Card catalog
73 of 73 cards
- 3
Ash Brute
creature

beast - fire
Charred muscle for the front line.
5/2Ash Brute
- 6
Verdant Reclaimer
creature

construct - nature
Melee. When this enters play, sacrifice up to two friendly Walls. For each Wall sacrificed, this gets +2/+2.
5/7Verdant Reclaimer
- 5
Iron Colossus
creature

construct - earth
An ancient iron construct, it is a fearsome sight to behold.
4/4Iron Colossus
- 3
Archer of the High Peak
creature

soldier - lightning
RangedRanged. Looses thunder arrows from the ridgeline.
3/2Archer of the High Peak
- 4
Blaze Wyrm
creature

dragon - fire
FlyRangedRanged. Flying.
3/2Blaze Wyrm
- 5
Ironbark Behemoth
creature

plant - nature
Ancient trunk given lumbering life.
3/6Ironbark Behemoth
- 3
Storm Rider
creature

soldier - air
FlyFlying. A winged soldier plumbing from the skies direct into battle
3/2Storm Rider
- 5
Thunder Drake
creature

dragon - lightning
FlyRangedRanged. Flying. Better to run away than fight.
3/3Thunder Drake
- 3
Void Reaver
creature

spirit - void
RangedRanged. Cuts the weave from a distance.
3/1Void Reaver
- 3
Ash Berserker
creature

soldier - fire
Whenever another friendly fire creature deals damage, this gets +1/+1 until your next turn.
2/3Ash Berserker
- 2
Cinder Archer
creature

soldier - fire
RangedRanged. Whenever this deals damage to a unit, deal 1 damage to an adjacent unit.
2/2Cinder Archer
- 3
Cinder Hag
creature

hag - fire
RangedRanged. When a unit takes damage, this gets +1 power until end of turn.
2/2Cinder Hag
- 1
Cinder Scout
creature

soldier - fire
RangedRanged. Whenever this deals damage to a unit, deal 1 damage to the opponent.
2/1Cinder Scout
- 2
Elf Archer
creature

soldier - nature
RangedRanged. +1 damage when attacking a Flying creature.
2/1Elf Archer
- 2
Guardian of the Sigil
creature

construct - nature
While this is in play, Arcane structures you control get +1 toughness.
2/2Guardian of the Sigil
- 3
Jersey Devil
creature

fiend - void
FlyRangedFlying. Pact — you may deal 1 to a creature. If you do, that creature gets +2 power until end of turn.
2/2Jersey Devil
- 4
Malachor Devil
creature

fiend - nature
Pact — you may deal 2 to yourself. If you do, a creature gets −1/−1 until end of turn. If it dies, adjacent creatures get −1/−1.
2/4Malachor Devil
- 2
Moss Warden
creature

beast - nature
Trample — When this attacks and kills its target, excess damage is dealt to the enemy Mage or a shielded unit of your choice.
2/3Moss Warden
- 3
Nullform
creature

spirit - void
Cannot be targeted by spells.
2/2Nullform
- 4
Pyre Hag
creature

hag - fire
Sacrifice a creature: all enemy creatures in the back row take 1 damage.
2/3Pyre Hag
- 3
Root Sentinel
creature

plant - nature
Whenever an adiacent enemy creature moves, deal 1 damage to it.
2/4Root Sentinel
- 2
Sky Lancer
creature

soldier - air
The first time this moves each turn, it gets Flying and +2 Power until the start of your next turn.
2/2Sky Lancer
- 3
Anchorist
creature

wizard - arcane
RangedRanged. Spend your Action: another unit becomes Dormant.
1/2Anchorist
- 3
Anchorist Meteorologis
creature

wizard - air
RangedRanged. Spend your Action: a Flying unit takes 1 damage and is grounded.
1/2Anchorist Meteorologis
- 3
Anchorist Tartari
creature

wizard - fire
RangedRanged. Spend your Action: destroy a friendly unit. Deal 2 damage to enemy units in that column.
1/2Anchorist Tartari
- 3
Anchorist Transmutator
creature

wizard - earth
RangedRanged. Spend your Action: adjacent friendly units get +0/+1.
1/2Anchorist Transmutator
- 2
Apprentice Anchorist
creature

wizard - arcane
RangedRanged. When played, choose another unit. It cannot attack until your next turn.
1/1Apprentice Anchorist
- 2
Ash Priest
creature

priest - fire
RangedRanged. When a friendly creature dies, you may discard a card to deal 1 damage to an enemy unit or the opponent.
1/2Ash Priest
- 2
Carrion Wine
creature

plant - nature
When an adjacent creature dies, this gets +1 toughness.
1/3Carrion Wine
- 2
Cinder Vestal
creature

priest - fire
RangedRanged. If a friendly creature dealt damage this turn, when this enters, deal 1 damage to a unit.
1/2Cinder Vestal
- 1
Gale Sprite
creature

spirit - air
RangedRanged. A gust given mischief and a needle spear.
1/1Gale Sprite
- 3
Goblin Balloon
creature

construct - air
FlyRangedRanged. Flying. Cannot block.
1/3Goblin Balloon
- 3
Infernal Hag
creature

hag - fire
Pact — deal 1 to a friendly creature; an enemy creature gets −2 power until end of turn.
1/3Infernal Hag
- 3
Rootbinder
creature

plant - nature
While Front-row, adjacent Grounded enemies cannot move.
1/4Rootbinder
- 1
Rune Wisp
creature

spirit - arcane
RangedRanged. A floating glyph that unravels flesh.
1/1Rune Wisp
- 2
Sea Hag
creature

hag - nature
Once each turn, when an enemy attacks one of your units or you, you may redirect that damage onto the attacker.
1/3Sea Hag
- 1
Shadow
creature

spirit - void
Melee. When this enters play, discard a card.
1/1Shadow
- 1
Spark Imp
creature

fiend - fire
RangedRanged. Pact — You may deal 1 damage to this. If you do, it gets +2 Power until end of turn.
1/2Spark Imp
- 2
Spring Dryad
creature

dryad - nature
Once per your turn: clear 2 damage from an adjacent ally (or itself).
1/2Spring Dryad
- 2
Stormcaller
creature

druid - air
RangedRanged. The first time this moves each turn, deal 1 damage to an enemy unit. If there are none, deal 1 damage to the opponent.
1/2Stormcaller
- 2
Sublimule
creature

magic beast - arcane
Cannot block on the turn it Acts.
1/3Sublimule
- 1
Thorn Squire
creature

soldier - nature
Stubborn sapling soldier of the grove.
1/2Thorn Squire
- 2
Arcane Conduit
structure

beacon - arcane
Cannot block. While this is deployed, you get +1 mana at the start of your turn. This effect is cumulative.
0/3Arcane Conduit
- 2
Ash Scapegoat
creature

soldier - fire
Once each turn: when another friendly movable unit takes damage, you may swap this with it. This takes the damage instead.
0/4Ash Scapegoat
- 3
Cinder Altar
structure

beacon - fire
While this is in play, friendly fire creatures get +1 power.
0/3Cinder Altar
- 3
Force Shield
structure

shield - arcane
Cannot block. Absorbs damage directed at you until it breaks.
0/4Force Shield
- 3
Rune Pillar
structure

wall - arcane
Choose an Arcane creature you control. It cannot Act this turn. Friendly units cannot be targeted by spells.
0/3Rune Pillar
- 2
Stone Wall
structure

wall - earth
A stubborn Front-row barrier.
0/6Stone Wall
- 2
Temporal Anchor
structure

beacon - arcane
When an enemy unit Acts, you may deactivate it. This ability can trigger only once each turn.
0/1Temporal Anchor
- 3
The Offering Cradle
structure

beacon - arcane
While this is in play, friendly dragons get +1/+1.
0/3The Offering Cradle
- 3
Walking Dynamo
creature

construct - lightning
Melee. Requires a Lightning creature. The first time this moves each turn, gain 1 mana.
0/2Walking Dynamo
- 2
Ashen Sacrifice
spell

hex - fire
Destroy a friendly creature. Deal 4 damage to an enemy unit.
Ashen Sacrifice
- 1
Barkskin
spell

hex - nature
A friendly creature gets +0/+2 until the start of your next turn.
Barkskin
- 3
Boulder Drop
spell

boulder - earth
Deal 2 damage to a unit (3 if Flying). If it survives, it loses Flying and cannot Act until the end of its controller's next turn.
Boulder Drop
- 2
Cinder Brand
spell

hex - fire
Choose a friendly creature that dealt damage this turn. It gets +0/+2.
Cinder Brand
- 2
Cinder Flare
spell

bolt - fire
Deal 1 damage to each enemy creature that has taken damage this turn.
Cinder Flare
- 2
Dispel
spell

negation - arcane
Counter target spell. Pay from your own mana.
Dispel
- 2
Elemental Ward
spell

glyph - arcane
Counter an attack from an Elemental creature. The attacker's Action is spent.
Elemental Ward
- 4
Ember Bolt
spell

bolt - fire
Deal 4 damage to your opponent.
Ember Bolt
- 5
Harmful Suggestion
spell

mental - arcane
Choose a creature. It deals damage equal to its Power to itself.
Harmful Suggestion
- 2
Lightning Lance
spell

bolt - lightning
Deal 2 damage to your opponent. Requires a Flying creature.
Lightning Lance
- 2
Magic Missile
spell

bolt - arcane
Choose a friendly Ready arcane creature. It becomes Dormant. Deal 1 damage to up to three creatures.
Magic Missile
- 1
Mistral Bless
spell

hex - air
A friendly Flying creature gets +1 power until end of turn.
Mistral Bless
- 2
Subtle Dissuasion
spell

mental - void
Choose a creature. Next turn it cannot attack. Does not affect beasts.
Subtle Dissuasion
- 2
Tailwind
spell

hex - air
Move a friendly creature. If it is Flying, it becomes Ready.
Tailwind
- 2
Thornburst
spell

lash - nature
Deal 1 damage to each Grounded enemy creature in the Front-row.
Thornburst
- 4
Thunderstorm
spell

hex - lightning
Deal 2 damage to up to three enemy creatures. Requires a Druid.
Thunderstorm
- 3
Unravel
spell

unmaking - void
Destroy target creature.
Unravel
- 2
Unstable Glyph
spell

glyph - void
Choose an enemy unit. Until your next turn, whenever it Acts, it loses 1 Power.
Unstable Glyph
- 2
Vine Snap
spell

lash - nature
Deal 2 damage to a Unit (3 if screened).
Vine Snap
- 1
Wild Bolt
spell

bolt - fire
Deal 1 damage to a friendly creature, then deal 2 damage to the opponent.
Wild Bolt
- 2
Will of Fire
spell

bolt - fire
Deal 1 damage to each enemy unit Adjacent to a damaged friendly creature you control.
Will of Fire
- 2
Zephyr Step
spell

hex - air
Move a friendly creature. This move does not use its Action.
Zephyr Step