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 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.