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.