Bloodbound Spell:
Target a Minion nearby your General, it gains +2/+0.
Bloodbound Spell:
Target a Minion, it heals 3 damage.
Bloodbound Spell:
Summon a Crestfallen in front of your General.
Target an enemy, Stun it.
Friendly Minions in a 2x2 area gain Provoke.
Your General gains +1/+0.
Target a friendly Minion, it can't be targeted by enemy Spells.
Draw a card.
Friendly Minions gain Airdrop until end of turn.
Draw a card.
Target a friendly Minion, it gains +0/+3.
Target a Minion, deal 4 damage to it and your General.
Friendly Minions gain +0/+1.
Put a random Battle Pet into your hand.
Target an enemy Minion, apply Hallowed Ground on it's space and deal 1 damage to it for each friendly Hallowed Ground.
Target a friendly Minion, it heals all damage from it.
Search for a Minion with the same name in your deck, and add it to your hand. Shuffle your deck.
Target a friendly Minion, it gains
"Zeal: Whenever this Minion deals damage, draw a card."
Target a Minion, teleport it in front of your General.
Target a friendly Minion, it gains +1/+1 and turn its space into Hallowed Ground.
Provoke
Target a General or Minion, heal 5 damage from it.
Opening Gambit: Turn a nearby space into Hallowed Ground.
Target a Minion, deal 2 damage to it.
Celerity
Intensify: Friendly Minions gain +0/+2.
Heal 2 damage from your General for each friendly Minion.
Your General and nearby friendly Minions gain
"Takes no damage until end of turn."
Opening Gambit: Target a General or Minion, heal 2 damage from it.
Whenever a General or Minion is healed, deal 2 damage to a random enemy.
Target a Minion, it gains +3/-3.
Whenever a General or Minion is healed, this Minion gains +1/+1.
Target an enemy, deal 2 damage to it. If a General or Minion was healed this turn, deal 4 damage instead.
Friendly Minions directly in front of and behind your General gain +2/+2. If they have Zeal, they also cannot be targeted by enemy spells.
Target a friendly Minion, it gains Forcefield.
Whenever your opponent casts a Spell, this Minion gains +1/+1.
Dispel a 2x2 area.
Opening Gambit: Draw a card.
Friendly Minions directly above and below your General gain +2/+0 and Provoke.
Whenever this Minion attacks or counterattacks, Dispel that General or Minion.
Deal 2 damage to all Generals and Minions.
Summon a friendly non-Token Minion destroyed this game onto friendly Hallowed Ground.
Friendly Minions gain +1/+1.
Bond: Other friendly Minions gain +1/+1.
Zeal: Gain +1/+0
Target a friendly Minion, it gains +2/+4.
If it has Zeal, draw a card.
Opening Gambit: Target a nearby Minion, it gains +2/-2.
Whenever you summon a Minion with 2 or less Attack, this Minion gains +2/+0.
While at full Health, this Minion has +3/+0.
Target a Minion, it gains +X/+0 equal to its Health.
Friendly Minions in a 2x2 area gain +2/+2.
Draw a card for each friendly Minion nearby your General.
Zeal: Flying
Intensify: Put a Crestfallen into your hand. Shuffle a copy of this Minion into your deck.
Double a Minion's Health.
Target a Minion, destroy it and heal its General for its Health.
At the end of your turn, target a friendly Minion: it gains +0/+1.
Blood Surge: Heal 3 damage from your General.
Provoke
Zeal: Gain +2/+0.
Target a Minion not nearby any General, destroy it.
Friendly Minions nearby your General gain +2/+0.
Zeal: Friendly Golems have +2/+0.
Whenever a General or Minion is healed, your General gains +1/+0.
Whenever you summon a Minion nearby this Minion, they both gain +1/+1.
Build: (1)
When this Minion is built, nearby friendly Minions gain +0/+3.
Your General gains +2/+0.
Whenever your General takes damage for the first time each turn, prevent 2 of it.
Destroy all Minions that are not nearby any General.
Target a friendly Minion, it heals 4 damage and deal 4 damage to enemies nearby it.
Target a friendly Minion with full Health, it gains +4/+4.
Target a friendly Minion, transform it into an Ironcliffe Guardian.
Build: (2)
Whenever you summon a Minion nearby this, transform that Minion into an Ironcliffe Guardian.
Celerity
Zeal: Ranged
Whenever a General or Minion is healed, put a True Strike into your hand.
Forcefield
Your Bloodbound Spell is Tempest.
Whenever a General or Minion is healed, deal 2 damage to all nearby enemies.
Deal 3 damage to enemies and heals 3 damage from friendly Generals and Minions in a row.
Zeal: At the end of your turn, heal all damage from this Minion.
Heal 3 damage from your General.
Draw 3 cards.
Nearby friendly Minions cannot be targeted by enemy spells.
Opening Gambit: Summon a Windcliffe Protector from your deck.
Target an enemy Minion, deal 5 damage to it.
Heal 5 damage from your General.
Your General gains +4/+0. At the end of your turn, repair all of your Artifacts to full durability.
Trial: Summon 12 Minions with 1 or less Attack.
Destiny: Transform other friendly Minions below 8 Mana into a Minion of your Faction that cost 1 more Mana at the end of your turn.
Friendly Minions nearby your General have Forcefield.
Airdrop
Provoke
Target a friendly Minion directly behind your General, it gains Celerity.
Opening Gambit: Progresses MECHAZ0R build by +20%.
Your other Mech Minions have +1/+1.
Zeal: Gains +8/+0.
Zeal: Draw 2 additional cards at the end of your turn.
Provoke
At the start of your turn, Heal 4 damage from your damaged Minions. Deal 4 damage to enemies nearby them.
Provoke
When a friendly Windcliffe Alarmist is destroyed, transform this Minion into a Windcliffe Alarmist.
Friendly Minions gain +X/+0 equal to their Health.
Provoke
Your Minions and General may move an additional space
Blood Surge: Summon a Silverguard Knight nearby your General.
Your General has +3/+0.
Whenever your General attacks, summon a Minion nearby that costs 3 Mana from your deck.
Opening Gambit: If you have no Spells in your deck, equip a full set of equipment.
Destroy all Minions in a 3x3 area and turn their spaces into Hallowed Ground.
Your General gains
"Friendly Minions you summon nearby gain +3/+3."
When your General is destroyed, Grandmaster Z'ir becomes your General.
Your General is Invulnerable and cannot move nor attack.
Airdrop, Forcefield, Frenzy, Provoke, Celerity
Provoke
Celerity
This Minion gains +1/+1 for each time you healed a General or Minion this game.
Summon 3 Silverguard Knights nearby your General.
Summon nearby your General all friendly Minions with Provoke that were destroyed this game.
Bloodbound Spell:
Teleport a friendly Minion up to 2 spaces.
Bloodbound Spell:
Summon a Heartseeker nearby your General.
Bloodbound Spell:
Put a Spellsword into your hand that cannot be replaced.
Trial: Summon 7 Minions from your hand with different costs.
Destiny: Summon friendly Minions to deal their cost as damage to an enemy.
Target 2 Minions, switch positions between them.
The next Spell you cast costs 1 less until end of turn.
Shuffle 5 copies of the Spell you cast most recently into your deck (excluding Meditate).
Ranged
Target an exhausted friendly Minion, Reactivate it. It cannot attack or damage Generals until end of turn.
Your General gains +1/+0.
Spells you cast that deal damage deal +1 damage.
Deal 1 damage to all enemy Minions.
Target a Minion, deal 1 damage to it.
Draw a card at end of turn.
Ranged
Your General gains +1/+0.
After a friendly Minion with Backstab attacks, it gains +1/+1.
Target an exhausted friendly Minion with 3 or less Attack, Reactivate it.
Each player steals a random card from their opponent's deck.
Backstab: (1)
Intensify: Target an enemy, deal 1 damage to it.
Target a friendly Minion, it gains +1/+1. Teleport it to any space on the battlefield.
Teleport your General up to 2 spaces.
Target a friendly General or Minion, it gains Backstab (2).
Minions with Backstab in your hand cost 1 less and gain +1/+1.
Target an enemy Minion that attacked last turn, deal 8 damage to it.
Destroy all Artifacts equipped to the enemy General.
Whenever you cast a Spell, deal 1 damage to the enemy General.
Whenever you cast a Spell, this Minion gains +1/+1.
Target a Minion, deal 2 damage to it.
Activate your Battle Pets.
Target a friendly Minion, it gains
"Whenever this Minion damages an enemy Minion, destroy that Minion."
Spells you cast that deal damage deal +2 damage until end of turn.
Target a friendly Minion, it and your General gain +2/+0 util end of turn.
Backstab: (1)
Your General gains Backstab (4).
Friendly Minions gain Flying until end of turn.
Summon a copy of a friendly Minion that costs 2 or less nearby.
Target a General or Minion, deal 3 damage to it.
Target a General or Minion, it gains +3/+0 until end of turn.
Backstab: (1)
Whenever this Minion backstabs, steal a Spell from your opponent's deck.
Target a friendly Minion, put an exact copy of it into your hand.
Whenever you cast a Spell, this Minion gains +1/+0 until your next turn.
Rush
Return this Minion to your hand at the beginning of your turn.
Dying Wish: Put a random Songhai Spell into your hand. It costs 1 less.
Transform a nearby enemy Minion into a Panddo. If it is already a Panddo, instead destroy it and draw to fill your hand.
Your General has Celerity.
Whenever this Minion takes damage, deal 1 damage to all enemies.
Whenever this Minion damages an enemy Minion, destroy that Minion.
Your General gains Ranged.
Backstab: (2)
Whenever this Minion backstabs, put a MECHAZ0R Progression into your hand.
Target an enemy, teleport your General to a space behind it.
Backstab: (2)
After this Minion attacks, it gains +1/+1.
Sentinel: Minion summoned.
Deal 2 damage to the Minion that transformed this.
Whenever this Minion takes damage, deal 1 damage to a random enemy Minion.
Backstab: (1)
Whenever this Minion backstabs, summon a Minion with Backstab that costs 2 or less from your deck nearby.
Ranged
Opening Gambit: Target an enemy Minion, it cannot move next turn.
Target a friendly Minion, it gains +4/+2.
If it has Backstab, draw a card at the end of turn.
Whenever this Minion takes damage, put a Phoenix Fire into your hand.
Sentinel: Spell cast.
Whenever your opponent casts a Spell, put a copy of that Spell into your hand.
Sentinel: General attacks.
Flying, Backstab: (2)
Target an enemy Minion, transform it into a Panddo.
Flying
Surround the enemy General with friendly Panddo that disappear at the start of your next turn.
Build: (2), Backstab:
Whenever this Minion backstabs, transform it into a building with Build: (2).
Bond: Put a Mist Dragon Seal into your hand.
Switch positions between a friendly Minion and your General.
Target an enemy, deal 3 damage to it and 1 damage to all enemies nearby it.
Blood Surge: Teleport a random enemy to the space behind your General.
Deal 2 damage to 2 random enemy Minions.
Draw a card.
Your General gains +1/+0.
Your General may move an additional space.
Blood Surge: Deal 2 damage to the enemy General.
Ranged
Until end of turn, whenever you summon a Minion from your hand, draw a card.
Whenever this Minion is moved, draw a card.
Intensify: A random nearby friendly Minion gains +2/+0 until end of turn.
Target an enemy Minion, deal 3 damage to both it and the enemy General.
Whenever this Minion is moved, it deals 2 damage to all enemies nearby it.
Whenever you cast a Spell, deal 1 damage to enemy General and heal 1 damage from your General.
Opening Gambit: Next turn, opponent's Spells cost 2 more to cast.
Whenever you cast a Spell, your Arcanyst Minions gain +1/+0.
Build: (2)
When this Minion is built, gain +2 Mana until end of turn.
Backstab: (2)
After this Minion attacks and backstabs, all attacks are backstabs until end of turn.
Transform all Minions into Panddo until end of turn.
Spells you cast that deal damage deal +1 damage.
Blood Surge: Put an Eight Gates into your hand.
Reactivate your Minions with Ranged.
Opening Gambit: Your Bloodbound Spell is Phoenix Fire.
At the start of your turn, deal 2 damage to your General.
Draw 3 Spell cards from your deck.
Whenever a friendly Minion is moved, it gains +1/+1.
Target a General or Minion, deal 3 damage to it.
Put a Phoenix Fire into your hand.
Flying
Backstab: (4).
Summon a Heartseeker in each nearby space diagonal from your General.
Put 3 random Songhai Minions into your hand. They cost 1 less.
Ranged
Whenever you summon a Minion with Ranged, that Minion gains Rush.
At the end of your turn, transform all nearby enemy Minions into Panddo.
Steal Health from the enemy General equal to twice the number of Spells cast this turn.
The enemy General moves and attacks automatically.
Whenever you cast a Spell, draw a card.
Rush
Whenever this Minion attacks, put 3 Songhai Spells into your hand at end of turn.
Your Spells cost 2 less.
Whenever one of your Spells deals damage, put a Kage Lightning in your hand.
Transform all Minions in your hand and deck into 0-cost Gore Horns.
Draw 3 cards.
Target a General or Minion, deal 8 damage to it.
Costs 1 less for each Spell you cast this game.
Until end of turn, whenever you cast a Spell, summon a Minion that costs up to 2 more nearby your General.
Bloodbound Spell:
Summon an Iron Dervish on a random space nearby your General.
Bloodbound Spell:
Your General deals double damage to Minions until end of turn.
Bloodbound Spell:
Target an enemy Minion, it loses -2/-0 until your next turn.
Deal 3 damage to your General.
Draw a card.
Dying Wish: Dispel nearest enemy Minion.
Target an enemy Minion nearby your General, Dispel it.
Target a Friendly Minion, destroy it and turn its space into Exhuming Sand.
For every equipped Artifact, your General gains +2/+0 until end of turn.
Until end of turn, whenever you summon a Minion with Flying from your hand, add a random Minion with Flying from your deck to your hand. Shuffle your deck.
Target a Minion, it's attack becomes 0 until your next turn.
Steal a random Artifact from the enemy General and equip it.
Target a Minion, its Health becomes equal to its Attack.
Target a Minion, it gains Blast and can no longer move.
Whenever your General destroys an enemy, turn that space into Exhuming Sand.
Add a random Artifact from your deck to your hand. Shuffle your deck.
Target a friendly Minion, it gains +1/+1.
Draw a card.
A friendly Obelysk gains +3/+0 and may move and attack if able until end of turn.
Deal 2 damage to the enemy General and all enemies nearby it.
Target a friendly Minion, it gains +1/+3 and Provoke.
Bond: Draw 2 cards.
Opening Gambit: Target a friendly Dervish, it gains +2/+2.
If it is a Wind Dervish, it no longer disappears.
Dying Wish: Put a random Scion's Wish Spell into your hand.
Intensify: Deal 1 damage to the enemy General and this Minion gains +0/+1.
Summon Dervish
Heal all damage from all friendly Minions.
Your General takes no damage during your turn.
Summon Dervish
At the start of your turn, deal 6 damage to all enemy Minions in this row.
Equip a friendly Artifact that was destroyed this game.
Your General gains all keywords of friendly Minions until end of turn.
Your General gains +1/+0.
At the start of your turn, repair all of your Artifacts by 1 durability.
Opening Gambit: Return a nearby friendly Minion to your hand.
Dying Wish: Summon 2 Iron Dervish nearby.
Blast
Destroy a random Artifact equipped to the enemy General. Summon a Wind Dervish near it.
Target a friendly Obelysk, return it to your hand and reduce its cost to 0.
Draw a card.
Target an enemy Minion, it can no longer move.
Target a friendly Minion, it gains +2/+2 and takes no damage from Generals.
Your General gains +2/+0.
Summon a Wind Dervish nearby each friendly Obelysk. Draw a card.
Opening Gambit: Lower the cost of all Structure Minions in your hand by 1.
Summon Dervish
Your Dervish Minions have +0/+1.
Put 3 random Battle Pets into your hand.
Target a friendly Minion, it gains +0/+5 and Flying.
Whenever you equip an Artifact, this Minion gains +X/+0 equal to the Artifact's cost.
Draw 2 cards.
Whenever your opponent draws a card, this Minion gains a random keyword ability.
Summon Dervish
Your Dervish Minions have +1/+0.
Opening Gambit: Repair all of your Artifacts to full durability.
Friendly Minions gain +0/+3.
Draw a card.
Opening Gambit: Summon a copy of this Minion on a nearby space.
Frenzy
Whenever you summon a Minion, this Minion gains +1/+0.
Target an enemy Minion with 2 or less Attack, reactivate and take control of it until end of turn.
Cannot be targeted by enemy spells.
Target a friendly Dervish Minion, it gains +3/+3 and Flying.
Build: (2), Summon Dervish
When this Minion is built, start building another on a nearby space.
Dying Wish: Put a random legendary Artifact from your opponent's Faction into your hand.
Reactivate your General.
Your General gains Blast.
Target an enemy Minion, it disappears at the start of your next turn.
Blood Surge: Your General gains Frenzy until end of turn.
Dying Wish: Summon a random Obelysk on this space.
Build: (2), Blast.
Target an enemy Minion nearby your General, destroy it.
Opening Gambit: Your General gains +2/+0 and takes no damage until end of turn.
Your General gains +3/+0. Whenever your General damages an enemy Minion, its Attack becomes 1.
Deal 5 damage to enemies that are not nearby another enemy.
Opening Gambit: Target an enemy Minion, this Minion transforms into a copy of it.
Your General has +1/+0.
Target a friendly Minion, your enemy gains control of it.
Take control of enemy Minions nearby it with less Attack.
When your General destroys a Minion, summon a copy of it nearby.
Summon Dervish
Summon Dervish
Summon Dervish
At the start of your turn, destroy this and all enemy Minions.
Flying
Dying Wish: Draw a card.
Flying
Opening Gambit: Equip a Staff of Y'kir to your General.
Intensify: Summon 2 Wind Dervish nearby your General.
Target an enemy Minion, transform it into a friendly Wind Dervish.
Summon all friendly Minions with Dying Wish destroyed since your last turn on random spaces.
The enemy General cannot cast their Bloodbound Spell.
Blood Surge: Summon 2 Wind Dervish nearby.
Your General may move 2 additional spaces.
Flying, Rush
Dying Wish: Destroy a random friendly Dervish and summon Khanuum-ka in its place.
Whenever this Minion takes damage, summon a Soulburn Obelysk nearby.
Opening Gambit: Return a nearby Minion to its hand. Turn that space into Exhuming Sand.
Opening Gambit: Progresses MECHAZ0R build by +40%.
Opening Gambit: Summon a Skyrock Golem on random spaces for each other Golem you've summoned this game.
Your General gains +1/+0.
Whenever your General destroys an enemy Minion, summon a Bloodfire Totem on that space.
Summon a Wind Dervish in front of all enemies.
Blast
Target an enemy Minion, summon 3 friendly copies of it nearby it. They disappear when attacked.
Equip 2 random Vetruvian Artifacts.
Provoke
Dying Wish: Deal 5 damage to the enemy General. Heal 5 damage from your General.
Turn the entire center column into Exhuming Sand.
Opening Gambit: Take control of enemy Minions with 2 or less Attack on this row.
Trial: General is on other edge of the battlefield with an equipped Artifact.
Destiny: For each equipped Artifact, your General gains (in ascending order) Frenzy, Flying, Celerity.
Flying
Dying Wish: Equip 2 random Artifacts from your deck.
Costs 0 if you've cast all 3 Scion's Wish Spells this game.
Blast
Whenever this Minion blasts, summon a Scarabyte in those spaces.
Target an enemy Minion nearby your General, take control of it.
Destroy all non-Structure Minions.
Blast, Flying
The enemy General takes double damage.
Summon one of each Obelysk from your deck on random spaces.
Transform your hand into 6 random Vetruvian cards that cost 4 less.
Bloodbound Spell:
Summon 2 Wraithling nearby your General.
Bloodbound Spell:
Target a Minion, deal 1 damage to it.
Until end of turn, if the Minion is destroyed, the space turns into Shadow Creep.
Bloodbound Spell:
Target a friendly Minion, destroy it and summon a Husk nearby. Deal 2 damage to your General.
Target a friendly Minion, destroy it. Your next Minion costs 2 less.
At the end of your turn, turn a nearby space into Shadow Creep.
Target a friendly Minion, destroy it and heal 5 damage from your General.
Add a random Minion from your opponent's deck to your hand, it gains +1/+1. Shuffle your opponent's deck.
Blood Surge: Friendly Wraithling gain +1/+1.
Target an enemy Minion, it deals 3 damage to enemies nearby it when destroyed.
Whenever your General deals damage, summon a Wraithling nearby your General.
Summon a Wraithling.
If you have another Wraithling, draw a card.
Target a Minion, teleport it to friendly Shadow Creep.
Intensify: Turn 1 random space into Shadow Creep, prioritizing spaces under enemy Minions.
Deal 2 damage to enemy General. Heal 3 damage from your General.
Opening Gambit: Target a nearby enemy, it loses -2/-0 until end of turn.
Dying Wish: Lower the cost of all Minions with Dying Wish in your deck and hand by 1.
Target an enemy Minion on friendly Shadow Creep, destroy it.
Target a friendly Minion, destroy it.
At the end of your turn, re-summon it on the same space and it gains +1/+1.
Target an enemy Minion, deal 1 damage to it and teleport it anywhere.
Double the damage dealt by friendly Shadow Creep.
Target an enemy Minion, deal 1 damage to it.
Until end of turn, if it was attacked, destroy it.
Transform all Minions that cost 2 or less into Wraithling.
Whenever this Minion attacks an enemy Minion, destroy that Minion and summon a Gibbet on that space.
Opening Gambit: Summon a Wraithling in a random nearby space.
Dying Wish: Re-summon this Minion in a random corner.
Target a Minion, deal 2 damage to it.
Until end of turn, if it is destroyed, put a random Battle Pet into your hand.
Lower the cost of all Minions with Dying Wish in your hand and deck by 1.
Dying Wish: Shuffle a MECHAZ0R into your deck.
Whenever you make Shadow Creep or a Wraithling, instead make both.
Whenever this Minion takes damage, turn a space occupied by an enemy into Shadow Creep.
Whenever your opponent summons a Minion, target a Minion in your hand. It gains +1/+0.
Target a damaged Minion, destroy it.
Summon a Wraithling behind each enemy.
Friendly Minions gain +2/+0 until end of turn.
Your General gains +2/+0.
Whenever your General destroys an enemy, heal 2 damage from your General.
Turn a space into Shadow Creep. Draw a card.
When this Artifact breaks, summon a random friendly non-Token Minion destroyed this game nearby.
If you have 3 or more Shadow Creep, draw 2 cards.
Destroy all friendly Minions to summon an Abomination that gains their Attack, Health, and keywords.
Opening Gambit: Double a nearby Wraithling Attack and Health.
Destroy all friendly Minions and re-summon them on random spaces at end of turn.
Intensify: This Minion gains +5/+0.
Sentinel: Minion summoned.
Put a copy of the Minion that transformed this into your hand. It costs 2 less.
Frenzy
Opening Gambit: Teleport the enemy General 1 space forward.
Target a friendly Minion, it gains
"Deathwatch: Gain +2/+2."
Enemy Minions lose -4/-0 until your next turn.
Dying Wish: Transform a random friendly Minion into a Horror.
Target an enemy Minion, when it is destroyed: deal 2 damage to the enemy General and all nearby enemy Minions gain this effect.
Whenever your General damaged a Minion, reactivate and take control of it until the end of your turn.
Target an enemy Minion, steal Health from it for each friendly Shadow Creep.
Opening Gambit: Target a nearby enemy Minion with 2 or less attack, Destroy it.
Target a friendly Minion and an enemy Minion, destroy both.
Target a friendly Minion, it gains +5/+0.
Deathwatch: Gains +1/+1.
Sentinel: General attacks.
The enemy General loses -1/-0.
Your General gains,
"Deathwatch: Gain +2/+0."
Target an enemy Minion, it loses -3/-0.
Nearby friendly Minions gain +3/+0.
Build: (1)
Target a friendly Wraithling Minion, it gains +4/+4.
Summon 3 Wraithling nearby each other.
Sentinel: Spell cast.
Whenever your opponent casts a Spell, put a Fiend into your hand.
This Minion gains +1/+1 for each friendly Shadow Creep.
Deathwatch: Summon a Wraithling on a random nearby space.
Deal 2 damage to all enemy Minions.
Heal all damage from all friendly Minions.
Dying Wish: Destroy a random nearby enemy Minion.
Deal 1 damage to the enemy General for each card in the opponent's hand.
Frenzy
Opening Gambit: Destroy friendly Minions nearby it and gain +2/+2 for each Minion.
Opening Gambit: Steal 2 Health from the enemy General.
Dying Wish: Return Desolator to your hand.
Build: (3)
Invulnerable
Deathwatch: Summon a random Demon nearby.
Your General gains +1/+0 for each friendly Shadow Creep.
Dying Wish: Draw 2 Minions with Dying Wish from your deck.
Bond: Your General steals 1 Health from the enemy General for each other friendly Arcanyst.
Turn a 2x2 area into Shadow Creep.
Whenever an enemy takes damage, heal 1 damage from your General.
Target a friendly Minion, destroy it and draw 3 cards.
Friendly Wraithling have +2/+2.
Whenever you summon a Wraithling, this Minion gains +2/+0.
Target a friendly Minion, destroy it and deal damage to the enemy General equal to its Attack .
Target an enemy Minion, destroy it and summon a Wraithling on that space.
Friendly Minions gain +2/+0 and Frenzy.
Dying Wish: The enemy General gains
"At the start of your turn, take 1 damage."
Summon 2 non-Token Minions destroyed since the end of your last turn nearby.
Opening Gambit: Deal 2 damage to each enemy on or near friendly Shadow Creep.
Flying
Dying Wish: Summon a random Minion from the opponent's deck on this space.
Deathwatch: Deal 1 damage to the enemy General, and heal 1 damage from your General.
Provoke
Your Shadow Creep deals damage equal to the number of friendly Shadow Creep.
Enemy Minions nearby their General attack their General.
Provoke
Dying Wish: Turn 6 random spaces into Shadow Creep.
Blood Surge: Summon a Fiend on a nearby space.
Destroy all Minions nearby your General and summon a Wraithling in their place.
Draw until you got 6 cards in your hand.
Trial: Cast 6 Spells that destroy a friendly Minion.
Destiny: Whenever a friendly Minion is destroyed, re-summon it on a random space.
Draw cards from your opponent's deck until you got 6 cards in your hand.
Celerity
Dying Wish: Summon 6 Wraithling on random spaces.
Opening Gambit: Until end of turn, the next Minion you summon costs 1.
Deathwatch: Minions in your hand gain +2/+2.
Opening Gambit: Summon all friendly non-Token Arcanysts destroyed this game nearby.
Opening Gambit: Your Bloodbound Spell costs 3 and is now AWESOME.
Destroy all friendly Shadow Creep to deal that much damage to all enemies.
Rush
Whenever this Minion damages an enemy Minion, deal 4 damage to the enemy General.
Summon a copy of the Minion your opponent most recently summoned from their hand. It gains Rush and Flying.
After 3 turns, deal damage to the enemy General to reduce its Health to 0.
Bloodbound Spell:
Your General gains +1/+0.
Bloodbound Spell:
Both players draw a card.
Bloodbound Spell:
Summon a Ripper Egg nearby your general.
Target an enemy Minion, it can no longer counterattack.
Until end of turn, if the next card you play is a Minion, it costs 2 less and takes 2 damage.
Target a friendly damaged Minion, it gains +2/+4.
Until end of turn, whenever a friendly Minion is destroyed, draw a card.
Your General cannot be destroyed.
Your Minions have
"Grow: +1/+1."
Target a friendly Minion, it gains +2/+2.
Target a Minion, deal 2 damage to it. If you have an Egg, deal 4 damage instead.
Your General gains +1/+0.
Whenever your General destroys an enemy, summon a Ripper Egg on that space.
Friendly Minions gain +1/+0.
Put a random Battle Pet into your hand.
Rebirth
Stun enemy Minions in a 2x2 area.
Intensify: This Minion gains +1/+1.
Build: (3).
Target a friendly Minion, destroy it and summon a random Magmar Minion that costs 1 more.
Deal damage to a Minion to reduce its Health to 1.
Target a friendly Minion, it gains +1/+0 and Frenzy.
If you have an Egg, draw 2 cards.
Deal 2 damage to the enemy General. Both players draw a card.
Grow: +1/+1
Intensify: Heal 3 damage from your General.
Your General gains Frenzy.
Your Minions cost 1 less to summon and take 1 damage when summoned from your hand.
Summon an Egg of the Minion most recently summoned from your hand.
Target a Minion with the lowest Attack or tied for the lowest Attack, destroy it.
Dispel a space.
If there is a Minion on that space, it gains +2/+2.
Whenever your General takes damage, this Minion gains that much attack.
Whenever you summon a Mech Minion from your hand, both players draw a card.
Target an enemy Minion, Stun it.
Your General gains +1/+0.
Forcefield, Frenzy
Rebirth
Your General has +1/+0.
Friendly Egg have Forcefield.
Target a friendly Minion, it gains +3/+0.
Stun enemy Minions nearby it.
Whenever you cast a Spell, deal 1 damage to all Minions.
Grow: +1/+1
Target a friendly Minion, it gains +X/+0 equal to your General's Attack.
Turn a 2x2 area into Primal Flourish.
Rebirth
After this Minion attacks or counterattacks, turn it into an Egg.
Deal 2 damage to all Minions in a 3x3 area. Friendly Minions in the area also gain +2/+0.
Opening Gambit: Deal 1 damage to all Generals and Minions.
Grow: +1/+1
Friendly Minions Grow at the start of both player's turns.
Grow: +1/+1
Whenever another friendly Minion with Grow survives damage, that Minion grows.
Opening Gambit: Target a nearby friendly Minion, it gains +2/+2.
Rebirth
Bond: Heal 3 damage from your General.
Both players draw 3 cards.
Deal 3 damage to both Generals.
Blood Surge: All friendly Minions gain +1/+0.
Whenever a friendly Minion or your General takes damage, your General gains +2/+0.
Deal 1 damage to an enemy Minion for each card in your opponent's hand.
Your Minions on friendly Primal Flourish grow. Turn your other Minions' spaces into Primal Flourish.
Whenever your opponent draws a card, this Minion gains +2/+2.
Your General gains +4/+0.
Takes no damage from Minions with less Attack.
Target a friendly Minion, it gains +1/+1 for each time damage was dealt this turn.
Blood Surge: Double your General's Attack until end of turn.
Whenever this Minion takes damage, deal that much damage to all nearby enemies.
Heal 8 damage from your General.
Turn a non-Egg Minion into an Egg, or hatch an Egg.
Rush
Opening Gambit: Deal 4 damage to your General.
Target a Minion, it gains
"Grow: +8/+8."
Build: (2)
Whenever this Minion attacks, other friendly Minions gain +3/+3.
Grow: +2/+2
Whenever this Minion takes damage, your opponent draws a card.
Trial: Give 7 Minions on the battlefield +X/+0 equal to any amount by casting a Spell.
Destiny: Minions summoned from your hand gain Rush and Frenzy.
All Minions attack themselves.
Steal a random Minion from your opponent's deck and summon it.
Opening Gambit: Target a nearby friendly Minion, it's space turns into Primal Flourish.
Opening Gambit: Each of your other non-Egg Minions summon an Egg of itself behind itself.
Target a friendly Egg, destroy it and deal 4 damage to enemies nearby it.
Whenever your opponent summons a Minion, this Minion summons an Egg of itself nearby.
Target a Minion, it gains +5/+0. At end of turn, transform it into a Kin.
Summon an Egg that hatches into a copy of your General.
Rebirth
Opening Gambit: Hatch a friendly Egg.
Grow: +4/+4
Opening Gambit: This Minion fights a nearby enemy Minion.
Ranged
Whenever this Minion attacks, it also damages enemies nearby its target.
Summon 4 copies of a random Battle Pet in a 2x2 area.
Destroy all Minions with 3 or less attack.
At the end of your turn, deal 1 damage to all other Minions.
Whenever any player draws a card, this Minion gains +1/+1.
Blood Surge: Deal 5 damage to the closest enemy.
Summon a random Egg in 3 random spaces on the battlefield.
Rebirth
Egg Minions you summon gain +2/+2.
Target a friendly Minion, summon 2 copies of it nearby each other.
Frenzy, Rush
Transform all enemy Minions into Magma until the end of your opponent's next turn.
Your General gains +3/+0. Whenever your General deals damage, hatch all friendly Egg.
Your General becomes 10/10.
Both players put all Minions in their hands onto the battlefield nearby their General.
Rebirth
At the end of your turn, summon a Silithar Elder Egg nearby.
At the start of your turn, deal 4 damage to a random General or Minion.
Each of your Egg hatches into a Katastrophosaurus.
Deal 8 damage to all non-Egg Generals and Minions.
Grow: +5/+5
Whenever this Minion takes damage, summon that many random Golem Egg nearby.
Stun the enemy General.
Your General gains +3/+0.
Both players lose 3 mana.
Heal 10 damage from your General.
Forcefield
Frenzy
Grow: +7/+7
Your General has:
"Forcefield, Frenzy, Grow: +7/+7."
Costs 1 less for each Minion summoned from any player's hand this game.
Bloodbound Spell:
Deal 2 damage to all enemies in the enemy General's Column.
Bloodbound Spell:
Friendly Minions summoned this turn gain +1/+1.
Bloodbound Spell:
Target a nearby enemy Minion, Stun it.
Target a Stunned Minion, put a copy of it into your hand.
Target a Minion, deal 1 damage to it and Stun it.
Target a Minion, switch its Attack and Health.
Target a Minion, transform it into a random Minion of the same cost.
Whenever your General attacks a Stunned Minion, destroy it instantly.
Target an enemy, teleport it 1 space.
Infiltrate: When this Minion is destroyed, return it to your hand.
Whenever your General damages an enemy, randomly teleport them to your starting side of the battlefield.
Put a random Vespyr Minion into your hand. It costs 1 less and has +1/+1.
Intensify: Teleport 1 random enemy Minion to a space on your starting side of the battlefield.
Target a Minion, transform it into a Ursaplomb
Target a Minion, transform it into a Fox Ravager.
Summon 3 joined Bonechill Barrier.
Whenever you summon a Vespyr Minion, this Minion gains +1/+0.
Target a friendly Minion, it gains +2/+0. It takes no damage until end of turn.
When this Minion survives damage, transform it into a different Battle Pet.
Dispel a space. If there is an enemy on that space, deal 1 damage to it.
Whenever you cast a Spell, add a Illusion to your hand.
At the end of your turn, your General deals 2 damage to each enemy Minion nearby them.
Your General takes no damage until your next turn.
Deals double damage to Stunned enemies.
This Minion has +3/+0 on your opponent's turn.
Infiltrate: Gain +2/+0.
Dying Wish: Permanently gain 1 Mana Crystal.
Target an enemy, Stun it.
Draw a card.
Target a friendly Minion, it gains +3/+0. If it is Vespyr, it gains +3/+3.
Summon 4 joined Gravity Well.
Target a Minion, return it to its hand.
Opening Gambit: Target a Minion, switch positions with it.
Opening Gambit: Target an enemy, Stun it.
Friendly Minions gain +1/+1 and randomly teleport to your opponent's starting side of the battlefield.
Target an enemy Minion, deal 1 damage to it.
Until end of turn, if the Minion is destroyed, permanently gain 1 Mana Crystal.
Target a Minion, it becomes 5/5 and can no longer attack Generals.
Build: (1), Airdrop
Your General has +1/+0.
Reactivate your General whenever they destroy a Stunned enemy.
Target a Stunned enemy Minion, destroy it.
Flying
Infiltrate: When this Minion attacks, permanently gain 1 Mana Crystal.
Intensify: Summon 1 Treant nearby.
Target a Minion, transform it into a random Battle Pet.
Summon 2 joined Blazing Spine.
Target an exhausted friendly Minion, it gains +6/+6.
Double the Attack and Health buffs of friendly Minions.
When an enemy is Stunned, transform this Minion into a Yggdra's Voracity.
Sentinel: General attacks.
Ranged
Whenever this Minion attacks, summon a Flying Drake nearby.
Dying Wish: Summon a Ghost Wolf on this space.
Sentinel: Minion summoned.
This Minion switches positions with the Minion that transformed it.
Whenever you summon a Vespyr Minion, deal 2 damage to a random enemy Minion.
Deal 8 damage to all Generals and Minions in the center column.
Opening Gambit: Target a friendly Vespyr Minion, it gains +1/+1 and Flying.
Bond: Summon a Night Howler on a random nearby space.
Sentinel: Spell cast.
Whenever your opponent casts a Spell, this Minion gains +3/+3.
Blood Surge: Summon a random Wall nearby.
Target an enemy Minion, Stun it.
Stunned enemy Minions Stun a nearby enemy.
Infiltrate: Whenever this Minion damages a General, put a random Battle Pet into your hand.
Your General gains +3/+0.
Flying
Infiltrate: Gain +3/+0.
Target a Minion, transform it into a Whyte Drake. Nearby friendly Minions gain Flying.
Deal 4 damage to all Generals and Minions on your starting side of the battlefield and Stun them.
Deal 1 damage to all enemies. Those enemies can only move 1 space next turn.
Target an enemy Minion, deal 4 damage to it.
Draw random a Vespyr Minion from your deck, and shuffle your deck.
Your Minions are always Infiltrated.
Summon a Vespyr Night Howler.
Put an Endless Hunt into your hand.
Blood Surge: Deal 1 damage to enemy Minions in this row and Stun them.
Opening Gambit: Steal a Mana Crystal from your opponent.
Dying Wish: Return the Mana Crystal.
When this Minion is summoned, Stun it.
Opening Gambit: All friendly Minions gain +2/+0 until end of turn.
Whenever this Minion destroys an enemy, reactivate it.
Whenever you summon a Minion from your hand, summon a Vespyr Winter Maerid nearby.
Target a friendly Minion on your opponent's starting side of the battlefield, it gains +5/+5.
Your General gains +3/+0. Whenever your General destroys a Minion, summon a Blazing Spine Wall on that space.
Whenever you summon a Minion with Infiltrate, it gains +1/+1.
Your General gains +2/+0. Whenever your General damages a Minion, Stun it.
Summon 3 Vespyr Winter Maerids on any column.
Your General gains +2/+0.
Whenever your General attacks or counterattacks, Al friendly Vespyr Minions gain +2/+2.
Airdrop
Friendly Minions gain
"Dying Wish: Re-summon this Minion on this space."
Opening Gambit: Your Bloodbound Spell refreshes and is Lesser Waterball until end of turn.
All Minions become 1/1.
Dying Wish: Summon a Fenrir Warmaster on this space.
Infiltrate: Gain +1/+0 and Celerity.
Forcefield
Whenever this Minion attacks or is attacked, summon a Night Howler nearby.
Opening Gambit: Target a friendly Vespyr Minion, it gains Celerity.
Summon 5 joined Luminous Charge.
Reactivate friendly Minions on your opponent's starting side of the battlefield.
Target a Vespyr Minion, it gains +2/+2 for each friendly Vespyr on the battlefield.
Target a Minion, transform it into a Seismic Elemental. Deal 5 damage to enemy Minions nearby it.
Build: (2)
While this is building or on the battlefield, enemy Generals and Minions can only move 1 space.
Dying Wish: Summon a Ice Drake on this space.
Whenever you summon another Mech, summon a copy of it nearby.
Deal 3 damage to all enemy Minions.
Summon 2 Snow Chaser, 1 Wolfraven and 1 Crystal Cloaker in random places on your opponent's starting side of the battlefield.
Trial: Have 5 Token Minions with different names.
Destiny: Friendly Token Minions have +4/+4.
Provoke
Opening Gambit: Your Minions gain
"Dying Wish: Summon a Treant.
Target a Minion, transform all nearby Minions into copies of it.
The first Spell you cast each turn costs 5 less.
Opening Gambit: Summon random Wall Minions surrounding the enemy General.
Summon Blazing Spines along the outside of the battlefield.
Minions cannot attack your General.
Friendly Wall Minions gain +4/+4 and can now move.
Opening Gambit: Deal 1 damage to an enemy.
Flying
When you replace this card, summon it on a random nearby space. Your General takes 2 damage.
Opening Gambit: Progresses MECHAZ0R build by +20%.
This Minion takes no damage from Generals.
Opening Gambit: Shuffle 3 copies of a friendly Minion into your deck.
Airdrop
Opening Gambit: Prevent all Spell damage until your next turn.
Provoke
You may replace an additional card each turn.
Whenever you summon a Minion with Opening Gambit from your hand, gain +2/+0.
Whenever you replace a card, shuffle a Brilliant Plume into your deck.
Opening Gambit: Heal 3 damage from your General.
Dying Wish: Friendly Minions nearby gain +0/+4.
Deals double damage to Minions.
Opening Gambit: Turn a nearby space into a Mana Spring.
Opening Gambit: Refresh your Bloodbound Spell.
Opening Gambit: Dispel 1 nearby space.
Opening Gambit: Deal 3 damage to both Generals.
Opening Gambit: Teleport a nearby Minion to a random space.
The first Golem you summon each turn costs 1 less.
Opening Gambit: Target a General or Minion, heal 2 damage from it.
Dying Wish: Summon a Mini-Jax in a random corner.
The first Artifact you equip each turn costs 1 less.
The first non-Bloodbound Spell you cast each turn costs 1 less.
Opening Gambit: Deal 2 damage to a nearby enemy Minion.
If you have another Mech Minion, this Minion has Rush.
Frenzy
Opening Gambit: Target a nearby friendly Minion, it gains +2/+0 until end of turn.
Opening Gambit: Target a Minion, teleport it 1 space randomly.
Opening Gambit: Add a Replicant from your deck to your hand. Shuffle your deck.
Build: (2)
When this Minion is built, heal 5 damage from your General.
Provoke
Opening Gambit: Destroy a random Artifact equipped to the enemy General.
At the end of your turn, each nearby friendly Minion gains +1/+0.
Cannot be attacked.
Opening Gambit: Activate a friendly Battle Pet.
Ranged
Airdrop
Opening Gambit: Progresses MECHAZ0R build by +20%.
Provoke
Opening Gambit: Target a nearby friendly Minion, it gains Provoke.
Dying Wish: Put a random MECH Minion into your hand.
Opening Gambit: Summon a copy of this Minion on a random nearby space.
Opening Gambit: Lower the cost of all Spells in your hand by 1.
Whenever your opponent casts a Spell, heal 1 damage from your General.
Opening Gambit: Put a copy of the most recently cast Spell into your hand.
Build: (1)
Whenever this Minion or another friendly Minion is built, draw a card.
At the end of your turn, all friendly Minions gain +0/+1.
Opening Gambit: Both players draw a card.
Blood Surge: Put a copy of your Bloodbound Spell into your hand.
Ranged
Opening Gambit: Progresses MECHAZ0R build by +20%.
Whenever this Minion takes damage, it randomly teleports.
Whenever opponent summons a Minion, this Minion gains +1/+1
Opening Gambit: Destroy an enemy Minion with Ranged.
Whenever a friendly Minion attacks, heal 1 damage from your General.
Opening Gambit: Gain 2 random keywords.
This Minion is from every Tribe.
Opening Gambit: Put a random Battle Pet into your hand.
Provoke
Your other Golem Minions have Provoke.
Whenever a friendly Battle Pet is destroyed, draw a card.
Ranged
Deals double damage to Generals.
Opening Gambit: Your opponent summons 2 Komodo Chargers nearby their General.
Provoke
Opening Gambit: other Minions you summon gain +1/+1 and gain Provoke until end of turn.
Friendly Minions summoned nearby this Minion gain +1/+1.
After this moves, draw a card.
Opening Gambit: Transform cards in your hand into random legendary cards of your Faction.
Whenever you cast a Spell, summon an Illusion on a random nearby space.
May move an additional space.
Flying
Blood Surge: Gains +2/+2.
Opening Gambit: Teleport a nearby enemy Minion to a random nearby space.
Opening Gambit: Put a Boulder Hurl into your hand.
When this Minion survives damage, it returns to your hand.
Forcefield
Dying Wish: Re-summon this Minion on a random space.
If this Minion destroys an enemy and survives, all friendly Scarzig transform into Feather Knights.
Dying Wish: Deal 4 damage to YOUR General.
Takes no damage from Generals.
Flying
Your other Minions with Flying cost 1 less.
Whenever this Minion damages a Neutral Minion, destroy that Minion.
Whenever this Minion deals damage, draw a card.
Opening Gambit: Target a nearby friendly Minion, it gain +1/+1.
Whenever this Minion deals damage, heal 2 damage from your General.
Frenzy
Opening Gambit: Progresses MECHAZ0R build by +20%.
Ranged
Whenever your General takes damage, this Minion gains +1/+0.
Ranged
Minions damaged by Syvrel are pulled in front of him.
Whenever your opponent summons a Minion, deal 1 damage to the enemy General.
Dying Wish: Draw a card.
Frenzy
Whenever an enemy attacks, this Minion gains +3/+0 until the end of your turn.
Whenever this Minion moved, all friendly Minions nearby gain +1/+1.
Ranged attackers must attack this Minion first.
Flying
Whenever you replace a card, this Minion gains +2/+0 until end of turn.
You control your Battle Pets.
Ranged
Your other Minions with Ranged gain +1/+0.
Opening Gambit: Add a random Artifact from your deck to your hand. Shuffle your deck.
Flying
After this Minion moves, summon a Black Locust nearby.
Opening Gambit: Deal 1 damage to all Generals and Minions.
Ranged
Each time this Minion attacks, it has a 50% chance to attack again, attacking a random enemy.
Opening Gambit: Gain the combined Attack and Health of all Battle Pets in your hand.
Ranged
Whenever this Minion deals damage, this Minion heals that much damage.
Forcefield
Opening Gambit: Progresses MECHAZ0R build by +20%.
Whenever your opponent draws a card, deal 2 damage to the enemy General.
Dying Wish: Summon a Tombstone Minion near your General.
Opening Gambit: Heal 4 damage from both Generals.
Friendly Minions from any Tribe have +1/+1.
Ranged
Opening Gambit: Target
1) Deal 2 damage to an enemy.
2) Heal 2 damage from a friendly General or Minion.
Opening Gambit: Deal 2 damage to all Generals and Minions nearby it.
Dying Wish: This Minion deals 3 damage to all enemies nearby it.
At the end of any player's turn, one of their Minions gain a random buff and keyword (excluding Hsuku).
Opening Gambit: Dispel all spaces nearby it.
Whenever you draw a Spell, put a copy of it into your hand.
Opening Gambit: Destroy an enemy Artifact to put a random Artifact from your faction into your hand.
Opening Gambit: Gain a copy of a random Spell from your opponent's hand.
At the start of your turn, heal all damage from this Minion and switch its Attack and Health.
Forcefield
Whenever any player summons a Minion with Rush, exhaust it.
Whenever you cast a Spell, your Arcanyst Minions gain +0/+2.
Provoke
Whenever this Minion deals damage, Target
1) Deal 3 damage to the enemy General.
2) Heal 3 damage from your General.
Airdrop
Intensify: Deal 1 damage to all Generals and Minions nearby it.
Rush
Your Bloodbound Spell costs 1 less to activate.
Opening Gambit: Teleport your General up to 3 spaces.
Each player draws an additional card at the end of their turns.
Opening Gambit: Put a Riddle in your opponent's hand.
Opening Gambit: 2 random friendly Minions gain +0/+2.
Forcefield
Opening Gambit: Add 2 random cards from your Faction to your hand.
Provoke
Whenever a Minion deals damage to this Minion, Dispel it.
Whenever this Minion damages an enemy, it also damages all joined enemies.
Opening Gambit: Your buildings progress by 1 turn.
Dying Wish: Summon a Minion with Dying Wish from your hand.
Whenever you replace a card, deal 2 damage to a random enemy.
Flying
At the end of any turn you cast a Spell, put a copy of the most recently cast Spell into your hand.
Whenever you summon MECHAZ0R, put a MECHAZ0R in your hand.
Opening Gambit: Summon 2 copies of this Minion on random spaces.
Frenzy, Celerity
Whenever you cast a Spell, put a random Arcanyst into your hand.
Bond: Enemies can't counterattack until end of turn.
Whenever a friendly Minion is destroyed, your opponent takes control of this Minion.
This Minion costs 2 less if your General took damage on opponent's last turn.
Whenever your opponent summons a Minion, summon a Puka in front of it.
Celerity
Opening Gambit: Deal 3 damage to the Minion in front of this.
Whenever this Minion destroys an enemy, summon a different Mech Minion from your deck nearby.
Whenever this Minion damages an enemy, teleport that enemy to a random corner.
Provoke
Whenever you cast a Spell, summon a Spellspark on a random nearby space.
Provoke
Your other Minions with Provoke can move 2 additional spaces.
Opening Gambit: Add a random Artifact to your hand. It costs 2 less.
Opening Gambit: Destroy any nearby Minion with Provoke or Frenzy. If you do, this Minion gains Provoke and Frenzy.
Provoke
Whenever this Minion is attacked, it gains +2/+0.
Provoke
Whenever you replace a card, summon a random Prisoner Token nearby.
Dying Wish: Dispel all enemy Minions.
Opening Gambit: Summon a random friendly Minion destroyed this game nearby this Minion.
Ranged
Whenever your General attacks, summon a Saberspine Cub nearby.
Ranged
At the end of your turn, heal 2 damage from all nearby friendly Minions.
Dying Wish: Draw a card.
Enemy Minions destroyed by this are returned to their hand.
Whenever this Minion takes damage, summon a random Battle Pet nearby.
Ranged
Opening Gambit: All nearby Minions deal damage to themselves equal to their Attack.
Whenever your General takes damage, heal all damage from this Minion.
Opening Gambit: Gain +1/+1 for each card in your opponent's hand.
Opening Gambit: Replace each card in your hand.
Flying
Bond: Put the 3 Teachings of the Dragon into your hand.
Opening Gambit: Put a copy of a random Spell you cast this game into your hand.
Your opponent's non-Bloodbound Spell cost 1 more to cast.
Provoke
At the end of your turn, deal 2 damage to each enemy Minion nearby this Minion.
Opening Gambit: Deal 3 damage to all enemy Minions nearby it.
Flying
Opening Gambit: Deal 3 damage to all enemies in front of this Minion.
Whenever this Minion takes damage, it deals that much damage to the enemy General.
Deals double damage to Generals.
Your other Minions have +1/+0.
Opening Gambit: Summon a random Minion from any Tribe nearby.
Dying Wish: Summon a random Minion from any Tribe nearby.
While this Minion is on the battlefield, your General has Forcefield.
Ranged
Opening Gambit: Summon a Mini-Jax in each corner.
Airdrop, Forcefield
At the end of both players' turns, pull some things to this Minion.
Both players cannot cast Spells that cost 2 or less.
Trial: Have no duplicate cards in your deck.
Destiny: Your Minions have +1/+1.
This Minion gains +2/+2 for each other Mech Minion you summoned this game.
Opening Gambit: Remove all Minions that cost 2 or less from each player's deck.
Takes no damage from Minions or Generals.
Whenever your General takes damage, this Minion gains +2/+0 and draw a card.
Whenever you summon this or another Mech, friendly Mechs gain all keywords of other friendly Mechs.
Frenzy
Provoke
Opening Gambit: Each player summons 3 Spriggin Kin nearby their General.
Flying
Whenever you play a Spell that targets a friendly Minion, draw a card.
Opening Gambit: Take control of a nearby enemy Minion with 2 or less Attack.
Whenever you replace this card, it cost 3 less and gains +3/+3.
At the start of your turn, deal 4 damage to the enemy General and this Minion gains +4/+0.
Forcefield
Whenever this Minion attacks or is attacked, draw a card.
Flying
Opening Gambit: Dispel all Generals and Minions, destroy all Artifacts.
Whenever you summon a Minion, this Minion gains a random keyword ability.
Whenever you summon a Minion, burn 3 cards from your opponent's deck.
Airdrop
Opening Gambit: Teleport all nearby Generals and Minions to random nearby spaces.
At the end of your turn, summon a random Spirit Wolf Token nearby.
Whenever your General takes damage, deal 7 damage to a random nearby enemy Minion.
Opening Gambit: Target a friendly Minion, destroy it.
Equip a Relic Faction Artifact with equal Attack.
At the end of your turn, this Minion gains a random Faction ability.
Rush
Frenzy, Provoke
Provoke
Opening Gambit: Summon all non-Token friendly Minions destroyed on your opponent's last turn on a random space.
Opening Gambit: Target a Minion, remove it from the battlefield.
Dying Wish: Return the removed Minion onto the battlefield on this space.
Whenever this Minion takes damage, summon a random Token Minion nearby.
Blood Surge: Deal 6 damage to a random enemy.
Provoke
This Minion's cost is your General's health.
Your General gains +X/+0.
Whenever your General takes damage, heal X damage from your General.
Zeal: Provoke
Your General gains +X/+0.
Whenever your General attacks or Counterattacks, deal X damage to a random enemy.
Progresses MECHAZ0R build by +20%.
Cannot be attacked.
Target an enemy Minion, deal 5 damage to it.
Your General gains +X/+0.
Whenever your General attacks, summon X destroyed friendly Minions on random spaces.
Flying
Rush
At end of each turn, deal 1 damage to your General.
Rush
This Minion disappears at the end of your turn, this effect cannot be dispelled.
Summon Dervish
Whenever a Minion deals damage to this Minion, destroy it.
Your General gains +X/+0.
Whenever your General attacks a Minion, steal X Health from the enemy General.
Your General gains +X/+0.
Whenever your General deals damage, friendly Minions gain +X/+X.
Rebirth, Celerity
Your General gains +X/+0.
Whenever your General attacks, summon X Night Howlers nearby.
Provoke
Will not counterattack.
Whenever an enemy is Stunned, heal all damage from this Minion.
Flying
Target an enemy Minion, deal 1 damage to it.
Heal 1 damage from your General.
Your General gains +X/+0.
FlyingWhenever this damages a Minion, heal 2 damage to your General.
Celerity
Dying Wish: Put a random Battle Pet into your hand.
Whenever a Spriggin is destroyed, this Minion gains +3/+3.
Your General gains +1/+0.
Target a General or Minion, deal 2 damage to it.
Target a General or Minion, heal 3 damage from it.
Ranged
As long as there is a Spriggin, this Minion has +3/+0.
Forcefield
Provoke
Can't move.
Rush
Rush
Flying
Frenzy
Rush
Forcefield
Frenzy
Flying
Ranged
Provoke
Frenzy
While you have the Riddle, you cannot replace. Cast to give your opponent Riddle.
Provoke
Flying
Ranged
Celerity
Provoke
Celerity
Whenever this Minion attacks, other friendly Minions gain +1/+1.
Airdrop, Frenzy, Ranged, Forcefield
Your next Gauntlet card choices will be Epic cards.
Your next Gauntlet card choices will be Legendary Neutral cards.
Your next Gauntlet card choices will be Legendary Faction cards.