New Content
Cards: 27
Deploy: Pick a bronze allied unit. After 2 turns, Spawn its base copy on the right of Megascope.
Spell
Reset an allied unit's power. If it's a bronze unit, replay it instead.
Relict
Sabbath: At the end of round, give Resilience to the highest base power unit on your side of the battlefield.
Relict
Whenever this unit is damaged, reduce its base power by 1.
Sabbath: Cancel the ability above.
Whenever you play a Relict, increase this unit's base power by 1.
Sabbath: Cancel the ability above.
Whenever you play a Relict, increase this unit's base power by 1.
Relict
Deploy: Increase this unit's base power by 2 for each adjacent Relict.
Relict
Sabbath: At the end of your turn, boost self by 2.
Human, Mage, Agent
Deploy: Look at the top 3 units in your deck. Move 1 to your graveyard, then destroy an enemy unit with power equal to that unit's power
Order: Set the power of a unit to match the number of cards in your deck.
Order: Set the power of a unit to match the number of cards in your deck.
Spell
Banish a card from your deck, then boost an allied unit by that card's provision cost. If the Banished card was a bronze, Banish another bronze card from your deck and boost the same unit by that card's provision cost.
Human, Mage, Agent
Deploy: Move a card in your deck to the top of it. If it was a Mage, Spawn The Guardian in this row.
If it was a special card, Spawn and play a Cow Carcass.
If it was a special card, Spawn and play a Cow Carcass.
Human, Mage, Agent
Deploy: Damage an enemy unit by 2.
If moved to the top of your deck during your turn, Summon self to a random allied row and damage a random enemy unit by 2.
If moved to the top of your deck during your turn, Summon self to a random allied row and damage a random enemy unit by 2.
Human, Mage
Zeal. Patience.
Order: Create and play a [4] provision Spell.
Order: Create and play a [4] provision Spell.
Human, Mage
Zeal. Patience.
Order: Draw [1] card(s), then shuffle back [1] card(s).
Whenever you draw a unit, boost it by 1. If it's not a unit, boost self by 1 instead.
Order: Draw [1] card(s), then shuffle back [1] card(s).
Whenever you draw a unit, boost it by 1. If it's not a unit, boost self by 1 instead.
Spell
Boost an allied unit by 5. If it's bronze, reset its Order ability and give it Zeal.
Human, Mage
Patience.
Order (Melee): Damage an enemy unit by [0].
Order (Melee): Damage an enemy unit by [0].
Elf, Mage
Veil.
Whenever you play a special card, remove one Counter.
Counter: 3.
When Counter reaches 0, Spawn and play a Doomed copy of the last special card you played.
Whenever you play a special card, remove one Counter.
Counter: 3.
When Counter reaches 0, Spawn and play a Doomed copy of the last special card you played.
Elf
Deploy: Move 2 cards from your hand to the bottom of your deck. Add Waylay to your hand for each card moved that way.
Whenever you play Waylay, Spawn an Elven Deadeye on this row.
Whenever you play Waylay, Spawn an Elven Deadeye on this row.
Elf, Mage
Order: Create and play a bronze Scoia'tael special card with a provision cost equal to or lower than this card's power.
Elf, Mage
Veil.
When you play a special card, Spawn a base copy of self on this row and remove a Counter.
Counter: 1.
When you play a special card, Spawn a base copy of self on this row and remove a Counter.
Counter: 1.
Human, Cultist, Druid
Deploy: Spawn and play Tears of Siren.
Order: Replace Rain on an enemy row with Storm of the same duration.
Order: Replace Rain on an enemy row with Storm of the same duration.
Human, Cultist, Druid
Deploy: Play an Alchemy from your graveyard with provision cost 4 or less. Increase the cost by the total duration of Rain and Storm on your opponent's side.
Human, Cultist, Druid
Order: Spawn Rain for 2 turns on an enemy row.
At the end of your turn, if there is Rain on the opposite row, boost the unit to the right by 1. If there is Storm on the opposite row, boost adjacent units by 1 instead.
At the end of your turn, if there is Rain on the opposite row, boost the unit to the right by 1. If there is Storm on the opposite row, boost adjacent units by 1 instead.
Alchemy
Spawn Rain on an enemy row for 2 turns, then Spawn a Deafening Siren on the opposite row.
Human, Witch Hunter
Deploy: Spawn 3 Syndicate Crowns.
At the end of your turn, if no enemy unit has a Bounty, place a Bounty on the highest-power enemy unit.
At the end of your turn, if no enemy unit has a Bounty, place a Bounty on the highest-power enemy unit.
Human, Witch Hunter
Intimidate.
Deploy: Place a Bounty on an enemy unit. If there already was an enemy unit with a Bounty, gain Coins equal to its base power.
Deploy: Place a Bounty on an enemy unit. If there already was an enemy unit with a Bounty, gain Coins equal to its base power.
Crime
Place a Bounty on an enemy unit and damage it by 3. If it already has a Bounty, double the damage.
Human, Witch Hunter
Whenever a Bounty is placed on an enemy unit, damage it by 2.
Token
Doomed. Zeal.
Order: Gain 1 Coin and Banish self.
Order: Gain 1 Coin and Banish self.