New Content
Cards: 69
Witcher
Shield.
Deploy: Play a Witcher card from your deck.
Adrenaline 3: Give it a Shield.
Deploy: Play a Witcher card from your deck.
Adrenaline 3: Give it a Shield.
Human, Mage
Deploy: Transform adjacent units into random units that cost 1 provision more.
Boost an ally by its provision cost or damage an enemy by its provision cost.
Human, Mage, Mutant
The first time you Spawn a unit each turn, Spawn a 1-power copy of it on this row, then give it Doomed.
Human
Zeal.
Order: Draw 2 cards, then shuffle 2 cards back to your deck.
Whenever you draw a card, boost self by 2.
Order: Draw 2 cards, then shuffle 2 cards back to your deck.
Whenever you draw a card, boost self by 2.
Witcher
Deploy: Boost self by 1 for every Witcher you control.
Witcher
At the end of your turn, destroy this card if it's the only Witcher on this row.
Human
Deploy: Look at your deck in order from top to bottom.
You may shuffle your deck, then put a card on the bottom of it.
You may shuffle your deck, then put a card on the bottom of it.
Alchemy
Draw a card with Adrenaline of your choice, then shuffle back a card from your hand to your deck. Spawn a Witcher Student on each allied row.
Insectoid
Deathwish: Shuffle Viy back to your deck then increase its base power by 3.
Insectoid
Thrive.
Whenever this unit's Thrive is triggered, Spawn a Drone in this row.
Adrenaline 4: Whenever this unit's Thrive is triggered, Spawn an Endrega Larva in this row instead.
Whenever this unit's Thrive is triggered, Spawn a Drone in this row.
Adrenaline 4: Whenever this unit's Thrive is triggered, Spawn an Endrega Larva in this row instead.
Location
Resilience.
Deploy: Spawn and play Succubus, Phooca, Chimera or Hybrid.
Order: Move the highest power unit to the top of your deck and Spawn a Drone on both sides of this card.
Deploy: Spawn and play Succubus, Phooca, Chimera or Hybrid.
Order: Move the highest power unit to the top of your deck and Spawn a Drone on both sides of this card.
Insectoid
Order (Adrenaline 3): Consume all Tokens on this row and gain Immunity.
Whenever you Consume one or more units, Spawn a Drone in this row.
Whenever you Consume one or more units, Spawn a Drone in this row.
Beast
Order: Reset this unit's power and Spawn a number of Rats in this row equal to the amount of boost it lost.
Cooldown: 1.
At the end of your turn, Consume a unit to the right.
Cooldown: 1.
At the end of your turn, Consume a unit to the right.
Beast, Mutant
Deploy: Consume an allied unit.
Adrenaline 4: Boost all copies of Consumed unit in that unit's row by 1.
Adrenaline 4: Boost all copies of Consumed unit in that unit's row by 1.
Ogroid
Veil. Thrive.
Units played by your opponent trigger this unit's Thrive ability.
Units played by your opponent trigger this unit's Thrive ability.
Organic
Boost an allied unit by 4 and gain an additional effect based on unit's category.
Insectoid - Spawn 3 Drones on boosted unit's row.
Beast - Boost that unit by 8 instead.
Ogroid - Give all Ogroids in your hand 2 Armor
Insectoid - Spawn 3 Drones on boosted unit's row.
Beast - Boost that unit by 8 instead.
Ogroid - Give all Ogroids in your hand 2 Armor
Beast
Deathwish: At the end of your turn, Summon a different copy of Succubus from your graveyard to a random row and give it Doomed.
Adrenaline 3: Don't give it Doomed.
Adrenaline 3: Don't give it Doomed.
Beast, Mutant
Whenever you Consume one or more units, boost self by 1.
Witcher
Deploy: Swap this unit's power with an enemy unit.
Adrenaline 2: Damage an enemy unit by 4 instead.
Adrenaline 2: Damage an enemy unit by 4 instead.
Witcher
Adrenaline 2: At the end of your turn, boost self by the difference between number of cards in players' decks.
Beast
At the end of the round, put this card in the opponent's graveyard.
At the end of your turn, while in graveyard, Banish the lowest-cost card from it.
If Vypper is the only card in the graveyard, give it Doomed, then Summon it to your opponent's random row.
At the end of your turn, while in graveyard, Banish the lowest-cost card from it.
If Vypper is the only card in the graveyard, give it Doomed, then Summon it to your opponent's random row.
Location
Resilience.
Deploy: Spawn and play Viper Witcher Adept, Viper Witcher, Viper Witcher Mentor or Viper Witcher Alchemist.
Order: Move a unit from your opponent's graveyard to the top of their deck.
Deploy: Spawn and play Viper Witcher Adept, Viper Witcher, Viper Witcher Mentor or Viper Witcher Alchemist.
Order: Move a unit from your opponent's graveyard to the top of their deck.
Witcher
Deploy (Melee): Put the highest cost card in your opponent's deck on the top of it.
Deploy (Ranged): Put the lowest cost card in your opponent's deck on the top of it.
Deploy (Ranged): Put the lowest cost card in your opponent's deck on the top of it.
Witcher
Deploy: Set power of this card to match provision cost of the top card in your opponent's deck.
Adrenaline 2: Set power of this card to match provision cost of the highest-cost card in opponent's deck instead.
Adrenaline 2: Set power of this card to match provision cost of the highest-cost card in opponent's deck instead.
Tactic
Damage an enemy unit by 5.
Deathblow: Banish it and Spawn a copy of it on top of opponents deck.
Deathblow: Banish it and Spawn a copy of it on top of opponents deck.
Witcher
Deploy: Give Bleeding 2 to an enemy unit.
Adrenaline 6: Spawn a copy of that unit at the top of opponent's deck.
Adrenaline 6: Spawn a copy of that unit at the top of opponent's deck.
Witcher
Deploy: Look at top 3 cards of your deck and put one on the top, then swap top card of your opponent's deck with yours.
Witcher
At the end of your turn, boost self by 1 if opponent has more cards in the deck than you.
Witcher
Deploy: Boost all units in your deck by 1.
Adrenaline 3: Also gain Immunity.
Order: Remove boosts from all units in your deck, then boost this unit by the same amount.
Adrenaline 3: Also gain Immunity.
Order: Remove boosts from all units in your deck, then boost this unit by the same amount.
Beast
At the end of the round, shuffle this card back to your deck keeping it's boosts.
Witcher
Resupply: Spawn a Witcher Student on this row.
Adrenaline 4: At the end of your turn, Spawn a Witcher Student on this row.
Adrenaline 4: At the end of your turn, Spawn a Witcher Student on this row.
Location
Resilience.
Deploy: Spawn and play Griffin Witcher Adept, Griffin Witcher, Griffin Witcher Mentor or Griffin Witcher Ranger
Order: Boost a unit in your deck by 3.
Deploy: Spawn and play Griffin Witcher Adept, Griffin Witcher, Griffin Witcher Mentor or Griffin Witcher Ranger
Order: Boost a unit in your deck by 3.
Witcher
Zeal. Order: Boost all other units with power equal to Coën's power by the amount Coën is boosted.
Witcher
Order (Melee): Damage an enemy unit by 1.
Cooldown: 1.
Adrenaline 3: At the end of your turn, damage a random enemy unit by 3 and Lock self.
Cooldown: 1.
Adrenaline 3: At the end of your turn, damage a random enemy unit by 3 and Lock self.
Witcher
Deploy: Draw the top unit, then shuffle a card from your hand back to your deck.
Adrenaline 4: Boost the unit you've drawn by 2.
Adrenaline 4: Boost the unit you've drawn by 2.
Witcher
Deploy: Boost self by 1 for every unit on the opposite row.
Order: Transfer all boosts from self to an allied unit.
Order: Transfer all boosts from self to an allied unit.
Witcher
Shield.
Order: Transform an allied Witcher into a base copy of Griffin Witcher Adept.
Order: Transform an allied Witcher into a base copy of Griffin Witcher Adept.
Warfare
Boost an allied unit by 4. If there is a Witcher on the boosted unit's row, also Spawn a Witcher Student on that row.
Witcher
Melee: At the end of your turn, move self to the Ranged row and boost a random allied unit on this row by 1.
Ranged: At the end of your turn, move self to the Melee row and damage a random enemy unit on the opposite row by 1.
Adrenaline 3: Instead of a random unit, affect all other units in a row.
Ranged: At the end of your turn, move self to the Melee row and damage a random enemy unit on the opposite row by 1.
Adrenaline 3: Instead of a random unit, affect all other units in a row.
Beast
Zeal. Order: Transform self into Saber Tooth Tiger: Stealth.
Witcher
Deploy: Destroy the rightmost unit on an enemy row with at least 5 units.
Adrenaline 3: Destroy the rightmost unit on an enemy row with at least 3 units instead.
Adrenaline 3: Destroy the rightmost unit on an enemy row with at least 3 units instead.
Location
Resilience.
Deploy: Spawn and play Cat Witcher Adept, Cat Witcher, Cat Witcher Mentor or Cat Witcher Saboteur.
Order: Move 3 allied units to the other row.
Deploy: Spawn and play Cat Witcher Adept, Cat Witcher, Cat Witcher Mentor or Cat Witcher Saboteur.
Order: Move 3 allied units to the other row.
Witcher
Deploy: Move the other cards from this row to the other row.
Damage a random enemy unit for each card moved by 1.
Damage a random enemy unit for each card moved by 1.
Witcher
At the end of your turn, move self to the other row and damage a random enemy on the opposite row by 1.
Adrenaline 4: Damage it by 2 instead.
Adrenaline 4: Damage it by 2 instead.
Witcher
Deploy: Boost self by the number of cards on this row.
Adrenaline 4: Whenever a card appears in this row, boost self by 1.
Adrenaline 4: Whenever a card appears in this row, boost self by 1.
Witcher
Deploy: Move an enemy unit to the left-most position on its row. Damage it by 1 for every card it passed.
Witcher
Deploy (Melee): Give an enemy unit Bleeding with duration equal to the number of units on that unit's row.
Deploy (Ranged): Give an allied unit Vitality with duration equal to the number of units on that unit's row.
Deploy (Ranged): Give an allied unit Vitality with duration equal to the number of units on that unit's row.
Bomb
Move an enemy unit to the other row, give it Bleeding (4). If it's the only unit on that row, damage it by 4 instead.
Witcher
Deploy: Gain 1 Armor for every damaged unit.
Adrenaline 4: When your opponent plays a unit, damage that unit by Arnaghad's power and damage Arnaghad by that unit's power.
Adrenaline 4: When your opponent plays a unit, damage that unit by Arnaghad's power and damage Arnaghad by that unit's power.
Beast
Units in this and opposite row can't be boosted.
Witcher
Deploy: Destroy a damaged enemy unit.
Location
Resilience.
Deploy: Spawn and play Bear Witcher Adept, Bear Witcher, Bear Witcher Mentor or Bear Witcher Quartermaster.
Order: Heal adjacent units by 3.
Deploy: Spawn and play Bear Witcher Adept, Bear Witcher, Bear Witcher Mentor or Bear Witcher Quartermaster.
Order: Heal adjacent units by 3.
Witcher
Deploy: Spawn a Deafening Siren on the opposite row and damage all units on that row by 1.
Adrenaline 4: Spawn a Deafening Siren on the opposite row and damage it by 1 instead.
Adrenaline 4: Spawn a Deafening Siren on the opposite row and damage it by 1 instead.
Raid
Damage an enemy unit by 2.
Spawn 3 Witcher Students on the opposite row, damage them by 1, then give them 1 Armor.
Spawn 3 Witcher Students on the opposite row, damage them by 1, then give them 1 Armor.
Witcher
Deploy: Damage self by 3.
Adrenaline 4: Damage self and an enemy unit by 3 instead.
Adrenaline 4: Damage self and an enemy unit by 3 instead.
Witcher
Deploy: Boost self by 1 for every damaged allied unit.
Adrenaline 3: Boost self by 1 for every damaged unit instead.
Adrenaline 3: Boost self by 1 for every damaged unit instead.
Witcher
Order: Damage an allied unit by 1, then Spawn a Witcher Student on this row.
Charge: 2.
Charge: 2.
Witcher
Deploy: Damage self by 4.
At the end of your turn, Heal self by 1. While not damaged, gain 1 Armor instead.
At the end of your turn, Heal self by 1. While not damaged, gain 1 Armor instead.
Human, Mutant, Salamandra
Profit 3.
Tribute 3: Gain Veil.
Adrenaline 3: Whenever you pay a Tribute ability, boost self by that Tribute's cost.
Tribute 3: Gain Veil.
Adrenaline 3: Whenever you pay a Tribute ability, boost self by that Tribute's cost.
Salamandra
Profit 1.
Deploy: Poison a unit.
Tribute 9: Poison all units on the battlefield instead.
Increase the Profit by 1 for every allied Salamandra unit.
Deploy: Poison a unit.
Tribute 9: Poison all units on the battlefield instead.
Increase the Profit by 1 for every allied Salamandra unit.
Location
Resilience.
Deploy: Spawn and play Failed Experiment, Salamandra Abomination, Salamandra Mage or Salamandra Lackey.
Order: Move a Poison from an ally to another unit.
Deploy: Spawn and play Failed Experiment, Salamandra Abomination, Salamandra Mage or Salamandra Lackey.
Order: Move a Poison from an ally to another unit.
Human, Salamandra
Profit 2.
Fee 1: Poison an allied unit and boost it by 2.
Cooldown: 1.
Fee 1: Poison an allied unit and boost it by 2.
Cooldown: 1.
Human, Salamandra
Whenever a unit is Poisoned, gain 2 Coins.
Adrenaline 5: Whenever an allied unit is Poisoned, gain 2 Coins instead.
Adrenaline 5: Whenever an allied unit is Poisoned, gain 2 Coins instead.
Human, Mutant, Salamandra
At the end of your turn, lose 1 Coin. If you have no Coins, damage self by 1 instead.
While Poisoned, disable this ability.
While Poisoned, disable this ability.
Beast, Mutant, Salamandra
Tribute 1: Poison self.
Whenever this unit is Poisoned, boost self by 2.
Adrenaline 4: At the end of your turn, Purify self.
Whenever this unit is Poisoned, boost self by 2.
Adrenaline 4: At the end of your turn, Purify self.
Human, Salamandra
Tribute 4: Damage 3 adjacent enemy units by 2.
Adrenaline 5: Whenever you pay a Tribute ability, gain 1 Coin.
Adrenaline 5: Whenever you pay a Tribute ability, gain 1 Coin.
Crime, Salamandra
Pick a mutagen:
Red - Damage an enemy unit by 4.
Blue - Poison an allied unit and gain 5 Coins.
Green - Boost an allied unit by 4 and give it Veil.
If you control at least 3 Salamandra units, Profit 3.
Red - Damage an enemy unit by 4.
Blue - Poison an allied unit and gain 5 Coins.
Green - Boost an allied unit by 4 and give it Veil.
If you control at least 3 Salamandra units, Profit 3.
Human, Salamandra
At the end of your turn, if you gained at least 1 Coin this turn, boost self by 1.