New Content
Cards: 19
Relict
After Dagon has been worshipped 4 times, Spawn Dagon: Promised on your Melee row and Banish self.
Relict
Doomed.
Deploy: Infuse 5 units in your deck with "Deathwish: Boost the lowest-power allied unit by 2 and worship Dagon" and Spawn Call of the Depths in your graveyard.
Order: Consume an allied unit.
Whenever you play a Deathwish unit, boost it by 1.
When in hand or deck, evolve after you win a round.
Deploy: Infuse 5 units in your deck with "Deathwish: Boost the lowest-power allied unit by 2 and worship Dagon" and Spawn Call of the Depths in your graveyard.
Order: Consume an allied unit.
Whenever you play a Deathwish unit, boost it by 1.
When in hand or deck, evolve after you win a round.
Relict
Doomed.
At the end of turn, increase the Counter by 1.
Deathwish: Trigger abilities up to the Counter's value.
1 - Summon the lowest-power bronze Deathwish unit from your graveyard to this row.
2 - Boost all allied units in this row by 1.
3 - Spawn Storm for 2 turns on the opposite row.
4 - Damage the 2 lowest-power enemy units by 2.
5 - Spawn a base copy of self in your hand.
Counter: 1
At the end of turn, increase the Counter by 1.
Deathwish: Trigger abilities up to the Counter's value.
1 - Summon the lowest-power bronze Deathwish unit from your graveyard to this row.
2 - Boost all allied units in this row by 1.
3 - Spawn Storm for 2 turns on the opposite row.
4 - Damage the 2 lowest-power enemy units by 2.
5 - Spawn a base copy of self in your hand.
Counter: 1
Cursed
Summon 2 Monsters units without Veil from your deck to an allied row, then give them Doomed and Rupture.
Human, Cleric, Aristocrat
Doomed.
Deploy: Give to 3 units with provision costs of 10 or less from your opponent's deck, then Spawn base copies of them in your deck. Boost self by 1 for each provision below the limit.
Order: Banish up to 3 cards from your starting deck from your deck.
When in hand or deck, evolve after you win a round.
Deploy: Give to 3 units with provision costs of 10 or less from your opponent's deck, then Spawn base copies of them in your deck. Boost self by 1 for each provision below the limit.
Order: Banish up to 3 cards from your starting deck from your deck.
When in hand or deck, evolve after you win a round.
Human, Cleric, Aristocrat
Doomed.
Assimilate.
Deploy: Return an allied unit to your hand and give it Doomed, excluding self, then play a card.
Assimilate.
Deploy: Return an allied unit to your hand and give it Doomed, excluding self, then play a card.
Resilience.
Order: Look at the top 2 cards from your deck, and choose one to move to the bottom.
If it was an Agent, give an enemy unit . If it was an Aristocrat, give an enemy unit Bleeding (2).
Whenever you play an Aristocrat, refresh the Order.
While in deck, when you play a gold Aristocrat, summon self to your Melee row.
Order: Look at the top 2 cards from your deck, and choose one to move to the bottom.
If it was an Agent, give an enemy unit . If it was an Aristocrat, give an enemy unit Bleeding (2).
Whenever you play an Aristocrat, refresh the Order.
While in deck, when you play a gold Aristocrat, summon self to your Melee row.
Relict
Deploy: Boost an allied unit by 5.
Whenever this unit is put back into your deck, trigger an ability of the cycle:
Maiden - Boost all allied units by 0.
Mother - Spawn a random 4-provision Northern Realm unit on a random allied row.
Crone - Increase other values by 1.
At the beginning of each Round, restart the cycle.
Whenever this unit is put back into your deck, trigger an ability of the cycle:
Maiden - Boost all allied units by 0.
Mother - Spawn a random 4-provision Northern Realm unit on a random allied row.
Crone - Increase other values by 1.
At the beginning of each Round, restart the cycle.
Location
Doomed. Immunity. Resilience.
Deploy: Create a legendary unit from your faction that is not in your starting deck 3 times, then shuffle them into your deck.
Order: Draw a unit of your choice and boost it by your hand size, then shuffle a card back to your deck.
When in hand or deck, evolve after you win a round.
Deploy: Create a legendary unit from your faction that is not in your starting deck 3 times, then shuffle them into your deck.
Order: Draw a unit of your choice and boost it by your hand size, then shuffle a card back to your deck.
When in hand or deck, evolve after you win a round.
Location
Doomed. Immunity. Resilience.
Deploy: Shuffle an allied unit back to your deck, then shuffle an enemy unit of the same power or less back to your opponent's deck.
Order: Play the shuffled unit from your deck.
Deploy: Shuffle an allied unit back to your deck, then shuffle an enemy unit of the same power or less back to your opponent's deck.
Order: Play the shuffled unit from your deck.
Relict
Doomed.
Harmony.
Deploy: Boost the lowest power allied unit of each unique Scoia'tael primary category you control by 2.
Whenever you play a Scoia'tael unit of a primary category you don't control, boost it by 2.
Harmony.
Deploy: Boost the lowest power allied unit of each unique Scoia'tael primary category you control by 2.
Whenever you play a Scoia'tael unit of a primary category you don't control, boost it by 2.
Relict
Doomed.
Harmony.
At the end of your turn, boost all Scoia'tael units in your hand with primary categories that you don't control by 1.
When in hand or deck, evolve after you win a round.
Harmony.
At the end of your turn, boost all Scoia'tael units in your hand with primary categories that you don't control by 1.
When in hand or deck, evolve after you win a round.
Relict
Harmony.
Whenever you play another Relict, Spawn and play Loc Feainn: Convergence.
Whenever you play another Relict, Spawn and play Loc Feainn: Convergence.
Human, Warrior
Doomed.
Deploy: Move a bronze Skellige unit from your graveyard to your hand, then Discard a card.
The first time a bronze unit leaves your graveyard each allied turn, boost it by its base power.
Deploy: Move a bronze Skellige unit from your graveyard to your hand, then Discard a card.
The first time a bronze unit leaves your graveyard each allied turn, boost it by its base power.
Human, Warrior
Doomed.
Deploy: Damage an enemy unit by the difference between its base and current power.
Deathblow: Gain Resilience.
When in hand or deck, evolve after you win a round.
Deploy: Damage an enemy unit by the difference between its base and current power.
Deathblow: Gain Resilience.
When in hand or deck, evolve after you win a round.
Beast
Deploy: Damage all units by 1.
Whenever a Bear Abomination enters your side of the battlefield, repeat the Deploy ability.
The first time you deal 6 damage to units each turn, Spawn Svalblod Fanatic on this row.
Whenever a Bear Abomination enters your side of the battlefield, repeat the Deploy ability.
The first time you deal 6 damage to units each turn, Spawn Svalblod Fanatic on this row.
Human, Firesworn, Cleric
Doomed.
Deploy: Boost self by 1 for each unit you control and gain a Coin for each Firesworn card you control.
When in hand or deck, evolve after you win a round.
Deploy: Boost self by 1 for each unit you control and gain a Coin for each Firesworn card you control.
When in hand or deck, evolve after you win a round.
Human, Firesworn, Cleric
Doomed.
Insanity.
Deploy: Damage an enemy unit by the number of Firesworn cards on this row.
Fee 2: Damage an enemy unit by 1.
Berserk 1: Boost all allied Firesworn units by 1 and damage all enemy units by 1, then destroy self.
Insanity.
Deploy: Damage an enemy unit by the number of Firesworn cards on this row.
Fee 2: Damage an enemy unit by 1.
Berserk 1: Boost all allied Firesworn units by 1 and damage all enemy units by 1, then destroy self.
Resilience.
Profit 0.
Increase the Profit by 1 for each Crime in your starting deck.
Deploy: Create a bronze Crime with provisions equal or less to the excess Coins gained from the Profit.
Whenever you gain Coins, gain Counters equal to excess amount gained.
At the end of your turn, lower the Counter by 1 and gain a Coin.
Counter: 0
Profit 0.
Increase the Profit by 1 for each Crime in your starting deck.
Deploy: Create a bronze Crime with provisions equal or less to the excess Coins gained from the Profit.
Whenever you gain Coins, gain Counters equal to excess amount gained.
At the end of your turn, lower the Counter by 1 and gain a Coin.
Counter: 0