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.