain their power, health and traits.
22
7Summon: If the enemy hero has more health than yours, your hero gains +7 health.
77
7Gain 1 max mana for each copy of Unspoken Rupture in your grave, this one included. Shuffle a copy into your deck when the turn ends.
7Guard, Banner Aura: Banner on your cards grants your hero +2 power instead of +1.
60
6
7Play: Deal 6 damage to every unit. Any that would die return to their owner's deck instead.
7Give your allies +2 health. Then draw and summon a unit whose cost equals the highest health among your units.
7100
10
8Costs 5 less if your hero attacked this turn. Play: Draw and summon a unit whose cost matches this spell's current cost.
8Guard, Armor Glory: Your hero gains Armor.
57
8Guard Summon: Draw a Mind spell and attach it to this unit. That spell costs 8 less this turn.
88
8Lifesteal, Wither Play: If your grave holds dead cards of all eight elements, deal 3 damage to all enemies.
60
9
8Inspire (Water): The leftmost and rightmost cards in your hand that still cost mana cost 1 less.
82
8
8Dust your top dead spell costing 1 or more to summon a Crystal Construct. Repeat until your board is full.
8Play: Draw and summon a unit. It attacks a target enemy unit.
8Guard Death: Deal 3 damage to each enemy unit.
88
8Guard, Wither, Banner Death: Once per game, dust this unit to return your highest-cost dead card of each element to your deck costing 2 less.
68
8Guard Play: Deal 1 damage to all enemy units, once more for each spell you cast this turn.
610
8Deal 2 damage to every enemy character, plus 1 more for every 5 max mana you have.
8Summon the bottom three units of your grave. Attach a Sunburst Sigil to each of them.
8Both players summon the top six units of their graves. Those units gain Guard.
8Wither, Dash While this card is in your hand, it costs 1 less each time one of your units dies.
52
4
8Costs 5 less if your hero attacked this turn. Draw your highest-cost spell costing no more than this spell's cost. It costs 0.
8Guard, Lifesteal Death: If your graveyard holds another dead card of each of the eight elements, dust one of each and summon this unit again.
71
7
8Guard, Lifesteal Play: Units in your hand and deck gain +1/+2.
610
8Destroy every unit.
8Guard, Armor, Dash Slay: Summon a Guild Hand. For the rest of the game, your Guild Hands have +1/+1.
47
8Dash Slay: The next spell you cast while this unit lives is played a second time, aimed at an enemy where it can be.
31
8
8Wither Death: Fill your hand with Ghouls with Guard.
88
8Guard, Wither, Banner Summon: Summon two Ghouls with Banner. Slay: Summon two Ghouls with Banner.
60
6
8Dust a target Light ally to conjure a 1-cost spell of each other element. Then dust this spell.
8Wither Sunset: If you cast a spell this turn, deal 1 damage to a random enemy six times.
68
8Lifesteal, Wither Deal 3 damage to each enemy. Any unit that would die is dusted instead.
8Costs 1 less for each different element among your dead cards. Draw two spells, each of a different element.
8Stealth, Banner Play: Return a target enemy unit to its owner's deck and attach Cyclone Brand to it.
100
7
8Summon two Hollow Shrooms with Dash.
8Guard, Lifesteal Play: Summon again each ally unit that died this turn.
55
8Play: Draw a spell costing 1 or more, then draw a unit and summon it.
9Wither Deal 6 damage to a target enemy and 3 damage to each enemy next to it.
9Guard Sunset: Summon the oldest unit in your graveyard as a 4/4 with Guard.
50
8
9Play: Destroy a target unit. Then trigger the Death abilities of every unit in your graveyard that has one, and dust those units.
9Armor Death: Summon three Rattlers with Armor.
100
5
9Sunset: Replay your oldest dead spell costing 1 or more, aimed at an enemy if possible.
40
9
9Play: Return all other units to their owners' hands.
120
6
9Guard, Wither Play & Glory: Deal 3 damage to three different random enemies. Any that would die are dusted instead.
612
9Return your dead Water cards costing 1 or more to your deck, draw eight Water cards, then dust this spell.
10Stealth, Armor Play: Attach Glacial Brand to every enemy character and deal 1 damage to each.
67
10Draw two units and summon them.
10Lifesteal, Stealth Play and Death: Summon four Ghouls with Guard.
88
10Costs 1 less for each point of Attack your hero has, to a minimum of 5. Your hero has +5 Attack.
1010
10Armor Play: Summon five Guild Hands. For the rest of the game, your Guild Hands have +1/+1 and Dash.
44
10Costs less equal to the cost of your highest-cost unit in your graveyard.
50
5
10Guard Play: Fill your board with Thorned Monks. Other ally units gain +2/+2.
1010
10Play: Summon your five most recent dead units as 1/3 units with Guard.
1010
10Play: Add ten Briny Harvest to your hand. Any that don't fit hit the enemy hero.
1010
10Costs less by the mana cost of your highest-cost dead spell.
50
5
10Dust all units. If your hero has more than 16 Health, set it to 16.
10Play: Attack the right-most enemy unit. If it dies, repeat against the next one.
120
12
10Armor, Dash Summon & Glory: Give units in your hand and your other units +2/+1.
1010
10Guard, Armor Play: Give your allies Armor.
60
10
10Draw and summon a unit. Deal damage equal to its Power to all enemy units.
10Recast the top two spells in your grave, aimed at enemies where possible. Dust those spells and this one.
10Play: Enemy characters lose 1 health, your hero gains +1 health, and you draw a card. Repeat for every 5 max mana you have.
1010
10Draw a spell and cast it for free, aimed at the enemy whenever it can be. Do this twice.
11Guard Costs 1 less for each of your dead 1-cost cards.
77
20Costs 1 less for each spell in your grave. Give your hero Armor.
25Wither Costs 1 less for each damage your hero has taken this game.
66
Spend all your mana to draw and summon your highest-cost unit costing that much or less, with an Iron Sigil attached.

Spend all your Mana. A target ally unit gains +1/+1 for each Mana spent and can't attack the enemy hero this turn.

Costs 1 mana for each of your allies. Play: Attach a Shock to each of your allies, your hero included.

Spend all your mana to draw your highest-cost spell costing that much or less and attach it to your hero. It costs 0 this turn.

Wither Spend all your mana to deal that much damage to a target unit.

Spend all your mana: a target ally unit gains that much Health and Guard, and Sunburst Sigil attaches to it.












