New Content
Cards: 26
Organic
Choose 4 different bronze Kikimore units.
While in your graveyard, the first time you Spawn a Drone on the battlefield each allied turn, transform it into the next chosen Kikimore unit.
While in your graveyard, the first time you Spawn a Drone on the battlefield each allied turn, transform it into the next chosen Kikimore unit.
Organic
Infuse an enemy unit with "If this unit has more than 1 power, whenever your opponent Spawns one or more units, damage self by 1. When own power reaches 1, Infuse this ability to adjacent units which don't have it".
Insectoid
Veil.
Zeal. Order (Predator): Damage an enemy unit by 1 or Consume an allied Drone.
Charge: 1
Whenever you Spawn one or more Insectoids, gain a Charge.
Zeal. Order (Predator): Damage an enemy unit by 1 or Consume an allied Drone.
Charge: 1
Whenever you Spawn one or more Insectoids, gain a Charge.
Insectoid
Order: Remove 1 boost from self, then Spawn a Drone on this row.
Cooldown: 1
Whenever you play an Organic card, boost self by 1.
Cooldown: 1
Whenever you play an Organic card, boost self by 1.
Human, Agent
Deploy: Shuffle a card from your deck into your opponent's deck.
Order: Spawn a Drone at the bottom of your opponent's deck and set its power to the difference between the number of cards in the players' decks.
Whenever a card enters or leaves your opponent's deck, boost self by 1.
Order: Spawn a Drone at the bottom of your opponent's deck and set its power to the difference between the number of cards in the players' decks.
Whenever a card enters or leaves your opponent's deck, boost self by 1.
Tactic
Echo.
Play a unit that isn't from your opponent's starting deck from their deck with a provision cost of 10 or less. Boost it by 1 for each provision below the limit.
Play a unit that isn't from your opponent's starting deck from their deck with a provision cost of 10 or less. Boost it by 1 for each provision below the limit.
Human, Agent
Deploy: Banish an enemy unit with 3 or less power, then, if it wasn't a Token, Spawn its base copy at the bottom of your opponent's deck.
Human
Deploy: Infuse an enemy unit with "Whenever a card enters or leaves your deck, damage self by 1", then, if it wasn't a Token, Spawn its copy at the bottom your opponent's deck.
Human, Agent, Aristocrat
Order: Play a boosted unit from your deck.
While in deck, whenever this unit receives a boost from other abilities, boost self by the same amount.
While in deck, whenever this unit receives a boost from other abilities, boost self by the same amount.
Location
Resilience.
Deploy: Summon a unit from your deck to this row, Lock it and remove its boost.
Order: Boost an allied unit by 0. Increase this value by the amount of boost that was removed.
Deploy: Summon a unit from your deck to this row, Lock it and remove its boost.
Order: Boost an allied unit by 0. Increase this value by the amount of boost that was removed.
Human, Agent
Zeal. Order: Purify an allied unit.
If you do not control Redanian Secret Service, when an allied unit gains a status, Summon self from your deck to its row.
If you do not control Redanian Secret Service, when an allied unit gains a status, Summon self from your deck to its row.
Human, Agent
Veil.
Order: Boost a unit in your deck by 1.
Cooldown: 2
Order: Boost a unit in your deck by 1.
Cooldown: 2
Elf, Agent, Bandit
Deploy: Shuffle an allied unit with a provision cost of 9 or less to your deck, then play the top Elf with a Deploy ability from your deck.
Order: Spawn and play Backup Plan. If this unit is Prepared, Infuse self with "At the end of your turn, damage a random enemy unit by the number of allied Prepared units" instead.
Order: Spawn and play Backup Plan. If this unit is Prepared, Infuse self with "At the end of your turn, damage a random enemy unit by the number of allied Prepared units" instead.
Tactic
Echo.
Spawn 3 Cargos on an allied row.
Spawn 3 Cargos on an allied row.
Tactic
Damage the last unit played by your opponent by 2 and Create a bronze Elf with a Deploy ability that was not in your starting deck.
Elf, Agent, Bandit
Deploy: Move the last played enemy unit to another row and Infuse it with "Whenever your opponent plays an Elf, damage self by 1".
Token
Doomed.
Order: Trigger the Deploy ability of a non-Veiled non-Prepared non-Neutral Soldier, Agent, or Bandit, then Infuse it with the Prepared category and Banish self.
Units that were played this turn cannot be targetted.
Order: Trigger the Deploy ability of a non-Veiled non-Prepared non-Neutral Soldier, Agent, or Bandit, then Infuse it with the Prepared category and Banish self.
Units that were played this turn cannot be targetted.
Beast
Disloyal.
Deploy: Move 3 enemy units to this row, damage them by 2 and Spawn Storm for 3 turns on this row.
Deathwish: Summon self to the opposite row and boost self by the number of unique allied Beasts.
Deploy: Move 3 enemy units to this row, damage them by 2 and Spawn Storm for 3 turns on this row.
Deathwish: Summon self to the opposite row and boost self by the number of unique allied Beasts.
Beast
Deploy: Spawn Rain on an enemy row for 0 turns. This value is increased by 1 for each 3 Beasts in your starting deck.
Whenever an enemy unit takes damage from Rain or Storm, boost a random unboosted allied Beast by 1.
Whenever an enemy unit takes damage from Rain or Storm, boost a random unboosted allied Beast by 1.
Beast
At the end of your turn, if there is Rain or Storm on both enemy rows, Summon self from your deck to your Ranged row.
At the end of your turn, if neither enemy row has Rain or Storm, move self to the bottom of your deck.
At the end of your turn, if neither enemy row has Rain or Storm, move self to the bottom of your deck.
Beast
Deploy: Boost self by 0 and damage an enemy unit by 3.
Increase the boost by 1 for each opponent turn in which Rain or Storm triggered this round.
Increase the boost by 1 for each opponent turn in which Rain or Storm triggered this round.
Dwarf, Crownsplitters
Veil.
Deploy: Spend all your Coins, then boost self by the number of Coins spent.
Once per turn, when you reach 0 Coins, Spawn Explosives on this row.
Deploy: Spend all your Coins, then boost self by the number of Coins spent.
Once per turn, when you reach 0 Coins, Spawn Explosives on this row.
Elf
At the end of your turn, if you have 0 Coins, gain 3 Coins.
Crime
Profit 5.
While in your graveyard, whenever you reach 0 Coins, remove a Counter.
When the Counter reaches 0, gain 4 Coins.
Counter: 6
While in your graveyard, whenever you reach 0 Coins, remove a Counter.
When the Counter reaches 0, gain 4 Coins.
Counter: 6
Human
Fee 2: Boost adjacent units by 1. If that reduced your Coins to 0, boost them by 2 instead.
Cooldown: 1
Cooldown: 1
Token
Doomed.
Fee 2: Damage an enemy unit by 2, then destroy self.
At the end of your turn, reduce the Fee cost by 1. If the Fee cost was 0, destroy self instead.
Fee 2: Damage an enemy unit by 2, then destroy self.
At the end of your turn, reduce the Fee cost by 1. If the Fee cost was 0, destroy self instead.