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.