Card catalog
42 of 42 cards
- 3
Ash Brute
creature

beast - fire
Charred muscle for the front line.
5/2Ash Brute
creature · beast - fire · 5pwr
- 5
Iron Colossus
creature

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

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

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

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

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

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

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

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

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

soldier - fire
RangedRanged. Whenever this deals damage to a unit, deal 1 damage to the opponent.
2/1Cinder Scout
creature · soldier - fire · 2pwr
- 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
creature · construct - nature · 2pwr
- 2
Moss Warden
creature

beast - nature
An ancient boar that stands guard over the forest.
2/3Moss Warden
creature · beast - nature · 2pwr
- 3
Nullform
creature

spirit - void
Cannot be targeted by spells.
2/2Nullform
creature · spirit - void · 2pwr
- 3
Root Sentinel
creature

plant - nature
Deep roots, deeper patience.
2/4Root Sentinel
creature · plant - nature · 2pwr
- 2
Sky Lancer
creature

soldier - air
RangedRanged. Dives from cloud-cover to pick a target.
2/2Sky Lancer
creature · soldier - air · 2pwr
- 2
Apprentice Anchorist
creature

wizard - void
RangedRanged. When played, choose another unit. It cannot attack until your next turn.
1/1Apprentice Anchorist
creature · wizard - void · 1pwr
- 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
creature · priest - fire · 1pwr
- 1
Gale Sprite
creature

spirit - air
RangedRanged. A gust given mischief and a needle spear.
1/1Gale Sprite
creature · spirit - air · 1pwr
- 3
Rootbinder
creature

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

spirit - arcane
RangedRanged. A floating glyph that unravels flesh.
1/1Rune Wisp
creature · spirit - arcane · 1pwr
- 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
creature · fiend - fire · 1pwr
- 2
Spring Dryad
creature

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

druid - air
RangedRanged. First move each turn: deal 1 to an enemy.
1/2Stormcaller
creature · druid - air · 1pwr
- 2
Sublimule
creature

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

soldier - nature
Stubborn sapling soldier of the grove.
1/2Thorn Squire
creature · soldier - nature · 1pwr
- 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
structure · beacon - arcane · 0pwr
- 3
Force Shield
structure

shield - arcane
Cannot block. Absorbs damage directed at you until it breaks.
0/5Force Shield
structure · shield - arcane · 0pwr
- 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
structure · wall - arcane · 0pwr
- 2
Stone Wall
structure

wall - earth
A stubborn Front-row barrier.
0/6Stone Wall
structure · wall - earth · 0pwr
- 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
structure · beacon - arcane · 0pwr
- 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
spell · boulder - earth
- 2
Cinder Brand
spell

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

negation - arcane
Counter target spell. Pay from your own mana.
Dispel
spell · negation - arcane
- 4
Ember Bolt
spell

bolt - fire
Deal 4 damage to your opponent.
Ember Bolt
spell · bolt - fire
- 2
Lightning Lance
spell

bolt - lightning
Deal 2 damage to your opponent. Requires a Flying creature.
Lightning Lance
spell · bolt - lightning
- 2
Subtle Dissuasion
spell

mental - void
Choose a creature. Next turn it cannot attack. Does not affect beasts.
Subtle Dissuasion
spell · mental - void
- 3
Unravel
spell

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

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

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

bolt - fire
Deal 1 damage to a friendly creature, then deal 2 damage to the opponent.
Wild Bolt
spell · bolt - fire
- 2
Zephyr Step
spell

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