New Content
Cards: 94
Spell
Echo.
Play any card from your deck.
Play any card from your deck.
Relict
Deploy: Boost 3 units in your deck by 2.
Demon
Veil.
Deploy: Transform the leftmost card in your hand into a random legendary card from your faction that was not in your starting deck.
Repeat this ability whenever you play the rightmost card from your hand.
Deploy: Transform the leftmost card in your hand into a random legendary card from your faction that was not in your starting deck.
Repeat this ability whenever you play the rightmost card from your hand.
Demon
Doomed.
At the end of your turn if the unit on the right is not a Demon transform it into a base copy of self.
At the end of your turn if the unit on the right is not a Demon transform it into a base copy of self.
Human, Knight
Deploy: Purify all other units.
Human, Cursed
Veil.
Order: Give a unit Veil.
Order: Give a unit Veil.
Damage a unit by 1.
Deathblow: Play a bronze unit from your graveyard and give it Doomed.
Deathblow: Play a bronze unit from your graveyard and give it Doomed.
Spell
Destroy a Doomed unit.
Human
Deploy (Melee): Give Doomed to a unit.
Deploy (Ranged): Give Veil to a unit.
Deploy (Ranged): Give Veil to a unit.
Spell
Boost a unit by 6 and give it Doomed.
Beast
Deploy: Banish a card from your opponent's graveyard.
Elf, Wild Hunt
Veil. Deploy: Create and play a bronze Wild Hunt unit.
Whenever you play a Wild Hunt unit, boost it by 1.
Whenever you play a Wild Hunt unit, boost it by 1.
Elf, Wild Hunt
Deploy: Create and play a bronze Wild Hunt unit.
Devotion: At the start of round, while in hand or deck, transform.
Devotion: At the start of round, while in hand or deck, transform.
Elf, Wild Hunt
Deploy: Spawn and play a random bronze Wild Hunt unit.
At the start of round, while in hand or deck, transform.
At the start of round, while in hand or deck, transform.
Wild Hunt
Echo.
Spawn Frost on both enemy rows for 3 turns.
Spawn Frost on both enemy rows for 3 turns.
Elf, Wild Hunt
Deploy: Spawn Frost on an enemy row for 2 turns.
Dominance: Increase damage dealt by Frost by 1
Dominance: Increase damage dealt by Frost by 1
Elf, Wild Hunt
Devotion: Thrive.
At the end of your turn, if there is Frost on both enemy rows, Summon this unit from your deck to the Ranged row.
At the end of your turn, if there is Frost on both enemy rows, Summon this unit from your deck to the Ranged row.
Beast, Wild Hunt
Veil. Zeal.
Order (Melee): Damage an enemy unit by 3.
At the end of your turn, if Order is not used, boost self by 1.
Order (Melee): Damage an enemy unit by 3.
At the end of your turn, if Order is not used, boost self by 1.
Wild Hunt
Choose one:
Spawn Frost on an enemy row for 4 turns.
Spawn Frost on both enemy rows for 2 turns.
Spawn Frost on an enemy row for 4 turns.
Spawn Frost on both enemy rows for 2 turns.
Wild Hunt
Spawn Frost on an enemy row for 4 turns.
Wild Hunt
Spawn Frost on both enemy rows for 2 turns.
Elf, Wild Hunt
Deploy: Spawn Frost for 2 turns on an enemy row.
At the end of your turn, if there is Frost on the opposite row, boost self by 1.
At the end of your turn, if there is Frost on the opposite row, boost self by 1.
Elf, Wild Hunt
Deploy: Purify an enemy unit.
Dominance: Purify a unit instead.
Dominance: Purify a unit instead.
Elf, Wild Hunt
Deploy: Move an enemy unit to the other row. If the target moves to a row affected by Frost, damage it by 2.
Elf, Wild Hunt
Veil.
Deploy: Destroy self.
Devotion: Cancel the Deploy ability.
Deploy: Destroy self.
Devotion: Cancel the Deploy ability.
Human, Mage, Agent
Assimilate.
Deploy: Create and play a bronze Disloyal Nilfgaard unit.
Deploy: Create and play a bronze Disloyal Nilfgaard unit.
Human, Soldier, Aristocrat
Veil.
Deploy: Spawn an Operative in each enemy row.
Zeal. Order: Seize all Operatives.
Whenever you play an Agent, boost self by 1.
Deploy: Spawn an Operative in each enemy row.
Zeal. Order: Seize all Operatives.
Whenever you play an Agent, boost self by 1.
Human, Soldier
Deploy: Spawn an Operative in each enemy row.
Zeal. Order: Seize all Operatives.
Devotion: At the start of round, while in hand or deck, transform.
Zeal. Order: Seize all Operatives.
Devotion: At the start of round, while in hand or deck, transform.
Human, Soldier
Deploy: Spawn an Operative in an enemy row.
Zeal. Order: Seize all Operatives.
At the start of round, while in hand or deck, transform.
Zeal. Order: Seize all Operatives.
At the start of round, while in hand or deck, transform.
Tactic
Echo.
Damage an enemy unit by 2.
Deathblow: Spawn and play a base copy of it.
Conspiracy: Always trigger Deathblow ability.
Damage an enemy unit by 2.
Deathblow: Spawn and play a base copy of it.
Conspiracy: Always trigger Deathblow ability.
Human, Knight
Immunity.
Human, Aristocrat
Deploy: Give an enemy unit .
Devotion: Give 3 enemy units instead.
Devotion: Give 3 enemy units instead.
Human, Cursed, Knight
Veil. Zeal.
Order (Melee): Transform self into Duny.
At the end of your turn, boost a random allied unit by 1.
Order (Melee): Transform self into Duny.
At the end of your turn, boost a random allied unit by 1.
Tactic
Seize an enemy unit with 3 power or less.
Conspiracy: Boost it by 2.
Devotion: Always trigger Conspiracy ability.
Conspiracy: Boost it by 2.
Devotion: Always trigger Conspiracy ability.
Human, Mage, Agent
Veil. Assimilate.
Deploy: Give an enemy unit .
Deploy: Give an enemy unit .
Human, Agent, Aristocrat
Deploy: Boost self by 1 for every enemy unit.
Whenever an enemy unit gains , boost self by 1.
Whenever an enemy unit gains , boost self by 1.
Human
Deploy: Damage an enemy unit by 2.
Conspiracy: Boost self by 2.
Conspiracy: Boost self by 2.
Human, Mage, Agent
Disloyal.
Deploy: Damage adjacent units by 3.
Deploy: Damage adjacent units by 3.
Human, Token, Agent
Doomed.
Warfare
Echo.
Play a Northern Realms unit from your deck with a provision cost of 9 or less. Boost it by 1 for each provision below the limit.
Play a Northern Realms unit from your deck with a provision cost of 9 or less. Boost it by 1 for each provision below the limit.
Human
Veil. Formation.
Order: Reset an allied Northern Realms unit's Order ability and give it Zeal.
Whenever you play a Soldier, boost it by 1.
Order: Reset an allied Northern Realms unit's Order ability and give it Zeal.
Whenever you play a Soldier, boost it by 1.
Human
Formation.
Order: Reset an allied Northern Realms unit's Order ability and give it Zeal.
Devotion: At the start of round, while in hand or deck, transform.
Order: Reset an allied Northern Realms unit's Order ability and give it Zeal.
Devotion: At the start of round, while in hand or deck, transform.
Human
Order: Reset an allied Northern Realms unit's Order ability.
At the start of round, while in hand or deck, transform.
At the start of round, while in hand or deck, transform.
Human, Mage
Order: Boost an allied unit by 5.
Inspired: Whenever you play a Northern Realms unit, give it Zeal.
Inspired: Whenever you play a Northern Realms unit, give it Zeal.
Human
Whenever you play a unit with power less than 4, set its power to 4.
Devotion: Increase the power limit to 5.
Devotion: Increase the power limit to 5.
Human, Soldier
Veil. Zeal.
Order (Melee): Damage an enemy unit by 3.
At the end of your turn, if Order is not used, boost the unit to the right by 1.
Order (Melee): Damage an enemy unit by 3.
At the end of your turn, if Order is not used, boost the unit to the right by 1.
Machine, Siege Engine, Ship
Order: Spawn a Volunteer in this row.
Crew: At the end of your turn, refresh this ability.
Crew: At the end of your turn, refresh this ability.
Human, Soldier
Veil.
Order: Move an enemy unit to the other row.
At the end of your turn, if Order is not used, boost self by 1.
Order: Move an enemy unit to the other row.
At the end of your turn, if Order is not used, boost self by 1.
Warfare
Spawn 2 Volunteers in an allied row and boost them by 1.
Human, Soldier, Bandit
Formation.
Order: Give an enemy unit Bleeding (3).
Order: Give an enemy unit Bleeding (3).
Human, Soldier, Pirate
Zeal. Order: Boost an allied unit by 2.
Devotion: Boost an allied unit by 4 instead.
Devotion: Boost an allied unit by 4 instead.
Human, Soldier, Token
Doomed.
Dryad
Deploy: Spawn 2 Young Dryads in this row.
Devotion: At the start of round, while in hand or deck, transform.
Devotion: At the start of round, while in hand or deck, transform.
Dryad
Deploy: Spawn a Young Dryad in this row.
At the start of round, while in hand or deck, transform.
At the start of round, while in hand or deck, transform.
Veil. Symbiosis.
Deploy: Spawn 2 Young Dryads in this row.
Deploy: Spawn 2 Young Dryads in this row.
Treant
Deploy: Play a bronze Nature card from your graveyard.
Nature
Echo.
Choose one:
Boost an allied unit by 6 and give it Veil.
Boost an allied unit by 8.
Boost an allied unit by 5 and give it Vitality (5).
Choose one:
Boost an allied unit by 6 and give it Veil.
Boost an allied unit by 8.
Boost an allied unit by 5 and give it Vitality (5).
Nature
Boost an allied unit by 8.
Nature
Boost an allied unit by 6 and give it Veil.
Nature
Boost an allied unit by 5 and give it Vitality (5).
Human
Deploy (Melee): Boost a Dryad in your hand by 2.
Deploy (Ranged): Spawn a Young Dryad in this row.
Devotion: Use both abilities.
Deploy (Ranged): Spawn a Young Dryad in this row.
Devotion: Use both abilities.
Dryad
Veil. Zeal.
Order (Melee): Damage an enemy unit by 3.
At the end of your turn, if Order is not used, boost a random Scoia'tael unit in your hand by 1.
Order (Melee): Damage an enemy unit by 3.
At the end of your turn, if Order is not used, boost a random Scoia'tael unit in your hand by 1.
Nature
Damage an enemy unit by 3, then boost a random Scoia'tael unit in your hand by 2.
Deathblow: Boost Scoia'tael unit in your hand instead.
Deathblow: Boost Scoia'tael unit in your hand instead.
Dryad
Veil. Symbiosis.
Deploy: Damage an enemy unit by 2.
Deploy: Damage an enemy unit by 2.
Dryad
Symbiosis.
At the end of your turn, if this unit has Vitality, boost self by 1.
At the end of your turn, if this unit has Vitality, boost self by 1.
Human
Order: Transform self into a Young Dryad without changing power.
Treant
Deploy (Melee): Give an enemy unit Bleeding (3).
Deploy (Ranged): Spawn a base copy of self in this row.
Devotion: Use both abilities.
Deploy (Ranged): Spawn a base copy of self in this row.
Devotion: Use both abilities.
Treant, Token
Doomed.
Dryad, Token
Doomed. Symbiosis.
Human, Warrior
Deploy: Play a bronze Warrior from your graveyard and damage it by 2.
At the start of round, while in hand or deck, transform.
At the start of round, while in hand or deck, transform.
Human, Warrior
Veil.
Deploy: Play a bronze Warrior from your graveyard.
Whenever you play a Warrior, damage a random enemy unit by 1, ignoring its Armor.
Deploy: Play a bronze Warrior from your graveyard.
Whenever you play a Warrior, damage a random enemy unit by 1, ignoring its Armor.
Human, Warrior
Deploy: Play a bronze Warrior from your graveyard.
Devotion: At the start of round, while in hand or deck, transform.
Devotion: At the start of round, while in hand or deck, transform.
Human, Pirate, Warrior
Veteran.
Deploy: Give an enemy unit Rupture.
Deploy: Give an enemy unit Rupture.
Raid
Echo.
Damage an enemy unit by 2 then play a Warrior from your deck with a provision cost of 8 or less.
Deathblow: Play a Warrior from your deck instead.
Bloodthirst 3: Always trigger the Deathblow ability.
Damage an enemy unit by 2 then play a Warrior from your deck with a provision cost of 8 or less.
Deathblow: Play a Warrior from your deck instead.
Bloodthirst 3: Always trigger the Deathblow ability.
Human, Warrior
Devotion: Veteran.
Deploy: Damage an enemy unit by Skjordal's base power.
Deploy: Damage an enemy unit by Skjordal's base power.
Human, Warrior
Veil. Zeal.
Order (Melee): Split 3 damage randomly between enemy units on a row.
At the end of your turn, if Order is not used, damage a random enemy unit by 1.
Order (Melee): Split 3 damage randomly between enemy units on a row.
At the end of your turn, if Order is not used, damage a random enemy unit by 1.
Raid
Damage an enemy unit by 2.
Deathblow: Play a 4 provision cost Warrior from your graveyard and give it Doomed.
Devotion: Always trigger the Deathblow ability.
Deathblow: Play a 4 provision cost Warrior from your graveyard and give it Doomed.
Devotion: Always trigger the Deathblow ability.
Human, Pirate, Warrior
Veteran.
Order: Damage a unit by 2.
Bloodthirst 3: Gain Zeal.
Order: Damage a unit by 2.
Bloodthirst 3: Gain Zeal.
Human, Cultist, Warrior
At the end of your turn, damage self and a random enemy unit by 1.
Berserk 2: Transform into a Bear Abomination.
Berserk 2: Transform into a Bear Abomination.
Human, Warrior
Deploy: Give Bleeding (4) to the unit to the right, then give Bleeding (4) to an enemy unit.
Human, Pirate, Warrior
Veil. Veteran.
Human, Firesworn
Profit 4.
Tribute 4: Spawn 2 Flaming Rose Footmen in this row.
Devotion: At the start of round, while in hand or deck, transform.
Tribute 4: Spawn 2 Flaming Rose Footmen in this row.
Devotion: At the start of round, while in hand or deck, transform.
Human, Firesworn, Salamandra
Veil. Profit 4.
Tribute 4: Spawn 2 Flaming Rose Footmen in this row.
Whenever you play a Firesworn card, boost self by 1.
Tribute 4: Spawn 2 Flaming Rose Footmen in this row.
Whenever you play a Firesworn card, boost self by 1.
Human
Profit 4.
Tribute 4: Spawn 2 Firesworn Zealots in this row.
At the start of round, while in hand or deck, transform.
Tribute 4: Spawn 2 Firesworn Zealots in this row.
At the start of round, while in hand or deck, transform.
Human, Knight, Firesworn
Intimidate.
Deploy: Spawn and play a base copy of a bronze Firesworn unit from your hand.
Devotion: Boost it by 2.
Deploy: Spawn and play a base copy of a bronze Firesworn unit from your hand.
Devotion: Boost it by 2.
Crime, Firesworn
Echo.
Damage an enemy unit by 3 and boost all allied Firesworn units by 1.
Deathblow: Boost all allied units instead.
Damage an enemy unit by 3 and boost all allied Firesworn units by 1.
Deathblow: Boost all allied units instead.
Human, Knight, Firesworn
Hoard 5: At the end of your turn, Spawn a Firesworn Zealot in this row.
Fee 1: Transform a Firesworn Zealot into a Flaming Rose Footman.
Fee 1: Transform a Firesworn Zealot into a Flaming Rose Footman.
Human, Knight, Firesworn
Veil. Zeal.
Order (Melee): Spawn a Flaming Rose Footman in this row.
At the end of your turn, if Order is not used, gain 1 Coin.
Order (Melee): Spawn a Flaming Rose Footman in this row.
At the end of your turn, if Order is not used, gain 1 Coin.
Human, Knight, Firesworn
Veil. Intimidate.
Whenever you Spawn a unit, boost self by 1 for each unit Spawned.
Whenever you Spawn a unit, boost self by 1 for each unit Spawned.
Human, Firesworn
Profit 2.
Tribute 2: Spawn a Firesworn Zealot in this row.
Fee 1: Transform a Firesworn Zealot into a Flaming Rose Footman.
Tribute 2: Spawn a Firesworn Zealot in this row.
Fee 1: Transform a Firesworn Zealot into a Flaming Rose Footman.
Crime, Firesworn
Profit 3.
Spawn a Flaming Rose Footman in an allied row.
Spawn a Flaming Rose Footman in an allied row.
Human, Knight, Firesworn
Immunity.
Deploy: Destroy all Firesworn Tokens in this row, then boost self by the sum of their power.
Deploy: Destroy all Firesworn Tokens in this row, then boost self by the sum of their power.
Human, Firesworn, Salamandra
Deploy: Destroy an allied unit, then gain 3 Coins.
Devotion: Gain 3 Coins instead.
Devotion: Gain 3 Coins instead.
Human, Token, Firesworn
Doomed.