New Content
Cards: 74
Human, Mage
If your starting deck has no duplicates,
Deploy (Melee): Spawn your faction stratagem in this row.
Deploy (Ranged): Create Neutral stratagem in this row.
Deploy (Melee): Spawn your faction stratagem in this row.
Deploy (Ranged): Create Neutral stratagem in this row.
Human, Agent
Deploy: Poison an enemy unit.
Order: Poison an enemy unit.
Order: Poison an enemy unit.
Human, Agent
Deploy (Ranged): If neither player has passed and your opponent's hand is not full, they draw the lowest-cost card, and you draw the highest-cost card.
Beast
After 2 of your turns, boost self by 10 at the end of the turn.
Human
Deploy: If you control Runewright, Spawn Desert Treasure in this row.
Human
Deploy: If you control Dulla kh'Amanni, Spawn Desert Treasure in this row.
Order: Poison a random enemy unit.
Order: Damage an enemy unit by 3.
Order: Purify an allied unit and boost it by 3.
Order: Look at the top 3 cards from your deck and draw one of them, then put a card from your hand at the bottom of your deck.
Token
Doomed. Zeal.
Order: Spawn and play a random legendary unit from any faction.
Order: Spawn and play a random legendary unit from any faction.
Order: Boost a unit in your hand by 3.
No ability.
Order: Transform into Lamp Djinn.
Human
Deploy (Melee): Boost self by 3.
Deploy (Ranged): Spawn a base copy of self in this row.
Bonded: Use both abilities.
Deploy (Ranged): Spawn a base copy of self in this row.
Bonded: Use both abilities.
Human
Deploy: Damage an enemy unit by 1. Increase the damage by 1 for each 3 power the target has.
Beast
Deploy: Poison an enemy unit.
Human
Deploy: Swap the top card of your opponent's deck with yours.
Scenario: Progress whenever you play a Deathwish.
Prologue: Spawn a Desert Banshee in this row.
Chapter 1: Spawn and play Barghest.
Chapter 2: Spawn and play Nightwraith.
Prologue: Spawn a Desert Banshee in this row.
Chapter 1: Spawn and play Barghest.
Chapter 2: Spawn and play Nightwraith.
Specter
Deathwish: Spawn 7 Rats in this row.
Specter
Thrive.
Deathwish: Summon a random 7-cost unit from your deck.
Deathwish: Summon a random 7-cost unit from your deck.
Specter
At the end of your turn, if this unit is not the unit with the highest power on the battlefield, boost it by 2.
Order: Trigger a bronze allied unit's Deathwish ability.
Specter
Deploy: Consume an allied unit.
Order, Dominance: Consume an allied unit.
Order, Dominance: Consume an allied unit.
Specter
Order: Consume an allied unit.
Whenever you play a unit with the Deathwish ability, boost self by 1.
Whenever you play a unit with the Deathwish ability, boost self by 1.
Specter
Deploy: Spawn 2 Rats in this row.
Deathwish: Spawn 2 Rats in this row.
Deathwish: Spawn 2 Rats in this row.
Specter
Deathwish: Spawn 2 Rats in a random enemy row.
Beast, Token
Doomed.
Scenario: Progress whenever you play an Aristocrat.
Prologue: Spawn a Thirsty Dame in this row.
Chapter 1: Spawn and play Fangs of the Empire.
Chapter 2: Spawn and play Fangs of the Empire.
Prologue: Spawn a Thirsty Dame in this row.
Chapter 1: Spawn and play Fangs of the Empire.
Chapter 2: Spawn and play Fangs of the Empire.
Vampire, Aristocrat
Deploy: Destroy an enemy unit with status.
Vampire, Aristocrat
Order (Ranged): Damage a unit by 1. Cooldown: 1.
If target has status, damage it by 2 instead.
If target has status, damage it by 2 instead.
Assimilate
Deploy (Melee): Poison a unit.
Deploy (Ranged): Purify a unit.
Deploy (Melee): Poison a unit.
Deploy (Ranged): Purify a unit.
Order: Lock an enemy unit and damage it by 3.
Beast
Deploy: If enemy unit has status, Summon all copies of this unit from your deck to this row.
Vampire, Aristocrat
Whenever an enemy unit receives a status, boost self by 1.
Vampire, Aristocrat
Deploy (Melee) Give an enemy unit Bleeding for 2 turns.
Deploy (Ranged): Lock a unit.
Deploy (Ranged): Lock a unit.
Human
Deploy: Give an allied unit Vitality with duration equal to the number of enemy units with status.
Scenario: Progress whenever you play a Siege Engine
Prologue: Spawn a Reinforced Trebuchet in your Ranged row.
Chapter 1: Spawn a Battering Ram in your Ranged row.
Chapter 2: Spawn and play Bombardment.
Prologue: Spawn a Reinforced Trebuchet in your Ranged row.
Chapter 1: Spawn a Battering Ram in your Ranged row.
Chapter 2: Spawn and play Bombardment.
Beast, Siege Engine
Order: Damage adjacent units by 4, then boost self by 4 for each unit damaged.
Human, Soldier
Shield.
Melee: Whenever this unit loses its Shield, boost it by 2.
At the end of your turn, gain Shield.
Melee: Whenever this unit loses its Shield, boost it by 2.
At the end of your turn, gain Shield.
Machine, Siege Engine
Deploy (Melee): Give Bleeding for 4 turns to an enemy unit.
Deploy (Ranged): Move an enemy unit to the other row.
Crew: Combine both Deploy abilities.
Deploy (Ranged): Move an enemy unit to the other row.
Crew: Combine both Deploy abilities.
Order: Boost an allied unit by 3 and give it Shield.
Human, Soldier
Shield.
Deploy: Spawn a base copy of this unit in this row.
Deploy: Spawn a base copy of this unit in this row.
Warfare
Damage an enemy unit by 5.
Deathblow: Purify adjacent units.
Deathblow: Purify adjacent units.
Machine, Siege Engine
Order (Ranged): Damage a unit by 2.
Crew: Gain 2 Armor.
Crew: Gain 2 Armor.
Machine, Siege Engine
Deploy: Move an allied unit to other row.
Crew: Boost it by 2.
Crew: Boost it by 2.
Scenario: Progress whenever you play an Elf.
Prologue: Spawn an Elven Deadeye in this row.
Chapter 1: Spawn 2 Elven Deadeyes in this row.
Chapter 2: Spawn and play Waylay.
Prologue: Spawn an Elven Deadeye in this row.
Chapter 1: Spawn 2 Elven Deadeyes in this row.
Chapter 2: Spawn and play Waylay.
Elf
Deploy (Melee): Each allied Elven Deadeye damages a random enemy unit by 2.
Deploy (Ranged): Spawn 2 Elven Deadeyes in this row.
Deploy (Ranged): Spawn 2 Elven Deadeyes in this row.
Elf
Deploy: Damage an enemy unit by 3.
If you control Muirlega, damage it by 7 instead.
If you control Muirlega, damage it by 7 instead.
Beast
Deploy: Damage an enemy unit by 3.
If you control Etriel, also damage adjacent units by 3.
If you control Etriel, also damage adjacent units by 3.
Order: Spawn and play Scoia'tael Neophyte.
Nature
Damage an enemy unit by 5.
Deathblow: Boost a random allied Treant by 2.
Deathblow: Boost a random allied Treant by 2.
Beast
Harmony.
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Move an enemy unit to their other row.
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Move an enemy unit to their other row.
At the end of your turn, boost self by 1 if you control only Elf units.
Ignore the condition if you control Vernossiel.
Ignore the condition if you control Vernossiel.
Elf
Deploy (Melee): Boost an Elf in your hand by 2.
Scenario: Progress whenever you play a Druid.
Prologue: Spawn a Crow Clan Preacher in this row.
Chapter 1: Spawn and play Crow's-eye Rhizome.
Chapter 2: Spawn and play Mardroeme.
Prologue: Spawn a Crow Clan Preacher in this row.
Chapter 1: Spawn and play Crow's-eye Rhizome.
Chapter 2: Spawn and play Mardroeme.
Human, Druid
Deploy: Spawn 2 Crows in this row.
Whenever you play an Alchemy card, Summon Crowmother from your graveyard to a random allied row.
Whenever you play an Alchemy card, Summon Crowmother from your graveyard to a random allied row.
Human, Druid
Deploy (Melee): Spawn a Crow in this row.
Deploy (Ranged): Boost self by 1 for each allied Beast.
Deploy (Ranged): Boost self by 1 for each allied Beast.
Alchemy
Damage a unit by 1 six times.
Order: Draw a card then Discard a card.
Human, Druid
Deploy: Boost adjacent Beasts by 2.
Human, Druid
Whenever you play an Alchemy card, boost self by 1.
Bonded: Whenever you play a special card, boost self by 1 instead.
Bonded: Whenever you play a special card, boost self by 1 instead.
Beast
Deploy: Summon all copies of this unit from your graveyard to this row.
If you hold an Alchemy card, also Summon all copies from your deck.
If you hold an Alchemy card, also Summon all copies from your deck.
Alchemy
Spawn 2 Crows in allied row. If you control a Druid, Spawn 3 Crows instead.
Beast, Token
Doomed.
Crime
If you control a unit with the gang category:
Blindeyes - Increase all other effects by 1.
Crownsplitters - Boost an allied unit with the lowest power by 4.
Cutups - Damage an enemy unit with the highest power by 4.
Firesworn - Spawn 2 Firesworn Zealot in a random allied row.
Tidecloaks - Gain 4 Coins.
Blindeyes - Increase all other effects by 1.
Crownsplitters - Boost an allied unit with the lowest power by 4.
Cutups - Damage an enemy unit with the highest power by 4.
Firesworn - Spawn 2 Firesworn Zealot in a random allied row.
Tidecloaks - Gain 4 Coins.
Scenario: Progress whenever you play a unit with Fee.
Prologue: Spawn Passiflora Peaches in this row
Chapter 1: Spawn and play Swindle.
Chapter 2: Spawn and play Eavesdrop.
Prologue: Spawn Passiflora Peaches in this row
Chapter 1: Spawn and play Swindle.
Chapter 2: Spawn and play Eavesdrop.
Gnome, Crownsplitters
After 3 turns, gain 6 Coins.
Tribute 4: Gain 6 Coins immediately.
Tribute 4: Gain 6 Coins immediately.
Human, Tidecloaks
Hoard 3: At the end of your turn, boost self by 1.
Hoard 6: At the end of your turn, boost self by 2 instead.
Hoard 9: At the end of your turn, boost self by 3 instead.
Hoard 6: At the end of your turn, boost self by 2 instead.
Hoard 9: At the end of your turn, boost self by 3 instead.
Order: Gain 4 Coins.
Crownsplitters, Cutups
Insanity.
Fee 1: Give an enemy unit Bleeding for 1 turn. If it's boosted, damage it by 1 instead.
Fee 1: Give an enemy unit Bleeding for 1 turn. If it's boosted, damage it by 1 instead.
Human, Blindeyes
Hoard 4: At the end of your turn, boost self by 1.
Human, Blindeyes
Intimidate, Profit 2.
Tribute 2: Move a unit to the other row.
Tribute 2: Move a unit to the other row.
Human, Blindeyes
Profit: 3.
Fee 1: Boost self by 1.
Fee 1: Boost self by 1.