New Content
Cards: 28
Spell
Transform an artifact into an Elder Bear. If it's on your side of the battlefield, boost it by 4.
Human, Mage
Deploy (Melee): Set an allied Scenario to the final chapter.
Deploy (Ranged): Refresh the Order of an allied Location.
Deploy (Ranged): Refresh the Order of an allied Location.
Relict
Sabbath: At the end of your turn, Spawn Gernichora's Fruit on both sides of this unit and transform self into Gernichora.
Relict
At the end of your turn, transform self into Bloody Mistress.
Sabbath: At the end of your turn, boost self by 1 for each allied Gernichora's Fruit instead.
Sabbath: At the end of your turn, boost self by 1 for each allied Gernichora's Fruit instead.
Relict
Zeal.
Order: Banish a bronze unit from your graveyard and boost self by its power, then Summon a copy of it from your deck to this row.
Sabbath: Play the copy instead.
Order: Banish a bronze unit from your graveyard and boost self by its power, then Summon a copy of it from your deck to this row.
Sabbath: Play the copy instead.
Relict
Order: Halve this unit's base power, then Spawn a copy with the same base power on this row.
Whenever you play a Relict, increase this unit's base power by 1.
Whenever you play a Relict, increase this unit's base power by 1.
Organic
Banish a bronze unit from your opponent's graveyard, then boost an allied unit by its power.
If you control Bloody Mistress or Gernichora, you may target gold units.
If you control Bloody Mistress or Gernichora, you may target gold units.
Human, Mage
Assimilate. Deploy: Spawn and play a copy of any non-Disloyal unit you gave to during this game, excluding self.
Human, Mage
Deploy: Play a special card from your hand, then draw a card.
Whenever you play a special card, give to a random non- enemy unit.
Whenever you play a special card, give to a random non- enemy unit.
Human, Mage, Agent
Order: Seize a bronze enemy unit, then move self to the opposite row.
Cooldown: 2
Cooldown: 2
Human, Mage, Agent
Deploy: Give an enemy unit .
Order, Conspiracy: Damage an enemy unit by 1.
Whenever an enemy unit gains , reduce this unit's Cooldown by 1.
Cooldown: 2
Order, Conspiracy: Damage an enemy unit by 1.
Whenever an enemy unit gains , reduce this unit's Cooldown by 1.
Cooldown: 2
Human, Mage
Deploy: At the end of this turn, reset the Order of all allied Mages that used their Order during this turn.
Human, Mage
Patience.
Order (Ranged): At the end of this turn, Patience value of all allied units is increased by [1] instead.
Order (Ranged): At the end of this turn, Patience value of all allied units is increased by [1] instead.
Human, Mage
Patience.
Order (Ranged): Boost an allied unit by [0].
Order (Ranged): Boost an allied unit by [0].
Spell
Shuffle an allied bronze mage to your deck and play a random bronze mage from your deck. Boost the unit you played by 0.
Increase the boost by 1 for each unit with Patience you played this game.
Increase the boost by 1 for each unit with Patience you played this game.
Elf, Mage
Deploy: Play all copies of a bronze special card from your deck.
Spell
Boost an allied unit by 6. At the end of your turn, if this card is in your graveyard, transform self into Saov Ainmhi'dh: Unity.
Specter
While in your graveyard, remove a Counter whenever you play a special card. When the Counter reaches 0, Summon self from your graveyard to your Ranged row.
Counter: 3
Counter: 3
Spell
Boost an allied unit by 2 and give it Vitality (2).
While in your graveyard, remove the Counter by 1 whenever you play a special card. When the Counter reaches 0, play this card and give it Doomed.
Counter: 3
While in your graveyard, remove the Counter by 1 whenever you play a special card. When the Counter reaches 0, play this card and give it Doomed.
Counter: 3
Elf, Mage
When you target this unit with a bronze special card, Spawn and play a copy of that special card.
Counter: 1.
Counter: 1.
Beast
Veil.
Order: Spawn Rain on an enemy row for 2 turns then damage self by 2.
At the end of your turn damage adjacent units by 1, then gain 1 base power for every unit damaged. If any unit damaged was a Cultist, refresh Melusine's Order.
Order: Spawn Rain on an enemy row for 2 turns then damage self by 2.
At the end of your turn damage adjacent units by 1, then gain 1 base power for every unit damaged. If any unit damaged was a Cultist, refresh Melusine's Order.
Alchemy
Damage all units on the battlefield by 1, then Spawn a Deafening Siren on a random allied row and boost it by the number of allied targets.
Human, Cultist, Druid
Deploy: Heal an allied unit by 2.
The first time you Heal an allied unit during your turn, Spawn a Deafening Siren on this row.
The first time you Heal an allied unit during your turn, Spawn a Deafening Siren on this row.
Human, Cultist, Druid
Deploy: Damage self by 4.
Berserk 6: At the end of your turn, damage the unit to the right by 1 then Heal self by 2.
Berserk 6: At the end of your turn, damage the unit to the right by 1 then Heal self by 2.
Human, Witch Hunter
Deploy: Summon the top bronze unit from your opponent's deck to the opposite row, then place a Bounty on it.
Tribute 2: Choose a bronze unit to Summon instead, then place a Bounty on it.
Fee 1: Damage the enemy unit with Bounty by 1.
Tribute 2: Choose a bronze unit to Summon instead, then place a Bounty on it.
Fee 1: Damage the enemy unit with Bounty by 1.
Human, Witch Hunter
Deploy: Damage this unit by its Tribute cost.
Tribute 9: Cancel the Deploy ability.
Whenever you place a Bounty on an enemy unit, reduce this unit's Tribute cost by 1.
Tribute 9: Cancel the Deploy ability.
Whenever you place a Bounty on an enemy unit, reduce this unit's Tribute cost by 1.
Crime
Profit 5.
While in your graveyard, damage an enemy unit by 1 whenever you place a Bounty on it.
Counter: 3
While in your graveyard, damage an enemy unit by 1 whenever you place a Bounty on it.
Counter: 3
Human
Deploy: If there is no Bounty on the battlefield, damage self by 3.
Whenever an enemy unit with Bounty is damaged, Heal self by 1.
Whenever an enemy unit with Bounty is damaged, Heal self by 1.