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Aging Knight
1
Aging Knight : O1
Creature
Each time Aging Knight attacks, its base Countdown is increased by 1.
The last thing a warrior learns is patience.
Ancestral Pact
3
Ancestral Pact : G3
Spell
During your opponent's next turn, when a unit you control is destroyed, draw 1 scroll.
We fear no death.
Ancestral Totem
4
Ancestral Totem : G4
Structure
As long as Ancestral Totem is in play, creatures you control gain +1 Attack.
Kinfolk creations aren't always pleasant.
Animovore
2
Animovore : D2
Enchantment
Enchant a unit you control. When a unit adjacent to enchanted unit is destroyed, enchanted unit is dealt 1 damage and you draw 1 scroll.
I'll take a piece of your mind, if you don't mind.
Appurtenance
2
Appurtenance : G2
Enchantment
Enchanted unit gets +1 Health for each Beast you control.
They have their leaders, nature has hers.
Arhart's Disciple
3
Arhart's Disciple : D3
Creature
When Arhart's Disciple damages a unit in combat, opponent's idol on the same row takes 1 damage.
"Fresh canvas! She'll be pleased."
Arthritis
1
Arthritis : D1
Enchantment
Each time enchanted unit deals damage, Arthritis also deals 1 damage to that unit.
You're only as old as you feel.
Ash Runner
1
Ash Runner : E1
Creature
Looks are important to runners. To some, more than others.
Atrophy
1
Atrophy : D1
Spell
Target unit's Attack is decreased by 5 until end of opponent's next turn.
It usually takes longer.
Automata Forge
3
Automata Forge : E3
Structure
Instead of attacking, Automata Forge summons a Gun Automaton on an adjacent tile. Pay 3 Energy to decrease Countdown by 1. This ability can be used multiple times per turn.
Baleful Witch
3
Baleful Witch : D3
Creature
When Baleful Witch comes into play, any Curses on creatures in play are triggered (dealing damage).
Her power is drawn from the purest spite.
Bear Paw
2
Bear Paw : G2
Enchantment
Enchanted unit gains +2 Attack and +2 Health. When Bear Paw enters play, enchanted unit's Countdown increases by 1.
The gods saw fit to give it strong limbs and a mellow temperament.
Beast Rat
1
Beast Rat : G1
Creature
"Oh look how big they are compared to those in the city!"- Ihrbraman, Creature Collector
Beetle Stone
2
Beetle Stone : D2
Structure
When another Beetle Stone comes into play, two damage is dealt to a random opponent idol. Beetle Stone is then placed at the top of your library.
The beetles were extremely popular once.
Berserker
5
Berserker : G5
Creature
When Berserker takes damage, Berserker's Attack is increased by 1. At the beginning of your turn, Berserker heals 1 point of Health.
"No. We only fight for Kav."- Halm, Berserker.
Binding Root
1
Binding Root : G1
Enchantment
Enchanted unit's Move is decreased by 2.
There's no better ally than the ground beneath your enemies.
Bitter Root
1
Bitter Root : D1
Structure
When Bitter Root is attacked in melee, attacking unit becomes poisoned for 3 rounds.
"Sure, there's plenty to eat in the swamps. Shame it's all poisoned." - Gundar, Marsh Guide
Blade Husk
2
Blade Husk : D2
Creature
Created to kill without remorse.
Blast Strike
2
Blast Strike : E2
Enchantment
Every time enchanted creature deals damage to a unit Blast Strike deals 1 damage to every unit adjacent to that unit.
"Needs more brutal."- Arran, Machine Priest
Blessing of Haste
1
Blessing of Haste : O1
Spell
Target unit's Countdown is decreased by 1.
A little bit of speed can make all the difference.
Blightbearer
3
Blightbearer : D3
Creature
Blightbearer takes 1 poison damage before attacking. When Blightbearer is destroyed, all creatures on the same row get poisoned for 3 rounds.
In this army, illness is no excuse.
Blightseed
4
Blightseed : D4
Spell
Target creature you control has its Countdown increased by 2. If it is still on the board at the beginning of your next turn, draw 2 scrolls and increase current Decay by 2.
"Take two of these and come see me tomorrow."- Yon, Witch Doctor
Blind Rage
4
Blind Rage : E4
Spell
Target creature deals damage equal to its Countdown to all adjacent units. Its Countdown is then increased by 1.
When you're seeing red, friends and foes look the same.
Bloodboil
2
Bloodboil : G2
Enchantment
When enchanted unit takes damage, increase the unit's Attack by 2.
AURRGH... YOU... I... KILL RAAAHH!!
Bloodline Taint
4
Bloodline Taint : D4
Spell
Target unit, and other units on the same side that share a subtype, gain Curse 2.
A cruel legacy.
Bog Hound
2
Bog Hound : D2
Creature
Playing fetch is far more interesting when there are multiple limbs to choose from.
Bombard
3
Bombard : E3
Spell
All units with Ranged or Lobber attack have their Countdown decreased by 2.
FIRE AT WILL!
Boom Reaver
3
Boom Reaver : E3
Creature
"Why's he carrying a ship's cannon?"- Ihrbraman, Creature Collector
Bountiful Times
3
Bountiful Times : G3
Spell
Summons a Bunny on target tile. All Bunnies count down by 1.
"But... there were only a handful yesterday!"
Brain Lice
3
Brain Lice : D3
Enchantment
When Brain Lice comes into play, enchanted creature becomes poisoned for 3 rounds. When enchanted creature is destroyed, draw 1 scroll.
Scratch all you want. The itch is in your head.
Breaker
3
Breaker : G3
Creature
When Breaker deals damage, its Attack is increased by 1.
Where Breakers go,only twigs remain.
Brother of the Wolf
4
Brother of the Wolf : G4
Creature
When Brother of the Wolf's Countdown is 0, you may reset its Countdown to summon a Ragged\nWolf on an adjacent tile.
Befriending wolves isn't that hard. Failure, however, can be costly.
Bunny
1
Bunny : G1
Creature
If Bunny's Attack is 0, it will summon another Bunny in an adjacent tile instead of attacking.
Cute, crafty, and quick to procreate.
Burn
4
Burn : E4
Spell
Deal 3 damage to target unit. If that unit is destroyed, draw 1 scroll.
"If you can't handle the fire, cool yourself in the kettle." - Old machine priest saying.
Callback
1
Callback : O1
Spell
Target unit you control is returned to your hand.
Everyone deserves a second chance.
Caller's Bane
2
Caller's Bane : O2
Enchantment
When enchanted unit deals combat damage to an idol, other idols on the same side are dealt 1 damage.
Each idol is strongly linked to its Caller.
Cannon Automaton
6
Cannon Automaton : E6
Creature
wrrr wrrr clunk phssssht BwoooOOOM wrrr wrrr
Cannonetta
3
Cannonetta : E3
Creature
"T- the bullet went through clean. I'll be fine."- Aru, now deceased
Catapult of Goo
3
Catapult of Goo : E3
Structure
Units attacked by Catapult of Goo have their Countdown increased by 1.
"I don't know if the piddlejacks are drivers or parasites on that infernal machine." - Ihrbraman, Creature Collector
Cay, Royal Envoy
8
Cay, Royal Envoy : O8
Creature
At the end of your turn, if an opponent unit was destroyed in combat, draw 1 scroll.
"The sharpest mind I know. Wasted on war without surcease."- Aos, Royal Scribe
Champion Ring
2
Champion Ring : G2
Enchantment
Enchanted unit gets +2 Attack.
Hard to earn, even harder to carry.
Charge Coil
3
Charge Coil : E3
Structure
When Charge Coil attacks, a random opponent unit is dealt 1 damage.
"This is extremely annoying."- Arhart, Mire Master
Clock Library
4
Clock Library : E4
Structure
When Clock Library's Countdown becomes 0, it's destroyed and you draw 3 scrolls.
Tick. Tick. Tick. Tick...
Cluster Hex
3
Cluster Hex : D3
Spell
All units on target tile and adjacent tiles gain Curse 1.
Curse upon you, and your children, and their children for seven generations.
Concentrate Fire
3
Concentrate Fire : E3
Enchantment
Target unit with Ranged or Lobber will make an extra attack after its next attack.
Double the fire, double the fun.
Copper Automaton
1
Copper Automaton : E1
Creature
Copper Automaton is destroyed after attacking.
Explosively cute.
Corpus Collector
4
Corpus Collector : D4
Creature
When Corpus Collector kills another creature, summon a Husk creature on a random tile adjacent to Corpus Collector.
"Alas, this one's no good. Not enough arms."- Orren, Corpus Collector
Corrode
3
Corrode : E3
Spell
Units you control deal double damage to idols until end of turn. If at least one idol is destroyed by a unit you control this turn, draw 1 scroll.
Even the Machines know heresy.
Crimson Bull
3
Crimson Bull : G3
Spell
All units you control gain +2 Attack until end of turn.
Drink, and take flight!
Crone
3
Crone : G3
Creature
Crone does not attack. When Crone is destroyed in melee combat, the attacking unit is destroyed.
"Grandma in the front. The hag's time is up."- Halm, Berserker
Crossbowman
1
Crossbowman : O1
Creature
Locked, loaded, and lying in wait...
Crown of Strength
2
Crown of Strength : O2
Enchantment
Enchanted unit gains +1 Attack and +2 Health.
The power of kings, imbued through discarded headwear.
Culling the Flock
2
Culling the Flock : G2
Spell
Sacrifice target Beast. All other Beasts you control have their Attack increased by that unit's Attack until end of turn, and become fully healed.
The laws of beasts are harsh.
Cursed Presence
2
Cursed Presence : D2
Enchantment
Enchant opponent unit. When that unit takes damage, other opponent units on that row get Curse 2. If a structure is enchanted, those units get Curse 4 instead.
"The nearby plants withered, and the birds fell silent. No one dared approach."
Cursemonger
4
Cursemonger : D4
Creature
When Cursemonger's Countdown is 0, you may reset its Countdown to give target unit Curse 2.
"Needles and bones, my darling, that's my trade."
Damning Curse
4
Damning Curse : D4
Spell
Destroy target creature. Units you control are dealt 1 damage.
When someone else is paying, who cares about the price?
Darkstrike
4
Darkstrike : E4
Spell
Deal 2 damage to target unit. If that unit is destroyed, increase Decay by 1.
When darkness envelops, life abandons.
Death Cap Berserk
3
Death Cap Berserk : G3
Enchantment
When Death Cap Berserk comes into play, and at the beginning of its following turns, enchanted creature's Countdown is decreased by 2. At the end of these turns, it is dealt 2 damage.
"I love music. Especially wardrums." - Harald, Berserker
Decimation
3
Decimation : O3
Spell
All units on target row lose 1 Health. Opponent's idol on that row loses 2 Health.
One by one by one they fall, and now we've reached the Cobalt Hall...
Desert Memorial
3
Desert Memorial : O3
Structure
When Desert Memorial is destroyed, increase Energy by 1.
Breakers against the eroding waves of time.
Desperation
2
Desperation : E2
Spell
Target creature gets +2 Attack until end of turn for each opponent unit on the same row. It is then dealt 1 damage.
Many a conqueror have been surprised by the ferocity of desperate defenders.
Destroyer
4
Destroyer : E4
Structure
About to dodge? It's too late!
Divine Mark
2
Divine Mark : O2
Enchantment
When enchanted creature is destroyed, it is returned to owners hand. If it was killed by damage from another unit, that unit is returned to its owner's hand.
"Let's try that again."- Lord Ungstram, Royal Strategist
Draining Mist
3
Draining Mist : D3
Spell
All opponent units with Countdown 1 or less have their Countdown increased by 2.
"Wait, I have an idea!"-Nuru, Flesh-seamstress
Druid Burial Ground
3
Druid Burial Ground : G3
Structure
At the beginning of your turn, Druid Burial Ground adjacent units are healed by 1.
"I once saw two cats fighting next to such a monument. The fight lasted a week, then they starved to death."- Ihrbraman, Creature Collector
Dryadic Power
1
Dryadic Power : G1
Enchantment
Enchanted creature gains +1 Attack and +3 Health, and its Move is decreased by 1.
The strength of a tree with the resolve of a rock.
Ducal Infantryman
2
Ducal Infantryman : O2
Creature
All other creatures you control on the same row as Ducal Infantryman gain +1 Attack.
Strength in numbers.
Ducal Skirmisher
4
Ducal Skirmisher : O4
Creature
Slice and dice!
Ducal Spearman
4
Ducal Spearman : O4
Creature
If you bait them, they will come.
Dust Runner
1
Dust Runner : E1
Creature
When Dust Runner deals damage to a creature with 3 or less Health, that creature is destroyed.
"Kinfolk make for greattarget practice."- Sarh, Dust Runner
Eager Scryer
3
Eager Scryer : D3
Creature
If Eager Scryer's Countdown is 2 or more at the end of your turn, draw a scroll.
"I deal in confusion. I buy it from you, and sell it to your enemy."- Isurd, Scryer
Earthbond
1
Earthbond : G1
Enchantment
Enchanted unit you control cannot be moved by opponent. Enchanted unit's Health is increased by 2.
The Earthborn don't budge.
Earthborn Mystic
3
Earthborn Mystic : G3
Creature
Enchanted creatures you control have +1 Attack. When Earthborn Mystic's Countdown is 0, you may reset its Countdown to draw an enchantment scroll. If you do, Earthborn Mystic takes 1 damage.
Earthen Testament
2
Earthen Testament : G2
Spell
All your enchanted units count down by 2.
Few can best the Kinfolk on their own soil.
Echomaton
4
Echomaton : E4
Creature
When an opponent plays a spell, increase Attack by 2. When Echomaton is destroyed, if Attack is 4 or more, increase Energy by 1.
The perfect pet for a priest.
Eclipse
1
Eclipse : D1
Spell
All your current resources are converted into Decay.
"And then, all over the realm, it was dark..."
Efficiency
1
Efficiency : O1
Spell
Target unit gains +1 Attack until end of turn. If that unit kills another unit this turn, increase Energy by 1.
The best discipline conserves energy.
Elan Vital
1
Elan Vital : G1
Enchantment
Enchanted unit is healed by 1 Health each round.
Heal faster than you hurt and you'll keep fighting forever.
Electrify
2
Electrify : E2
Spell
Each structure you control makes a ranged attack dealing 1 combat damage.
"Let's see what happens if we connect these two." -Arran, Machine Priest
Ember Bonds
3
Ember Bonds : E3
Enchantment
Enchanted unit receives 2 damage before attacking.
It's inevitable.
End of Reason
3
End of Reason : E3
Spell
Sacrifice all units you control with a non-zero Countdown. Each unit sacrificed this way deals 2 damage to opponent units on the same row.
"You served me well as soldiers. Now serve me as projectiles!"- Arran, Machine Priest
Energy Siphon
2
Energy Siphon : D2
Enchantment
When Energy Siphon comes into play, increase current Energy by 3. Enchanted creature's Attack and Health are decreased by 1.
Resources are everywhere. It's just a matter of extraction.
Erode
1
Erode : G1
Spell
Target structure is dealt 2 damage. Increase Decay by 1.
From life, destruction. From ashes, life.
Essence Feast
2
Essence Feast : G2
Spell
For each unit you control, heal your idol on the same row by 1. Beast creatures deal double damage to idols this turn.
Just like love, it can heal and hurt.
Eternal Statue
2
Eternal Statue : G2
Structure
At the beginning of your turn, Eternal Statue heals 1 point of Health.
It's said some sculptors infuse their work with a life of its own.
Eternal Sword
3
Eternal Sword : O3
Enchantment
Enchanted creature gets +2 Attack and +1 Health. When enchanted creature is destroyed, a random adjacent creature gets Eternal Sword.
This weapon was passed down through generations. It never leaves the battlefield.
Ether Pump
4
Ether Pump : E4
Structure
When Ether Pump attacks, opponent's units are dealt 1 damage.
"I know what it looks like! Trust me. A few of these will win any siege." - Arran, Machine Priest
Eye of Eagle
1
Eye of Eagle : G1
Spell
Take the next creature scroll from your library and add it to your hand.
Strategy is nothing if you're blind.
Faith Blessing
2
Faith Blessing : O2
Spell
Target unit you control takes 2 damage. Your idol on that row is healed by 4.
"It's an immense honor. Be grateful for it." - Pater Brecht
Faith Chains
2
Faith Chains : O2
Enchantment
When enchanted creature is destroyed, Faith Chains deals 1 damage to each of opponent's idols.
"The chains weigh heavier on them, my son." - Pater Brecht
Faith Duty
2
Faith Duty : O2
Enchantment
Enchant unit you control. At the end of each of its turns, enchanted unit is dealt 1 damage and opponent units on that row get their Countdown increased by 1.
Willingly, but not wisely.
Fertile Soil
4
Fertile Soil : G4
Spell
Sacrifice target creature you control and draw 3 scrolls.
The Kinfolk don't mourn their dead; nature doesn't waste life.
Festering Freak
3
Festering Freak : D3
Creature
When Festering Freak deals damage to a creature, that creature gets poisoned for 3 rounds. When Festering Freak is attacked in melee, attacking unit becomes poisoned for 3 rounds.
Sometimes, the Masked get it wrong.
Fierce Tactics
4
Fierce Tactics : G4
Spell
All your melee creatures become Relentless until end of turn.
"They have the weapons, but we have the will!"- Halm, Berserker
Fleetness
2
Fleetness : O2
Enchantment
Enchanted unit's base Countdown is reduced by 1.
Faster is better than Stronger.
Flip
2
Flip : O2
Spell
Move target opponent unit to any unoccupied tile on opponent's board.
A shift in perspective isn't always a good thing.
Focus
1
Focus : O1
Spell
Target creature gains +3 Attack until end of turn.
If it's worth killing, kill it good!
Frost Gale
2
Frost Gale : G2
Spell
Deal 1 damage to all units.
Bad weather is a great weapon. If only you could aim it.
Frost Wind
2
Frost Wind : O2
Spell
Add +1 Countdown to units on target tile and adjacent tiles.
Packing an extra blanket is always good. Or five, if you're heading north.
Frostbeard
3
Frostbeard : G3
Creature
When Frostbeard is killed in battle, friendly units gain +2 Attack until end of your turn.
An honorable death is not to be mourned; it's a blessing.
Fulmination Conduit
3
Fulmination Conduit : E3
Structure
Does not count down. Fulmination Conduit counts up instead of down at the beginning of each turn. You may sacrifice Fulmination Conduit to add its Countdown to your current Energy.
Fungify
2
Fungify : D2
Enchantment
Enchanted creature gets Health increased by 5 and base Countdown increased by 1.
"Nightmarish stuff,but damn, it works." - Isurd, Scryer
Fury
3
Fury : E3
Spell
All units have their Countdown decreased by 1.
Fanning the flames of battle.
Gallant Defender
4
Gallant Defender : O4
Creature
As long as you have fewer units on the field than your opponent, Gallant Defender gets Armor 2.
"Hold the walls! Protect your own!"- Cay, Royal Envoy
God Hand
8
God Hand : G8
Spell
All your units gain +2 Attack until end of turn, and have their Countdown decreased by 2.
Howl for the gods!
Golem Skin
2
Golem Skin : E2
Enchantment
When Golem Skin comes into play, sacrifice all your structures. Enchanted creature gains Attack and Health equal to the number of structures sacrificed.
When you wear machines, laundry day is your greatest worry.
Gravehawk
2
Gravehawk : G2
Creature
For each of your Gravelocks, Gravehawk gains +1 Attack.
"Mom always said I'd end up in bad company. If she only knew..." - Ryssa, Gravehawk
Gravelock Elder
5
Gravelock Elder : E5
Creature
Other Gravelock creatures you control gain +1 Attack and +1 Health while Gravelock Elder is in play.
Gravelocks look up to their elders... literally.
Gravelock Outcast
3
Gravelock Outcast : E3
Creature
Pay one Growth to heal Gravelock Outcast to full health.
"Cast out from gravelock society? Wow, that's some feat."- Siani, Dyrran Historian
Gravelock Raider
1
Gravelock Raider : E1
Creature
You can handle one or two, but before you know it, they're everywhere.
Great Wolf
5
Great Wolf : G5
Creature
Great Wolf gets +1 Attack for every other Wolf you control.
The beasts have legends too.
Grisly Graft
3
Grisly Graft : D3
Enchantment
Enchant creature you control. When Grisly Graft comes into play, sacrifice adjacent creatures. Enchanted creature gains Attack and Health equal to the number of creatures sacrificed.
Great needlework!
Gun Automaton
2
Gun Automaton : E2
Creature
A special kind of turtle.
Harvester
3
Harvester : D3
Creature
Does not count down. When a creature is destroyed, Harvester's Countdown is decreased by 1.
We've learnt to live, and die, with the Harvesters.
Hellspitter Mortar
3
Hellspitter Mortar : E3
Structure
Attacks a randomly selected tile on opponent's board.
Aim? With enough power you don't need aim.
Heritage
3
Heritage : O3
Enchantment
When enchanted unit you control is destroyed, you draw 2 scrolls.
"This way your life, or death, won't be a complete waste." - Lord Ungstram, Royal Strategist
Hex Marks
1
Hex Marks : D1
Enchantment
When enchanted creature deals combat damage to an idol, it deals 3 extra damage.
It's not just about looks.
Hired Marksman
4
Hired Marksman : E4
Creature
When Hired Marksman's Countdown is 0, you may reset its Countdown to deal 3 damage to target creature.
"I aim for your heart."
Hired Smuggler
2
Hired Smuggler : E2
Creature
"Got your parts, ahyup."
Honorable General
6
Honorable General : O6
Creature
When Honorable General's Countdown becomes 0, all adjacent units have their Countdown decreased by 2.
Time and again, he has brought victory. The Empire's reward is war.
Horn of Ages
1
Horn of Ages : O1
Spell
All units opponent controls have their Move decreased by 1 until end of opponent's turn.
You're thankful for surviving battles past, until you crumble under the weight of the memories.
Husk
1
Husk : D1
Creature
Hollow, haggard, happy to help.
Hymn
1
Hymn : G1
Spell
Heal target unit by 3 Health.
Music for those who can't dance.
Illthorn
2
Illthorn : G2
Structure
"Look, Barbra. Wires!" - Ihrbraman, Creature Collector
Illthorn Seed
1
Illthorn Seed : G1
Enchantment
When enchanted unit you control is destroyed, summon Illthorn in its place.
This corpse brings its own flowers to the funeral.
Ilmire Hunter
4
Ilmire Hunter : D4
Creature
Like the mire, Hunters kill without mercy.
Ilmire Rot Eater
3
Ilmire Rot Eater : D3
Creature
When a creature adjacent to Ilmire Rot Eater is destroyed, Ilmire Rot Eater gains 1 Attack and 1 Health.
Corpses are surprisingly nutritious.
Ilmire Tribesman
2
Ilmire Tribesman : D2
Creature
Fighting for their kin, alive or dead.
Ilmire Witch Doctor
6
Ilmire Witch Doctor : D6
Creature
When a Human creature adjacent to Ilmire Witch Doctor is destroyed, a Husk is summoned in its place.
"I can't promise you eternal life, but I can keep you standing."
Imperial Resources
7
Imperial Resources : O7
Spell
Draw 2 scrolls. Your idols are healed by 1. All your units are healed by 1. Increase Order by 1.
From the furthest reaches of the Empire, they hauled their gear. Now, the time has come to use it.
Incendiaries
3
Incendiaries : E3
Spell
Opponent's Structures take 3 damage.
It's raining cats and bombs.
Infected Gravelock
2
Infected Gravelock : D2
Creature
When Infected Gravelock deals damage to a creature, that creature gets poisoned for 3 rounds. Infected Gravelock has Move 0.
"It's seeping out of their god-damn pores."- Lord Ungstram, Royal Strategist
Infectious Blight
4
Infectious Blight : D4
Enchantment
Enchanted creature is dealt 1 poison damage at the beginning of each round. If enchanted unit is killed by poison damage, a random creature on the same side gets Infectious Blight.
The plague doesn't discriminate.
Inferno Blast
3
Inferno Blast : E3
Spell
Deal 1 damage to target tile and all adjacent tiles.
The power of ten men in one practical projectile.
Infiltrate
3
Infiltrate : O3
Spell
Target unit's Countdown is increased by 2. Draw a scroll.
"Create a diversion. I'll snag the map."
Ire And Bile
2
Ire And Bile : D2
Spell
All units gain Curse 1 and +1 Attack until end of opponent's turn.
A conflict is easier to start than it is to end.
Iron Ogre
7
Iron Ogre : E7
Creature
Step aside or be disintegrated.
Iron Whip
2
Iron Whip : E2
Spell
Target unit takes 1 damage. Its Attack is increased by 1 until end of turn and Countdown decreased by 1.
A whip for steel hides.
Ironclad Reaver
5
Ironclad Reaver : E5
Creature
Jarl Urhald
9
Jarl Urhald : G9
Creature
All Jarls inspire loyalty and courage. Urhald lives it,breathes it.
Junkyard
1
Junkyard : G1
Structure
Rat creatures you control gain +1 Health while Junkyard is in play.
Rats aren't picky.
Kabonk
2
Kabonk : O2
Spell
Deal 1 damage to target unit. Draw 1 scroll.
Ouch!
Kinfolk Brave
2
Kinfolk Brave : G2
Creature
Braves are eager to prove their worth. The Jarls are happy to let them.
Kinfolk Jarl
7
Kinfolk Jarl : G7
Creature
For each creature adjacent to Kinfolk Jarl, Kinfolk Jarl gains +1 Attack.
The strength of his people, crushing your people.
Kinfolk Ranger
2
Kinfolk Ranger : G2
Creature
Many of the ghost stories told about the deeper woods can probably be attributed to the stealthy rangers.
Kinfolk Veteran
5
Kinfolk Veteran : G5
Creature
It's tough getting old in this business.
Knight Scholar
4
Knight Scholar : O4
Creature
When Knight Scholar's Countdown is 0, you may reset its Countdown to draw 1 scroll.
Knowledge is strength.
Languid
2
Languid : D2
Enchantment
Enchanted unit's Attack is decreased by 2. When Languid comes into play, draw 1 scroll.
Play nice!
Law Memorial
2
Law Memorial : E2
Structure
When Law Memorial's Countdown becomes 0, it's destroyed and Order is increased by 1.
You'd think a people so fond of writing would remember the words of their ancestors.
Leeching Ring
1
Leeching Ring : G1
Enchantment
When enchanted creature deals damage, enchanted creature is healed equal to its base Countdown.
Search the ponds. Find one and your name is eternal.
Lifestealer
5
Lifestealer : D5
Creature
When Lifestealer attacks and destroys a unit, Lifestealer is fully healed.
One day he'll pay for these borrowed lives.
Loyal Darkling
2
Loyal Darkling : D2
Creature
When Countdown is 0, you may sacrifice Loyal Darkling.
To night, she'll return.
Machinated
2
Machinated : E2
Enchantment
Enchanted creature gets Attack increased by 5 and base Countdown increased by 1.
Man shall become metal.
Machination Mindset
2
Machination Mindset : E2
Enchantment
Enchanted melee creature becomes relentless. Its Attack is increased by 1.
No doubt, no fear, no thought.
Machine Chant
5
Machine Chant : E5
Spell
Deal damage to target unit equal to the number of structures you control. Increase Energy by 1.
"It's an odd song for sure. Just wait for the crescendo!" - Arran, Machine Priest
Machine Divinator
3
Machine Divinator : E3
Creature
Machine Divinator does not attack. As long as Machine Divinator is in play, your structures' Health is increased by 1. When Machine Divinator's Countdown becomes 0, a random structure you control with Countdown 1 or more has its Countdown decreased by 1.
Machine Priest
2
Machine Priest : E2
Creature
Instead of attacking, Machine Priest heals all your structures by 1. When Machine Priest's Countdown is 0, you can reset its Countdown to move a structure one step in a random direction.
Magma Pack
2
Magma Pack : E2
Enchantment
When Magma Pack comes into play, enchanted unit's Attack is doubled. Enchanted unit is destroyed after attacking.
Don't worry, just push the button when you arrive.
Magnetizer
2
Magnetizer : O2
Creature
Any unit hit by Magnetizer gets its Countdown increased by 1.
Power is relative. A sleeping enemy is a harmless enemy.
Malevolent Gaze
2
Malevolent Gaze : D2
Spell
Target Creature's Move is reduced by 1 until end of opponent's turn. It gets Curse 1. Dominion: That creature gets an additional Curse 9.
Malice, pure and unguarded.
Mangonel
3
Mangonel : O3
Structure
When Mangonel comes into play, your Mangonels' Countdowns are set to the lowest of any you control.
Powerful, portable, and packing a punch.
Mangy Rat
1
Mangy Rat : D1
Creature
When Mangy Rat deals damage to a creature, that creature gets poisoned for 3 rounds.
Tiny MerchantsTrader of GravesDeath's ServantsFate's Knaves
Mangy Wolf
4
Mangy Wolf : G4
Creature
When Mangy Wolf deals damage, it is healed by 1. Other Wolf creatures you control have their Countdown decreased by 1 when Mangy Wolf comes into play.
"The fat wolf is not dangerous."- Kinfolk proverb
Metal Heart
2
Metal Heart : E2
Spell
Target creature gains Attack equal to the number of structures on that side until end of turn.
More machines, more mayhem.
Metal Wonder
4
Metal Wonder : E4
Structure
When your opponent plays a Spell or Enchantment, Metal Wonder deals 2 damage to a random idol under their control.
Machine victory, no fiddly bits.
Metempsychosis
3
Metempsychosis : O3
Spell
Target unit you control is resummoned on the same tile.
Consider the egg. The image of unfulfilled potential, and you eat them for breakfast...
Miasma Well
2
Miasma Well : D2
Structure
All Poison damage is increased by 1.
DO NOT DRINK.
Mire Curse
2
Mire Curse : D2
Enchantment
Mire Curse deals 1 poison damage to adjacent creatures at the beginning of each of its turns.
It's putrid, but it's home.
Mire Shambler
1
Mire Shambler : D1
Creature
Before attacking, Mire Shambler moves to a random adjacent tile.
"From the depths of the mire, the Masked appeared." - Excerpt, Ilmire Journal II
Monstrosity
3
Monstrosity : D3
Creature
As long as another Monstrosity is adjacent, Attack and Health are increased by 1. As long as any other creature is adjacent, Attack and Health are decreased by 1.
Twisted. Transformed. Terrifying.
Monstrous Brood
5
Monstrous Brood : D5
Spell
Creatures you control with the same name as target creature are destroyed and replaced by a Monstrosity.
A second birth. A new life. More teeth.
Morbid Curiosity
2
Morbid Curiosity : D2
Enchantment
When enchanted creature kills another creature, you draw a scroll.
"Show me your organs, and I will tell you who you were."
Mystic Altar
3
Mystic Altar : O3
Structure
When Countdown is 0, you may reset its Countdown and increase Countdown of target creature you control by 2 to draw a scroll.
Learning takes time.
Necrogeddon
7
Necrogeddon : D7
Spell
Destroy all creatures you control. Creatures destroyed this way are replaced by undead Husks at Countdown 0.
"This won't do. Lets start over."-Nuru, Flesh-seamstress
New Orders
1
New Orders : O1
Spell
All your units have their Move increased by 1 until end of turn.
REGROUP!
Noaidi
3
Noaidi : G3
Creature
When Noaidi comes into play, you gain 1 resource of each non-Growth type your opponent has.
For the Kinfolk, the moose migration marks the beginning of the new year.
Nuru's Needle
3
Nuru's Needle : D3
Enchantment
Enchanted unit's Attack, Health and Move are decreased by 1. It gains Curse 1.
"Life is my craft. The dead and dying, my canvas."- Nuru
Nuru, Flesh-seamstress
8
Nuru, Flesh-seamstress : D8
Creature
Nuru does not attack. When Nuru's Countdown becomes 0, Nuru summons 2 Husks with Countdown 0 at random positions on your side. The Husks are destroyed after attacking.
Nutrition
1
Nutrition : G1
Spell
Sacrifice target unit you control and add that unit's cost to your current resources.
A cadaver for some, a feast for others.
Oak Blood
4
Oak Blood : G4
Enchantment
Enchanted creature gains +6 Health.
Trading with Vilewood trees is never a bargain.
Obelisk
2
Obelisk : O2
Structure
Good for leaning on. And hiding behind...
Oblivion Seeker
5
Oblivion Seeker : D5
Creature
When Oblivion Seeker is destroyed, draw 2 scrolls.
He leaves nothing but memories.
Oculus Cannon
3
Oculus Cannon : E3
Structure
Does not count down. When an opponent unit moves to a tile on the same row as Oculus Cannon, Oculus Cannon's Countdown is set to 0.
Outcast Rebel
2
Outcast Rebel : G2
Creature
Ill-tempered and bad-mannered. No wonder the braves love him.
Overdrive
2
Overdrive : E2
Enchantment
When Overdrive comes into play, and at the beginning of its following turns, enchanted structure's Countdown is decreased by 2. At the end of these turns, it is dealt 2 damage.
"I know it'll break. I justdon't care."- Arran, Machine Priest
Owl
1
Owl : G1
Creature
When Owl moves, its Countdown is increased by 1.
Hoot. Hoot?
Pest Dissimulator
4
Pest Dissimulator : D4
Creature
When Pest Dissimulator deals damage to a creature, the damaged creature and adjacent creatures are poisoned for 3 rounds.
Don't try and find me.
Pestis
2
Pestis : D2
Enchantment
Enchanted creature gains +1 Attack for each Rat on that side. When enchanted creature kills another unit, summon a Mangy Rat on a random tile the same side.
There's no virtue among vermin.
Piercing Projectile
2
Piercing Projectile : E2
Enchantment
Enchanted ranged creature gains Piercing. Its Attack is increased by 1.
"With these, you'll get through the strongest armor."- Arran, Machine Priest
Pilgrim's Feet
1
Pilgrim's Feet : O1
Enchantment
When enchanted creature moves, it is healed by 2.
"I don't need shoes. I have faith."
Pillar of Disease
3
Pillar of Disease : D3
Structure
Opponent's units on the same row as Pillar of Disease have Attack decreased by 1.
The Ilmire provides for its own.
Pillar of Fatigue
3
Pillar of Fatigue : D3
Structure
When a creature moves, its Countdown is increased by 1.
What good are tactics when your men can't lift their swords?
Plate Armor
2
Plate Armor : O2
Enchantment
Enchanted unit has Armor 1 (combat damage dealt to enchanted unit is decreased by 1) and its Health is increased by 1.
"If only we had enough for everyone..."- Lord Ungstram, Royal Strategist
Plating
2
Plating : E2
Enchantment
Enchanted unit disregards next attack or damage taken. Plating is removed afterwards.
Almost works like real armor.
Pother
2
Pother : O2
Spell
Target unit is moved to a random adjacent tile. Draw 1 scroll.
Now you're there, now you're not!
Potion of Resistance
1
Potion of Resistance : E1
Enchantment
All damage dealt to enchanted unit is reduced to 1 for 3 rounds.
Sometimes you've just got to take the hit.
Power Trip
3
Power Trip : E3
Spell
Increase your current Energy by 6.
"We need more.""But-""MORE!"
Powerbound
1
Powerbound : O1
Enchantment
When enchanted unit you control is destroyed, increase your Order by one.
"I'll just borrow some life force when you don't need it anymore."- Lord Ungstram, Royal Strategist
Prisoners of War
5
Prisoners of War : O5
Spell
Take the next Growth, Decay and Energy creature scrolls from your library and add them to your hand.
"We don't need reserves.We have prisoners."- Lord Ungstram, Royal Strategist.
Proximity Charge
4
Proximity Charge : E4
Structure
When Proximity Charge is destroyed in melee combat, attacking unit is dealt 4 damage. When Proximity Charge comes into play, one copy is summoned on a random adjacent tile.
Tread lightly!
Puppet Soldier
3
Puppet Soldier : D3
Structure
When Puppet Soldier is destroyed in combat, all units on the same row are destroyed.
The soldier is false. The fear is not.
Purification
1
Purification : O1
Spell
Remove all Enchantments from target unit.
The innocence of youth can cleanse the corrupt.
Pushback
4
Pushback : O4
Spell
Target opponent unit is returned to its owner's hand.
You know you're not wanted when your body dissolves.
Quake
5
Quake : G5
Spell
Deal 3 damage to all structures and 2 damage to all creatures.
No matter your skill, you can't parry the ground.
Ragged Wolf
1
Ragged Wolf : G1
Creature
Fast and feisty.
Rallying
5
Rallying : G5
Spell
All units you control have their Countdown decreased by 2.
FOLLOW THE JARL FOR THE KIN!
Ranger's Bane
2
Ranger's Bane : G2
Enchantment
Enchanted creature becomes poisoned for 3 rounds.
You haven't really died until you've been slowly strangled by poisonous roots.
Rat King
4
Rat King : G4
Spell
Summons a Beast Rat on target tile and on two adjacent random tiles.
Obey the Jarl, but fear the King.
Reaping Mask
7
Reaping Mask : D7
Enchantment
Enchanted unit's Attack and Health are increased by 3. When enchanted unit destroys a creature, draw a creature scroll.
Its promise cannot be resisted for long. Nor can its hunger.
Redeploy
3
Redeploy : O3
Spell
Swap two target rows on your side.
"Wings to the east, vanguard south. Go!"
Redesign
2
Redesign : E2
Enchantment
Target creature's Attack and Health switch values.
"Trust me, it's better this way."-Amhan, Machine Master
Refined Strategy
2
Refined Strategy : O2
Spell
Move target structure you control to an unoccupied tile on that side. Its countdown is decreased by 1.
"Perhaps we should move the catapults to the ridge?"
Regeniture
1
Regeniture : D1
Enchantment
Target unit gains 2 Health. When Regeniture comes into play, enchanted unit's controller's idol on that row is dealt 1 damage.
Sometimes you can squeeze blood from a stone.
Replicaton
3
Replicaton : E3
Creature
When Replicaton is destroyed, return to owners hand if your current Energy is 2 or more.
You only need one. Of course, use more if you've got them.
Resonant Helm
1
Resonant Helm : O1
Enchantment
You'll hear the silent whispers of magic and it will change you.
Restless Bones
3
Restless Bones : D3
Spell
All your Undead units gain +2 Attack until end of turn, and Countdown decreased by 1.
"Angering the dead is no trivial task." - Grahm, Animator
Return To Nature
2
Return To Nature : D2
Spell
Creatures on target tile and all adjacent tiles get -1 Health until end of turn. If a creature with this effect is killed, increase Growth by 1.
Wither and begin anew.
Reversal
3
Reversal : O3
Spell
Frontmost and rearmost units on one side of target row switch places. Draw 1 scroll.
"The right tool for the right job. And you tools are in the wrong place!"
Rigged
1
Rigged : E1
Enchantment
When enchanted structure is destroyed in melee combat, its attacker takes 4 damage.
Strap it on, then stand back.
Righteous Partisan
3
Righteous Partisan : O3
Creature
As long as you have less units on the field than your opponent, Righteous Partisan gets +4 Attack.
"My home, my war."
Ripper
1
Ripper : D1
Creature
"I was taught to be ready!"
Roasted Bean Potion
2
Roasted Bean Potion : O2
Enchantment
Enchanted creature's Move is increased by 1. When Roasted Bean Potion comes into play, enchanted creature's Countdown is decreased by 1.
It's an acquired taste. By the barrel from far Dyrra.
Royal Banner
2
Royal Banner : O2
Structure
All non-human units get Countdown increased by 2 after attacking.
Where the banner goes, the Empire soon follows.
Royal Infantryman
1
Royal Infantryman : O1
Creature
All other creatures you control on the same row as Royal Infantryman gain +1 Health.
Yes, my Liege. I'll protect them, my Liege.
Royal Skirmisher
3
Royal Skirmisher : O3
Creature
Double the swords, double the fun!
Royal Spearman
3
Royal Spearman : O3
Creature
HOOOOOLLLD!
Royal Vanguard
5
Royal Vanguard : O5
Creature
When Royal Vanguard's Countdown becomes 0, adjacent units gain +2 Attack until end of turn.
Honor. Power. Axe.
Rumble
3
Rumble : G3
Spell
Opponent's units move one step to a random adjacent empty tile.
Shaken, not crushed.
Ruse
3
Ruse : O3
Spell
Opponent's units get their Countdown decreased by 2. Your units gain Spiky 2 and Armor 1 until your next turn.
"The Kin is a weed in our Imperial garden. It musn't grow."- Lord Ungstram, Royal Strategist.
Sand Pact Memorial
3
Sand Pact Memorial : G3
Structure
When Sand Pact Memorial comes into play, increase your current Energy by 5.
Like grains of sand in an hourglass, our memories fade over time.
Scattergunner
3
Scattergunner : E3
Creature
"He was carrying WHAT?!"- Mahts, Infantryman
Scavenger Construct
1
Scavenger Construct : D1
Structure
When an adjacent unit is destroyed, Scavenger Construct's Health is increased by 2.
"Feed the Construct!"- Nuru, Flesh-seamstress
Scout Automaton
3
Scout Automaton : E3
Creature
All other Automatons you control get +1 Attack.
No machine is complete without its smallest gears.
Searing Shackles
2
Searing Shackles : D2
Enchantment
Enchanted unit deals 1 damage to its controller's idol on the same row at the end of it's controller's turn. Enchanted unit is dealt 2 damage when it moves.
Death is the only escape.
Seed of Insurgency
5
Seed of Insurgency : G5
Enchantment
When enchanted creature is destroyed, it's summoned again on the same tile. Its countdown is set to 1.
Some wars, you just don't quit.
Shrine
3
Shrine : O3
Structure
As long as Shrine is in play, all other units you control gain +1 Health.
With a strong enough faith, you don't need gods for miracles.
Shroud of Unlife
1
Shroud of Unlife : D1
Enchantment
When enchanted creature is destroyed, a Husk is summoned in its place.
"You'll not find warmth in this garb." - Tobai, Bone Merchant
Sickening Fumes
2
Sickening Fumes : D2
Spell
Until end of opponent's turn, opponent units have their attack decreased by 3.
It's not weather. It's miasma density.
Siege Cracker
3
Siege Cracker : E3
Creature
When Siege Cracker deals damage to an idol, that idol is dealt an additional 5 damage.
What do you mean, "bombs for hands"?
Sinmarked Zealot
1
Sinmarked Zealot : O1
Creature
When Countdown is 0, you may sacrifice Sinmarked Zealot to deal 2 damage to target unit.
When his time comes, so will yours.
Sister of the Bear
4
Sister of the Bear : G4
Creature
"Honored Sisters. Your strength will be my hammer against the hated Empire!"- Jarl Urhald
Sister of the Fox
2
Sister of the Fox : G2
Creature
When Sister of the Fox comes into play, draw 1 scroll.
The eyes and ears of the Jarl.
Sister of the Owl
5
Sister of the Owl : G5
Creature
An Owl is summoned together with Sister of the Owl. When an Owl deals damage, Sister of the Owl's Attack increases by 1. When an Owl is destroyed, Sister of the Owl's Health increases by 1.
Knowing and nocturnal.
Skythorn
3
Skythorn : G3
Structure
Does not count down. When a creature comes into play on your side, Skythorn's Countdown is decreased by 1. When Skythorn's Countdown becomes 0, draw 1 scroll.
It thrives on life.
Soldier's Bond
2
Soldier's Bond : O2
Enchantment
When enchanted unit takes damage, all units behind it count down by one.
One for all. All for naught.
Solemn Giant
4
Solemn Giant : E4
Creature
Does not count down. Pay 2 Energy to decrease Countdown by 2. This ability can be used multiple times per turn.
"The Giants are no more, so we made new ones."-Amhan, Machine Master
Soul Scrounger
3
Soul Scrounger : D3
Enchantment
When a creature is destroyed, enchanted unit's Countdown is decreased by 1.
Those who have fallen act through the living.
Soul Steal
3
Soul Steal : D3
Spell
Destroy target creature with health 2 or less. Summon a Mire Shambler on a random tile on your side.
Ilmire mercy is worse than death.
Spark
2
Spark : E2
Spell
Deal 2 damage to target unit.
The smallest spark can cause a decent flame.
Speed
3
Speed : O3
Spell
Target unit's Countdown is decreased by 3.
They won't know what hit them.
Stag Heart
2
Stag Heart : G2
Enchantment
Enchanted unit gets +1 Attack and +1 Health for each Stag Heart on the same side.
The Kinfolk judge every beast on their own merits.
State Machine
3
State Machine : E3
Structure
When a creature comes into play on opponent's side, State Machine deals 1 damage to that creature. When State Machine's Countdown becomes 0, it's destroyed.
Originally intended to roast beans.
Stifled Advance
2
Stifled Advance : O2
Enchantment
Enchanted unit's base Countdown is increased by 2. When Stifled Advance enters play, enchanted unit's Countdown increases by 1.
"They can't attack us if they're busy dodging arrows."
Stitcher
4
Stitcher : D4
Creature
When Stitcher's Countdown is 0, you may sacrifice target creature to increase another target creature's Attack and Health by 2. If you do, Stitcher's Countdown is reset.
Stone Pact Memorial
3
Stone Pact Memorial : G3
Structure
When Stone Pact Memorial comes into play, increase Order by 1.
We remember the times, but not the promises.
Storm Runner
3
Storm Runner : E3
Creature
Storm Runners have perfected the art of... throwing.
Striped Fangbear
4
Striped Fangbear : G4
Creature
As long as opponent controls any Humans, Striped Fangbear is Relentless and its Attack is increased by 3.
The Sisters don't really train fangbears. They simply encourage their natural hate of knights and soldiers.
Sudden Eruption
4
Sudden Eruption : E4
Spell
When Sudden Eruption is played, X random opponent units are dealt 2 damage, where X is the surge value.
"Too frequent by far, and utterly horrifying." - Siani, Dyrran Historian
Summons
1
Summons : O1
Spell
Draws one Structure from your library.
"We need more stuff!" - Lord Ungstram, Royal Strategist
Supercharged
2
Supercharged : E2
Enchantment
At the beginning of each of enchanted unit's turns, enchanted unit makes a ranged attack dealing 1 combat damage.
It's not like they know how it works, exactly... but it's certainly useful.
Tempest Reaver
4
Tempest Reaver : E4
Creature
Tempest Reaver's Attack is equal to your current Energy resource.
Managing power, one shot at a time.
Tempo Theft
3
Tempo Theft : O3
Spell
Two target units switch Countdown values.
No refund upon completed transaction.
Tethered Recruit
2
Tethered Recruit : D2
Creature
When Tethered Recruit is destroyed, increase Order by 1.
"Its mind is muddled, but its heart is still with the army." - Arhart, Mire Master
Thought Trap
2
Thought Trap : O2
Spell
Target unit's Countdown is doubled.
How far will a blind dog walk into a forest?
Thunder Surge
6
Thunder Surge : E6
Spell
Target unit, and all units connected by adjacent units, receive 2 damage.
Fear not the thunder. Fear the lightning.
Tick Bomb
3
Tick Bomb : E3
Spell
Destroy target structure.
Sounds like tick, looks like tick.
Tool Initiate
2
Tool Initiate : E2
Creature
When Tool Initiate's Countdown is 0, you may increase its Countdown by 1 to increase target structure's Attack by 1.
"Let me just tweak this..."-Amhan, Machine Master
Top Reaver Thea
8
Top Reaver Thea : E8
Creature
"Never fear, Thea's here."
Totem of Suffering
4
Totem of Suffering : D4
Structure
When a creature you control is destroyed, the opposing idol on that row is dealt 1 damage.
Empathy can be a cruel thing.
Transposition
2
Transposition : O2
Spell
Switch places of two units you control. Draw 1 scroll.
You don't need powerful allies. You need allies in the right places.
Tribal Memorial
1
Tribal Memorial : E1
Structure
Pay 2 Energy to destroy Tribal Memorial and increase Growth by 1.
Lest we forget the times of peace.
Unbind
1
Unbind : D1
Spell
Sacrifice target non-Decay structure you control. Increase Decay by 1.
"Let's put that to better use."
Underdog's Spite
3
Underdog's Spite : G3
Spell
All units you control with Attack 2 or less count down by 1.
As they dragged him out of the forest, the dagger was still lodged in his shoulder.
Uneasy Alliance
2
Uneasy Alliance : D2
Enchantment
Enchanted creature's Attack is increased by 2 for each creature with Uneasy Alliance on the same side. When enchanted unit is destroyed, all units on that side enchanted with Uneasy Alliance are destroyed.
This won't end well.
Unforseen Onslaught
3
Unforseen Onslaught : D3
Spell
All your creatures with attack 1 or less get Slayer until end of turn.
'Tis just a scratch.
Unground
2
Unground : G2
Enchantment
Any time an idol takes damage, enchanted unit takes damage equal to half that amount (rounded down).
"Whether we know it or not, we all draw upon the earth."
Unleash Inner Power
3
Unleash Inner Power : G3
Enchantment
Target creature's Attack is increased by its Health value. Its Health is then set to 2.
My very essence shall be my blade.
Untainted
2
Untainted : G2
Enchantment
Enchanted unit has Ward.\n\n(Ward: Cannot be targeted by opponent Spells or Enchantments)
Those who do not want can not be corrupted.
Useless Contraption
1
Useless Contraption : E1
Structure
Working as intended.
Vaettr of the Wild
1
Vaettr of the Wild : G1
Creature
When Vaettr of the Wild comes into play, increase Growth by 1. When Vaettr of the Wild leaves play, decrease Growth by 1.
The forest personified. Cute.
Vengeance Veil
2
Vengeance Veil : O2
Enchantment
When enchanted unit takes damage, its Countdown decreases by 1.
All is blood from behind the crimson veil.
Vengeful Vaettr
2
Vengeful Vaettr : G2
Creature
Not so cute anymore.
Verdant Veil
3
Verdant Veil : G3
Enchantment
Enchanted creature's Health is increased by 3. As long as its Health is no less than its base value, it has Ward.
"I swear! I saw a person in there!"
Vicious Strike
1
Vicious Strike : E1
Spell
When Vicious Strike is played, target unit gets +X Attack until end of turn, where X is the surge value.
The Reavers know a good fight when they see one.
Vigor Extraction
3
Vigor Extraction : O3
Spell
Target unit's Countdown is increased by 2. If Countdown is then 4 or more, increase Decay by 1.
The life of another, put to better use.
Violent Dispersal
6
Violent Dispersal : E6
Spell
Deal 8 damage to target unit.
"When he said 'Disperse!' I thought he meant all of us. Turns out he was only addressing poor Mikal." - Mahts, Infantryman
Viscera Sage
2
Viscera Sage : D2
Creature
When Viscera Sage destroys another unit, draw 1 scroll.
Reading entrails takes a strong stomach.
Vitality Well
2
Vitality Well : G2
Structure
When Vitality Well's Countdown becomes 0, all friendly units are healed by 1.
Refreshing!
Vitriol Aura
1
Vitriol Aura : G1
Enchantment
When enchanted unit is attacked in melee combat, attacker becomes poisoned for 3 rounds.
Try not to breathe.
Void Gate
3
Void Gate : D3
Structure
All combat damage dealt to Void Gate is instead dealt to the idol behind it.
Waking Stones
3
Waking Stones : O3
Structure
All damage dealt to Waking Stones is reduced to 1.
"The problem with stone is that it is stationary. We fixed that."- Uria, Geo Mage
Warding Stone
3
Warding Stone : O3
Structure
When Warding Stone is destroyed in combat, attacking unit is returned to owner's hand and you draw 1 scroll.
"You bring your toys, mystic. I'll bring mine." - Lord Ungstram, Royal Strategist
Watcher
2
Watcher : D2
Structure
When a unit adjacent to Watcher is destroyed by non-combat damage or death effects, Watcher deals 2 damage to a random opponent idol.
The Harvester's wrath lingers even after death.
Wetland Ranger
4
Wetland Ranger : G4
Creature
With Ilmire warring against the Empire, the rangers were put to use where needed.
Wicked Being
1
Wicked Being : D1
Enchantment
When enchanted unit is attacked in melee, attacker gets Curse 3.
There are no innocents in the Mire.
Wildling
3
Wildling : G3
Creature
When a creature is summoned adjacent to Wildling, Wildling is dealt 1 damage and its Attack is increased by 1.
Sometimes you just want to be left alone.
Wings Captain
4
Wings Captain : O4
Creature
When Wings Captain's Countdown becomes 0, Wings Captain and adjacent Soldiers have their Move increased by 1 until end of turn.
"Flanking maneuver!"- Ays, Wings Captain
Wings Charger
5
Wings Charger : O5
Creature
Subtlety was never her strong suit.
Wings Cleaver
6
Wings Cleaver : O6
Creature
"We don't start fights. We finish them."- Shim, Wings Cleaver
Wings Shield
3
Wings Shield : O3
Creature
Wings Shield has Armor X, where X is the number of units behind it (combat damage dealt to Wings Shield is decreased by X).
"I shield those I love. From them I draw strength."
Wings Soldier
2
Wings Soldier : O2
Creature
The elites of the Empire strike with precision.
Wings Spear
3
Wings Spear : O3
Creature
The Spears are taught the true power of patience.
Wings Warder
2
Wings Warder : O2
Creature
Wings Warder does not attack. As long as Wings Warder's Countdown is 1 or less, other units you control on the same row as Wings Warder\nhave Ward.
Not all armor is physical.
Woodland Memorial
2
Woodland Memorial : O2
Structure
When you play a Spell or Enchantment, Woodland Memorial is destroyed. Increase Growth by 1.
The Kinfolk have forgotten, but the trees remember.
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Total scrolls: 0

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