
Inspire (Any): If the played card costs 1 or more, give units of its element in your hand +1/+1.

Inspire (Any): If the played card costs 1 or more, give units of its element in your hand +1/+1.
u_petalborn_pilgrim
Inspire (Any): If the played card costs 1 or more, give units of its element in your hand +1/+1.
Deal 2 damage to a target enemy and to the enemy to its left.
Inspire (1-cost or more): Give hand units of the played card's element +1/+1.
Guard Inspire (Earth): This unit gains +1 Power.
Give a target ally unit Guard, then deal damage equal to its Power to all enemy units.
Costs 5 less if your hero attacked this turn. Play: Draw and summon a unit whose cost matches this spell's current cost.
Spend all your mana to draw and summon your highest-cost unit costing that much or less, with an Iron Sigil attached.
Give a target ally unit +1/+1, then double its Attack and HP.
Armor Summon: Draw a Metal unit and give it +1/+1.
Dash When this unit takes damage, add Pyric Offering to both players' hands.
Play & Glory: Draw a Blade spell.