New Content
Cards: 24
Human, Mage
Deploy: For the rest of the game, your Create effects show you 5 options instead of 3. Create and play a Runestone.
Echo.
Damage an enemy unit by 0, then boost the lowest-power allied unit by the excess damage dealt.
At the end of your turn, if you have more points than your opponent, increase the damage by 1 wherever this card is.
Damage an enemy unit by 0, then boost the lowest-power allied unit by the excess damage dealt.
At the end of your turn, if you have more points than your opponent, increase the damage by 1 wherever this card is.
Deploy: If your starting deck does not have cards with a provision cost of 10 or more, play the top unit, special and artifact from your deck.
Swap the power of the highest- and lowest-power unit on the battlefield.
This card starts in your hand.
Boost an allied unit by 4.
While in hand, at the end of your turn, increase the boost by 2.
When your opponent passes, Banish self from hand and draw a card.
When moved to the deck, Banish self.
Boost an allied unit by 4.
While in hand, at the end of your turn, increase the boost by 2.
When your opponent passes, Banish self from hand and draw a card.
When moved to the deck, Banish self.
Zeal. Order: Play a special card from your deck, then move self to the opposite row. If there is no space on the opposite row, destroy self.
Cooldown: 1
At the end of turn, if not on Cooldown, destroy self.
Cooldown: 1
At the end of turn, if not on Cooldown, destroy self.
Ogroid
Deploy (Melee): Banish all cards in your hand, then draw as many cards.
Disloyal.
Deploy: Spawn a 7-power Djinn on the opposite row and choose a card from your hand.
Adrenaline 2: Spawn a 7-power Djinn on the opposite row and destroy self instead.
Order: Choose a card from your hand.
At the end of your turn, transform highest-provision chosen card(s) into Thing from the Box, then Banish self.
Deploy: Spawn a 7-power Djinn on the opposite row and choose a card from your hand.
Adrenaline 2: Spawn a 7-power Djinn on the opposite row and destroy self instead.
Order: Choose a card from your hand.
At the end of your turn, transform highest-provision chosen card(s) into Thing from the Box, then Banish self.
Zeal. Order: Boost an allied unit by 4 and give it Vitality (4).
At the start of the game, if both players have this card in their deck, Summon self to a random allied row and transform.
At the start of the game, if both players have this card in their deck, Summon self to a random allied row and transform.
Zeal. Order: Look at your opponent's starting deck.
Cooldown: 1
Cooldown: 1
Token
Doomed.
Whenever you play a bronze unit, Summon a random copy of it from your graveyard to the same row and give it Doomed.
Beast
Deploy: Consume an allied unit.
When you play a Deathwish unit, Summon self from your graveyard to the same row, Consume it and gain Doomed.
When you play a Deathwish unit, Summon self from your graveyard to the same row, Consume it and gain Doomed.
Wild Hunt
Spawn Frost on an enemy row for 2 turns, then replay a bronze Wild Hunt unit.
Human, Cultist
Deploy: Damage self by 2, then Lock all units in your opponent's hand until the end of round. The next time your opponent plays a Locked unit, remove Lock from all units in your opponent's hand.
Adrenaline 2: Lock self instead.
Adrenaline 2: Lock self instead.
Tactic
Spawn 1-power copies of 3 enemy bronze units on their opposite row.
Whenever you play a unit on your Melee row, boost 5 random units on your side of battlefield with the same provision cost by 1.
Whenever you play a unit on your Ranged row, boost 5 random units in your deck with the same provision cost by 1.
Whenever you play a unit on your Ranged row, boost 5 random units in your deck with the same provision cost by 1.
Human, Cleric
Veil.
Deploy: Gain 0 Charges. Whenever this unit is put back in your deck, increase the number of Charges by 3.
Zeal. Order: Boost an allied unit by 1.
Charge: 0
Deploy: Gain 0 Charges. Whenever this unit is put back in your deck, increase the number of Charges by 3.
Zeal. Order: Boost an allied unit by 1.
Charge: 0
Whenever you target an allied unit with a special, give it Vitality equal to the special's provision cost.
Whenever you target an enemy unit with a special, give it Bleeding equal to the special's provision cost.
Whenever you target an enemy unit with a special, give it Bleeding equal to the special's provision cost.
Dwarf
Deploy: Choose an enemy unit. If its base power is higher than self's, gain 3 Armor.
: At the end of your turn, damage chosen unit by 1.
Deathblow: Gain Resilience.
: At the end of your turn, damage chosen unit by 1.
Deathblow: Gain Resilience.
Echo.
Look at the top 3 cards in your deck. Play one, then move the others to your graveyard.
If there is less than 3 cards in your deck, Spawn and play a Legendary Skellige card that was not in your starting deck instead.
Look at the top 3 cards in your deck. Play one, then move the others to your graveyard.
If there is less than 3 cards in your deck, Spawn and play a Legendary Skellige card that was not in your starting deck instead.
Human, Warrior
Veteran.
Deploy: Increase the damage of your Raid cards by 1 for the rest of the game.
Deploy: Increase the damage of your Raid cards by 1 for the rest of the game.
Resilience.
Profit 5.
Fee 1: Boost an allied unit by 1. Increase the boost by this card's Fee cost.
Each time you pay this card's Fee, increase its cost by 1, up to 9.
Profit 5.
Fee 1: Boost an allied unit by 1. Increase the boost by this card's Fee cost.
Each time you pay this card's Fee, increase its cost by 1, up to 9.
Human, Blindeyes
Profit 2.
Tribute 4 (Melee): Create and play a bronze 4 provision Crime.
Tribute 5 (Ranged): Create and play a bronze 5 provision Crime.
Tribute 4 (Melee): Create and play a bronze 4 provision Crime.
Tribute 5 (Ranged): Create and play a bronze 5 provision Crime.