Bloodbound Spell:
Deal 2 damage to all enemies in the enemy General's Column.
Bloodbound Spell:
Friendly Minions summoned this turn gain +1/+1.
Bloodbound Spell:
Target a nearby enemy Minion, Stun it.
Target a Stunned Minion, put a copy of it into your hand.
Target a Minion, deal 1 damage to it and Stun it.
Target a Minion, switch its Attack and Health.
Target a Minion, transform it into a random Minion of the same cost.
Whenever your General attacks a Stunned Minion, destroy it instantly.
Target an enemy, teleport it 1 space.
Infiltrate: When this Minion is destroyed, return it to your hand.
Whenever your General damages an enemy, randomly teleport them to your starting side of the battlefield.
Put a random Vespyr Minion into your hand. It costs 1 less and has +1/+1.
Intensify: Teleport 1 random enemy Minion to a space on your starting side of the battlefield.
Target a Minion, transform it into a Ursaplomb
Target a Minion, transform it into a Fox Ravager.
Summon 3 joined Bonechill Barrier.
Whenever you summon a Vespyr Minion, this Minion gains +1/+0.
Target a friendly Minion, it gains +2/+0. It takes no damage until end of turn.
When this Minion survives damage, transform it into a different Battle Pet.
Dispel a space. If there is an enemy on that space, deal 1 damage to it.
Whenever you cast a Spell, add a Illusion to your hand.
At the end of your turn, your General deals 2 damage to each enemy Minion nearby them.
Your General takes no damage until your next turn.
Deals double damage to Stunned enemies.
This Minion has +3/+0 on your opponent's turn.
Infiltrate: Gain +2/+0.
Dying Wish: Permanently gain 1 Mana Crystal.
Target an enemy, Stun it.
Draw a card.
Target a friendly Minion, it gains +3/+0. If it is Vespyr, it gains +3/+3.
Summon 4 joined Gravity Well.
Target a Minion, return it to its hand.
Opening Gambit: Target a Minion, switch positions with it.
Opening Gambit: Target an enemy, Stun it.
Friendly Minions gain +1/+1 and randomly teleport to your opponent's starting side of the battlefield.
Target an enemy Minion, deal 1 damage to it.
Until end of turn, if the Minion is destroyed, permanently gain 1 Mana Crystal.
Target a Minion, it becomes 5/5 and can no longer attack Generals.
Build: (1), Airdrop
Your General has +1/+0.
Reactivate your General whenever they destroy a Stunned enemy.
Target a Stunned enemy Minion, destroy it.
Flying
Infiltrate: When this Minion attacks, permanently gain 1 Mana Crystal.
Intensify: Summon 1 Treant nearby.
Target a Minion, transform it into a random Battle Pet.
Summon 2 joined Blazing Spine.
Target an exhausted friendly Minion, it gains +6/+6.
Double the Attack and Health buffs of friendly Minions.
When an enemy is Stunned, transform this Minion into a Yggdra's Voracity.
Sentinel: General attacks.
Ranged
Whenever this Minion attacks, summon a Flying Drake nearby.
Dying Wish: Summon a Ghost Wolf on this space.
Sentinel: Minion summoned.
This Minion switches positions with the Minion that transformed it.
Whenever you summon a Vespyr Minion, deal 2 damage to a random enemy Minion.
Deal 8 damage to all Generals and Minions in the center column.
Opening Gambit: Target a friendly Vespyr Minion, it gains +1/+1 and Flying.
Bond: Summon a Night Howler on a random nearby space.
Sentinel: Spell cast.
Whenever your opponent casts a Spell, this Minion gains +3/+3.
Blood Surge: Summon a random Wall nearby.
Target an enemy Minion, Stun it.
Stunned enemy Minions Stun a nearby enemy.
Infiltrate: Whenever this Minion damages a General, put a random Battle Pet into your hand.
Your General gains +3/+0.
Flying
Infiltrate: Gain +3/+0.
Target a Minion, transform it into a Whyte Drake. Nearby friendly Minions gain Flying.
Deal 4 damage to all Generals and Minions on your starting side of the battlefield and Stun them.
Deal 1 damage to all enemies. Those enemies can only move 1 space next turn.
Target an enemy Minion, deal 4 damage to it.
Draw random a Vespyr Minion from your deck, and shuffle your deck.
Your Minions are always Infiltrated.
Summon a Vespyr Night Howler.
Put an Endless Hunt into your hand.
Blood Surge: Deal 1 damage to enemy Minions in this row and Stun them.
Opening Gambit: Steal a Mana Crystal from your opponent.
Dying Wish: Return the Mana Crystal.
When this Minion is summoned, Stun it.
Opening Gambit: All friendly Minions gain +2/+0 until end of turn.
Whenever this Minion destroys an enemy, reactivate it.
Whenever you summon a Minion from your hand, summon a Vespyr Winter Maerid nearby.
Target a friendly Minion on your opponent's starting side of the battlefield, it gains +5/+5.
Your General gains +3/+0. Whenever your General destroys a Minion, summon a Blazing Spine Wall on that space.
Whenever you summon a Minion with Infiltrate, it gains +1/+1.
Your General gains +2/+0. Whenever your General damages a Minion, Stun it.
Summon 3 Vespyr Winter Maerids on any column.
Your General gains +2/+0.
Whenever your General attacks or counterattacks, Al friendly Vespyr Minions gain +2/+2.
Airdrop
Friendly Minions gain
"Dying Wish: Re-summon this Minion on this space."
Opening Gambit: Your Bloodbound Spell refreshes and is Lesser Waterball until end of turn.
All Minions become 1/1.
Dying Wish: Summon a Fenrir Warmaster on this space.
Infiltrate: Gain +1/+0 and Celerity.
Forcefield
Whenever this Minion attacks or is attacked, summon a Night Howler nearby.
Opening Gambit: Target a friendly Vespyr Minion, it gains Celerity.
Summon 5 joined Luminous Charge.
Reactivate friendly Minions on your opponent's starting side of the battlefield.
Target a Vespyr Minion, it gains +2/+2 for each friendly Vespyr on the battlefield.
Target a Minion, transform it into a Seismic Elemental. Deal 5 damage to enemy Minions nearby it.
Build: (2)
While this is building or on the battlefield, enemy Generals and Minions can only move 1 space.
Dying Wish: Summon a Ice Drake on this space.
Whenever you summon another Mech, summon a copy of it nearby.
Deal 3 damage to all enemy Minions.
Summon 2 Snow Chaser, 1 Wolfraven and 1 Crystal Cloaker in random places on your opponent's starting side of the battlefield.
Trial: Have 5 Token Minions with different names.
Destiny: Friendly Token Minions have +4/+4.
Provoke
Opening Gambit: Your Minions gain
"Dying Wish: Summon a Treant.
Target a Minion, transform all nearby Minions into copies of it.
The first Spell you cast each turn costs 5 less.
Opening Gambit: Summon random Wall Minions surrounding the enemy General.
Summon Blazing Spines along the outside of the battlefield.
Minions cannot attack your General.
Friendly Wall Minions gain +4/+4 and can now move.