3
0
0
0
2Shield, iron.
If an enemy unit lands on a special tile, sacrifice this.
0
0
0
0
3Search your deck for a spell or action card that shares a type with an allied unit, reveal that card, put it into your hand, then shuffle.
0
0
0
0
2Activate -- When an allied unit is captured, shuffle your discard into your deck, gain 3 morale, then banish this.
0
1
0
0
0As long as you control 5 or more mystics, this may charge to special tiles.
0
0
4
0
3Allistar? He couldn't make it. You got his money?
1
0
0
0
1Whenever an angel enters, this may move to a special tile.
0
0
2
0
2[chaos], [exert]: Sacrifice a unit.
Whenever a unit dies, exile that card.
This has all types and
patterns of units exiled this way.
1
0
0
0
0Inspire (This capturing causes you to gain that much
morale.)
Eunomia sees all, and
appreciates all you do.
0
1
0
0
0The acting unit charges according to this action's pattern.
The tides of
cunning ebb and flow.
2
0
0
0
1Banish a non-order unit on target special tile.
1
0
0
0
2[exert]: Add [order].
You may summon knights to special tiles.
0
0
0
1
1You may summon dragons to special tiles.
2
0
0
0
1As long as you control 5 or more clerics, this may move to special tiles.
0
2
0
0
1[control][control], [exert]: This' pattern becomes a copy of target unit's pattern.
0
0
1
0
3Swap the acting unit's position with target allied unit.
A remarkable
alibi.
0
0
0
1
1When this makes a melee capture, sacrifice it.
0
0
0
1
0When this enters, you may put a differently named minion from your hand onto the field.
0
1
0
0
2Put a unit on target special tile into its owner's deck second from the top.
0
1
0
0
1[control], discard this:
Draw 2 cards, then discard 2 cards.
0
1
0
0
2Flying 1.
This may capture as long as it has vaulted another unit this command.
0
3
0
0
2Players can't issue more than two commands each turn.
[any][control][control],
[exert]: You may issue an
additional control command this turn.
(Commands with factions can only be
used with units of that
faction.)
0
0
0
0
1Activate -- When this would be captured, capture that unit instead.
0
0
0
0
0Units you control are all types.
0
0
0
0
0Whenever an allied minion captures, add [power] or [chaos].
1
0
0
0
2Riding X, where X is the rank of your most advanced minion.
2
0
0
0
5As long as you control 5 knights, this has iron. If this champion lands on the 8th rank, you win.
0
0
1
1
4Riding. Whenever a unit you control dies, you may draw a card.
0
0
0
0
4Activate -- When an opponent issues their second command this turn, choose one:
-
Destroy the commanded
unit.
- Destroy target unit with cost greater than one plus the number of
minions allied with it.
0
0
0
0
1You may issue an
additional command this turn.
0
0
0
0
5[any][any][any], [exert]: You may issue an additional command this turn.
0
0
0
0
1When this dies, shuffle its owner's discard into its owner's deck.
0
0
0
0
2Activate -- When a player casts a spell or summons a unit from anywhere other than their hand, banish that card instead.
0
0
0
0
1See what reverence earns you?
1
0
0
1
1Each player reveals up to one set card they control. For each of those cards, if it's a unit, flip it face-up. If it's a spell, that player may cast it without paying its devotion cost.
0
0
0
1
2[power][power], [exert]: Set a card from hand nearby a piece you control. (Place it face down within one king's move of that piece. If it's a unit, you may turn it face up for its devotion cost.)
0
0
2
0
2Sacrifice a minion:
Add one mana of any faction.
0
0
1
0
1When this dies, seek a champion. (Reveal cards from your deck until you hit, put it in your hand and the rest on the bottom.)
1
0
0
0
1As long as you have a minion on the 5th rank or further, this has riding.
0
0
2
0
4The demon who stalks the night.
0
0
0
0
0Once per game;
[exert]: This jumps to a special tile.
0
2
0
0
3Fear.
When this captures, banish the victim.
0
2
0
0
2This spell costs [any][any] less to cast as long as you control 5 mystics.
Draw 2
cards.
1
0
0
1
1Set up to three cards from your hand anywhere you could summon a unit with "summoning range 3". (Place those cards face down. If any are units, you may turn those face up for their devotion cost.)
1
0
0
0
2Choose a card name, then banish the top 2 cards of your deck. Of those 2 cards, you may cast cards with the chosen name without paying their mana costs until end of turn.
0
1
0
0
0Return a unit at target special tile to its owner's hand.
0
1
0
0
0Divine 1. (Look at the top card of your deck. Put it on the top or
bottom.)
Draw a card.
0
0
0
0
0[exert]: This jumps to
a special tile.
0
0
0
2
2As an additional cost to cast this, reveal a dragon champion from hand.
The acting
unit's pattern and
value become the pattern and value of the revealed card until the end of your
next turn.
0
0
0
1
0At the beginning of your turn, put a fire counter on this. Then you may promote it to a dragon champion with value X or less, where X is the number of fire counters on it.
0
0
0
1
2Destroy a unit on target special tile.
0
0
0
0
0[exert]: Add [order], [control],
[chaos], or [power].
0
0
0
2
0Dragons you summon cost [any] less.
0
0
0
0
0You don't lose the game for not having a general, instead you lose 3 morale at the beginning of each of your turns.
0
0
0
1
3The acting unit's pattern becomes this' pattern until the end of your next turn.
0
0
0
0
2Add two devotion to any faction.
Draw a card.
0
0
0
0
0Sacrificing units doesn't cause you to lose morale.
0
0
2
0
4Fear
0
0
2
0
3This can't move unless you pay 1 morale for each tile it moves.
0
0
3
0
1Flying.
When this enters, return a card from your discard to your hand.
0
0
0
2
4Sacrifice three set cards: Destroy a unit at target special tile.
0
0
0
0
1Banish target card in a discard.
0
0
0
0
0Once per game; When an allied unit would die, you may put it on top of your deck instead.
5
0
0
0
3Inspire
1
0
0
1
2Inspire (This capturing causes you to gain morale equal to the captured piece's value.)
0
0
0
0
0Add [any] for each minion you control.
At the beginning of your opponent's turn,
they add that much [any]
plus two.
0
0
1
1
1Exchange the positions
and control of 2 target units.
You lose morale equal to
their difference in
value.
0
0
0
0
0Once per game;
[exert]: Target allied unit moves according to this' pattern.
0
1
1
0
0Look at the top two cards of target player's deck. You may put those cards on the top
or bottom in any
order.
Draw a card.
1
0
0
0
1When this enters, you may divine 2. (Look at the top cards of your deck. Put them on the top or bottom in any order.)
0
0
0
0
2The acting unit may jump to any
open tile in its current rank.
0
2
0
0
3[order]: Add [control].
[chaos]: Add [control].
[power]: Add [any].
0
0
0
3
2Destroy all units on special tiles.
0
0
0
0
1[power][power]: Jump tiles in this' pattern become tackle tiles until end of turn.
0
0
0
0
2Banish all discards.
1
0
0
0
2Put a shield counter on the acting unit.
(When a unit with a shield counter
would be destroyed (not
captured), remove a shield counter instead.)
1
0
0
0
1Angels cost you [any] less to summon equal to this' rank.
0
1
0
0
2Locust (This captures by vaulting. To vault, repeat the last step of the command one additional time and land on an empty tile.)
1
1
0
0
0Look at the top 3 cards of your deck. Put one into your hand, up to one on top of your deck, and the rest on the bottom of your deck in a random order.
0
0
0
3
4Whenever this captures, add [power] equal to the victim's value.
0
2
0
0
1Enemy units on special tiles can't be commanded.
0
0
1
0
1Hopper
(This can't move unless it vaults over the first unit it encounters and
lands immediately behind
it.)
0
0
0
0
3Activate -- When a piece leaves the field, if it wasn't captured, return that card to the field at the same tile.
2
0
0
0
2Summon range 2.
Flying.
When an allied unit on a special tile dies, this may
tackle to that tile.
2
0
0
0
0Units on special tiles have iron. (They can't be captured)
0
0
0
0
1Locust (This captures by vaulting. To vault, repeat the last step an additional
time and land on an empty
tile.)
Agile as a wave and a splash of mischief.
0
0
2
0
3[any][chaos], [exert], sacrifice a minion: You may issue an additional chaos command
this
turn.
(Commands with factions can only be used with units of that
faction.)
0
0
1
0
1Fear (This capturing causes the defending army to lose twice as much morale.)
2
0
0
0
3Put an iron counter on the acting unit.
(When a unit with an iron counter is
captured (not destroyed),
remove an iron counter instead.)
1
0
0
0
1Discard an angel: Activate this.
0
0
1
0
1As an additional cost to summon this, sacrifice two chaos units.
0
0
3
0
2[exert], sacrifice a demon: target demon gains iron until your next turn.
1
0
0
0
2Until the beginning of your next turn, if target unit dies, instead its controller places it at a special tile.
0
0
0
0
1Put two minions from
your hand onto the field.
1
1
0
0
0Draw 2 cards, then discard a card unless you control an angel and a mystic.
0
0
0
3
1Gain control of a unit with lesser value on a special tile for as long as you control the acting unit.
0
0
0
1
1When this enters, you may search your deck for a kobold unit, reveal it, put it in your hand, and shuffle
0
2
0
0
0Put an ice counter on a unit at target special tile. (When those units would be commanded, remove an ice counter instead.)
0
1
0
0
1The acting unit's pattern becomes the pattern of target unit until the end of your next turn.
0
0
1
1
1Search your deck for any number of cards that share a type, reveal them, shuffle your deck, then put those cards on top in any order.
0
0
1
0
1[chaos][chaos], [exert]: Swap with an allied unit on target special tile.
Death
is not the end, but the
means.
0
0
1
0
1You can't keep them away!
1
0
0
0
2Move the acting unit and each allied unit at a special tile up to two tiles forward. (Each unit can move a different amount.)
0
1
0
0
4[exert], sacrifice: Search your deck for up to four kraken cards. An opponent chooses up to three of them. Discard the chosen cards and summon the remaining krakens without paying their mana cost.
0
0
2
0
2This has the pattern of the most recently commanded enemy champion.
0
0
0
0
0Once per game;
[exert]: This jumps two spaces towards an allied unit, and that
unit jumps to the vaulted
tile.
1
0
0
0
1[order], discard: Destroy target offsides unit.
There is nothing in the church
that demands "Order"
means "Easy to keep track of."
1
0
0
0
2Riding
0
0
0
0
0Activate -- When a player targets a card in a discard, banish up to two cards from graveyards.
0
0
0
1
0Add three devotion to any one faction.
0
0
0
4
2The best sniper in
his size class!
And all the
other ones, too.
0
0
0
0
1When this enters, target player scours 1.
If you only have one path to walk,
you are never truly
lost.
0
0
0
0
1This minion promotes on the 7th rank.
1
0
0
0
2The acting unit moves according to this' pattern.
0
1
0
0
1Locust (This captures by vaulting.)
When this captures, it may capture
again.
0
0
2
0
1Whenever this captures, the defending player discards a card.
1
0
0
0
0Search your deck for up to two minions that share a type with a minion that has died since the beginning of your last turn, reveal them, put them into your hand, then shuffle.
0
0
6
0
2[exert]: You may play target card from your discard. If you do, banish it when it would return to your discard.
0
0
0
0
1The band of
merry men
Full of merry,
married men
0
1
1
0
1Negate target spell. If that spell is negated this way, return it to its owner's
hand.
That spell's
controller discards a card.
0
0
1
1
0Set a card on any tile. (Place that card face down on any tile. If it's a unit,
you may turn it up for its
devotion cost.)
Draw a card.
0
0
0
2
3[power][power][power], [exert]: You may issue an additional power command this
turn.
(Commands with
factions can only be used with units of that faction.)
0
0
0
0
1Target allied unit becomes the class of your choice in addition to its other classes.
(It can now perform
actions of that type. This lasts until the unit leaves the
field.)
Draw a card.
0
0
2
0
1Destroy a unit at target special tile.
0
0
0
2
0As long as this is on your first or second rank, it may capture at move tiles.
0
0
0
0
0Once per game;
[exert]: This may move to a special tile. When it does, an allied
unit may copy that move.
0
0
0
2
0Whenever this captures, you may set a card on that tile. (Place that card face down. If it's a unit, you may turn it up for its cost.)
0
0
0
3
3When this enters, draw a card.
0
1
0
0
0When this enters, you may divine 1.
With the secrets of the deep we can
foretell fate, and for the
right price we can rewrite it.
0
0
0
1
1A pretty thing,
but a delicate one.
0
0
0
3
3The acting unit gains this pattern in addition to its current pattern until it captures.
0
0
2
0
0As an additional cost to cast this, sacrifice 4 warlocks.
Special promote an
allied unit to a demon
champion.
0
1
0
0
2Put two stun counters on a unit on target special tile. (When that unit would be readied, remove a stun counter instead.)
0
0
0
0
1As long as this hasn't moved, it may move to special tiles.
Just like old
times.
0
0
2
0
1
0
0
0
0
0You may begin the game with a pheonix card in your discard. (Choose one from your deck as the game starts.)
0
0
1
0
2You may cast this from your discard.
A symbol of hope.
0
0
1
0
0When this captures, banish at the top card of an opponents deck. You may play that card this turn.
0
0
0
2
3When this enters, you may put a power minion from your hand onto the field.
0
1
0
0
1Locust (This captures by vaulting. To vault, repeat the last step of the command and land on an empty tile.)
0
0
0
1
1A reliable weapon,
as long as you stay close to the target.
0
0
2
0
1[exert], sacrifice: Return another unit from your discard to your hand.
0
0
1
0
1Each player discards a card for each unit they control on a special tile.
0
0
0
1
0Put two poison counters on a unit on target special tile. (Add a poison counter each turn. A unit with 5 poison counters dies.)
0
3
0
0
2Put a stun counter on all units on special tiles. (When those units would be readied, remove a stun counter instead.)
0
1
0
0
1[exert]: Put a boat unit from your hand onto target special tile.
0
0
0
0
0Locust (This captures by vaulting.)
Once per game;
[exert]: All units on
special tiles can't
move until your next turn.
0
4
0
0
2Fear.
Whenever this captures, banish that card.
0
4
0
0
2Riding. Fear.
Whenever this champion captures, banish that card.
0
2
0
0
2Target allied unit jumps according to this spell's pattern.
0
0
2
0
1Destroy target champion with value X or less, where X is the number of cards in your discard.
2
0
0
0
1Put a shield counter on target unit with value X or less, where X is the number of order champions you control. (When that unit would be destroyed, remove a shield counter instead.)
0
0
0
2
1Put a stun counter on target unit with value X or less, where X is the number of power champions you control. (When that unit would be readied, remove a stun counter instead.)
2
0
0
0
4Put a shield counter or an iron counter on a unit at target special tile.
2
0
0
0
2If your general would die, instead banish this and place your general here.
0
0
1
0
0Sacrifice this: You may summon demons to this tile until end of turn.
1
0
0
0
0Remove all counters from units on special tiles. Return set cards on special tiles to their owners' hands.
0
0
0
0
0You may summon pirates directly behind allied boats.
3
0
0
0
3Whenever this captures, draw a card.
1
0
0
0
1Iron from
special tiles.
Whenever your general moves, this may copy that move.
0
1
0
0
1Whenever this moves, units on special tiles may copy that move.
0
0
3
0
0Summon a champion or legend from your discard without paying its costs. You lose morale equal to its value.
0
0
2
0
2Destroy target unit if a unit you controlled with greater value was captured since the end of your last turn.
0
2
1
0
4[any][control][chaos], [exert]: Move target unit one space in any direction if it's defending its ally.
0
3
0
0
5Return all units on special tiles to their owner's hands.
3
0
0
0
4
2
0
0
0
2
1
0
0
1
1Discard your hand, then draw 3 cards.
0
0
0
0
0This may move and shoot to special tiles.
0
0
0
1
2When this enters, draw a card.
0
0
1
0
2Strider
(This champion can't move unless it vaults over the first unit it
encounters and lands anywhere
behind it.)
0
0
1
0
1
1
0
0
0
4
1
0
0
0
1Destroy target offsides unit. (A unit is offsides if it is further ahead than its furthest allied minion. )
1
0
0
0
0Target unit's value becomes 0 until end of turn. Draw a card.
0
0
0
0
1Like stealing candy from a baby.
1
0
0
0
1When this enters, seek an action. (Reveal cards from your deck until you hit, put it in your hand and the rest on the bottom.)
0
0
1
0
1Whenever a unit you control dies, you may draw a card. If you do, discard a card.
0
1
0
0
1Whenever you cast a spell, this may move one space forward.
0
2
0
0
2Locust. (This captures by vaulting.)
Whenever this moves, you may issue
another command this turn.
0
1
0
0
2Units on special tiles lose all abilities. (This doesn't affect patterns, but does remove special tile effects.)
1
1
0
0
2[exert]: Shuffle your deck.
0
1
1
0
0Return target unit you control to its owner's hand.
0
2
0
0
1Play with the top card of your deck revealed. You may play mystic cards from the top of your deck.
0
0
0
0
0Once per game;
[exert]: You may exchange a unit on the field with a unit in your
discard with the same
value.
0
0
1
0
2The acting unit jumps according to this' pattern.
1
0
0
0
0Shield (This minion cannot be destroyed. It can still be captured.)
0
0
2
0
2This champion can't move further than X tiles, where X is the rank of your most advanced minion.
0
0
2
0
3Move the acting unit to any open tile
no further than its current rank. (It can
move anywhere, as long
as it doesn't move forward.)
0
0
0
2
4When this is captured, destroy the unit that captured it.
[power]: Set a card on a
special tile.
0
0
0
1
3Next turn, the acting unit may ranged capture a unit on target special tile, then jump to another special tile.
0
0
0
0
1Whenever you draw a card, this minion may move to a capture tile.
0
0
3
0
3Fear (This capturing causes twice as much loss of morale)
Not everyone is who
they seem.
0
0
1
0
3Look at the top three cards of your deck. Set those cards nearby this unit. (Place those cards face down within a king's move of this unit. If any are units, you may turn them up for their devotion cost.)
0
0
0
2
2[any][any], reveal this from your hand:
Add [chaos], [power], or [order].
When
this checks a general,
that army loses 1 morale.
0
0
0
0
0Once per game;
[exert]: This jumps to any open tile in your starting rank.
0
0
2
0
2The controller of the champion on each special tile puts it on the top or bottom of their deck.
1
0
0
1
2Promote target allied minion.
Banish this.
0
1
0
0
1Negate target spell.
0
1
0
0
1This doesn't exert when performing actions.
0
0
0
0
4Activate -- When a unit enters the field, its controller loses morale equal to its value.
0
0
0
0
1Fear (This capturing causes twice as much loss of morale.)
Their
enemies get a closed casket
funeral.
0
0
0
0
1Iron (This can't be captured. It can still be destroyed)
0
1
0
0
0Summon range 3. Locust.
When this captures, it may capture again.
0
0
2
0
0Target player reveals their hand. You choose a card from it. That player discards that card.
0
0
0
0
1They learned to cast spells at a young age.
0
1
0
0
0Locust (This captures by vaulting. To vault, repeat the last step an additional time and land on an empty tile.)
0
1
0
0
2Units gain locust until end of turn.
(Units with locust capture by
vaulting.)
1
0
0
0
1Whenever you gain morale, each opponent loses 1 morale.
0
2
0
0
2
Whenever this moves, units on special tiles may copy that move.
0
0
0
2
2[any][power], [exert], return this to its owner's hand: Negate target trap.
0
0
0
0
0Whenever this captures, you may promote a minion you control.
0
0
0
3
4This may capture allied units. When it does, you gain morale instead of losing morale.
0
0
1
1
2Reveal target set card you control. If that card is a unit, flip it face-up. Ready that unit.
2
0
0
0
3[exert], exert two angels: You may issue an additional human command this turn. (Commands with types can only be used with units of that type.)
0
0
0
1
1[any][power], [exert]: Set a card on target shoot tile.
0
0
0
2
1When this enters, you may look at target set card.
0
0
1
0
2Put a silence counter on all non-chaos units on special tiles. (Those units lose all abilities.)
0
0
0
1
1This can't move unless you pay [power] for each tile it moves beyond the first.
0
1
0
0
3[exert]: Put a poison counter on an enemy unit on target special tile. (Add a poison counter each turn. A unit with 5 poison counters dies.)
0
0
0
3
5When this captures, destroy all units on special tiles.
It engulfs its prey and
everything nearby.
0
1
0
0
2[control], discard this: Target player shuffles their discard into their deck.
1
0
0
0
2Look at the top X cards of your deck, where X is the number of champions you control. Put 1 into your hand and the rest on the bottom. If you control a minion on the 5th rank or further, put an additional card into your hand.
0
1
0
0
1Whenever this moves, you may move another allied minion. (That minion need not be readied, nor will it become exerted.)
1
0
0
0
0When this captures, you may special promote it.
0
0
0
0
0[exert]: Set a card on a special tile.
0
0
0
0
0[exert]: Add [any][any].
He pondered his humble upbringing, wishing he could do
more.
2
0
0
0
3A wandering beast
It yearns to plow
Let it tend the farm
0
0
0
1
1Sure, they're cute [b]now[/b].
0
0
0
1
1Banish this from your hand:
Add [power].