New Content
Cards: 27
Damage an enemy unit by 3, then play a bronze card from your hand, then move Masterful Sihil back to your hand.
Location, Wild Hunt
Resilience.
Deploy: Boost an allied unit by 0. Increase the value by the number of unique bronze Wild Hunt cards in your starting deck.
Order: Spawn Frost on your opponent's Melee (0) and Ranged (0) rows equal to the amount lost on the last round transition, then Spawn and play Red Riders.
Deploy: Boost an allied unit by 0. Increase the value by the number of unique bronze Wild Hunt cards in your starting deck.
Order: Spawn Frost on your opponent's Melee (0) and Ranged (0) rows equal to the amount lost on the last round transition, then Spawn and play Red Riders.
Elf, Wild Hunt, Mage
At the start of your turn, while in hand or deck, reset own power and boost self by the damage dealt by Frost in the last 5 enemy turns (0, 0, 0, 0, 0).
Elf, Wild Hunt
Deploy: Gain Vitality equal to the total duration of Frost on the opponent's side of the battlefield and Infuse an enemy unit with "At the end of your turn, if there's an enemy Aen Elle Slave Trader with higher power than your own, set own power to 1, then Lock self".
Elf, Wild Hunt, Aristocrat
Order, Dominance: Move an enemy unit to the other row.
At the end of your turn, Spawn Frost for 1 turn on each enemy row to which Frost was applied this turn.
At the end of your turn, Spawn Frost for 1 turn on each enemy row to which Frost was applied this turn.
Location
Resilience.
Deploy: Set an allied unit's power to match the highest-power enemy unit.
Order: Reset the power of a unit.
Deploy: Set an allied unit's power to match the highest-power enemy unit.
Order: Reset the power of a unit.
Human, Knight
Deploy: Boost self and an enemy unit by half of their combined power.
Order, Grace 14: Move all statuses from an enemy unit to self.
Order, Grace 14: Move all statuses from an enemy unit to self.
Tactic
Boost an enemy unit by 3, then an allied unit by 9.
Human, Knight
Deploy: Gain Vitality equal to the amount of boost an enemy unit has.
Grace 8: Boost all units by 1.
Grace 8: Boost all units by 1.
Human, Soldier
Formation.
Order: Spawn a base copy of an allied bronze Soldier on its row.
Whenever you Spawn a Soldier, boost self by 2.
Order: Spawn a base copy of an allied bronze Soldier on its row.
Whenever you Spawn a Soldier, boost self by 2.
Human, Soldier
Formation.
Order: Destroy an enemy unit with 2 or less power.
Whenever you Spawn a Soldier, increase the limit by 1.
Order: Destroy an enemy unit with 2 or less power.
Whenever you Spawn a Soldier, increase the limit by 1.
Human, Soldier
Order: Spawn a base copy of self on this row and set its base power to 1 less than self.
Bonded (Melee): At the end of your turn, damage the highest-power enemy unit by 1.
Bonded (Melee): At the end of your turn, damage the highest-power enemy unit by 1.
Human, Soldier
Order: Spawn and play a base copy of an allied Bronze Soldier, excluding self.
Dryad, Naiad
Symbiosis
Deploy: Infuse all your Naiads with the Nature category, wherever they are.
Whenever you Spawn a Wandering Treant, give it Vitality equal to the number of Dryads you control.
Deploy: Infuse all your Naiads with the Nature category, wherever they are.
Whenever you Spawn a Wandering Treant, give it Vitality equal to the number of Dryads you control.
Nature
Choose 2 allied units, then give them Vitality (4) and Spawn a Frog on each side of chosen units.
Dryad, Naiad
Whenever your Symbiosis is triggered, give the unit to the left Vitality (2).
Order: Remove all Vitality from an allied unit, then boost self by the same amount.
Order: Remove all Vitality from an allied unit, then boost self by the same amount.
Dryad, Naiad
Deploy (Melee): Damage an enemy unit by an allied Wandering Treant's power, then reset the Wandering Treant.
Deploy (Ranged): Infuse a non-Symbiosis allied unit with "Symbiosis".
Deploy (Ranged): Infuse a non-Symbiosis allied unit with "Symbiosis".
Beast, Token
Doomed.
At the end of your turn, trigger Vitality of adjacent units.
Order: Move self to the other row.
At the end of your turn, trigger Vitality of adjacent units.
Order: Move self to the other row.
Human, Warrior
Immune.
Zeal. Order: Summon a Beast from your deck to the opposite row and Infuse it with "Deathwish: Boost the enemy Sove twice by own base power", then damage it by 1 for each damaged enemy unit.
Zeal. Order: Summon a Beast from your deck to the opposite row and Infuse it with "Deathwish: Boost the enemy Sove twice by own base power", then damage it by 1 for each damaged enemy unit.
Human, Warrior
Order: Damage a unit by 2.
Whenever an enemy unit takes damage from your Warriors, damage it by 1, ignoring its Armor.
Whenever an enemy unit takes damage from your Warriors, damage it by 1, ignoring its Armor.
Human, Warrior
Deploy: Damage an enemy unit by 3.
If the target is damaged, repeat the Deploy ability with a different target and decrease the damage by 1.
If the target is damaged, repeat the Deploy ability with a different target and decrease the damage by 1.
Raid
Spawn Skellige Wolves on an enemy row and damage it by 1, then Create a bronze Skellige Warrior.
Bloodthirst 3: You may Spawn and play any bronze Skellige Warrior instead.
Bloodthirst 3: You may Spawn and play any bronze Skellige Warrior instead.
Beast, Token
Doomed. Immune.
Deathwish: Spawn a base copy of self on the opposite row.
Deathwish: Spawn a base copy of self on the opposite row.
Human, Agent, Aristocrat
Deploy: Look at Collusion and a random card from each Gang from your deck, then play 1.
Tribute 9: Play 2 instead.
Tribute costs 2 less for each unique Gang category you control.
Tribute 9: Play 2 instead.
Tribute costs 2 less for each unique Gang category you control.
Ogroid
Whenever you play a unit with a Gang category you don't control, gain a Coin for each unique Gang category you control.
Human, Agent
Deploy: Infuse self with a Gang category of a unit in your deck.
Fee 2: Boost an allied unit by 1 for each unique Gang category you control.
Cooldown: 1
Fee 2: Boost an allied unit by 1 for each unique Gang category you control.
Cooldown: 1
Crime
Profit 0.
Seize an enemy unit with 0 or less power.
Increase Profit by 1 for each unique Gang category in your starting deck.
Increase the power and decrease Profit by 1 for each unique Gang category you control.
Seize an enemy unit with 0 or less power.
Increase Profit by 1 for each unique Gang category in your starting deck.
Increase the power and decrease Profit by 1 for each unique Gang category you control.