Version History

2021-09-02 v9.3.0      - playgwent News     Balance Changes
2021-08-03 v9.2.0      - playgwent News     Price of Power Part 2
2021-07-06 v9.1.0      - playgwent News     Balance changes, Sunset Wanderers
2021-06-08 v9.0.0      - playgwent News     Price of Power Expansion
2021-05-06 v8.5.0      - playgwent News     Triss Journey
2021-04-01 v8.4.0      - playgwent News     Balance changes
2021-03-09 v8.3.0      - playgwent News     Familiar Faces
2021-02-09 v8.2.0      - playgwent News     Yen Journey
2021-01-08 v8.1.0      - playgwent News     Madoc, Tooltip fixes
2020-12-08 v8.0.0      - playgwent News     Way of the Witcher Expansion
2020-11-17 v7.4.1      - playgwent News     META SHAKEUP
2020-10-01 v7.3.0      - playgwent News     Artifact Removal, Balance changes
2020-09-01 v7.2.0      - playgwent News     Ability reworks, Balance changes
2020-08-10 v7.1.1      - playgwent twitter  SK Hotfix
2020-08-02 v7.1.0      - playgwent News     Ciri Journey
2020-07-07 v7.0.2      - playgwent News     Master Mirror Hotfix
2020-06-30 v7.0.0      - playgwent News     Master Mirror Expansion
2020-05-05 v6.2.0      - playgwent News     Balance changes
2020-04-02 v6.1.0      - playgwent News     New Abilities, Journey, Balance (Android is v6.0)
2020-03-03 v5.2.0      - playgwent News     Year of the Wererat, Balance changes
2020-02-04 v5.1.0      - playgwent News     Balance changes
2019-12-13 v5.0.1      - playgwent News     Merchants of Ofir Hotfix
2019-12-09 v5.0.0      - playgwent News     Merchants of Ofir Expansion
2019-10-28 v4.1.0      - playgwent News     Balance changes (29th iOS Release)
2019-10-09 v4.0.3      - playgwent News     Iron Judgment Balance Hotfix 
2019-10-02 v4.0.0      - playgwent News     Iron Judgment Expansion 
2019-08-30 v3.2.0      - playgwent News     Vampire Rework, Balance 
2019-07-31 v3.1.0      - playgwent News     NR Rework, Bronze Rebalance
2019-07-05 v3.0.1      - playgwent News     Syndicate Hotfix
2019-06-28 v3.0.0      - playgwent News     Novigrad Expansion
2019-05-30 v2.2.0      - playgwent News     User Experience Update
2019-04-30 v2.1.0      - playgwent News     Nilfgaard Update
2019-04-04 v2.0.1      - playgwent News     CC Dettlaff Hotfix
2019-03-28 v2.0.0      - playgwent News     Crimson Curse Expansion
2019-02-28 v1.3.0      - playgwent News     Seasonal Trees Update
2019-01-31 v1.2.0      - playgwent News     Thronebreaker Leaders Update
2019-01-10 v1.1.0      - playgwent News     Mulligan Update
2018-12-04 v1.0.1.26   - playgwent News     Console Release
2018-11-07 v1.0.0.15-2 - playgwent News     Artifact Provision Update
2018-10-23 v1.0.0.15   - playgwent News     PC Release

For more information read the official changelog. The card data is sourced from the game so every text error will be included.
This changelog only features balance changes.

New
Buff
Nerf
Rework
Adjustment

New Content

Cards: 1
Order: Gain 1 Coin.
Charge: 5.
Whenever you play a Crime card, gain 1 Charge.

Changes

Cards: 252
Spell
Play a unit from your graveyard.
Spell
Play a unit from your graveyard.
Dwarf, Bandit
Deploy (Melee): Damage an enemy unit by 1 for each card in your hand.
Dwarf, Bandit
Deploy: Damage a unit by 1 for every card in your hand.
Reach: 2
Boost 5 adjacent units by 2.
Boost 5 adjacent units by 2.
Deploy: Destroy an enemy Beast.
Deploy: Destroy an enemy Beast.
Reach: 2
Relict
Deploy: Transform into a base copy of an enemy unit.
Relict
Deploy: Transform into a base copy of an enemy unit.
Reach: 2
Witcher
Deploy: Destroy an enemy unit with 9 or more power.
Witcher
Deploy: Destroy an enemy unit with 8 or more power.
Deploy: Play any special card from your deck.
Deploy: Play any special card from your deck.
Deploy (Melee): Damage an enemy unit by 4.
Deathblow: Banish it.
Deploy: Damage a unit by 4.
Deathblow: Banish it.
Reach: 2
Tactic
Play a unit from your deck.
Tactic
Play a unit from your deck.
Deploy: Draw a card of your choice from your deck, then Discard a random card.
Deploy: Draw a card of your choice from your deck, then Discard a random card.
Witcher
Order (Melee): Damage an enemy unit by 2.
Cooldown: 2.
Whenever you play an Witcher, decrease Cooldown by 1.
Witcher
Order (Melee): Damage an enemy unit by 2.
Charge: 1.
Gain 1 Charge whenever you play a Witcher.
Play the highest unit from your deck.
Play the highest unit from your deck.
Human, Knight
Deploy: If you have a Dragon in your hand, gain Zeal.
Order: Destroy a unit with 9 or more power.
Human, Knight
Deploy: If you have a Dragon in your hand, gain Zeal.
Order: Destroy a unit with 8 or more power.
Deploy: Destroy an enemy unit with Resilience.
Deploy: Destroy an enemy unit with Resilience.
Reach: 2
Play the lowest unit from your deck.
Play the lowest unit from your deck.
Dragon
Deploy: Damage 2 enemy units by 2.
Dragon
Order: Damage an enemy unit by 2.
Charge: 2.
Beast, Cursed
Deploy: Move 3 adjacent units to their other row.
Beast, Cursed
Deploy: Move 3 adjacent units to their other row.
Reach: 2
Look at the top 2 cards from your deck, then play one and Banish the other.
Look at the top 2 cards from your deck, then play one and Banish the other.
Shield.
Order: Give an allied unit a Shield.
Shield.
Order: Give an allied unit a Shield.
Relict
Whenever you play a special card, damage a random enemy unit by 2.
Relict
Order: Damage a unit by 2.
Charge: 1.
Gain 1 Charge whenever you play a special card.
Relict
Whenever you play a special card, boost a random allied unit by 2.
Relict
Order: Boost a unit by 2.
Charge: 1.
Gain 1 Charge whenever you play a special card.
Lock and Reset a unit.
Lock a unit and restore it to its base power.
Beast
No ability.
Beast
No ability.
Damage a unit by 5.
Damage a unit by 5.
Human, Bandit
Deploy: Destroy an enemy artifact.
Human, Bandit
Deploy: Destroy an enemy artifact.
Alchemy
Boost 3 adjacent units by 2.
Alchemy
Boost 3 adjacent units by 2.
Alchemy
Boost a unit by 5 and remove its Lock.
Alchemy
Boost a unit by 4 and remove its Lock.
Bomb
Choose an enemy unit, then damage one adjacent enemy unit by its power.
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.
Damage units at both ends of an enemy row by 3.
Human, Bandit
Deploy: Move a unit to the other row.
Human, Bandit
Deploy: Move a unit to the other row.
Reach: 2
Alchemy
Boost a unit by 6.
Alchemy
Boost a unit by 6.
Beast
Deploy: Damage an enemy unit by 2.
Beast
Deploy: Damage an enemy unit by 2.
Reach: 2
Necrophage
Order (Melee): Banish all units in your graveyard, then boost self by 1 for each.
Necrophage
Order (Melee): Banish all units in your graveyard, then boost self by 1 for each.
 
Look at 2 random gold cards from your deck, then play one and place the other on top.
 
Look at 2 random gold cards from your deck, then play one and place the other on top.
Melee: Whenever an allied unit is destroyed during your turn, boost self by 2.
Melee: Whenever an allied unit is destroyed during your turn, boost self by 2.
Beast, Cursed
Deploy, Dominance: Damage an enemy unit by 5.
Beast, Cursed
Deploy, Dominance: Damage an enemy unit by 5.
Reach: 2
Ogroid
Deathwish: Your opponent Summons the highest unit from their deck on the opposite row.
Ogroid
Deathwish: Your opponent Summons the highest unit from their deck on the opposite row.
Wild Hunt, Warrior
Order (Melee): Damage a unit by 1.
Dominance: Damage a unit by 2 instead.
Cooldown: 1.
Wild Hunt, Warrior
Order: Damage a unit by 1.
Dominance: Damage a unit by 2 instead.
Cooldown: 1.
Reach: 2
Beast
Deploy: Boost all allied Beast units by 1.
Beast
Deploy: Boost all allied Beast units by 1.
Beast, Cursed
Deploy (Melee): Consume a unit with 3 or less power.
Beast, Cursed
Deploy (Melee): Consume a unit with 3 or less power.
Deploy (Ranged): Play an Organic card from your deck.
Deploy (Ranged): Play an Organic card from your deck.
Vampire
Deploy: Damage an enemy unit by 1.
Deathblow: Boost self by the destroyed unit's base power.
Vampire
Deploy: Damage an enemy unit by 1.
Deathblow: Boost self by the destroyed unit's base power.
Deploy (Melee): Give an enemy unit Bleeding for 4 turns.
Deploy (Ranged): Purify an allied unit.
Deploy (Melee): Give an enemy unit Bleeding for 4 turns.
Deploy (Ranged): Purify an allied unit.
Necrophage
Thrive.
Deploy: Trigger a bronze allied unit's Deathwish ability.
Necrophage
Thrive.
Deploy: Trigger a bronze allied unit's Deathwish ability.
Ogroid
Deploy (Melee): Boost self by 2 for every unit more your opponent has on the battlefield.
Ogroid
Deploy (Melee): Boost self by 2 for every unit more your opponent has on the battlefield.
Create and play a bronze Monster faction card.
Create and play a bronze Monster faction card.
Ogroid
No ability.
Ogroid
No ability.
Deploy: Consume an allied unit.
Deploy: Consume an allied unit.
Ogroid
Deploy (Melee): Destroy an adjacent allied unit and damage an enemy unit by its power.
Ogroid
Deploy: Destroy an adjacent allied unit and damage an enemy unit by its power.
Reach: 2
Vampire
Deploy: Destroy an allied unit and gain Vitality for 4 turns.
Vampire
Deploy: Destroy an allied unit and gain Vitality for 4 turns.
Organic
Damage an enemy unit by 3 and boost an allied unit by 3.
Organic
Damage an enemy unit by 3 and boost an allied unit by 3.
Wild Hunt
Deploy: Damage an enemy unit by 1.
Dominance: Damage it by 3 instead.
Wild Hunt
Deploy: Damage an enemy unit by 1.
Dominance: Damage it by 3 instead.
Reach: 2
Wild Hunt, Warrior
Deploy: Damage an enemy unit by 1 for every other allied Wild Hunt unit.
Wild Hunt, Warrior
Deploy: Damage an enemy unit by the number of Wild Hunt units you control.
Reach: 1
Beast
Thrive.
Deploy (Ranged): Damage a unit by 2.
Beast
Thrive.
Deploy: Damage an enemy unit by 2.
Reach: 2
Vampire
Deploy: Damage an enemy unit by 2.
Deathblow: Gain Thrive.
Vampire
Deploy: Damage an enemy unit by 2.
Deathblow: Gain Thrive.
Beast
Deploy: Damage an enemy unit by 1 for each adjacent Beast.
Beast
Deploy: Damage an enemy unit by 2 for each adjacent Beast.
Reach: 1
Vampire
Deploy: Give an enemy unit Bleeding for 2 turns.
Bonded: Give it Bleeding for 4 turns instead.
Vampire
Deploy: Give an enemy unit Bleeding for 2 turns.
Bonded: Give it Bleeding for 4 turns instead.
Beast
Deploy: Boost an allied Deathwish unit by 3.
Beast
Deploy: Boost an allied Deathwish unit by 3.
Beast, Warrior
Whenever a unit is destroyed during your turn, damage a random enemy unit by 1.
Beast, Warrior
Whenever a unit is destroyed during your turn, damage a random enemy unit by 1.
Wild Hunt, Mage
Deploy: Boost an allied unit by 1.
Dominance: Boost it by 3 instead.
Wild Hunt, Mage
Deploy: Boost an allied unit by 1.
Dominance: Boost it by 3 instead.
Human, Soldier
Spying.
Deploy: Play the top non-Spying unit from your deck, then boost it by 8.
Human, Soldier
Spying.
Deploy: Play the top non-Spying unit from your deck, then boost it by 8.
Human, Knight
Melee: Whenever an enemy receives a boost, boost self by the same amount.
Human, Knight
Melee: Whenever an enemy receives a boost, boost self by the same amount.
Human, Soldier
Deploy: Your opponent Summons the top unit from their deck to a random enemy row.
Human, Soldier
Deploy: Your opponent Summons the top unit from their deck to a random enemy row.
Human, Mage
Deploy (Melee): Destroy an enemy unit, then your opponent Summons the top unit from their deck to a random enemy row.
Deploy (Ranged): Destroy an allied unit, then Summon the top unit from your deck to a random allied row.
Human, Mage
Deploy (Melee): Destroy an enemy unit, then your opponent Summons the top unit from their deck to a random enemy row.
Deploy (Ranged): Destroy an allied unit, then Summon the top unit from your deck to a random allied row.
Human, Mage
Deploy: Reveal a random card in your deck. If it's a unit, boost self by its power and shuffle it back. If it's an artifact or a special card, play it.
Human, Mage
Deploy: Reveal a random card in your deck. If it's a unit, boost self by its power and shuffle it back. If it's an artifact or a special card, play it.
Human, Mage
Assimilate.
Deploy: Create and play a 1-power copy of a bronze unit from your starting deck.
Human, Mage
Assimilate.
Deploy: Create and play a 1-power copy of a bronze unit from your starting deck.
Human, Mage
Deploy: Damage an enemy unit by 2. Increase the number of targets by 1 for each adjacent Mage.
Human, Mage
Deploy: Damage an enemy unit by 2. Increase the number of targets by 1 for each adjacent Mage.
Machine
Shield.
Order: Damage a unit by 2.
Charge: 1.
Gain 1 Charge whenever you play a Tactic.
Machine
Shield.
Order: Damage a unit by 2.
Charge: 1.
Gain 1 Charge whenever you play a Tactic.
Human, Soldier
Deploy (Ranged): Play a Tactic card from your deck.
Human, Soldier
Deploy (Ranged): Play a Tactic card from your deck.
Human, Knight
Whenever you play a unit with Spying, boost self by 2.
Human, Knight
Whenever you play a unit with Spying, boost self by 2.
Human, Knight
Deploy (Melee): Seize an enemy unit with 3 or less power.
Human, Knight
Deploy (Melee): Seize an enemy unit with 3 or less power.
Deploy (Melee): Damage a Nilfgaardian enemy unit by 7.
Deploy (Ranged): Boost self by 2 for each allied unit from a different faction.
Deploy (Melee): Damage a Nilfgaardian enemy unit by 7.
Deploy (Ranged): Boost self by 2 for each allied unit from a different faction.
Deploy: Purify all allied units on this row.
Deploy: Purify all allied units on this row.
Human, Mage
Deploy (Melee): Spawn The Guardian and place it at the top of your opponent's deck.
Human, Mage
Deploy (Melee): Spawn The Guardian and place it at the top of your opponent's deck.
Human, Agent
Deploy (Melee): Move an enemy to the other row.
Deploy (Ranged): Destroy an enemy artifact.
Human
Deploy (Melee): Move an enemy to the other row.
Deploy (Ranged): Destroy an enemy artifact.
Construct
Deploy: Reveal the top unit from your opponent's deck and damage self by its power, then shuffle it back.
Construct
Deploy: Reveal the top unit from your opponent's deck and damage self by its power, then shuffle it back.
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.
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.
Spying.
Deploy: Look at 2 random gold cards from your deck, then play 1.
Spying.
Deploy: Look at 2 random gold cards from your deck, then play 1.
Human, Mage
Deploy (Ranged): Destroy a Locked enemy unit.
Human, Mage
Deploy (Ranged): Destroy a Locked enemy unit.
Create and play a bronze Nilfgaard faction card.
Create and play a bronze Nilfgaard faction card.
Construct, Token
No ability.
Construct, Token
No ability.
Human, Agent
Order (Melee): Swap this unit's power with an enemy's power.
Human, Agent
Order: Swap this unit's power with an enemy's power.
Reach: 2
Play a bronze unit from your opponent's graveyard.
Play a bronze unit from your opponent's graveyard.
Human, Soldier
Deploy (Melee): Lock an enemy unit.
Human, Soldier
Deploy (Melee): Lock an enemy unit.
Tactic
Damage a unit by 6. Decrease the damage by 1 for each unit adjacent to it.
Tactic
Damage a unit by 6. Decrease the damage by 1 for each unit adjacent to it.
Human, Soldier
Order (Ranged): Damage an enemy unit by 2.
Charge: 1.
Gain 1 Charge whenever you play a Spying unit.
Human, Soldier
Order: Damage an enemy unit by 2.
Charge: 1.
Gain 1 Charge whenever you play a Spying unit.
Reach: 2
Create and play a bronze card from your opponent's faction.
Create and play a bronze card from your opponent's faction.
Machine
Deploy (Ranged): Damage an enemy unit by 1. For every Spying unit adjacent to it, increase the damage by 1.
Machine
Deploy: Damage an enemy unit by 1. Increase damage by 2 for each Spying unit adjacent to the target.
Reach: 2
Deploy: Damage an enemy unit by 2. If you have a Tactic in your hand, give it Bleeding for 2 turns.
Deploy: Damage an enemy unit by 2. If you have a Tactic in your hand, give it Bleeding for 2 turns.
Human, Knight
Deploy: Boost an enemy unit by 2.
Human, Knight
Deploy: Boost an enemy unit by 2.
Machine
Deploy (Ranged): Spawn and play a Cow Carcass.
Machine
Deploy (Ranged): Spawn and play a Cow Carcass.
Human, Soldier
Deploy: Boost self by 1 for each boosted enemy unit.
Human, Soldier
Deploy: Boost self by 1 for each boosted enemy unit.
Human, Mage
Deploy (Ranged): Draw a card, then place a card from your hand at the top of your deck.
Human, Mage
Deploy (Ranged): Draw a card, then place a card from your hand at the top of your deck.
Human, Soldier
Deploy: Damage an enemy unit by 1. Increase the damage by 1 for each adjacent Soldier.
Human, Soldier
Deploy: Damage an enemy unit by 2. Increase the damage by 1 for each adjacent Soldier.
Reach: 1
Deploy: If you control an artifact, boost self by 3.
Deploy: If you control an artifact, boost self by 3.
Human, Agent
Deploy: Give an enemy unit Poison.
Human, Agent
Deploy: Give an enemy unit Poison.
Machine
Order: Damage a unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a Tactic card.
Machine
Order: Damage a unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a Tactic card.
Human, Soldier
Every allied turn, on turn end, boost self by 1 if this is the only card on this row.
Human, Soldier
Every allied turn, on turn end, boost self by 1 if this is the only card on this row.
Human, Soldier
Deploy: Damage a boosted enemy unit by 3.
Human, Soldier
Deploy: Damage a boosted enemy unit by 3.
Reach: 2
Human, Soldier
Whenever you play a unit with Deploy, boost self by 1.
Human, Soldier
Whenever you play a unit with Deploy, boost self by 1.
Human, Soldier
Deploy: Boost an allied Soldier by 3.
Human, Soldier
Deploy: Boost an allied Soldier by 3.
Tactic
Remove an enemy unit's Shield and damage it by 4, or give an allied unit a Shield and boost it by 4.
Tactic
Remove an enemy unit's Shield and damage it by 3, or give an allied unit a Shield and boost it by 3.
Leader
Order: Play a copy of an allied unit on the battlefield from your deck, boost it by 3, and give it Zeal.
Leader
Order: Play a copy of an allied unit on the battlefield from your deck, boost it by 4, and give it Zeal.
Order: Play a Northern Realms faction card from your hand, then draw any card.
Order: Play a Northern Realms faction card from your hand, then draw a card.
Leader
Order: Boost an allied unit by 2 and give it Zeal.
Charge: 3.
Leader
Order: Boost an allied unit by 1 and give it Zeal.
Charge: 3.
Leader
Order: Damage an enemy unit by 8.
Deathblow: Give adjacent units Bleeding for a duration equal to any excess damage dealt.
Leader
Order: Damage a unit by 8.
Specter, Cursed, Knight
Deploy: Transform all allied Human units into Kaedweni Revenants without changing their power.
Specter, Knight
Deploy: Transform all allied Human units into Kaedweni Revenants without changing their power.
Human, Soldier
Deploy: Damage an enemy unit by 3.
Deathblow: Repeat the Deploy ability and decrease the damage by 1.
Human, Soldier
Deploy (Melee): Destroy an enemy unit with Orders.
Human, Soldier
Deploy: Damage an enemy unit by 2.
Deathblow: Gain Zeal.
Order: Spawn a Blue Stripes Commando and Summon it to this row.
Human, Soldier
Order: Seize an enemy whose power is less than or equal to Roche Merciless' Charge count, then remove all Charges.
Charge: 0.
Every allied turn, on turn start, gain 1 Charge.
Human, Soldier
Formation.
Order: Reset a unit.
Inspired: If it was boosted, give it Bleeding for a duration equal to the amount of boost it lost.
Human
Order: Double an allied unit's Charge count.
Human, Mage
Deploy: Give adjacent units Vitality for a duration equal to each of their base powers.
Human, Mage
Deploy (Ranged): Play a Spell from your deck.
Human
Zeal.
Order (Ranged): Boost a unit by 1.
Charge: 4.
Human
Order (Ranged): Boost a unit by 1.
Charge: 3.
Human, Agent
Formation.
Order: Give a unit 1 Charge.
Cooldown: 1.
Inspired: Give a unit 2 Charges instead.
Human, Agent
Zeal.
Order: Give a unit 1 Charge.
Cooldown: 1.
Human, Knight
Melee: Whenever you play a unit, boost it by 1.
Human, Knight
Whenever an allied unit with Charge is played, give it 1 Charge.
Human, Soldier
Order (Melee): Damage a unit by 1.
Inspired: Damage a unit by 2 instead.
Cooldown: 1.
Human, Soldier
Deploy: Damage an enemy unit by the number of allied Human units.
Reach: 2
Human, Agent
Ranged: Whenever an allied unit gains Charges, boost it by 1 for each Charge gained.
Human, Agent
Ranged: Whenever an allied unit gains a Charge, boost it by 1.
Human, Mage
Deploy: Boost all allied Mages by 1.
Human, Mage
Order (Ranged): Damage an enemy unit by the amount Dethmold is boosted.
Machine, Siege Engine
Zeal.
Order (Melee): Damage a unit by 1.
Charge: 1.
Crew: Damage a unit by 2 instead.
Machine
Order (Melee): Damage an enemy and all other enemy units with power equal to it by 1.
Charge: 1.
Human, Soldier
Deploy (Melee): Play a Warfare card from your deck.
Human, Soldier
Melee: Whenever you play or Summon a unit with Orders, give it Zeal.
Witcher, Cursed
Formation.
Order: Damage an enemy unit by the amount Mad Kiyan is boosted.
Deathblow: Destroy Mad Kiyan.
Witcher, Cursed
Order: Damage a unit by Kiyan's Charge count.
Charge: 1.
Human, Soldier
Resupply: Boost self by 1.
Inspired: Boost self by 2 instead.
Human, Soldier
Deploy: Give 1 Charge to all allied units.
Human, Knight
Deploy (Melee): Boost an allied unit by 4.
Deploy (Ranged): Boost 4 allied units by 1.
Deploy: Boost an allied unit by 2 and give it 2 Charges.
Human, Agent
Formation.
Order: Give 3 Charges to an allied unit.
Human, Agent
Deploy: Remove all Charges from an enemy unit and give them to Thaler.
Order: Give 1 Charge to an allied unit.
Charge: 0.
Human, Knight
Shield. Resilience.
Human, Knight
Order (Melee): Damage a unit by 1.
Cooldown: 1.
If you control Vandergrift's Blade, damage a unit by 2 instead.
Deploy: Boost an allied unit by 6. Whenever you play a Knight, boost it by 1.
Deploy: Boost an allied Knight by 2.
Whenever you play a Knight, boost it by 2.
Human, Soldier
Deploy: Damage an enemy unit by 2.
Order: Give an allied unit Zeal.
Human, Soldier
Deploy: Damage an enemy unit by 4.
Order: Give an allied unit Zeal.
Reach: 2
Human, Knight
Formation.
Deploy: Gain Charges equal to the number of boosted allied units.
Order: Damage an enemy unit by 1.
Charge: 1.
Human, Knight
Deploy: Gain Charges equal to the number of boosted allied units.
Order: Damage an enemy unit by 1.
Charges: 1.
Human, Cursed
Every allied turn, on turn end, boost the unit to the right by 1.
Inspired: Boost adjacent units by 1 instead.
Human, Cursed
Every allied turn, on turn end, boost adjacent units by 1 if Anna Strenger is boosted.
Vampire
Zeal.
Order: Give an enemy unit Bleeding for 2 turns.
Charge: 1.
Vampire
Deploy: Boost self by the amount of damage you dealt to enemy units on this turn.
Zeal.
Order: Lock an enemy unit.
Zeal.
Order: Use 3 Charges to Lock an enemy unit.
Charge: 3.
Human, Mage
Deploy: Damage an enemy unit by 2.
Order: Damage an enemy unit by 2.
Human, Mage
Deploy: Damage an enemy unit by 2.
Order: Damage an enemy unit by 2.
Warfare
Give an enemy unit Bleeding for 8 turns.
For each Soldier you control, decrease the Bleeding duration by 1 and damage that unit by 1 instead.
Zeal.
Order: Damage a unit by Bloody Flail's Charge count, then remove all Charges.
Charge: 1.
Whenever an allied unit gains Charges, gain the same amount.
Human, Knight
Deploy: Purify adjacent units.
Human, Knight
Deploy: Purify adjacent units.
Warfare
Split 6 boost randomly between all units on an allied row.
Split 6 boost randomly between all units on an allied row.
Warfare
Spawn and play a base copy of a bronze allied unit.
Spawn and play a base copy of a bronze allied unit.
Human, Soldier
Deploy: Boost self by 5.

Whenever you play a Soldier, Summon this unit from your graveyard to a random allied row.
Human, Soldier
Deploy: Boost self by 5.

Whenever you play a Soldier, Summon this unit from your graveyard to a random allied row.
Alchemy
Create and play a bronze Northern Realms faction card.
Alchemy
Create and play a bronze Northern Realms faction card.
Human, Soldier
Every allied turn, on turn end, boost the unit to the right by 1.
Human, Soldier
Order: Boost an allied unit by 1 and give it Zeal.
Human, Mage
Zeal.
Order (Ranged): Give 1 Charge to an allied unit.
Cooldown: 1.
Human, Mage
Zeal.
Order (Ranged): Give 1 Charge to an allied unit.
Cooldown: 2.
Machine, Siege Engine
Order (Ranged): Move Battering Ram to the Melee row, then damage the highest enemy unit by 3.
Crew: Gain Zeal.
Machine
Deploy: If you control a Soldier, destroy an enemy artifact.
Warfare
Split 4 damage randomly between all enemy units. Increase the damage by 1 for each Siege Engine you control.
Machine
Order (Ranged): Damage 3 adjacent enemy units by 1.
Charge: 1.
Human, Soldier
Deploy: Boost self by 3 for every other Cintrian Royal Guard under your control.
Human, Soldier
Deploy: Boost self by 2 for every other Cintrian Royal Guard under your control.
Specter, Cursed, Knight
Deploy: Transform an allied unit that is not a Cursed Knight into a Cursed Knight without changing its power.
Specter, Knight
Deploy: Transform an allied unit that is not a Cursed Knight into a Cursed Knight without changing its power.
Specter, Mage, Cursed
Zeal.
Order: Remove a unit's Shield and boost self by 2.
Specter, Mage
Deploy: Damage an enemy unit by 3.
Reach: 2
Human, Soldier
Whenever Dun Banner receives a boost, Summon a copy of it from your deck to this row.
Human, Soldier
Deploy: Gain Zeal if played adjacent to 2 Soldiers.
Order: Damage an enemy unit by 3.
Reach: 1
Damage an enemy unit by 2.
Spawn a Kaedweni Revenant and Summon it to a random allied row.
Damage an enemy unit by 1 for every allied Specter unit.
Specter, Cursed, Soldier
Order: Damage a unit by 1.
Deathblow: Spawn a base copy of Kaedweni Revenant and Summon it to this row.
Specter, Soldier
Order: Damage a unit by 1.
Deathblow: Spawn a base copy of Kaedweni Revenant and Summon it to this row.
Reach: 2
Human, Soldier
Formation.
Order: Damage a unit by 1.
Inspired: Damage it by 3 instead.
Human, Soldier
Order: Damage a unit by 1. If Lyrian Landsknecht is boosted, damage a unit by 3 instead.
Reach: 2
Machine, Siege Engine
Formation.
Order: Damage a unit by 1.
Charge: 1.
Resupply: Gain 1 Charge.
Order: Damage a unit by 2.
Charge: 1.
Reach: 2
Siege Engine
Ranged: Every allied turn, on turn end, damage a random enemy on the Ranged row by 1.
Inspired: Damage a random enemy unit by 1 instead.
Ranged: Every allied turn, on turn end, damage a random enemy unit on the ranged row by 1.
Human, Soldier
Deploy: Damage an enemy unit by 2.
Resupply: Boost self by 1.
Human, Soldier
Deploy: Damage an enemy unit by 1.
Deathblow: Damage another enemy unit by 2.
Human, Soldier
Deploy: Boost an allied unit by 2.
Resupply: Boost adjacent Siege Engines by 1.
Human, Soldier
Whenever a Machine is placed on this row, give it Zeal.
Machine, Siege Engine
Deploy: Gain Vitality for 3 turns.
Crew: Boost self by 3 instead.
Machine
Order (Melee): Boost adjacent allied units by 1.
Charge: 1.
Human, Soldier
Deploy: Damage an enemy unit by 1 for each boosted unit on this row.
Human, Soldier
Deploy: Damage an enemy unit by 1 for each boosted unit on this row.
Reach: 2
Human, Soldier
Order (Melee): Damage an enemy unit by 2.
Human, Soldier
Order: Damage an enemy unit by 4.
Reach: 1
Machine, Siege Engine
Deploy: Damage an enemy unit by 1.
Order: Damage an enemy unit by 2.
Machine
Order: Damage a unit by 1.
Charge: 1.
Reach: 2
Human, Mage
Deploy: Boost an allied Mage by 4.
Human, Mage
Deploy: Boost an allied unit by 1 for each of its Charges.
Formation.
Order: Give an allied unit a Shield.
Formation.
Order: Give an allied unit a Shield.
Human, Mage
Deploy (Ranged): Give an allied unit Vitality for 2 turns.
Bonded: Give it Vitality for 4 turns instead.
Human, Mage
Deploy (Ranged): Give an allied unit Vitality for 2 turns.
Bonded: Give it Vitality for 4 turns instead.
Human
Deploy: Boost adjacent units by 2.
Human
Deploy: Boost adjacent units by 2.
Human, Knight
Shield.
Whenever this unit loses its Shield, boost self by 2.
Human, Knight
Deploy (Melee): Remove all Charges from an enemy, then damage it by the amount removed.
Human, Knight
If played or Summon from the deck, boost self by 3.
Human, Knight
Deploy: If played from the deck, boost self by 4.
Human, Soldier
Zeal.
Order: Boost an allied unit by 1.
Charge: 2.
Human, Soldier
Zeal.
Order: Boost an allied unit by 1.
Charge: 2.
Human, Soldier
Order: Damage a unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a card with Orders.
Human, Soldier
Order: Damage a unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a card with Orders.
Human, Soldier
Whenever you play a unit with Orders, boost self by 1.
Human, Soldier
Whenever you play a unit with Orders, boost self by 1.
Human, Soldier
Deploy: Boost self by 1 for each boosted allied unit.
Deploy: Boost self by 1 for each boosted allied unit.
Human, Soldier
Deploy: Boost self by 4.
Human, Soldier
Deploy: Boost self by 4.
Human, Soldier
Deploy (Melee): Give 1 Charge to an allied unit.
Deploy (Ranged): Boost an allied unit by 1.
Order: Give an allied unit Zeal.
Human, Soldier
Deploy: Give 2 Charges to an allied Machine unit.
Human, Soldier
Whenever this unit receives a boost, damage a random enemy unit by 1.
Human, Soldier
Whenever this unit receives a boost, damage a random enemy unit by 1.
Warfare
Boost an allied unit by 3 and give it 2 Charges.
Tactic
Play a bronze Machine from your graveyard.
Deploy (Melee): Damage an enemy unit by Sheldon Skaggs' current power.
Deploy: Damage an enemy unit by this unit's power.
Reach: 2
Deploy (Melee): Boost adjacent units by 2.
Deploy (Ranged): Boost all other units on this row by 1.
Deploy (Melee): Boost adjacent units by 2.
Deploy (Ranged): Boost all other units on this row by 1.
Dryad
Deploy: Play a Nature card from your deck.
Dryad
Deploy: Play a Nature card from your deck.
Deploy: Boost all other allied Elf units by 1.
Whenever you play an Elf, boost self by 1.
Deploy: Boost all other allied Elf units by 1.
Whenever you play an Elf, boost self by 1.
Dragon
Order: Damage an enemy unit by 2.
Cooldown: 4.
If you have an Elf, Dwarf, or Dryad in your hand, decrease Cooldown by 1 (limited once per category).
Dragon
Order: Damage an enemy unit by 2.
Cooldown: 4.
If you have an Elf, Dwarf, or Dryad in your hand, decrease Cooldown by 1 (limited once per category).
Elf
Deploy (Melee): Damage enemy units at the ends of a row by 2.
Deploy (Ranged): Damage all enemy units on a row by 1.
Elf
Deploy (Melee): Damage enemy units at the ends of a row by 2.
Deploy (Ranged): Damage all enemy units on a row by 1.
Shield.
Deploy (Melee): Gain Vitality with a duration equal to the amount this unit is boosted.
Shield.
Deploy (Melee): Gain Vitality with a duration equal to the amount this unit is boosted.
Elf
Deploy: Damage an enemy unit by 1 for every other allied Elf unit.
Elf
Deploy: Damage an enemy unit by 1 for every other allied Elf unit.
Reach: 2
Dryad
Deploy: If you control 2 or more other Dryads, gain Zeal.
Order: Damage an enemy unit by 1.
Charge: 3.
Dryad
Deploy: If you control 2 or more other Dryads, gain Zeal.
Order: Damage an enemy unit by 1.
Charge: 3.
Elf
Zeal.
Order: Move a unit to the other row.
Cooldown: 1.
Elf
Zeal.
Order: Move a unit to the other row.
Cooldown: 2.
Ambush: Give the next unit played by your opponent Poison and transform into Treant Mantis: Strike.
Zeal.
Order: Transform into Treant Mantis: Strike.
Ambush: Give the next unit played by your opponent Poison and transform into Treant Mantis: Strike.
Zeal.
Order: Transform into Treant Mantis: Strike.
Create and play a bronze Scoia'tael faction card.
Create and play a bronze Scoia'tael faction card.
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Damage 2 units by 1.
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Damage 2 units by 1.
Deploy: Damage an enemy unit by 1 for each row that separates it from this unit.
Deploy: Damage an enemy unit by 1 for each row that separates it from this unit.
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
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.
Dryad
Harmony.
Deploy: Damage an enemy unit by 2, then give it Poison.
Order: Damage an enemy unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a Dwarf.
Order: Damage an enemy unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a Dwarf.
Deploy (Melee): Give an enemy unit Poison.
Order (Ranged): Give an allied unit a Shield.
Deploy (Melee): Give an enemy unit Poison.
Order (Ranged): Give an allied unit a Shield.
Every allied turn, on turn end, boost self by 1 if this unit is boosted.
Every allied turn, on turn end, boost self by 1 if this unit is boosted.
Beast
Deploy: Damage a non-Scoia'tael enemy unit by 3.
Beast
Deploy: Damage a non-Scoia'tael enemy unit by 3.
Reach: 2
Elf, Mage
Whenever you play a special card, boost self by 2.
Elf, Mage
Whenever you play a special card, boost self by 2.
Deploy: Damage a random enemy unit by 2.
Whenever Vrihedd Brigade is moved to the other row, repeat its Deploy ability.
Deploy: Damage a random enemy unit by 2.
Whenever Vrihedd Brigade is moved to the other row, repeat its Deploy ability.
Deploy (Melee): Move an enemy unit to their other row.
Deploy (Ranged): Move an allied unit to your other row.
Deploy (Melee): Move an enemy unit to their other row.
Deploy (Ranged): Move an allied unit to your other row.
Deploy: If you control an Elf, destroy an enemy artifact.
Deploy: If you control an Elf, destroy an enemy artifact.
Deploy (Ranged): Damage an enemy unit by 3 if it is the only unit on its row.
Deploy: Damage an enemy unit by 4 if there are no other units on its row.
Reach: 1
Deploy: Damage a random enemy unit on each row by 2.
Deploy: Damage a random enemy unit on each row by 2.
Deploy (Melee): Damage an enemy unit by 3. If it survived, boost self by 1.
Deploy: Damage an enemy unit by 3. If it survives, boost self by 1.
Reach: 1
Whenever an allied Trap is triggered, boost self by 2.
Whenever an allied Trap is triggered, boost self by 2.
Order (Melee): Damage an enemy unit by 1.
Cooldown: 2.
Whenever you play an Elf, decrease Cooldown by 1.
Order (Melee): Damage an enemy unit by 1.
Cooldown: 2.
Whenever you play an Elf, decrease Cooldown by 1.
Deploy: Damage an enemy unit by 1. If Elven Wardancer is already boosted, damage an enemy unit by 3 instead.
Deploy: Damage an enemy unit by 1. If Elven Wardancer is already boosted, damage an enemy unit by 3 instead.
Reach: 2
Deploy (Melee): Boost an allied unit by 2.
Deploy (Ranged): Heal an allied unit by 4.
Deploy (Melee): Boost an allied unit by 2.
Deploy (Ranged): Heal an allied unit by 4.
Deploy: Boost an allied unit by 1. If you control an artifact, boost by 3 instead.
Deploy: Boost an allied unit by 1. If you control an artifact, boost by 3 instead.
Deploy: Boost self by the number of allied Dwarf units on this row.
Deploy: Boost self by the number of allied Dwarf units on this row.
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Boost an allied unit by 2.
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Boost an allied unit by 2.
Human, Warrior
Melee: Whenever an allied Warrior damages an enemy, boost self by the amount damaged.
Human, Warrior
Melee: Whenever an allied Warrior damages an enemy, boost self by the amount damaged.
Human, Druid
Deploy (Ranged): Play an Alchemy card from your deck.
Human, Druid
Deploy (Ranged): Play an Alchemy card from your deck.
Human, Warrior
Deploy (Melee): Damage an enemy unit by twice the number of damaged enemies.
Human, Warrior
Deploy: Damage an enemy unit by twice the number of damaged enemy units.
Reach: 2
Human, Cultist, Warrior
Order (Melee): Damage a unit by 1.
Berserk: Damage it by 2 instead.
Cooldown: 1.
Human, Cultist, Warrior
Order: Damage a unit by 1.
Cooldown: 1.
Berserk: Damage a unit by 2 instead.
Reach: 2
Human
Deploy: Damage an undamaged enemy by 3.
Human
Deploy: Damage an undamaged enemy unit by 4.
Beast
Deploy (Melee): Boost self by 1 for every damaged unit.
Beast
Deploy (Melee): Boost self by 1 for every damaged unit.
Beast, Cursed
Deploy (Melee): Damage an enemy unit by half its current power.
Beast, Cursed
Deploy: Damage an enemy unit by half of its current power.
Reach: 2
Human, Cultist, Druid
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, Druid
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.
Split 6 damage randomly between all units on an enemy row.
Split 6 damage randomly between all units on an enemy row.
Human, Druid
Every allied turn, on turn end, Heal all damaged allied units on this row by 1.
Human, Druid
Every allied turn, on turn end, Heal all damaged allied units on this row by 1.
Create and play a bronze Skellige faction card.
Create and play a bronze Skellige faction card.
Human, Warrior
Whenever an enemy unit on the opposite row takes damage, boost self by 1.
Human, Warrior
Whenever an enemy unit on the opposite row takes damage, boost self by 1.
Human, Warrior
Order: If this unit is damaged, Spawn a base copy of it and Summon it to the right.
Human, Warrior
Order: If this unit is damaged, Spawn a base copy of it and Summon it to the right.
Beast
Deploy: Damage an allied unit to the left by 1. If there is no allied unit, damage self by 1 instead.
Beast
Deploy: Damage an allied unit to the left by 1. If there is no allied unit, damage self by 1 instead.
Machine, Ship
Ranged: Whenever your opponent plays a unit, damage it by 1.
Machine, Ship
Whenever your opponent plays a unit, damage it by 1.
Reach: 2
Human, Warrior
Deploy: Damage an enemy unit by 2. If played from the graveyard, damage it by 4 instead.
Human, Warrior
Deploy: Damage an enemy unit by 2. If played from the graveyard, damage it by 4 instead.
Reach: 1
Human, Warrior
Deploy (Ranged): Damage an enemy unit by the amount of damaged units on their side.
Human, Warrior
Deploy (Ranged): Damage an enemy unit by the amount of damaged units on their side.
Human, Pirate
Deploy: Damage a unit by 1 for every Ship in your hand.
Human, Pirate
Deploy: Damage a unit by 1 for every Ship in your hand.
Reach: 2
Machine, Ship
Order (Ranged): Damage self and an enemy unit by 1.
Cooldown: 1.
Machine, Ship
Order: Damage self and an enemy unit by 1.
Cooldown: 1.
Reach: 2
Human, Pirate
Deploy: Move the top card in your deck to your graveyard.
Human, Pirate
Deploy: Move the top card in your deck to your graveyard.
Machine, Ship
Deploy (Ranged): Damage an enemy unit by 1 three times.
Machine, Ship
Deploy: Damage an enemy unit by 1 three times.
Reach: 2
Human, Pirate
Deploy (Melee), Bloodthirst 1: Destroy an enemy artifact.
Human, Pirate
Deploy (Melee), Bloodthirst 1: Destroy an enemy artifact.
Human, Druid
Deploy (Ranged): Heal an allied unit by 3, then boost it by 3.
Human, Druid
Deploy (Ranged): Heal an allied unit by 2, then boost it by 2.
Deploy: Discard a card, then draw a card.
Deploy: Discard a card, then draw a card.
Alchemy
Damage a unit by 3, then boost it by 9.
Alchemy
Damage a unit by 3, then boost it by 9.
Human, Warrior
Deploy: Damage self by 3.
Human, Warrior
Deploy: Damage self by 4.
Deploy: Boost an allied unit by 1. If it's a Warrior, boost it by 3 instead.
Deploy: Boost an allied unit by 1. If it's a Warrior, boost it by 3 instead.
Order: Boost an allied unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a Warrior.
Order: Boost an allied unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a Warrior.
Human, Warrior
Deploy (Melee): Split 3 damage randomly between all other units.
Human, Warrior
Deploy (Melee): Split 4 damage randomly between all other units.
Human, Warrior
Order: Damage a unit by 1.
Charge: 1.
Gain 1 Charge whenever you Discard a card.
Human, Warrior
Order: Damage a unit by 1.
Charge: 1.
Gain 1 Charge whenever you Discard a card.
Human, Pirate
Deploy, Bloodthirst 2: Damage an enemy unit by 3.
Human, Pirate
Deploy, Bloodthirst 2: Damage an enemy unit by 3.
Reach: 2
Damage a unit by 4.
Bloodthirst 2: Damage a unit by 6 instead.
Damage a unit by 4.
Bloodthirst 2: Damage a unit by 6 instead.
Human, Warrior
Whenever an adjacent unit takes damage, boost self by 1.
Human, Warrior
Whenever an adjacent unit takes damage, boost self by 1.
Human, Warrior
Deploy: Damage an enemy unit by 2, then damage self by 2.
Human, Warrior
Deploy: Damage an enemy unit by 2, then damage self by 2.
Beast
Zeal.
Deploy: Gain 1 Charge for each Savage Bear in your graveyard.
Order: Damage a unit by 1.
Charge: 1.
Beast
Zeal.
Deploy: Gain 1 Charge for each Savage Bear in your graveyard.
Order: Damage a unit by 2.
Charge: 1.
Human, Warrior
Deploy (Melee): Destroy an enemy unit with half or less than half of its base power.
Human, Warrior
Deploy (Melee): Destroy an enemy unit with half or less than half of its base power.
Human, Pirate, Tidecloaks
Profit 1.
Order (Melee): Damage a unit by 1.
Hoard 6: Damage an enemy unit by 2 instead.
Cooldown: 1.
Human, Pirate, Tidecloaks
Profit 1.
Order: Damage a unit by 1.
Hoard 6: Damage it by 2 instead.
Cooldown: 1.
Reach: 2
Human, Firesworn, Cleric
Whenever you play a unit next to Prophet Lebioda, give it a Shield.
Human, Firesworn, Cleric
Whenever you play a unit next to Prophet Lebioda, give it a Shield.
Human, Tidecloaks
Prevent the unit to the left of Sukrus from taking any damage.
Human, Tidecloaks
Prevent the unit to the left of Sukrus from taking any damage.
Dwarf, Crownsplitters
Deploy (Melee): Play a Crime from your deck.
Dwarf, Crownsplitters
Deploy (Melee): Play a Crime from your deck.
Human, Pirate, Tidecloaks
Deploy (Melee): Boost all allied Pirates by 1.
Deploy (Ranged): Boost all allied Ships by 1.
Human, Pirate, Tidecloaks
Deploy (Melee): Boost all allied Pirates by 1.
Deploy (Ranged): Boost all allied Ships by 1.
Human, Agent, Blindeyes
Deploy (Melee): Look at the top 3 cards from your opponent's deck and move one to the top.
Deploy (Ranged): Look at the top 3 cards from your deck and move one to the top.
Human, Agent, Blindeyes
Deploy (Melee): Look at the top 3 cards from your opponent's deck and move one to the top.
Deploy (Ranged): Look at the top 3 cards from your deck and move one to the top.
Crime, Blindeyes
Profit 5.
Draw a card, then put a card from your hand at the bottom of your deck.
Crime, Blindeyes
Profit 4.
Draw a card, then put a card from your hand at the bottom of your deck.
Human, Firesworn, Cleric
Deploy: Damage an enemy unit by 2.
Deathblow: Spawn a Firesworn Zealot and Summon it to this row.
Human, Firesworn, Cleric
Deploy: Damage an enemy unit by 2.
Deathblow: Spawn a Firesworn Zealot and Summon it to this row.
Human, Firesworn, Cleric
Ranged: Whenever you Spawn one or more units to the battlefield, gain 1 Coin.
Tribute 4: Boost self by 2.
Human, Firesworn, Cleric
Ranged: Whenever you Spawn one or more units, gain 1 Coin.
Tribute 4: Boost self by 2.
Machine, Ship, Tidecloaks
Deploy (Ranged): Boost an allied unit by 1 for every Pirate in your hand.
Machine, Ship, Tidecloaks
Deploy (Ranged): Boost an allied unit by 1 for every Pirate in your hand.
Human, Firesworn, Cleric
Whenever you Spawn one or more units to the battlefield, boost self by 1.
Human, Firesworn, Cleric
Whenever you Spawn one or more units, boost self by 1.
Human, Agent, Blindeyes
Fee 3: Gain a Shield.
Whenever your opponent plays a unit, boost self by 1.
Bonded: Whenever your opponent plays a card, boost self by 1.
Human, Agent, Blindeyes
Fee 3: Gain a Shield.
Whenever your opponent plays a unit, boost self by 1.
Bonded: Whenever your opponent plays a card, boost self by 1.