New Content
Cards: 110
Deploy: Summon 2 random units with 4 Provision Cost from your deck on both sides of this card.
Human, Cursed
Order: Repeat the Deploy ability of the next unit you play during this turn.
Deploy: Play any special card from your deck.
Human, Cursed
Deploy: Destroy an enemy artifact, then boost self by its Provision Cost.
Destroy the highest unit.
Human, Knight
Deploy (Melee): Damage an enemy unit by 1.
Deathblow: Boost self by 6 and gain a Shield.
Deathblow: Boost self by 6 and gain a Shield.
Deploy: Damage an enemy unit by 2.
Deathblow: Spawn and play a base copy of it.
Deathblow: Spawn and play a base copy of it.
Vampire
Deploy: Damage a unit by 4.
Deathblow: Banish it.
Reach: 2
Deathblow: Banish it.
Reach: 2
Deploy: Spawn and play Biting Frost, Impenetrable Fog, or Torrential Rain.
Deploy: Damage an enemy unit by 4. If it has a Shield, destroy it instead.
Human
Deploy (Ranged): Move any card from your deck to the top.
Shield.
Order: Give an allied unit a Shield.
Order: Give an allied unit a Shield.
Boost a unit by 6 and give it a Shield.
Purify 3 adjacent enemy units and damage them by 2.
Beast
Deploy: Randomly gain either a Shield, Immunity, Resilience, or Poison.
Bomb
Damage a unit by 2 and give it Poison.
Deathblow: Give adjacent units Poison.
Deathblow: Give adjacent units Poison.
Bomb
Choose an enemy unit, then damage one adjacent enemy unit by its power.
Damage units at both ends of an enemy row by 3.
Bomb
Destroy an artifact, or damage a unit by 3.
Bomb
Purify a unit and damage it by 4.
Bomb
Damage a unit by 4.
Deathblow: Banish it.
Deathblow: Banish it.
Human
Deploy: Purify a unit.
Clear all row effects from your side and boost an allied unit by 4. For every row effect cleared, decrease the boost by 2.
Human
Deploy (Ranged): Shuffle a card from your hand into your deck, then draw a card.
Human, Soldier
Order: Give an adjacent unit a Shield.
Human, Bandit
Deploy: Give an enemy unit Bleeding for 2 turns.
Give Vitality to an allied unit for 6 turns.
Human
Deploy: Give an allied unit Vitality for 2 turns.
Bomb
Damage a unit by 3.
Deathblow: Move adjacent units to the other row.
Deathblow: Move adjacent units to the other row.
Purify all units on a row.
Organic
Give an enemy unit Bleeding for 6 turns.
Leader
Order: Damage a unit by 2.
Charge: 3.
Deathblow: Spawn an Ekimmara and Summon it to a random allied row.
Charge: 3.
Deathblow: Spawn an Ekimmara and Summon it to a random allied row.
Destroy an allied unit, then apply a Blood Moon row effect to both allied rows and set its duration equal to the destroyed unit's power.
Blood Moon: Every allied turn, on turn start, boost a random Vampire on this row by 2.
Blood Moon: Every allied turn, on turn start, boost a random Vampire on this row by 2.
Vampire
Deathwish: Summon this unit from the graveyard to the same row.
This unit's ability is limited to 3 uses and does not refresh when it leaves the battlefield.
This unit's ability is limited to 3 uses and does not refresh when it leaves the battlefield.
Vampire
Deploy: Damage an enemy unit by 3.
Dominance: Drain an enemy unit by 3 instead.
Dominance: Drain an enemy unit by 3 instead.
Vampire
Thrive.
Deploy: Spawn an Ekimmara and Summon it to this row.
Deathwish: Repeat the Deploy ability.
Deploy: Spawn an Ekimmara and Summon it to this row.
Deathwish: Repeat the Deploy ability.
Vampire
Deploy: Give an enemy unit Bleeding with a duration equal to the number of allied Vampires.
Ranged: Every allied turn, on turn end, boost self by the number of Bleeding enemy units.
Ranged: Every allied turn, on turn end, boost self by the number of Bleeding enemy units.
Vampire
Deploy (Melee): Give an enemy unit Bleeding for 4 turns.
Deploy (Ranged): Purify an allied unit.
Deploy (Ranged): Purify an allied unit.
Vampire
Deploy: Damage an enemy unit by 1.
Deathblow: Boost self by the destroyed unit's base power.
Deathblow: Boost self by the destroyed unit's base power.
Vampire
Order (Melee): Drain an enemy unit by 1.
Cooldown: 2.
Whenever you play an Organic card, reduce this unit's Cooldown by 1.
Cooldown: 2.
Whenever you play an Organic card, reduce this unit's Cooldown by 1.
Vampire
Deploy: Damage an enemy unit by 2. If Alp is under Blood Moon, Drain an enemy unit by 2 instead.
Vampire
Deploy: Destroy an allied unit and gain Vitality for 4 turns.
Vampire
Deploy: Damage an enemy unit by 2.
Deathblow: Gain Thrive.
Deathblow: Gain Thrive.
Organic
Give an enemy unit Bleeding for 6 turns.
If you control a Vampire, Purify it first.
If you control a Vampire, Purify it first.
Vampire
Deploy: Damage a Bleeding enemy unit by its turn duration.
Vampire
Deploy: Give an enemy unit Bleeding for 2 turns.
Bonded: Give it Bleeding for 4 turns instead.
Bonded: Give it Bleeding for 4 turns instead.
Vampire, Token
Doomed.
Leader
Order: Create and play a card from your opponent's hand.
Human, Knight
Order: Refresh your Leader's ability. If it's disabled, enable it instead.
Human, Cursed
Deploy: Set a unit's power to its Provision Cost.
Human, Mage
Assimilate.
Deploy: Create and play a 1-power copy of a bronze unit from your starting deck.
Deploy: Create and play a 1-power copy of a bronze unit from your starting deck.
Beast
Deploy (Melee): Damage a Nilfgaardian enemy unit by 7.
Deploy (Ranged): Boost self by 2 for every non-Nilfgaardian unit from your opponent's faction under your control.
Deploy (Ranged): Boost self by 2 for every non-Nilfgaardian unit from your opponent's faction under your control.
Human, Knight
Deploy: Damage an enemy unit by 1.
Deathblow: Damage adjacent enemy units by 2.
If Palmerin is in your hand, trigger this unit's Deathblow ability even if the enemy unit survived.
Deathblow: Damage adjacent enemy units by 2.
If Palmerin is in your hand, trigger this unit's Deathblow ability even if the enemy unit survived.
Human, Knight
Deploy: Damage an enemy unit by 2.
Deathblow: Give adjacent allied units Shields.
If Milton is in your hand, trigger this unit's Deathblow ability even if the enemy unit survived.
Deathblow: Give adjacent allied units Shields.
If Milton is in your hand, trigger this unit's Deathblow ability even if the enemy unit survived.
Human
Deploy: Look at 2 random gold cards from your deck, then play 1.
Human, Agent
Deploy: Spawn and play a base copy of a non- bronze enemy unit.
Human, Mage
Assimilate.
Deploy: Purify a unit.
Deploy: Purify a unit.
Human
Deploy: Damage an enemy unit by 2. If you have a Tactic in your hand, give it Bleeding for 2 turns.
Human, Soldier
Assimilate.
Human, Agent
Deploy: Give an enemy unit Poison.
Tactic
Remove an enemy unit's Shield, then either damage it by 3, or give an allied unit a Shield and boost it by 3.
Human, Knight
Deploy: Damage an enemy unit by 2. If it has at least 6 power, damage it by 4 instead.
Leader
Order: Play a Northern Realms faction card from your hand, then draw a card.
Human
Deploy: Spawn and play a base copy of a bronze unit from your hand, then give it a Shield.
Human, Knight
Formation.
Order: Damage an enemy unit by 4. If Prince Anséis is boosted, Duel an enemy instead.
Order: Damage an enemy unit by 4. If Prince Anséis is boosted, Duel an enemy instead.
Human
Deploy (Melee): Remove Shields from all units, then boost self by 3 for every Shield removed.
Human, Knight
Deploy: Gain Charges equal to the number of boosted allied units.
Order: Damage an enemy unit by 1.
Charges : 1.
Order: Damage an enemy unit by 1.
Charges : 1.
Split 6 boost randomly between all units on an allied row.
Human, Knight
Shield.
Every allied turn, on turn end, boost this unit by 2 if it has a Shield.
Every allied turn, on turn end, boost this unit by 2 if it has a Shield.
Human, Knight
Deploy: Purify adjacent units.
Human
Formation.
Order: Give an allied unit a Shield.
Order: Give an allied unit a Shield.
Human, Agent
Formation.
Order: Give 2 Charges to an allied unit.
Order: Give 2 Charges to an allied unit.
Human, Soldier
Deploy: Boost self by 2 for every other Cintrian Royal Guard under your control.
Human, Mage
Order: Damage a unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a Mage.
Charge: 1.
Gain 1 Charge whenever you play a Mage.
Human, Mage
Deploy (Ranged): Give an allied unit Vitality for 2 turns.
Bonded: Give it Vitality for 4 turns instead.
Bonded: Give it Vitality for 4 turns instead.
Human, Knight
Deploy (Melee): Damage a unit by 2.
Deathblow: Gain Vitality for 2 turns.
Deathblow: Gain Vitality for 2 turns.
Spell
Give an allied unit a Shield, then give it Vitality for 4 turns.
Leader
Order: Play a Scoia'tael card from your deck with 0 Provision Cost or less.
This value is raised by 1 for every unique primary category among Scoia'tael cards in your starting deck.
This value is raised by 1 for every unique primary category among Scoia'tael cards in your starting deck.
Treant
Deploy: Damage an enemy unit by the number of cards to the left of Great Oak, then boost self by the number of cards to the right of Great Oak.
Dryad
Deploy: Play a Nature card from your deck.
Nature
Spawn and Summon a Dryad Fledgling to an allied row.
If you control a Dryad, Spawn 2 Dryad Fledglings and Summon them to an allied row instead.
If you control a Dryad, Spawn 2 Dryad Fledglings and Summon them to an allied row instead.
Dryad
Harmony.
Deploy: Damage an enemy unit by 2.
Deathblow: Boost a unit in your hand by 2.
Deploy: Damage an enemy unit by 2.
Deathblow: Boost a unit in your hand by 2.
Treant
Order (Melee): Move Treant Boar to the other row and Heal it.
Order (Ranged): Move Treant Boar to the other row and damage an enemy unit by 2.
Cooldown: 1.
Order (Ranged): Move Treant Boar to the other row and damage an enemy unit by 2.
Cooldown: 1.
Treant
Shield.
Deploy (Melee): Gain Vitality with a duration equal to the amount this unit is boosted.
Deploy (Melee): Gain Vitality with a duration equal to the amount this unit is boosted.
Trap
Ambush: Give the next unit played by your opponent Poison and transform into Treant Mantis: Strike.
Zeal.
Order: Transform into Treant Mantis: Strike.
Zeal.
Order: Transform into Treant Mantis: Strike.
Treant
No ability.
Dryad
Deploy: Damage an enemy unit by 2.
Deathblow: Summon a copy of this unit from your deck to this row.
Deathblow: Summon a copy of this unit from your deck to this row.
Dryad
Every allied turn, on turn end, move to the rightmost spot on this row, then boost an allied unit to the left by 1.
Dryad
Harmony.
Deploy: Damage an enemy unit by 2, then give it Poison.
Deploy: Damage an enemy unit by 2, then give it Poison.
Dryad
Deploy (Melee): Give an enemy unit Poison.
Deploy (Ranged): Give an allied unit a Shield.
Deploy (Ranged): Give an allied unit a Shield.
Dryad
Harmony.
Dryad
Deploy: Give an allied unit Vitality with a duration equal to the number of other allied Dryad units.
Nature
Give an allied unit Vitality for 6 turns.
If you control a Dryad, Purify the allied unit first.
If you control a Dryad, Purify the allied unit first.
Leader
Order: Damage an allied unit by 1.
Charge: 5.
Once all Charges have been exhausted, Spawn a Bear Abomination and Summon it to a random allied row.
Charge: 5.
Once all Charges have been exhausted, Spawn a Bear Abomination and Summon it to a random allied row.
Human, Cultist
Ranged: Whenever a unit is played, damage it by half its current power.
Deploy: Spawn a Svalblod Fanatic on both sides of this card.
Order: Damage adjacent units by 2.
Order: Damage adjacent units by 2.
Beast
Order: Destroy an allied unit, then Heal self.
Human, Cultist, Warrior
Deploy: Damage an allied unit to the right by half of its current power, then damage an enemy unit by that amount.
Human, Cultist
Berserk: Transform into a Champion of Svalblod.
Human, Cultist, Warrior
Order: Damage a unit by 1.
Cooldown: 1.
Berserk: Damage a unit by 2 instead.
Reach: 2
Cooldown: 1.
Berserk: Damage a unit by 2 instead.
Reach: 2
Human, Cultist
Deploy: Transform a damaged allied unit into a Bear Abomination.
Human, Cultist
Deploy: Destroy an allied Beast to the right, then boost self by its power and give an enemy unit Bleeding with a duration equal to the destroyed Beast's power.
Human, Cultist, Warrior
Deploy, Bloodthirst 3: Lock self.
Berserk: Destroy self.
Berserk: Destroy self.
Damage an enemy unit by 2.
Deathblow: Spawn a Bear Abomination and Summon it to a random allied row.
Deathblow: Spawn a Bear Abomination and Summon it to a random allied row.
Human, Cultist
Deploy (Ranged): Boost a unit by 3. If it is still damaged, destroy it instead.
Human, Cultist
Every allied turn, on turn end, damage the allied unit to the right by 1, then boost self by 2.
Human, Cultist, Warrior
Deploy: Damage an allied unit by 2, then give an enemy unit Bleeding for 3 turns.
Human, Cultist
Berserk: Transform into a Bear Abomination.
Human, Cultist, Warrior
Deploy (Melee): Damage an enemy unit by 2.
Bloodthirst 2: Give it Bleeding for 2 turns.
Bloodthirst 2: Give it Bleeding for 2 turns.
Beast, Token
Doomed.