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Advantageous Outlook
3
Advantageous Outlook : O3
Spell
[Sift] 3 scrolls from your library, and draw 1 of them. If it is a spell, Knights you control get +2 Attack until end of turn.
Nice view!
Aes Moran Scholar
4
Aes Moran Scholar : O4
Creature
When Aes Moran Scholar comes into play, [sift] 3 scrolls from your library, and draw 1 of them.
"I think about these things, you know? Scrolls and such."- Jahk Ob, Aes Moran Scholar
Aescalon Spires
3
Aescalon Spires : O3
Spell
When a unit is destroyed, it is resummoned on the same tile, and Aescalon Spires counts down by 1.
It is said that the Empire's reach is but a shadow of the Spires.
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
4
Ancestral Pact : G4
Spell
When a unit you control is destroyed during your opponent's turn, draw 1 scroll, and Ancestral Pact counts down by 1.
We fear no death.
Ancestral Totem
4
Ancestral Totem : G4
Structure
Creatures you control have +1 Attack.
Kinfolk creations aren't always pleasant.
Anima Conduit
4
Anima Conduit : D4
Structure
Whenever a non- creature you control is destroyed, a Revenant is summoned adjacent to Anima Conduit, and Anima Conduit is dealt 1 [pure damage].
Only in Oum Lasa will you see spirits aid their own unliving corpses in battle.
Animovore
2
Animovore : D2
Enchantment
Enchant unit you control. When a unit adjacent to enchanted unit is destroyed, enchanted unit is dealt 1 [pure 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.
Arbalestier
6
Arbalestier : O6
Creature
These bolts will fly straight even after going through a few enemies.
Arhart's Disciple
3
Arhart's Disciple : D3
Creature
When Arhart's Disciple deals damage to a unit, opponent's idol on the same row is dealt 1 damage.
"Fresh canvas! She'll be pleased."
Arthritis
1
Arthritis : D1
Enchantment
Each time enchanted unit deals damage, it is dealt 1 [magic damage].
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.
Ashen Vapors
2
Ashen Vapors : D2
Spell
[Poison damage] is increased by 1.
Breathing is for the weak.
Assault Battery
4
Assault Battery : E4
Structure
"Hit them hard. Harder! More! Boom!"- Enryk, Machine Maker
Atrophy
1
Atrophy : D1
Spell
Target unit's Attack is set to 0 until end of opponent's next turn. It cannot be increased during this time.
It usually takes longer.
Automata Forge
3
Automata Forge : E3
Structure
Instead of attacking, Automata Forge summons a \non an adjacent tile. Pay 3 Energy to decrease Countdown by 1.
Kadum... pssht!
Baleful Witch
3
Baleful Witch : D3
Creature
When Baleful Witch comes into play, any [Curses] on creatures in play are [triggered].
Her power is drawn from the purest spite.
Banner of Ordinance
1
Banner of Ordinance : O1
Structure
When Countdown is 0, you may sacrifice Banner of Ordinance to destroy all [Lingering] spells and [heal] adjacent units by 1.
Unlawful spellcasting will be punished!
Battle Dance
4
Battle Dance : E4
Spell
Target creature and connected creatures have their Countdown reduced by 1.
"Qorran waltzes are played in thunderclap."- Reaver proverb
Bear Paw
2
Bear Paw : G2
Enchantment
Enchanted unit gets +2 Attack and +2 Health. When Bear Paw comes into play, enchanted unit's Countdown is increased 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
1
Beetle Stone : D1
Structure
When another Beetle Stone comes into play, 2 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 gets +1 Attack.
"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 combat], the attacker becomes [poisoned].
"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 Automaton
5
Blast Automaton : E5
Creature
When Blast Automaton damages an opponent unit in combat, adjacent units are dealt 1 [physical damage].
Nobody knows for sure, butsome say each houses a tiny Piddlejack. It's probably nonsense.
Blast Strike
2
Blast Strike : E2
Enchantment
When enchanted creature deals damage, units adjacent to its target are dealt 1 [magic damage].
"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
4
Blightbearer : D4
Creature
Blightbearer takes 1 [poison damage] before attacking. When Blightbearer is destroyed, all creatures on the same row become [poisoned].
In this army, illness is no excuse.
Blightseed
3
Blightseed : D3
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 [magic damage] equal to its Countdown to 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, it gets +2 Attack.
AURRGH... YOU... I... KILL RAAAHH!!
Bloodline Taint
2
Bloodline Taint : D2
Spell
Target unit, and other units on the same side that share a subtype, get [Curse] 1.
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
Ranged or Lobber units on target tile and adjacent tiles 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
Border Treaty
2
Border Treaty : O2
Spell
Non-Order Human creatures you control have +2 Attack.
Although mostly short-lived, a succession of treaties followed the end of the rebellion. It's as yet unclear who stands to gain the most from them.
Bountiful Times
3
Bountiful Times : G3
Spell
Summon a on target tile. Other Bunnies have their Countdown decreased by 2.
"But... there were only a handful yesterday!"
Brain Lice
3
Brain Lice : D3
Enchantment
Enchanted creature becomes [poisoned]. When it is destroyed, draw 1 scroll.
Scratch all you want. The itch is in your head.
Breaker
3
Breaker : G3
Creature
When Breaker deals damage, it gets +1 Attack.
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 increase Countdown by 2 to summon a\n on an adjacent tile.
Befriending wolves isn't hard. Failure, however, can be costly.
Budding Retreat
3
Budding Retreat : G3
Spell
When a creature comes into play, increase owner's [current] Wild by 1.
Only the Earthborn ever set foot in the Vaettr glades of Khaile.
Budding Vaettr
3
Budding Vaettr : G3
Creature
When a Beast comes into play on your side, increase [current] Growth by 1.
A Caller's best friend.
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 [magic 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 damage to an idol during combat, other idols on that side are dealt 1 damage.
Each idol is strongly linked to its Caller.
Canister Automaton
2
Canister Automaton : E2
Creature
When Canister Automaton is destroyed in [melee combat], its attacker is dealt 3 [physical damage].
"It explodes."- Grahm, Animator
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
Caravans of the Expanse
2
Caravans of the Expanse : O2
Spell
Other [Dominion] traits are active.
The Imperial Logisticians are the true warriors of the Empire.
Catapult of Goo
3
Catapult of Goo : E3
Structure
Units attacked by Catapult of Goo have their Countdown increased by 2.
"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 [physical damage].
"This is extremely annoying."- Arhart, Mire Master
Clandestine Orchard
1
Clandestine Orchard : G1
Spell
When a creature comes into play, another [random] creature on the same side has its Countdown decreased by 1.
The Jarls alone know which orchards host the council.
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
5
Cluster Hex : D5
Spell
All units on target tile and adjacent tiles get [Curse] 2.
Curse upon you, and your children, and their children for seven generations.
Concentrate Fire
3
Concentrate Fire : E3
Enchantment
Target Ranged or Lobber unit makes an extra attack after its next attack.
Double the fire, double the fun.
Consolidator Niara
6
Consolidator Niara : G6
Creature
When you play a creature scroll with a subtype not on your side, creatures you control get +2 Attack until end of turn.
The Consolidator alone cansummon the Jarls to council.
Controlled Lightning
2
Controlled Lightning : E2
Spell
Target unit you control makes a ranged attack, dealing damage equal to its Countdown.
When they least expect it... that's when lightning strikes.
Copper Automaton
1
Copper Automaton : E1
Creature
Copper Automaton is destroyed after attacking.
Explosively cute.
Coronation
8
Coronation : O8
Enchantment
Enchanted creature you control has its [base Countdown] set to 1, and gets +6 Attack and +6 Health. When enchanted creature is destroyed, all idols you control are destroyed.
Now crowned Queen-Empress,Caera had Cay deliver unity tothe Empire.
Corpse Strider
2
Corpse Strider : D2
Creature
When an Undead you control is destroyed, Corpse Strider's Attack and Health are increased by 1.
"About one in every thousand husks is actually still breathing. Those are theones to look out for."- Jamra, Expedition Leader
Corpse Theft
4
Corpse Theft : D4
Enchantment
When enchanted creature is destroyed, an Undead copy of that creature is summoned on a random tile on your side.
"That one's mine."- Nuru, Flesh-seamstress
Corpus Collector
4
Corpus Collector : D4
Creature
When Corpus Collector destroys a creature, summon a with 2 Countdown on an adjacent tile.
"Alas, this one's no good. Not enough arms."- Orren, Corpus Collector
Corrode
3
Corrode : E3
Spell
Units deal double damage to idols until end of turn. If a unit destroys an idol this turn, draw 1 scroll.
Even the Machines know heresy.
Crimson Bull
3
Crimson Bull : G3
Spell
Units you control get +2 Attack until end of turn.
Drink, and take flight!
Crone
3
Crone : G3
Creature
Crone does not attack. When Crone is destroyed in 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 gets +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. 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
Spell
Target unit gets [Curse] 3.
"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 [magic damage].
When someone else is paying, who cares about the price?
Darkstrike
4
Darkstrike : E4
Spell
Deal 2 [magic 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 turns, enchanted creature's Countdown is decreased by 2 and it is dealt 1 [magic damage].
"I love music. Especially wardrums." - Harald, Berserker
Deathly Grasp
2
Deathly Grasp : D2
Spell
Target creature gets [Slayer] until end of turn.
A blow that leaves no bruises.
Decimation
3
Decimation : O3
Spell
Units on target row are dealt 1 [magic damage]. Opponent's idol on that row is dealt 2 damage.
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 [magic 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 owner's hand. If it was destroyed by damage from another unit, that unit is returned to its owner's hand.
"Let's try that again."- Lord Ungstram, Royal Strategist
Doomteller
4
Doomteller : D4
Structure
When Doomteller's Countdown becomes 0, opponent idols take 2 damage.
"No rush. Their demise is inevitable."
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, 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 gets +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
Other creatures you control on the same row have +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 1 scroll.
"I deal in confusion. I buy it from you, and sell it to your enemy."- Isurd, Scryer
Eager to Battle
3
Eager to Battle : G3
Spell
Creatures with [base Attack] 2 or less come into play with [Haste].
Early bird gets the worm. Hasty hunter gets the bird.- Kinfolk saying
Earthbond
2
Earthbond : G2
Enchantment
Enchanted unit gets +2 Health.
The Earthborn don't budge.
Earthboon
2
Earthboon : G2
Enchantment
Enchanted unit gets +2 Attack for each [Lingering] spell in play. Whenever a Lingering spell is played, enchanted unit's Countdown is decreased by 1.
Revel in the magic while it lasts.
Earthborn Keeper
3
Earthborn Keeper : G3
Creature
When a unit comes into play on your side, Earthborn Keeper gets +1 Attack until end of turn.
Two is company, three is a horde.
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 is dealt 1 [pure damage].
Earthen Mirth
4
Earthen Mirth : G4
Enchantment
Enchanted unit gets +4 Attack.
Weapons mean nothing. Motivation is everything.
Earthen Splendour
2
Earthen Splendour : G2
Spell
Enchanted units you control get +1 Attack and +2 Health.
A blessing, woven into the humming earth and the keening winds.
Earthen Testament
2
Earthen Testament : G2
Spell
Enchanted units you control have their Countdown decreased by 2.
Few can best the Kinfolk on their own soil.
Echomaton
4
Echomaton : E4
Creature
When an opponent plays a spell, Echomaton gets +2 Attack. When Echomaton is destroyed, if Attack is 3 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 gets +2 Attack until end of turn. If that unit destroys another unit this turn, increase Energy by 1.
The best discipline conserves energy.
Effigy of the Queen
2
Effigy of the Queen : O2
Structure
Units adjacent to Effigy of the Queen have [Magic resistance] 2.
The Queen protects!
Elan Vital
1
Elan Vital : G1
Enchantment
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 [physical damage].
"Let's see what happens if we connect these two." -Arran, Machine Priest
Ember Bonds
3
Ember Bonds : E3
Enchantment
Enchanted unit is dealt 2 [magic 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 [magic 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 gets -1 Attack and -1 Health.
Resources are everywhere. It's just a matter of extraction.
Erode
1
Erode : G1
Spell
Target structure is dealt 2 [magic 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.
Essence Garb
2
Essence Garb : D2
Enchantment
Enchanted creature gets +1 Attack and +1 Health.
Fashion that grows on you.
Eternal Statue
2
Eternal Statue : G2
Structure
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. When enchanted creature\nis 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 [physical damage].
"I know what it looks like! Trust me. A few of these will win any siege." - Arran, Machine Priest
Excogitator
5
Excogitator : E5
Structure
Instead of attacking, Excogitator summons a on an adjacent tile. Pay 3 Energy to decrease Countdown by 1.
Expedition Guard
3
Expedition Guard : O3
Creature
Expedition Guard has +1 Attack for each non-Human creature your opponent controls.
"Don't worry. I'll keep any assailants at bay."- Garthe, Expedition Guard
Expurgator
3
Expurgator : D3
Creature
When Expurgator comes into play, any enchantments on its row are destroyed.
There was a crackle in the air as the torch purged the air of miasmic dust. There could be no neglect, lest the entire convoy were to fungify.
Extractor Device
3
Extractor Device : E3
Enchantment
"This is absolutely awesome! It's... great!"- Owin, Machine Operator
Eye of Eagle
1
Eye of Eagle : G1
Spell
Draw 1 creature scroll.
Strategy is nothing if you're blind.
Faith Blessing
2
Faith Blessing : O2
Spell
Target unit you control takes 2 [magic 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 opponent 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 [pure damage], and opponent units on that row get their Countdown increased by 1.
Willingly, but not wisely.
Favored
3
Favored : O3
Enchantment
Enchanted unit gets +2 Health.
After years on the Arren Cape, Cay came to Southport. She stayed but a day, then left with aloyal army.
Feedback Jolt
3
Feedback Jolt : E3
Spell
Each opponent unit is dealt 2 [magic damage] per attached enchantment.
"Magic makes an excellent conduit."- Amhan, Machine Master
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
Sometimes, the Masked get it wrong.
Fields of Strife
3
Fields of Strife : O3
Spell
All Knights have their Attack increased by the number of friendly units on the same row.
"So many crows!"- Ihrbraman, Creature Collector
Fierce Tactics
3
Fierce Tactics : G3
Spell
Your melee creatures become [Relentless] until end of turn.
"They have the weapons, but we have the will!"- Halm, Berserker
Fjords of Vigor
2
Fjords of Vigor : G2
Spell
Units you control costing 3 or less have +1 Attack.
The mystics have long understood the exceptional properties of the stream.
Fleetness
2
Fleetness : O2
Enchantment
Enchanted unit's [base Countdown] is decreased by 1.
Faster is better than Stronger.
Flesh Animator
4
Flesh Animator : D4
Creature
When Flesh Animator's Countdown becomes 0, all Undead creatures have their Countdown decreased by 1.
The Mudo seek out animators even before they die, to make sure they're well cared for.
Flip
2
Flip : O2
Spell
Move target opponent unit to another tile on the same side.
A shift in perspective isn't always a good thing.
Focus
1
Focus : O1
Spell
Target creature gets +3 Attack until end of turn.
If it's worth killing, kill it good!
Fodder Pit
2
Fodder Pit : E2
Spell
All units with [Pillage] have +2 Attack.
A flock that eats together, stays together.
Forbidden Ruins
3
Forbidden Ruins : D3
Spell
All non-combat damage against idols is increased by 1.
Callers tread lightly where magic falters.
Frost Gale
2
Frost Gale : G2
Spell
Deal 1 [magic damage] to all units.
Bad weather is a great weapon. If only you could aim it.
Frost Wind
2
Frost Wind : O2
Spell
Units on target tile and adjacent tiles have their Countdown increased by 1.
Packing an extra blanket is always good. Or five, if you're heading north.
Frostbeard
3
Frostbeard : G3
Creature
When Frostbeard is destroyed in combat, units you control get +2 Attack until end of your next turn.
An honorable death is not to be mourned; it's a blessing.
Fulmination Conduit
3
Fulmination Conduit : E3
Structure
Fulmination Conduit counts up instead of down at the beginning of its turn. You may sacrifice it to add its Countdown to your [current] Energy.
Fungify
2
Fungify : D2
Enchantment
Enchanted creature gets +5 Health, and its [base Countdown] is 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 no more units than your opponent, Gallant Defender has [Armor] 2.
"Hold the walls! Protect your own!"- Cay, Royal Envoy
Gloomstone Treaty
2
Gloomstone Treaty : D2
Spell
When a non-Decay creature you control is destroyed during your opponent's turn, summon a Revenant in its place.
One does not lightly sign a treaty with the artifacts of Ilmire.
God Hand
8
God Hand : G8
Spell
Units you control get +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, enchanted creature gains Attack and Health equal to the number of structures you control. Structures you control take 2 [magic damage].
When you wear machines, laundry day is your greatest worry.
Grave Gruel
2
Grave Gruel : E2
Spell
Foul and fetid with a hint of nausea.
Gravehawk
2
Gravehawk : G2
Creature
Gravehawk gets +1 Attack for each Gravelock you control.
"Mom always said I'd end up in bad company. If she only knew..." - Ryssa, Gravehawk
Gravelock Burrows
2
Gravelock Burrows : E2
Spell
When a Gravelock you control is dealt damage, your other Gravelocks get +1 Attack until end of your turn.
Like poking a stick in a bee's nest.
Gravelock Elder
5
Gravelock Elder : E5
Creature
Other Gravelocks you control have +1 Health.
Gravelocks look up to their elders... literally.
Gravelock Freak
6
Gravelock Freak : E6
Creature
When another Gravelock you control takes damage, Gravelock Freak's Countdown is decreased by 1.
Stone teeth, metal maw. Rend limb, bone gnaw.
Gravelock Guard
2
Gravelock Guard : E2
Creature
They are the origin of the saying "I smell trouble."
Gravelock Outcast
3
Gravelock Outcast : E3
Creature
Pay 1 Growth to fully [heal] Gravelock Outcast.
"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 each 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!
Grounds of the Fallen
3
Grounds of the Fallen : O3
Spell
All Humans have +1 Attack and [Magic resistance] 1.
The only flowers here, are either bone white, or blood red.
Gun Automaton
2
Gun Automaton : E2
Creature
A special kind of turtle.
Gusty Izulr
6
Gusty Izulr : G6
Creature
"Relationship to Nogs unknown. Both have feathers."- Ihrbraman, Creature Collector
Halls of Oum Lasa
6
Halls of Oum Lasa : D6
Spell
At the beginning of your turn, [sift] 3 random scrolls from your discard pile, and draw 1 of them.
No rule in the Sanctuary, but Oum Lasa rule.
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, 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
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 [physical 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, 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
Opponent units have their [Move] decreased by 1 until end of their turn.
You're thankful for surviving battles past, until you crumble under the weight of the memories.
Hunter's Treaty
2
Hunter's Treaty : G2
Spell
If you control creatures from multiple factions, creatures you control have +2 Attack.
Sometimes, kinship reaches further than family.
Husk
1
Husk : D1
Creature
Hollow, haggard, happy to help.
Hymn
1
Hymn : G1
Spell
Target unit is fully [healed].
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 an 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 gets +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 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. Increase Order by 1.
From the furthest reaches of the Empire, they hauled their gear. Now, the time has come to use it.
Imperial Scepter
5
Imperial Scepter : O5
Structure
On the verge of collapse, the city of Ochre brought to the battlefield the Imperial Scepter. In its shadow, the battle turned.
Incendiaries
3
Incendiaries : E3
Spell
Deal 3 [magic damage] to all opponent structures.
It's raining cats and bombs.
Infected Gravelock
2
Infected Gravelock : D2
Creature
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
When Infectious Blight comes into play, enchanted creature becomes [poisoned]. If it is destroyed by poison, a random creature on the same side gets Infectious Blight.
The plague doesnot discriminate.
Inferno Blast
3
Inferno Blast : E3
Spell
Deal 1 [magic damage] to target tile and adjacent tiles.
The power of ten men in one practical projectile.
Infested Husk
2
Infested Husk : D2
Creature
When Infested Husk is destroyed, a random opponent creature becomes [poisoned].
"My last expedition to the mire was perilous at best. This is something else entirely."- Jamra, Expedition Leader
Infiltrate
3
Infiltrate : O3
Spell
Target unit's Countdown is increased by 2. Draw 1 scroll.
"Create a diversion. I'll snag the map."
Invocation Sentry
3
Invocation Sentry : D3
Structure
When a [Lingering] spell is played, a random opponent idol is dealt 2 damage.
Mask bearers die, but their power lingers.
Ire And Bile
2
Ire And Bile : D2
Spell
All units get [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
Deal 1 [magic damage] to target unit. It gets +1 Attack until end of turn, and its Countdown is decreased by 1.
A whip for steel hides.
Ironclad Reaver
5
Ironclad Reaver : E5
Creature
"I've always liked brawling. It's my favorite game."- Reaver Khaplan
Irva, Voice of the Dead
5
Irva, Voice of the Dead : D5
Creature
When an Undead you control deals damage, Irva makes a ranged attack dealing 2 [physical damage].
Haunted by a thousand forgotten voices, she speaks.
Jarl Urhald
8
Jarl Urhald : G8
Creature
All Jarls inspire loyalty and courage. Urhald lives it,breathes it.
Junkyard
1
Junkyard : G1
Structure
Rats you control have +1 Attack and +1 Health.
Rats aren't picky.
Just Conviction
3
Just Conviction : O3
Spell
Soldiers you control have +1 Attack.
"My soldiers know what's mine. That's what I like about them."- Queen-Empress Caera
Ka Zum Driller
5
Ka Zum Driller : E5
Creature
"It's made to take onmountains. Magical rocksare nothing, really."- Krys, from Ka Zum
Kabonk
2
Kabonk : O2
Spell
Deal 1 [magic damage] to target unit. Draw 1 scroll.
Ouch!
Keen Warden
1
Keen Warden : G1
Creature
"We're one with this forest - the birds, the bunnies and the snakes."- Poy Pohi, Grove Warden
Keeper's Pledge
2
Keeper's Pledge : G2
Spell
When a creature comes into play, other creatures on that side get +1 Attack until end of turn.
“Jarl, it is not my duty tofight for you, just to honorthe Pledge.”- Aer Lindr, Earthborn Keeper
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
Kinfolk Jarl has +1 Attack for each adjacent creature.
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.
Knight Sergeant
5
Knight Sergeant : O5
Creature
When Knight Sergeant's Countdown becomes 0, adjacent Knights have their Countdown decreased by 1.
A single Knight is formidable. An army of Knights is unstoppable.
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, it is [healed] by 2.
Search the ponds. Find one and your name is eternal.
Lifestealer
5
Lifestealer : D5
Creature
When Lifestealer deals damage, it is [healed] by 2.
One day he'll pay for these borrowed lives.
Lightning Chest
3
Lightning Chest : E3
Spell
Unused Energy is added to your [current] Energy at the start of your next turn.
Danger, do not touch!
Lockling Brood
4
Lockling Brood : E4
Creature
When Lockling Brood is targeted by a spell or enchantment, Lockling Brood is destroyed.
Nasty, numerous and not at all cuddly.
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 +5 Attack, and its [base Countdown] is doubled.
Man shall become metal.
Machination Mindset
2
Machination Mindset : E2
Enchantment
Enchanted melee creature gets [Relentless] and +1 Attack.
No doubt, no fear, no thought.
Machine Chant
5
Machine Chant : E5
Spell
Deal [magic 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. Structures you control have +1 Health. When Machine Divinator's Countdown becomes 0, a [random] structure you control has its Countdown decreased by 1.
Machine Priest
3
Machine Priest : E3
Creature
Machine Priest does not attack. Structures and Automatons you control have +1 Attack.
Deep within the mountainous assembly halls, the Litany Mechanica is sung day and night.
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.
Magma Thrower
3
Magma Thrower : E3
Creature
Magma Thrower's Attack is increased by your [current] Energy resource.
If a problem can't be solved with a gallon of molten rock, it's not worth solving.
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 decreased by 2 until end of its turn. It gets [Curse] 2.
Malice, pure and unguarded.
Mangonel
3
Mangonel : O3
Structure
When Mangonel comes into play, your Mangonels' Countdowns are\nset to the lowest of any you control.
Powerful, portable, and packing a punch.
Mangy Rat
1
Mangy Rat : D1
Creature
Tiny MerchantsTrader of GravesDeath's ServantsFate's Knaves
Mangy Wolf
3
Mangy Wolf : G3
Creature
When Mangy Wolf comes into play, other Wolf creatures you control have their Countdown decreased by 1.
"The fat wolf is not dangerous."- Kinfolk proverb
Melt-Iron Shell
3
Melt-Iron Shell : E3
Enchantment
Dyrran blacksmiths think outside the box. Way outside the box.
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 they control.
Machine victory, no fiddly bits.
Metempsychosis
3
Metempsychosis : O3
Spell
Target unit you control is resummoned on the same tile. Its Countdown is set to its previous value.
Consider the egg. The image of unfulfilled potential, and you eat them for breakfast...
Miasma Well
3
Miasma Well : D3
Structure
When Miasma Well's Countdown becomes 0, a random opponent creature becomes poisoned.
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
Miremare
2
Miremare : D2
Creature
"Intriguing. I want one!"- Ihrbraman, Creature Collector
Monstrosity
3
Monstrosity : D3
Creature
Monstrosity gets +1 Attack for each adjacent Monstrosity, and -1 Attack for other adjacent creatures.
Twisted. Transformed. Terrifying.
Monstrous Brood
4
Monstrous Brood : D4
Spell
Creatures you control with the same name as target creature are sacrificed, and each replaced by a .
A second birth. A new life. More teeth.
Morbid Curiosity
2
Morbid Curiosity : D2
Enchantment
When enchanted creature destroys another creature, enchanted unit's owner draws 1 scroll.
"Show me your organs, and I will tell you who you were."
Mudo Fighter
3
Mudo Fighter : D3
Creature
To be a fighter among the Mudo, one must defeat both foe and famine.
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 1 scroll.
Learning takes time.
Mystic's Storm
2
Mystic's Storm : O2
Spell
Your [Lingering] spells count up by 2, and your opponent's Lingering spells count down by 3.
Time moves forward. Mostly.
Necrogeddon
7
Necrogeddon : D7
Spell
Sacrifice all creatures you control. Creatures sacrificed this way are replaced by at Countdown 0.
"This won't do. Lets start over."- Nuru, Flesh-seamstress
New Orders
1
New Orders : O1
Spell
Your units have their [Move] increased by 1 until end of turn.
REGROUP!
Noaidi
3
Noaidi : G3
Creature
For the Kinfolk, the moose migration marks the beginning of the new year.
Nog
2
Nog : G2
Creature
"Classification very hard. I'm pretty sure it's not a plant."- Ihrbraman, Creature Collector
Nog Nest
2
Nog Nest : G2
Structure
When Nog Nest's Countdown becomes 0, Nog Nest is destroyed and 2 are summoned on adjacent tiles.
Boiling a Nog egg is punishable by death.
Nuru's Needle
3
Nuru's Needle : D3
Enchantment
Enchanted unit's Attack, Health and [Move] are decreased by 1. It gets [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, summon 2 with Countdown 0 at random positions. 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 gets +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.
Amhan's foremost inventionwas the mechanical eye.
Omen of Damnation
3
Omen of Damnation : D3
Spell
When an opponent creature comes into play, a random idol on that side is dealt 1 damage.
"I don't like these marches. I hear Nuru's whispers in the rustling leaves."- Jamra, Expedition Leader
Oppressor's Rule
2
Oppressor's Rule : O2
Spell
Units on one side of a row have their Move decreased by 1 until end of their turn. Any attached enchantments are destroyed.
Imperial law follows the Empire's expansion. Sometimes, it even precedes it.
Orz Disruptor
7
Orz Disruptor : O7
Creature
When a Human you control deals damage to a unit, opponent's idol on that row is dealt 2 damage.
The university's all about magic. The disruptors work as a safeguard, should thingsgo wrong.
Oum Lasa High Guard
6
Oum Lasa High Guard : D6
Creature
Any unit facing Oum Lasa High Guard with no units in between gets -3 Attack and has [Move] 0.
The High Guard defends the most sacred of all: the remains of the ancestors.
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 turns, enchanted structure's Countdown is decreased by 2 and it is dealt 1 [magic damage].
"I know it'll break. I justdon't care."- Arran, Machine Priest
Overgrown Menhir
3
Overgrown Menhir : G3
Structure
When a creature comes into play next to Overgrown Menhir, that creature's Countdown is decreased by 1.
These stones are more than just symbols. They're the voice of Khaile.
Owl
2
Owl : G2
Creature
Hoot. Hoot?
Pack Fowl
3
Pack Fowl : O3
Creature
"The burden of Arom makes life easier for the rest of us. It's truly a blessing."- Niem, about his pack fowl
Pack Husk
3
Pack Husk : D3
Creature
When Pack Husk is destroyed, draw 1 scroll.
Death weighs heavy on us all.
Pest Dissimulator
4
Pest Dissimulator : D4
Creature
When Pest Dissimulator deals damage to a creature, that creature and adjacent creatures become [poisoned].
Don't try and find me.
Pestis
2
Pestis : D2
Enchantment
Enchanted creature has +1 Attack for each Rat on that side. When enchanted creature destroys another unit, summon a on a random tile the same side.
There's no virtue among vermin.
Pickaxe Volunteer
2
Pickaxe Volunteer : E2
Creature
Many hands make light work.
Piercing Projectile
2
Piercing Projectile : E2
Enchantment
Enchanted ranged creature gets [Piercing] and +1 Attack.
"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 units on the same row have -1 Attack.
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 gets +1 Health.
"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.
Potency Burst
1
Potency Burst : E1
Spell
"I don't do subtle."- Enryk, Machine Maker
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
For 3 rounds, damage dealt to enchanted unit is reduced to 1.
Sometimes you've just got to take the hit.
Power Trip
3
Power Trip : E3
Spell
Increase [current] Energy by 6. If it is then 11 or more, draw 1 scroll.
"We need more.""But-""MORE!"
Powerbound
1
Powerbound : O1
Enchantment
When enchanted unit you control is destroyed, increase Order by 1.
"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
Draw 1 Growth, 1 Decay and 1 Energy creature. Increase [current] Wild by 1.
"We don't need reserves.We have prisoners."- Lord Ungstram, Royal Strategist.
Proud Mercenary
3
Proud Mercenary : O3
Creature
Adjacent creatures have +1 Attack.
The start of the expeditions marked the birth of new trades. Mercenaries, guards and porters all found work aplenty.
Proximity Charge
4
Proximity Charge : E4
Structure
When destroyed in [melee combat], attacking unit is dealt 4 [physical damage]. When Proximity Charge comes into play, a copy is summoned adjacent to it.
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 and [effects] from target unit.
The innocence of youth can cleanse the corrupt.
Pushback
4
Pushback : O4
Spell
Target 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 [magic damage] to all structures and 2 [magic damage] to all creatures.
No matter your skill, you can't parry the ground.
Ragged Wolf
1
Ragged Wolf : G1
Creature
Fast and feisty.
Raid
2
Raid : G2
Spell
Any [Pillage] traits on units you control are activated.
"Find the stores! Hungry soldiers won't last long in Khaile."
Rallying
5
Rallying : G5
Spell
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].
You haven't really died until you've been slowly strangled by poisonous roots.
Rat King
4
Rat King : G4
Spell
Target tile and adjacent tiles. Summon three within the spell's area.
Obey the Jarl, but fear the King.
Rattle Hymn
3
Rattle Hymn : D3
Spell
Destroy a random [Lingering] spell your opponent controls. Draw 1 Lingering spell.
Echoing the melody of fate.
Reaping Mask
7
Reaping Mask : D7
Enchantment
Enchanted unit gets +3 Attack and +3 Health. When enchanted unit destroys a creature, draw a creature scroll.
Its promise cannot be resisted for long. Nor can its hunger.
Reaver's Treaty
2
Reaver's Treaty : E2
Spell
Units you control with [Pillage] or [Dominion] have +1 Attack.
The combined might of the reavers and the Mudo finally forced the Empire to withdraw. The rebellion was over; merely a waypoint in history.
Redeploy
2
Redeploy : O2
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 another tile on that side. Its Countdown is decreased by 1.
"Perhaps we should move the catapults to the ridge?"
Regeniture
1
Regeniture : D1
Enchantment
Enchanted unit gets +2 Health. When Regeniture comes into play, the idol behind it is dealt 1 damage.
Sometimes you can squeeze blood from a stone.
Rekindled Spirit
4
Rekindled Spirit : G4
Spell
Sacrifice target creature you control. Destroy all [Lingering] spells. Draw 2 creature scrolls.
"Warriors, not tricks!"-Jarl Urhald
Reloras, Lord Knight
4
Reloras, Lord Knight : O4
Creature
"There's no one I admire more.No one I'd rather see dead."- Jarl Urhald
Replicaton
3
Replicaton : E3
Creature
When Replicaton is destroyed, return to owner's 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.
Resonant Sword
1
Resonant Sword : O1
Enchantment
Think of it as a tuning fork, only sharper.
Restless Bones
3
Restless Bones : D3
Spell
Undead units you control get +2 Attack until end of turn, and their Countdown is decreased by 1.
"Angering the dead is no trivial task." - Grahm, Animator
Return To Nature
3
Return To Nature : D3
Spell
Creatures on target tile and adjacent tiles get -1 Health until end of turn. If a creature with this effect is destroyed, increase Growth by 1.
Wither and begin anew.
Revenant
1
Revenant : D1
Creature
Revenant is destroyed after attacking.
Revenants rose in the hundreds; free from conscience, though not from purpose.
Reversal
2
Reversal : O2
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 is dealt 4 [physical damage].
Strap it on, then stand back.
Righteous Partisan
3
Righteous Partisan : O3
Creature
When Righteous Partisan comes into play, if you have no more units than your opponent, draw 1 scroll.
"My home, my war."
Ripper
1
Ripper : D1
Creature
"I was taught to be ready!"
Roasted Bean Potion
2
Roasted Bean Potion : O2
Spell
Target creature's Countdown is decreased by 1. Its [Move] is increased by 1 until end of turn.
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
Other creatures you control on the same row have +1 Health.
Yes, my Liege. I'll protect them, my Liege.
Royal Inspiration
2
Royal Inspiration : O2
Spell
Draw 1 Knight scroll.
The knights of Aescalon all favor the same lady.
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 get +2 Attack until end of turn.
Honor. Power. Axe.
Rumble
3
Rumble : G3
Spell
Each opponent unit is moved to a random adjacent tile.
Shaken, not crushed.
Ruse
2
Ruse : O2
Spell
Units you control have [Spiky] 2.
"The Kin is a weed in our Imperial garden. It musn't grow."- Lord Ungstram, Royal Strategist
Sanctuary of the Lost
2
Sanctuary of the Lost : D2
Spell
Undead creatures have [Ward].
"Here, my command is law!"-Irva, Voice of the Dead
Sand Pact Memorial
3
Sand Pact Memorial : G3
Structure
When Sand Pact Memorial comes into play, increase [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 gets +2 Health.
"Feed the Construct!"- Nuru, Flesh-seamstress
Scout
2
Scout : O2
Creature
When Scout comes into play, [sift] 3 scrolls from your library. Choose one of them to put on top of your library.
"You know me, general. I'm just full of ruined surprises."
Scout Automaton
3
Scout Automaton : E3
Creature
Other Automatons you control have +1 Attack.
No machine is complete without its smallest gears.
Searing Shackles
2
Searing Shackles : D2
Enchantment
Enchanted unit deals 1 damage to the idol behind it at the end of each of its turns. When enchanted unit moves, it is dealt 2 [magic damage].
Death is the only escape.
Seed of Insurgency
4
Seed of Insurgency : G4
Enchantment
When enchanted creature is destroyed, it's resummoned on the same tile. Its Countdown is set to 1.
Some wars, you just don't quit.
Shambler Sickness
1
Shambler Sickness : D1
Enchantment
Before attacking, enchanted unit is moved to a random adjacent tile.
The mire can do strange things to the mind.
Shrine
3
Shrine : O3
Structure
Other units you control have +1 Health.
With a strong enough faith, you don't need gods for miracles.
Shroud of Unlife
1
Shroud of Unlife : D1
Enchantment
When Shroud of Unlife comes into play, enchanted creature becomes Undead. When enchanted creature is destroyed, a 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
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 [magic 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
6
Sister of the Owl : G6
Creature
An is summoned together with Sister of the Owl. When an Owl deals damage, Sister of the Owl gets +1 Attack.
Knowing and nocturnal.
Skull Shrine
3
Skull Shrine : E3
Spell
At the beginning of your turns, increase [current] Energy by 2.
"Not need proof. Proof here! Skull shrine for gods!"- Uhu Longnose
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.
Slayer Vestige
2
Slayer Vestige : D2
Creature
Vigilant, Deadly. Eternal.
Sleep Moratorium
5
Sleep Moratorium : D5
Spell
[Sift] 3 random scrolls from your discard pile, and draw 1 of them. Gain current Decay equal to its casting cost.
In the mire, "Get up and pull yourself together" has a very different meaning.
Slithering Form
1
Slithering Form : D1
Enchantment
Enchanted melee unit passes through enemy structures and is immune to damage dealt by structures.
A body like mist, the heart of a viper.
Snargl
4
Snargl : E4
Creature
"Snargl Dodge" is the closest thing to sports among gravelocks.
Snargl Brain
1
Snargl Brain : E1
Enchantment
Enchanted unit gets +1 Attack. If Energy is 4 or more, enchanted unit gets +2 Health.
"Not sure what this organ does, but it's located between its eyes."- Ihrbraman, Creature Collector
Snargl Hunter
3
Snargl Hunter : E3
Creature
When Snargl Hunter destroys a non-Human creature, increase [current] Energy by 4 at the start of your next turn.
Hunting in the Carai Range is not for the faint of heart.
Snargl Omelette
3
Snargl Omelette : E3
Structure
Pay 2 Energy: [Sift] 2 Gravelocks from your library, and draw 1 of them. Use this ability only if you have 0 scrolls in hand.
The safest way to eat snargl.
Soldier's Bond
2
Soldier's Bond : O2
Enchantment
When enchanted unit takes damage, units behind it have their Countdown decreased by 1.
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.
"The Giants are no more, so we made new ones."-Amhan, Machine Master
Somata Shift
3
Somata Shift : G3
Spell
Summon a random creature scroll from your library on target tile. Its Health is set to 2.
You sure? Extracting souls this way hurts and is closely related to Ilmire arts.
Soul Scrounger
2
Soul Scrounger : D2
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 on a random tile on your side.
Ilmire mercy is worse than death.
Spark
2
Spark : E2
Spell
Deal 2 [magic 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.
Spotted Lynx
2
Spotted Lynx : G2
Creature
When an opponent creature comes into play, Spotted Lynx's Countdown is decreased by 1.
"The lynx is a remarkable creature. Its pounce is unmatched by anything roaming these woods."- Maans, Forest Keeper
Squire
2
Squire : O2
Creature
Other creatures you control on the same row count as Knights.
Yes, sire. Immediately, sire.
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 [magic damage] to that creature. When State Machine's Countdown becomes 0, it's destroyed.
Originally intended to roast beans.
Steelwood Champion
4
Steelwood Champion : G4
Creature
Steelwood Dedication
2
Steelwood Dedication : G2
Spell
If a creature you control is dealt damage during combat, it is then healed by 3.
Show no fear. The earth will tend to your wounds.
Steelwood Vindicator
3
Steelwood Vindicator : G3
Creature
"Steelwood weaponry is matched only by the shardswords of faraway Ilmire."- Siani's Historia, Vol. III
Stifled Advance
2
Stifled Advance : O2
Enchantment
Enchanted unit's [base Countdown] is increased by 2. When Stifled Advance comes into play, enchanted unit's Countdown is increased by 2.
"They can't attack us if they're busy dodging arrows."
Stirring Effigy
2
Stirring Effigy : O2
Structure
The Empire's greatest never truly die.
Stitcher
4
Stitcher : D4
Creature
When Stitcher's Countdown is 0, you may sacrifice target creature to give another target creature +2 Attack and +2 Health. If you do, Stitcher's Countdown is reset.
Stone Enigma
4
Stone Enigma : E4
Spell
All [Lingering] spells are destroyed. Increase Energy by 1.
This little thing brought down the Mystics of Marnak.
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.
Stone Recluse
3
Stone Recluse : G3
Creature
"Each day's a trial. I tackle them in solitude."- Jehb, Khaile recluse
Storm Runner
3
Storm Runner : E3
Creature
Storm Runners have perfected the art of... throwing.
Stormknight
5
Stormknight : O5
Creature
Stormknight has [Move] 2.
In the Stormknight strategy creed, there's only one sentence; Break their center!
Striped Fangbear
4
Striped Fangbear : G4
Creature
As long as opponent controls any Humans, Striped Fangbear is [Relentless] and has +3 Attack.
The Sisters don't really train fangbears. They simply encourage their natural hate of knights and soldiers.
Sudden Eruption
4
Sudden Eruption : E4
Spell
"Too frequent by far, and utterly horrifying."- Siani, Dyrran Historian
Summons
1
Summons : O1
Spell
Draw 1 structure scroll.
"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 [physical damage].
It's not like they know how it works, exactly... but it's certainly useful.
Swirling Smoke
2
Swirling Smoke : D2
Spell
Target creature and connected creatures have their Countdown increased by 1. Any attached enchantments are destroyed.
"Deep within the mire, the very air churned with a malice I cannot explain."- Frysk, Imperial Scout
Tempest Reaver
4
Tempest Reaver : E4
Creature
Tempest Reaver's Attack is increased by 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.
Terrene Brute
3
Terrene Brute : G3
Creature
When a creature comes into play on your side, Terrene Brute's Countdown is decreased by 1.
"Tread lightly in these woods. These beasts are fidgety."- Halm, Berserker
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 connected units are dealt 2 [magic 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 give target structure +1 Attack.
"Let me just tweak this..."-Amhan, Machine Master
Top Reaver Thea
8
Top Reaver Thea : E8
Creature
"Never fear, Thea's here."
Totem Mask
5
Totem Mask : G5
Enchantment
When a structure comes into play, enchanted unit gets +2 Attack and +2 Health.
"Keep your ring. In comparison, 'tis only a trinket."- Jarl Urhald
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.
Uhu Longnose
4
Uhu Longnose : E4
Creature
When Uhu's Countdown is 0, you may reset its Countdown to increase [current] Energy by the number of Gravelocks you control.
Unbind
3
Unbind : D3
Spell
Destroy target enchanted unit.
What once was no longer is.
Underdog's Spite
3
Underdog's Spite : G3
Spell
Creatures you control with Attack 2 or less have their Countdown decreased 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 gets +2 Attack. When it is destroyed, all other creatures with Uneasy Alliance are destroyed.
This won't end well.
Unforeseen Onslaught
3
Unforeseen Onslaught : D3
Spell
Creatures you control 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 is dealt [magic 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].
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
While Vaettr of the Wild is in play, Growth is increased by 1.
The forest personified. Cute.
Varas, Essence Eater
6
Varas, Essence Eater : D6
Creature
Varas has +2 Attack for each destroyed idol on the board.
"Somehow, I drew Varas out of hiding. I wish I hadn't."- Atmahs, Imperial Quartermaster
Vengeance Veil
2
Vengeance Veil : O2
Enchantment
When enchanted unit takes damage, its Countdown is decreased by 1.
All is blood from behind the crimson veil.
Vengeful Vaettr
2
Vengeful Vaettr : G2
Creature
Not so cute anymore.
Verdant Remnant
5
Verdant Remnant : G5
Structure
When Verdant Remnant's Countdown becomes 0, draw 1 creature scroll.
On the northernmost tip of Reason's End, remnants of a distant past litter the wind-beaten landscape.
Verdant Veil
4
Verdant Veil : G4
Enchantment
Enchanted creature gets +3 Health. As long as its Health is no less than its [base Health], it has [Ward].
"I swear! I saw a person in there!"
Vicious Strike
1
Vicious Strike : E1
Spell
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.
Vilda the Verdant
3
Vilda the Verdant : G3
Creature
Vilda has +1 Attack for each enchantment on your side.
You wouldn't call a great oak weak just because it is slow to attack.
Violent Dispersal
6
Violent Dispersal : E6
Spell
Deal 8 [magic 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, units you control are [healed] by 1.
Refreshing!
Vitriol Aura
1
Vitriol Aura : G1
Enchantment
When enchanted creature deals damage to another creature, that creature becomes [poisoned].
Try not to breathe.
Void Gate
3
Void Gate : D3
Structure
[Physical damage] dealt to Void Gate is instead dealt to the idol behind it.
The sword slashed right through the churning sphere, seeming almost to fall into the void within.
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
There are no innocents in the Mire.
Wildling
3
Wildling : G3
Creature
When a creature comes into play adjacent to Wildling, Wildling is dealt 1 [pure damage] and gets +1 Attack.
Sometimes you just want to be left alone.
Wind-up Automaton
2
Wind-up Automaton : E2
Creature
Wind-up counts up instead of down at the beginning of its turn. Pay 3 Energy to increase Attack by Countdown until end of turn. Countdown is set to 0.
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] equal to the number of units behind it.
"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 Sorceress
3
Wings Sorceress : O3
Creature
When Wings Sorceress's Countdown is 0, you may reset its Countdown to remove the last enchantment or effect from target unit.
Wings Spear
2
Wings Spear : O2
Creature
The Spears are taught the true power of patience.
Wings Warder
2
Wings Warder : O2
Creature
Wings Warder does not attack. Other units you control on the same row have [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.
: 0
: 0
: 0
: 0
Total scrolls: 0

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