G
CORE-041
2
25

Kaleos Xaan

general

Bloodbound Spell:
Teleport a friendly Minion up to 2 spaces.

G
CORE-042
2
25

Reva Eventide

general

Bloodbound Spell:
Summon a Heartseeker nearby your General.

G
CORE-043
2
25

Shidai Stormblossom

general

Bloodbound Spell:
Put a Spellsword into your hand that cannot be replaced.

0
MYTH-015
5
5

Hideatsu the Ebon Ox

minion

Trial: Summon 7 Minions from your hand with different costs.
Destiny: Summon friendly Minions to deal their cost as damage to an enemy.

0
CORE-044

Juxtaposition

spell

Target 2 Minions, switch positions between them.

0
CORE-045

Mana Vortex

spell

The next Spell you cast costs 1 less until end of turn.

0
MYTH-016

Meditate

spell

Shuffle 5 copies of the Spell you cast most recently into your deck (excluding Meditate).

1
DEOS-013
1
2

Ace

battle-pet

Ranged

1
VGRD-014

Assassination Protocol

spell

Target an exhausted friendly Minion, Reactivate it. It cannot attack or damage Generals until end of turn.

1
DEOS-014

Crescent Spear

artifact

Your General gains +1/+0.
Spells you cast that deal damage deal +1 damage.

1
CORE-046

Ghost Lightning

spell

Deal 1 damage to all enemy Minions.

1
UART-014

Gotatsu

spell

Target a Minion, deal 1 damage to it.
Draw a card at end of turn.

1
CORE-047
1
1

Heartseeker

minion

Ranged

1
MYTH-017

Horned Mask

artifact

Your General gains +1/+0.
After a friendly Minion with Backstab attacks, it gains +1/+1.

1
CORE-048

Inner Focus

spell

Target an exhausted friendly Minion with 3 or less Attack, Reactivate it.

1
BOND-011

Joseki

spell

Each player steals a random card from their opponent's deck.

1
DEOS-015
1
3

Katara

minion

Backstab: (1)

1
MYTH-018

Knucklestorm

spell

Intensify: Target an enemy, deal 1 damage to it.

1
CORE-049

Mist Dragon Seal

spell

Target a friendly Minion, it gains +1/+1. Teleport it to any space on the battlefield.

1
CORE-050

Mist Walking

spell

Teleport your General up to 2 spaces.

1
BOND-012

Obscuring Blow

spell

Target a friendly General or Minion, it gains Backstab (2).

1
DEOS-016

Shadow Waltz

spell

Minions with Backstab in your hand cost 1 less and gain +1/+1.

1
UART-015

Spiral Counter

spell

Target an enemy Minion that attacked last turn, deal 8 damage to it.

2
CORE-051

Artifact Defiler

spell

Destroy all Artifacts equipped to the enemy General.

2
CORE-052

Bloodrage Mask

artifact

Whenever you cast a Spell, deal 1 damage to the enemy General.

2
CORE-053
1
2

Chakri Avatar

arcanyst

Whenever you cast a Spell, this Minion gains +1/+1.

2
DEOS-017

Crimson Coil

spell

Target a Minion, deal 2 damage to it.
Activate your Battle Pets.

2
CORE-054

Deathstrike Seal

spell

Target a friendly Minion, it gains
"Whenever this Minion damages an enemy Minion, destroy that Minion."

2
CORE-055

Eight Gates

spell

Spells you cast that deal damage deal +2 damage until end of turn.

2
BOND-013

Ethereal Blades

spell

Target a friendly Minion, it and your General gain +2/+0 util end of turn.

2
CORE-056
2
3

Kaido Assassin

minion

Backstab: (1)

2
CORE-057

Mask of Shadows

artifact

Your General gains Backstab (4).

2
VGRD-015

Mass Flight

spell

Friendly Minions gain Flying until end of turn.

2
DEOS-018

Mirror Meld

spell

Summon a copy of a friendly Minion that costs 2 or less nearby.

2
CORE-058

Phoenix Fire

spell

Target a General or Minion, deal 3 damage to it.

2
CORE-059

Saberspine Seal

spell

Target a General or Minion, it gains +3/+0 until end of turn.

2
UART-016
1
3

Scroll Bandit

arcanyst

Backstab: (1)
Whenever this Minion backstabs, steal a Spell from your opponent's deck.

2
MYTH-019

Second Self

spell

Target a friendly Minion, put an exact copy of it into your hand.

2
VGRD-016
1
4

Suzumebachi

minion

Whenever you cast a Spell, this Minion gains +1/+0 until your next turn.

2
CORE-060
2
3

Tusk Boar

minion

Rush
Return this Minion to your hand at the beginning of your turn.

2
DEOS-019
2
3

Xho

battle-pet

Dying Wish: Put a random Songhai Spell into your hand. It costs 1 less.

3
VGRD-017

Bamboozle

spell

Transform a nearby enemy Minion into a Panddo. If it is already a Panddo, instead destroy it and draw to fill your hand.

3
BOND-014

Bangle of Blinding Strike

artifact

Your General has Celerity.

3
DEOS-020
2
4

Battle Panddo

minion

Whenever this Minion takes damage, deal 1 damage to all enemies.

3
CORE-061
1
5

Celestial Phantom

minion

Whenever this Minion damages an enemy Minion, destroy that Minion.

3
CORE-062

Cyclone Mask

artifact

Your General gains Ranged.

3
VGRD-018
3
3

Dusk Rigger

mech

Backstab: (2)
Whenever this Minion backstabs, put a MECHAZ0R Progression into your hand.

3
UART-017

Flicker

spell

Target an enemy, teleport your General to a space behind it.

3
CORE-063
3
3

Gore Horn

minion

Backstab: (2)
After this Minion attacks, it gains +1/+1.

3
UART-018
3
4

Hundred-Handed Rakushi

minion

Sentinel: Minion summoned.
Deal 2 damage to the Minion that transformed this.

3
CORE-064
4
3

Jade Monk

minion

Whenever this Minion takes damage, deal 1 damage to a random enemy Minion.

3
MYTH-020
2
2

Kaido Expert

minion

Backstab: (1)
Whenever this Minion backstabs, summon a Minion with Backstab that costs 2 or less from your deck nearby.

3
DEOS-021
3
2

Ki Beholder

minion

Ranged
Opening Gambit: Target an enemy Minion, it cannot move next turn.

3
CORE-065

Killing Edge

spell

Target a friendly Minion, it gains +4/+2.
If it has Backstab, draw a card at the end of turn.

3
CORE-066
2
3

Lantern Fox

minion

Whenever this Minion takes damage, put a Phoenix Fire into your hand.

3
UART-019
3
2

Mind-Cage Oni

minion

Sentinel: Spell cast.
Whenever your opponent casts a Spell, put a copy of that Spell into your hand.

3
UART-020
2
5

Mizuchi

minion

Sentinel: General attacks.
Flying, Backstab: (2)

3
CORE-067

Onyx Bear Seal

spell

Target an enemy Minion, transform it into a Panddo.

3
MYTH-021
3
4

Orizuru

minion

Flying

3
MYTH-022

Pandatentiary

spell

Surround the enemy General with friendly Panddo that disappear at the start of your next turn.

3
VGRD-019
4
1

Penumbraxx

minion

Build: (2), Backstab:
Whenever this Minion backstabs, transform it into a building with Build: (2).

3
BOND-015
3
3

Sparrowhawk

arcanyst

Bond: Put a Mist Dragon Seal into your hand.

3
VGRD-020

Substitution

spell

Switch positions between a friendly Minion and your General.

3
VGRD-021

Thunderbomb

spell

Target an enemy, deal 3 damage to it and 1 damage to all enemies nearby it.

3
BOND-016
3
4

Twilight Fox

minion

Blood Surge: Teleport a random enemy to the space behind your General.

3
CORE-068

Twin Strike

spell

Deal 2 damage to 2 random enemy Minions.
Draw a card.

3
UART-021

Unbounded Energy Amulet

artifact

Your General gains +1/+0.
Your General may move an additional space.

3
BOND-017
4
3

Whiplash

minion

Blood Surge: Deal 2 damage to the enemy General.

3
CORE-069
2
3

Widowmaker

minion

Ranged

4
CORE-070

Ancestral Divination

spell

Until end of turn, whenever you summon a Minion from your hand, draw a card.

4
MYTH-023
2
6

Bakezori

minion

Whenever this Minion is moved, draw a card.

4
MYTH-024
5
4

Coalfist

minion

Intensify: A random nearby friendly Minion gains +2/+0 until end of turn.

4
BOND-018

Cobra Strike

spell

Target an enemy Minion, deal 3 damage to both it and the enemy General.

4
UART-022
2
4

Flamewreath

minion

Whenever this Minion is moved, it deals 2 damage to all enemies nearby it.

4
CORE-071
4
4

Four Winds Magi

arcanyst

Whenever you cast a Spell, deal 1 damage to enemy General and heal 1 damage from your General.

4
CORE-072
5
3

Keshrai Fanblade

minion

Opening Gambit: Next turn, opponent's Spells cost 2 more to cast.

4
BOND-019
3
5

Kindling

arcanyst

Whenever you cast a Spell, your Arcanyst Minions gain +1/+0.

4
VGRD-022
5
5

Manakite Drifter

minion

Build: (2)
When this Minion is built, gain +2 Mana until end of turn.

4
MYTH-025
2
5

Massacre Artist

minion

Backstab: (2)
After this Minion attacks and backstabs, all attacks are backstabs until end of turn.

4
DEOS-022

Pandamonium

spell

Transform all Minions into Panddo until end of turn.

4
CORE-073
3
5

Storm Sister Alkyone

minion

Spells you cast that deal damage deal +1 damage.

4
VGRD-023
3
5

Wildfire Tenketsu

minion

Blood Surge: Put an Eight Gates into your hand.

5
UART-023

Bombard

spell

Reactivate your Minions with Ranged.

5
BOND-020
5
4

Geomancer

minion

Opening Gambit: Your Bloodbound Spell is Phoenix Fire.

5
CORE-074
8
8

Hamon Bladeseeker

minion

At the start of your turn, deal 2 damage to your General.

5
CORE-075

Heaven's Eclipse

spell

Draw 3 Spell cards from your deck.

5
DEOS-023
3
3

Onyx Jaguar

minion

Whenever a friendly Minion is moved, it gains +1/+1.

5
MYTH-026

Phoenix Barrage

spell

Target a General or Minion, deal 3 damage to it.
Put a Phoenix Fire into your hand.

5
CORE-076
2
5

Scarlet Viper

minion

Flying
Backstab: (4).

5
VGRD-024

Seeker Squad

spell

Summon a Heartseeker in each nearby space diagonal from your General.

5
UART-024

Twilight Reiki

spell

Put 3 random Songhai Minions into your hand. They cost 1 less.

5
MYTH-027
4
4

Xenkai Cannoneer

minion

Ranged
Whenever you summon a Minion with Ranged, that Minion gains Rush.

6
UART-025
3
4

Eternity Painter

minion

At the end of your turn, transform all nearby enemy Minions into Panddo.

6
UART-026

Firestorm Mantra

spell

Steal Health from the enemy General equal to twice the number of Spells cast this turn.

6
CORE-077
3
6

Grandmaster Zendo

minion

The enemy General moves and attacks automatically.

6
VGRD-025

Ornate Hiogi

artifact

Whenever you cast a Spell, draw a card.

7
BOND-021
3
7

Calligrapher

arcanyst

Rush
Whenever this Minion attacks, put 3 Songhai Spells into your hand at end of turn.

7
VGRD-026
4
7

Second-sword Sarugi

minion

Your Spells cost 2 less.

7
CORE-078
5
10

Storm Kage

minion

Whenever one of your Spells deals damage, put a Kage Lightning in your hand.

8
DEOS-024

Koan of Horns

spell

Transform all Minions in your hand and deck into 0-cost Gore Horns.
Draw 3 cards.

8
CORE-079

Spiral Technique

spell

Target a General or Minion, deal 8 damage to it.

11
MYTH-028

Kensho Vortex

spell

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.