New Content
Cards: 36
Ogroid, Warrior
Deploy (Might): Gain Resilience.
The base power of this card is equal to the number of Ogroids in your starting deck.
The base power of this card is equal to the number of Ogroids in your starting deck.
Boost an allied unit by 10.
Might: When you play an Ogroid, play self from your graveyard and gain Doomed.
Might: When you play an Ogroid, play self from your graveyard and gain Doomed.
Ogroid, Druid
At the end of your turn, boost the lowest-power unit you control by 1.
Might: Boost all lowest-power units you control by 1 instead.
Might: Boost all lowest-power units you control by 1 instead.
Ogroid, Warrior
Deploy (Melee): Clash with the highest-power enemy unit.
Might: At the end of your turn, while in hand, gain 2 Armor.
Might: At the end of your turn, while in hand, gain 2 Armor.
Ogroid, Warrior
Deploy: Boost self by 2 for each allied unit with 10 or more power.
Ogroid, Warrior
Timer 7: Set own base power to 10.
Deploy: Reduce the Timer by 1 for each Ogroid in your hand.
Deploy: Reduce the Timer by 1 for each Ogroid in your hand.
Location
Resilience.
Deploy: Spawn Imperial Fleet to the left of self and Imperial Marine to the right of self.
Order: Boost 2 allied units by 2 and swap their positions.
Deploy: Spawn Imperial Fleet to the left of self and Imperial Marine to the right of self.
Order: Boost 2 allied units by 2 and swap their positions.
Human, Soldier, Aristocrat
Zeal. Order: Choose 3 enemy units, then give them Lock, Poison and , in that order.
At the end of your turn, boost self by the highest number of statuses on an enemy unit.
At the end of your turn, boost self by the highest number of statuses on an enemy unit.
Tactic
Play up to 2 bronze cards from your hand, then draw as many cards.
Machine, Ship
Flanking.
Order: Poison a non-Poisoned unit with at least 1 status.
At the end of your turn, gain a Charge.
Charge: 1
Order: Poison a non-Poisoned unit with at least 1 status.
At the end of your turn, gain a Charge.
Charge: 1
Machine, Ship
Zeal. Order: Infuse an enemy unit with "At the end of your turn, damage self for each active Flanking unit on the opposite row".
Charge: 1
Charge: 1
Human, Soldier
Flanking.
Zeal. Order: Choose a card from your deck.
At the end of your turn, move it up by one position in your deck. If it's on the top, boost self by 1 instead.
Zeal. Order: Choose a card from your deck.
At the end of your turn, move it up by one position in your deck. If it's on the top, boost self by 1 instead.
Human, Aristocrat
Deploy: Banish 3 cards from your deck.
Order: Play a base copy of one of them, then remove it from the list.
Cooldown: 2
Order: Play a base copy of one of them, then remove it from the list.
Cooldown: 2
Human, Soldier, Aristocrat
Deploy: Boost 3 bronze units in your deck by 1.
The first time an allied unit uses its Order each turn, Summon a random unit with the same power from your deck to this row.
The first time an allied unit uses its Order each turn, Summon a random unit with the same power from your deck to this row.
Location
Resilience.
Deploy: Create a bronze Northern Realms unit with an Order ability.
Order: Refresh an allied bronze unit's Order, then give it Zeal.
Deploy: Create a bronze Northern Realms unit with an Order ability.
Order: Refresh an allied bronze unit's Order, then give it Zeal.
Human, Soldier
Order: Duel a random enemy unit.
Machine, Siege Engine, Ship
Order: Damage an enemy unit by 2, then boost a random non-boosted unit in your deck by the excess damage dealt.
Increase the damage for each time you used an Order ability this turn.
Increase the damage for each time you used an Order ability this turn.
Machine, Siege Engine
Whenever you use an Order ability, damage a random enemy unit by 1.
Elf, Soldier, Bandit
Deploy: If played adjacent to at least one:
Trap - Play an Elf from your deck.
Elf - Play a Trap from your deck.
Trap - Play an Elf from your deck.
Elf - Play a Trap from your deck.
Elf, Soldier, Bandit
Deploy: For the rest of the match, whenever you Spawn an Elven Deadeye, boost it by 1.
If your starting deck has at least 4 unique Traps, this card starts in your hand.
If your starting deck has at least 4 unique Traps, this card starts in your hand.
Trap
Ambush: When your opponent plays a unit with 4 or less power, flip self.
At the end of your turn, boost adjacent units by [2]. When your opponent passes while this card is face-up, Lock self.
Spring: Boost a unit in your hand by [6], then Lock self.
Whenever your opponent passes, decrease the boost values by 1.
At the end of your turn, boost adjacent units by [2]. When your opponent passes while this card is face-up, Lock self.
Spring: Boost a unit in your hand by [6], then Lock self.
Whenever your opponent passes, decrease the boost values by 1.
Trap
Ambush (Timer 3): Spawn 3 Elven Deadeyes on this row.
Spring: Spawn 2 Elven Deadeyes on this row.
Spring: Spawn 2 Elven Deadeyes on this row.
Elf, Soldier, Bandit
Deploy: Seize an enemy unit with 0 or less power, then transform the Seized unit into an Elven Deadeye without changing its power.
The maximum power is increased by 1 for each Trap you played this round.
The maximum power is increased by 1 for each Trap you played this round.
Elf, Soldier, Bandit
Deploy: Boost self by 3 for each face-down allied Trap.
Human, Pirate, Warrior
Deploy (Melee): Clash with an enemy unit.
Whenever you play a Raid, remove all Armor from self and adjacent Pirates and Ships, then boost them and self by the amounts removed.
Whenever you play a Raid, remove all Armor from self and adjacent Pirates and Ships, then boost them and self by the amounts removed.
Human, Pirate
Veteran.
Deploy: Damage self by own base power, then split as much damage randomly between enemy units.
Deploy: Damage self by own base power, then split as much damage randomly between enemy units.
Location
Resilience.
Deploy: Create and play a bronze an Craite unit.
Order: Give an allied unit 6 Armor, then it Clashes with an enemy unit.
Deploy: Create and play a bronze an Craite unit.
Order: Give an allied unit 6 Armor, then it Clashes with an enemy unit.
Raid
Create and play a bronze Skellige Ship.
While in graveyard, whenever a unit is played, damage it by 1.
After 13 damage has been dealt, Banish self.
While in graveyard, whenever a unit is played, damage it by 1.
After 13 damage has been dealt, Banish self.
Raid
Damage an enemy unit by 2.
Bloodthirst 2: Play a Pirate from your hand, then draw a card.
Bloodthirst 2: Play a Pirate from your hand, then draw a card.
Machine, Ship
Whenever a card enters either graveyard, damage a random enemy unit by 1.
Human, Pirate
Deploy: Gain as many Coins as you spent this turn.
Fee 1: Boost an allied Pirate by 1.
Fee 1: Boost an allied Pirate by 1.
Machine, Ship
Profit 6.
Vice 10: Play the top card from your deck.
Vice 10: Play the top card from your deck.
Human, Pirate
Vice 6: Destroy the lowest-power enemy unit.
Crime
Profit 5.
Spend all your Coins, then play a unit from your deck with a provision cost up to the number of Coins spent.
Spend all your Coins, then play a unit from your deck with a provision cost up to the number of Coins spent.
Beast, Pirate
Profit 2.
Fee 1: Spawn a Syndicate Crown on this row.
Cooldown: 1
Fee 1: Spawn a Syndicate Crown on this row.
Cooldown: 1
Human, Pirate
Vice 3: Boost self by 1.