New Content
Cards: 44
Order: Damage all enemy units by 1. If any had different power than base, damage them by 2 instead.
Order: Boost an allied unit by its base power.
Order: Spawn your stratagem on your Melee row, then Create a Neutral stratagem and Spawn it on your Ranged row.
Order: Spawn a base copy of an enemy unit on the opposite row.
Order: Destroy an enemy unit with 10 or less power.
Order: Play a bronze unit from your hand, then draw a unit of your choice.
Order: Damage an enemy unit by 7.
Deathblow: Deal excess damage to adjacent units.
Deathblow: Deal excess damage to adjacent units.
Human, Cursed, Bandit
Deploy: If your starting deck has at least 25 units, Create a curse to replace your leader ability, then Create a blessing and Infuse your leader ability with it.
Human, Mage
Zeal, Order: Infuse an enemy unit with "Whenever your opponent plays a card, damage self by 1".
Cooldown: 3
Whenever you play a Cursed card, reduce Cooldown by 1.
Cooldown: 3
Whenever you play a Cursed card, reduce Cooldown by 1.
After using your leader ability, play the lowest-provision unit from your deck
At the end of your turn, if your leader ability is not used, boost the lowest-power allied unit by 1
After using your leader ability, randomly split 8 damage among all enemy units
Whenever you pass, boost the lowest-power allied unit by 5
Whenever you play a unit with odd power, boost it by 1 for each adjacent even-power unit.
Whenever you play a unit with even power, boost it by 1 for each adjacent odd-power unit
Whenever you play a unit with even power, boost it by 1 for each adjacent odd-power unit
Cooldown: 7
After using your leader ability, set the lowest-power allied unit to 12
Human, Bandit
Deploy: If your starting deck has at least 25 units, Summon all copies of self from your deck to this row.
Scenario, Cursed
Doomed.
Scenario: Progress whenever you play a unit with Thrive.
Prologue: Spawn Cursed Damsel on this row.
Chapter 1: Whenever you play a unit, if it would not trigger any of your Thrive units, boost it by 2 first.
Chapter 2: Play the highest-power bronze Monster unit from your deck.
Scenario: Progress whenever you play a unit with Thrive.
Prologue: Spawn Cursed Damsel on this row.
Chapter 1: Whenever you play a unit, if it would not trigger any of your Thrive units, boost it by 2 first.
Chapter 2: Play the highest-power bronze Monster unit from your deck.
Beast, Cursed
At the start of the game, gain Immunity.
Deploy: Boost self by 0.
Order: Increase the boost value by 2, then replay self.
Units played on opponent's side can trigger your Thrive abilities.
Deploy: Boost self by 0.
Order: Increase the boost value by 2, then replay self.
Units played on opponent's side can trigger your Thrive abilities.
Human, Cursed
Thrive.
Order: Halve own power and destroy an enemy unit with power up to the power removed from self.
Order: Halve own power and destroy an enemy unit with power up to the power removed from self.
Plant, Cursed
Deploy (Melee): Consume an allied unit. This unit triggers Thrive an additional time.
Deploy (Ranged): Infuse 2 allied units with "Thrive".
Deploy (Ranged): Infuse 2 allied units with "Thrive".
Scenario
Doomed.
Scenario: Progress whenever you play a gold Cultist.
Prologue: Spawn Eternal Eclipse Initiate on this row.
Chapter 1: Infuse all your non-Disloyal Cultists on the battlefield, in your hand and in your deck with "Whenever you play a Cultist, boost self by 1, then increase this value by 1 if it was a bronze".
Chapter 2: Spawn and play Eternal Eclipse Deacon.
Scenario: Progress whenever you play a gold Cultist.
Prologue: Spawn Eternal Eclipse Initiate on this row.
Chapter 1: Infuse all your non-Disloyal Cultists on the battlefield, in your hand and in your deck with "Whenever you play a Cultist, boost self by 1, then increase this value by 1 if it was a bronze".
Chapter 2: Spawn and play Eternal Eclipse Deacon.
Human, Cultist
At the start of the game, Infuse 2 random gold non-Cultist units in your starting deck with Cultist category and Infuse them with "After this card is played or Summoned, if you control 3 or more Cultists, damage the lowest-power Infused enemy unit by 3".
Human, Cultist
Deploy: Infuse a unit in your hand with the Cultist category.
Order: Infuse a unit in your deck with the Cultist category.
Order: Infuse a unit in your deck with the Cultist category.
Human, Cultist
Order: Infuse a bronze enemy unit with "Whenever your opponent plays the Cultist, damage self by 1. Deathwish: Spawn a base copy of self on the opposite row, set its power to 1 and Infuse it with the Cultist category".
Scenario, Cursed
Doomed.
Scenario: Progress whenever you play a Knight.
Prologue: Summon a bronze Knight from your deck to this row.
Chapter 1: Whenever an allied unit triggers Grace, boost its adjacent units by 2.
Chapter 2: Spawn and play Mad Charge.
Scenario: Progress whenever you play a Knight.
Prologue: Summon a bronze Knight from your deck to this row.
Chapter 1: Whenever an allied unit triggers Grace, boost its adjacent units by 2.
Chapter 2: Spawn and play Mad Charge.
Human, Cursed, Aristocrat
Immunity.
Grace 5, Order: Infuse an allied unit with "Whenever this unit receives a boost from other abilities, boost self by the same amount".
Grace 5, Order: Infuse an allied unit with "Whenever this unit receives a boost from other abilities, boost self by the same amount".
Human, Knight
Shield.
Grace 8: Spawn Bronwen the Bold on the right.
Grace 14: Boost the allied Bronwen the Bold by 3.
Deathwish: Lock the allied Bronwen the Bold.
Grace 8: Spawn Bronwen the Bold on the right.
Grace 14: Boost the allied Bronwen the Bold by 3.
Deathwish: Lock the allied Bronwen the Bold.
Human, Knight
At the end of your turn, boost self by 1 for each adjacent boosted unit and damage self by 1 for each adjacent damaged unit.
Grace 9: Give adjacent units Shield, then Infuse them with "Whenever this unit loses Shield, boost it by 2".
Grace 9: Give adjacent units Shield, then Infuse them with "Whenever this unit loses Shield, boost it by 2".
Human, Knight
Order: Boost the next unit you play by 2. If it is a Knight, also Infuse it with "At the end of your turn, boost self by 1".
Token, Cursed
Doomed.
Nature
Doomed.
Create a bronze Scoia'tael unit with a primary category that you don't control.
Create a bronze Scoia'tael unit with a primary category that you don't control.
Scenario, Cursed
Doomed.
Scenario: Progress whenever you play a unit with Harmony.
Prologue: Spawn Lake Guardian: Dawn Aspect on this row and set its power to the number of Scoia'tael units with unique primary categories in your starting deck.
Chapter 1: Whenever you play a Scoia'tael unit, boost it by 1 for every category it has.
Chapter 2: Spawn and play Loc Feainn: Convergence.
Scenario: Progress whenever you play a unit with Harmony.
Prologue: Spawn Lake Guardian: Dawn Aspect on this row and set its power to the number of Scoia'tael units with unique primary categories in your starting deck.
Chapter 1: Whenever you play a Scoia'tael unit, boost it by 1 for every category it has.
Chapter 2: Spawn and play Loc Feainn: Convergence.
Beast, Cursed
Harmony.
This unit's Harmony is also triggered in hand and deck.
This unit's Harmony is also triggered in hand and deck.
Beast, Cursed
Harmony.
Order: Infuse an allied unit with "Harmony".
Order: Infuse an allied unit with "Harmony".
Machine, Cursed, Token, Ship
Doomed.
Order: Damage an enemy unit by 1 and Infuse it with "Whenever this unit takes damage from other abilities, damage self by the same amount".
Charges: 1
Order: Damage an enemy unit by 1 and Infuse it with "Whenever this unit takes damage from other abilities, damage self by the same amount".
Charges: 1
Scenario, Cursed
Doomed.
Scenario: Progress whenever you play a Pirate.
Prologue: Spawn Bjorn's Drakkar on this row.
Chapter 1: Whenever your opponent plays a unit, Infuse it with "Deathwish: Spawn Cataclysm for 1 turn on this row".
Chapter 2: Purify and Heal an allied Bjorn's Drakkar, increase its base power by 5 and give it 1 Charge.
If you don't control Bjorn's Drakkar, Spawn it on this row instead.
Scenario: Progress whenever you play a Pirate.
Prologue: Spawn Bjorn's Drakkar on this row.
Chapter 1: Whenever your opponent plays a unit, Infuse it with "Deathwish: Spawn Cataclysm for 1 turn on this row".
Chapter 2: Purify and Heal an allied Bjorn's Drakkar, increase its base power by 5 and give it 1 Charge.
If you don't control Bjorn's Drakkar, Spawn it on this row instead.
Human, Cursed, Pirate
Veteran.
Deploy: Clash with an enemy unit.
Order, Bloodthirst 2: Discard a card, then move self back to your hand.
Deploy: Clash with an enemy unit.
Order, Bloodthirst 2: Discard a card, then move self back to your hand.
Human, Cursed, Pirate
Deploy: Infuse an enemy unit with "Deathwish: Spawn Cataclysm on this row for 2 turns.", then Spawn Cataclysm on its row for 4 turn.
Human, Cursed, Pirate, Tidecloaks
Hoard 9, Fee 3: Infuse an enemy unit with "Whenever your opponent gains Coins, damage self by 1".
Scenario, Cursed
Doomed.
Scenario: Progress whenever you play a Tidecloak.
Prologue: Spawn Gudrun Bjornsdottir on this row.
Chapter 1: Hoard 8: At the end of your turn, gain enough Coins to fill your pouch.
Chapter 2: Damage the highest-power enemy unit by the number of Coins you have.
Scenario: Progress whenever you play a Tidecloak.
Prologue: Spawn Gudrun Bjornsdottir on this row.
Chapter 1: Hoard 8: At the end of your turn, gain enough Coins to fill your pouch.
Chapter 2: Damage the highest-power enemy unit by the number of Coins you have.
Human, Pirate, Tidecloaks
Deploy: Spawn 3 base copies of self on this row. Reduce the number of copies by 1 for every Counter.
Your Hoards require 1 less Coins to trigger.
Hoard 9: Once per round, at the end of your turn, while in hand or deck, remove a Counter.
Counter: 3
Your Hoards require 1 less Coins to trigger.
Hoard 9: Once per round, at the end of your turn, while in hand or deck, remove a Counter.
Counter: 3
Human, Pirate, Tidecloaks
Profit 3.
Hoard 7, Fee 3: Infuse an allied unit with "At the end of your turn, gain 1 Coin".
Hoard 7, Fee 3: Infuse an allied unit with "At the end of your turn, gain 1 Coin".
Human, Pirate, Tidecloaks
Timer 3: Gain 6 Coins.