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{| class="wikitable sortable"
[https://d20studios.com/wiki/index.php?title=CardLibrary Library View]
! Name !! Cost !! Description !! Card Type !! Magic School !! Gold Cost !! Power !! Life !! Tags !! Tier !! Card Set !! Other !! Group !! Drop Type !! TableId
 
|-
<div style="overflow-x: auto; width: 100%;">
| Abysmal End || 2 || Destroy an ally. It deals damage equal to its power to visible enemies. || Spell || Void || 250 ||  ||  ||  || 4 || Dark Legion ||  ||  ||  || spells
 
|-
{| class="wikitable sortable" style="width:100%; text-align:center;"
| Animal Growth || 1 || Give ally animal +3/+3. If it's small, mutate it. || Spell || Nature || 100 ||  ||  || Animal || 1 || Core Set ||  ||  ||  || spells
|- style="background:#2c3e50; color:white;"
|-
! Name !! Cost !! Description !! Card Type !! Magic School !! Gold Cost !! Tags !! Tier !! Card Set
| Animal Overrun || 1 || All animals get +2/+2 and Lunge until end of turn. || Spell || Nature || 150 ||  ||  || Animal || 2 || Core Set ||  ||  ||  || spells
{{CardRow
|-
| Name = Abysmal End
| Animate Plant || 1 || Transform a small plant into a 2/4 Carniflower (Vigil, Regenerate (4), Vulnerable (Fire 3))Discard: Draw Carniflower. || Spell || Nature || 150 ||  ||  || Plant || 2 || Mean & Green ||  ||  ||  || spells
| Cost = 2
|-
| Desc = Destroy an ally. It deals damage equal to its power to visible enemies.
 
| Type = Spell
| Magic = Void
| Gold = 250
| Tags =
| Tier = 4
| Set = Dark Legion
}}
{{CardRow
| Name = Animal Growth
| Cost = 1
| Desc = Give ally animal +3/+3. If it's small, mutate it.
| Type = Spell
| Magic = Nature
| Gold = 100
| Tags = Animal
| Tier = 1
| Set = Core Set
}}
{{CardRow
| Name = Animal Overrun
| Cost = 1
| Desc = All animals get +2/+2 and {{k|Lunge}} until end of turn.
| Type = Spell
| Magic = Nature
| Gold = 150
| Tags = Animal
| Tier = 2
| Set = Core Set
}}
{{CardRow
| Name = Animate Plant
| Cost = 1
| Desc = Transform a small plant into a 2/4 Carniflower ({{k|Vigil}}, {{k|Regenerate}} (4), {{k|Vulnerable}} (Fire 3)){{k|Discard}}: Draw Carniflower.
| Type = Spell
| Magic = Nature
| Gold = 150
| Tags = Plant
| Tier = 2
| Set = Mean & Green
}}
{{CardRow
| Name = Animate Tree
| Cost = 2
| Desc = Transform a tree into 4/7 Treant ({{k|Knockback}} (5), {{k|Vulnerable}} (Fire 3)). {{k|Discard}}: Draw a Treant.
| Type = Spell
| Magic = Nature
| Gold = 150
| Tags = Plant
| Tier = 2
| Set = Core Set
}}
{{CardRow
| Name = Ant Pheromones
| Cost = 2
| Desc = All allies get double movement until end of turn.
| Type = Spell
| Magic = Nature
| Gold = 200
| Tags = Insectoid
| Tier = 3
| Set = Mean & Green
}}
{{CardRow
| Name = Ants at a Picnic
| Cost = 4
| Desc = Surround an enemy with four 2/3 Soljuant ({{k|Flying}}, {{k|True Sight}})
| Type = Spell
| Magic = Nature
| Gold = 200
| Tags = Insectoid
| Tier = 3
| Set = Mean & Green
}}
{{CardRow
| Name = Arcane Insight
| Cost = 1
| Desc = Choose 1 of the next 3 cards in your deck and add it to your hand. It costs 1 less.
| Type = Spell
| Magic = Arcane
| Gold = 200
| Tags = Psychic
| Tier = 3
| Set = Space & Time
}}
{{CardRow
| Name = Armored Squirrels
| Cost = 1
| Desc = Summon two 1/1 Armored Squirrel ({{k|Armor}} (1), {{k|Lunge}})
| Type = Spell
| Magic = Nature
| Gold = 100
| Tags = Animal
| Tier = 1
| Set = Core Set
}}
{{CardRow
| Name = Back, to the Future!
| Cost = 2
| Desc = Send an enemy minion to the future. They return at the start of your next turn.
| Type = Spell
| Magic = Celestial
| Gold = 150
| Tags = Timekeeper Hex
| Tier = 2
| Set = Space & Time
}}
{{CardRow
| Name = Barricade
| Cost = 1
| Desc = Place a magic wall on target space until the start of your next turn.
| Type = Spell
| Magic = Arcane
| Gold = 200
| Tags =
| Tier = 3
| Set = Mean & Green
}}
{{CardRow
| Name = Bear Trap
| Cost = 1
| Desc = {{k|Surprise}}: Enemies entering space take 4 damage and are {{k|Immobilized}}.
| Type = Spell
| Magic = Nature
| Gold = 150
| Tags = Trap
| Tier = 2
| Set = Mean & Green
}}
{{CardRow
| Name = Blinded by the Light
| Cost = 2
| Desc = {{k|Blind}} all enemies until end of their turn. Reveal every enemy {{k|Surprise}} and {{k|Stealth}} unit.
| Type = Spell
| Magic = Celestial
| Gold = 250
| Tags = Angel Hex
| Tier = 4
| Set = Angels & Demons
}}
{{CardRow
| Name = Blizzard
| Cost = 4
| Desc = Deal 3 Ice damage to and {{k|Freeze}} units in any 5x5 area.
| Type = Spell
| Magic = Chaos
| Gold = 250
| Tags = Ice
| Tier = 4
| Set = Angels & Demons
}}
{{CardRow
| Name = Blood Ritual
| Cost = 1
| Desc = Destroy an ally to gain Mana equal to its casting cost.
| Type = Spell
| Magic = Void
| Gold = 250
| Tags =
| Tier = 4
| Set = Space & Time
}}
{{CardRow
| Name = Bloodlust
| Cost = 2
| Desc = Target ally gets +3/+0 until ending their turn without attacking.
| Type = Spell
| Magic = Nature
| Gold = 200
| Tags =
| Tier = 3
| Set = Core Set
}}
{{CardRow
| Name = Bloom
| Cost = 1
| Desc = Give an ally +0/+3.If it's a plant, give it +0/+5 and {{k|Resist}} (Fire 3)
| Type = Spell
| Magic = Nature
| Gold = 100
| Tags = Plant
| Tier = 1
| Set = Core Set
}}
{{CardRow
| Name = Bonus Attack
| Cost = 2
| Desc = Melee attack target enemy.
| Type = Spell
| Magic = Celestial
| Gold = 150
| Tags =
| Tier = 2
| Set = Core Set
}}
{{CardRow
| Name = Breed!
| Cost = 1
| Desc = Copy all small and mutant animals.
| Type = Spell
| Magic = Nature
| Gold = 150
| Tags = Animal
| Tier = 2
| Set = Core Set
}}
{{CardRow
| Name = Call to Arms
| Cost = 3
| Desc = {{k|Surprise}}: When enemy moves adjacent to target ally, ants come to the rescue.
| Type = Spell
| Magic = Nature
| Gold = 200
| Tags = Insectoid
| Tier = 3
| Set = Mean & Green
}}
{{CardRow
| Name = Celestial Barrier
| Cost = 1
| Desc = {{k|Surprise}}: When damaged by a ranged action, negate effects and gain {{k|Veil}} until end of turn on target ally.
| Type = Spell
| Magic = Celestial
| Gold = 150
| Tags = Angel
| Tier = 2
| Set = Core Set
}}
{{CardRow
| Name = Celestial Blast
| Cost = 1
| Desc = Deal 4 damage to Void enemy.-OR-Heal ally 4.
| Type = Spell
| Magic = Celestial
| Gold = 150
| Tags = Angel
| Tier = 2
| Set = Angels & Demons
}}
{{CardRow
| Name = Celestial Champion
| Cost = 3
| Desc = Double an ally's base power.
| Type = Spell
| Magic = Celestial
| Gold = 100
| Tags = Angel
| Tier = 1
| Set = Core Set
|}
|}
</div>

Latest revision as of 00:45, 27 February 2026

Library View

Name Cost Description Card Type Magic School Gold Cost Tags Tier Card Set
Abysmal End 2 Destroy an ally. It deals damage equal to its power to visible enemies. Spell Void 250 4 Dark Legion
Animal Growth 1 Give ally animal +3/+3. If it's small, mutate it. Spell Nature 100 Animal 1 Core Set
Animal Overrun 1 All animals get +2/+2 and Lunge until end of turn. Spell Nature 150 Animal 2 Core Set
Animate Plant 1 Transform a small plant into a 2/4 Carniflower (Vigil, Regenerate (4), Vulnerable (Fire 3))Discard: Draw Carniflower. Spell Nature 150 Plant 2 Mean & Green
Animate Tree 2 Transform a tree into 4/7 Treant (Knockback (5), Vulnerable (Fire 3)). Discard: Draw a Treant. Spell Nature 150 Plant 2 Core Set
Ant Pheromones 2 All allies get double movement until end of turn. Spell Nature 200 Insectoid 3 Mean & Green
Ants at a Picnic 4 Surround an enemy with four 2/3 Soljuant (Flying, Sight True Sight) Spell Nature 200 Insectoid 3 Mean & Green
Arcane Insight 1 Choose 1 of the next 3 cards in your deck and add it to your hand. It costs 1 less. Spell Arcane 200 Psychic 3 Space & Time
Armored Squirrels 1 Summon two 1/1 Armored Squirrel (Armor (1), Lunge) Spell Nature 100 Animal 1 Core Set
Back, to the Future! 2 Send an enemy minion to the future. They return at the start of your next turn. Spell Celestial 150 Timekeeper Hex 2 Space & Time
Barricade 1 Place a magic wall on target space until the start of your next turn. Spell Arcane 200 3 Mean & Green
Bear Trap 1 Surprise: Enemies entering space take 4 damage and are Immobilized. Spell Nature 150 Trap 2 Mean & Green
Blinded by the Light 2 Blind all enemies until end of their turn. Reveal every enemy Surprise and Stealth unit. Spell Celestial 250 Angel Hex 4 Angels & Demons
Blizzard 4 Deal 3 Ice damage to and Freeze units in any 5x5 area. Spell Chaos 250 Ice 4 Angels & Demons
Blood Ritual 1 Destroy an ally to gain Mana equal to its casting cost. Spell Void 250 4 Space & Time
Bloodlust 2 Target ally gets +3/+0 until ending their turn without attacking. Spell Nature 200 3 Core Set
Bloom 1 Give an ally +0/+3.If it's a plant, give it +0/+5 and Resist (Fire 3) Spell Nature 100 Plant 1 Core Set
Bonus Attack 2 Melee attack target enemy. Spell Celestial 150 2 Core Set
Breed! 1 Copy all small and mutant animals. Spell Nature 150 Animal 2 Core Set
Call to Arms 3 Surprise: When enemy moves adjacent to target ally, ants come to the rescue. Spell Nature 200 Insectoid 3 Mean & Green
Celestial Barrier 1 Surprise: When damaged by a ranged action, negate effects and gain Veil until end of turn on target ally. Spell Celestial 150 Angel 2 Core Set
Celestial Blast 1 Deal 4 damage to Void enemy.-OR-Heal ally 4. Spell Celestial 150 Angel 2 Angels & Demons
Celestial Champion 3 Double an ally's base power. Spell Celestial 100 Angel 1 Core Set
Celestial Shield 1 Surprise: Prevent next damage. Gain Armor (5) until end of turn on target ally. Spell Celestial 100 Angel 1 Core Set
Celestial Thunderstrike 2 Deal 4 Shock damage, Daze and Immobilize target enemy. Spell Celestial 150 Shock 2 Angels & Demons
Chain Lightning 2 Deal 3 Shock damage on up to 3 enemies closest and visible to each other. Spell Chaos 100 Shock 1 Core Set
Cleanse 2 Remove all enemy buffs. Remove all debuffs afflicting allies. Spell Nature 275 Plant 3 Core Set
Cleansing Fire 1 Remove debuffs from any ally. If it’s Chaos, Heal 4.-OR-Remove buffs from any enemy. Spell Chaos 100 Demon 1 Core Set
Cone of Cold 2 Deal 2 Ice damage to and Freeze units in range 3 cone. Spell Void 100 Ice 1 Dark Legion
Conflagration 2 Deal 2 Fire damage to everything but adjacent allies. Spell Chaos 100 Fire 1 Core Set
Counterspell 2 Surprise: Counter the next enemy spell. Spell Arcane 200 3 Space & Time
Cover of Shadows 2 Surprise: When ally is attacked, give them Stealth until start of their next turn. Spell Arcane 275 3 Core Set
Cure 1 Remove all debuffs from an afflicted ally, heal them 3 and give immune (Poison) and immune (Freeze). Spell Nature 275 Plant 3 Mean & Green
Dark Temptation 3 Give a humanoid enemy minion Armor (3). Control them when your turn starts. Spell Chaos 200 Demon Hex 3 Angels & Demons
Death Blossoms 3 Summon spore pods on all empty spaces in target row or column. Spell Nature 200 Plant 3 Mean & Green
Deconstruct 1 Destroy any enemy's Armor, Equipment and buffs. Draw a card.-OR-Remove debuffs from any ally. Spell Arcane 150 2 Core Set
Demolish 2 Deal 3 Fire damage -OR- Destroy target obstacle and deal 3 Fire damage in 3x3 area. Spell Chaos 150 Fire 2 Core Set
Demonic Lash 2 Deal 3 damage -OR- Give an ally +3/+0 and +3 spaces per move until end of turn. Spell Chaos 150 Demon 2 Angels & Demons
Demonic Projection 2 Deal 6 Psychic damage to target enemy and 3 to you. Spell Void 200 Psychic Demon 3 Angels & Demons
Demonic Strength 1 Give another ally +3/+0.If it's a demon, the caster of this spell gains +0/+3. Spell Chaos 200 Demon 2 Angels & Demons
Detonate 2 Give unit Downfall: Deal 4 Fire damage to 3x3 area. Spell Chaos 150 Fire Hex 2 Core Set
Disintegrate 5 Deal 10 Pierce Fire damage.If defeated, enemy cannot Downfall or revive. Spell Chaos 350 Fire 4 Core Set
Dispel Magic 1 Remove enemy buffs, debuffs and surprises in 3x3 area. Spell Celestial 200 3 Angels & Demons
Divine Orders 3 Issue another order to an ally. Spell Celestial 100 Angel 1 Core Set
Dragon Hatcher 2 Place a 0/4 egg with Downfall: Summon a Dragon Whelp under your control. Spell Chaos 150 2 Mean & Green
Dragons Breath 1 Deal 3 Fire damage to all units in range 3 cone. Spell Chaos 100 Fire 1 Core Set
Drain Life 1 Deal 2 Psychic damage to an enemy and Heal 4. Spell Void 100 Psychic 1 Dark Legion
Enrage 1 All injured allies get +2/+2, Knockback (2) until end of turn. Spell Chaos 200 Orc 3 Mean & Green
Entangle 2 Visible enemies are Immobilized and Anchored until end of their turn. Spell Nature 150 Plant Hex 2 Core Set
Exploding Fireball 4 Deal 6 Fire damage to visible 3x3 area and Knockback (3). Spell Chaos 150 Fire 2 Core Set
Expose the Rear 1 Rotate visible enemies so their backs are facing you. Spell Arcane 250 Hex 4 Angels & Demons
Fire Trap 1 Surprise: Deal 4 Fire damage to enemy entering target space. Trap remains after triggered. Spell Chaos 275 Fire Trap 3 Core Set
Fireball 3 Deal 4 Fire damage to visible 3x3 area. Spell Chaos 100 Fire 1 Core Set
Flash Bomb 2 Deal 2 Shock damage to units in 3x3 area and Daze them. Spell Chaos 150 Shock 2 Core Set
Forbidden Library 1 Draw your last 2 discarded cards and Exile this card. Spell Void 200 3 Dark Legion
Forcefield 1 Give ally Forcefield. Spell Arcane 100 Gravity 1 Space & Time
Forest Energy 2 Place a 0/4 tree. At the start of their turn, adjacent Summoners generate +1 Mana. Spell Nature 200 Plant 3 Mean & Green
Freeze 1 Freeze target enemy. Spell Arcane 150 Hex 2 Space & Time
Freeze Time 3 Freeze all units on the board except Timekeepers. Spell Celestial 200 Timekeeper Hex 3 Space & Time
Frost Nova 1 Deal 2 Ice damage with Knockback (1) to surrounding enemies and Freeze them. Spell Arcane 275 Ice 3 Core Set
Frozen Blades 3 Deal 3 Ice damage to the 3 closest visible enemies and Freeze them. Spell Void 200 Ice 2 Dark Legion
Gate of Fate 1 Place a 0/5 portal. At the start of your turn, it is replaced by the next unit in your deck. Spell Chaos 250 4 Angels & Demons
Gateway 1 Remove any unit from the board until end of turn. If it's an obstacle whose space is now occupied, remove it from play. Spell Arcane 250 4 Space & Time
Giant Meteor 3 Deal 5 Fire damage to any space. Surrounding units take 2 damage and Knockback (5). Spell Chaos 200 Fire 3 Angels & Demons
Glimpse 1 Surprise: Counter the next spell targeting this ally.Having seen what would happen, it was easy to avoid. Spell Celestial 200 Timekeeper 3 Angels & Demons
Grapple 1 Pull a visible unit up to 3 spaces away towards you. Spell Arcane 125 Gravity 1 Angels & Demons
Gravity Blast 1 Push all enemies in front of you 5 spaces away. Spell Arcane 100 Gravity 1 Space & Time
Gravity Gauntlet 2 Pull all allies to you, ignoring enemies and obstacles. Spell Arcane 200 Gravity 3 Space & Time
Gravity Well 2 Pull all enemies 3 spaces towards any space. Can’t affect Summoners your first turn. Spell Arcane 150 Gravity 2 Space & Time
Grease 1 Units in 3x3 area get movement reduced to 1 and Vulnerable (Fire 3) until end of their turn or burned. Spell Nature 200 Hex 3 Dark Legion
Guardian Angel 3 Surprise: When enemy targets chosen ally, an angel protector falls from the sky. Spell Celestial 200 Angel 2 Core Set
Gust of Wind 1 Push all units in front of you 5 spaces away. Spell Nature 150 2 Core Set
Heal All 2 Heal all allies 5 Spell Nature 200 3 Core Set
Heal Major Wounds 3 Heal ally 10 Spell Celestial 200 3 Core Set
Heal Minor Wounds 1 Heal ally 5 Spell Nature 100 1 Core Set
Hurl a Squirrel 1 Hurl a 1/1 Squirrel. Deal 1 damage Spell Nature 100 Animal 1 Core Set
Hyperspeed 1 Double an ally's movement. Spell Celestial 100 Timekeeper 1 Core Set
Ice Bomb 1 Deal 2 Ice damage to enemy and Knockback (5). Spell Arcane 100 Ice 1 Space & Time
Ice Fall 3 Deal 2 Ice damage to non allies in any 5x5 area. Spell Arcane 100 Ice 1 Space & Time
Ice Javelin 1 Deal 2 Ice damage with Pierce to all units between caster and target enemy. Spell Void 150 Ice 2 Space & Time
Ice Shards 2 Deal 3 Ice damage to an enemy and Freeze them. Spell Chaos 150 Ice 2 Core Set
Ice Trap 1 Surprise: Deal 3 Ice damage to and Freeze enemy entering target space. Spell Arcane 150 Ice Trap 2 Space & Time
Imprison 2 Enclose an enemy in a magical cage that blocks sight and attacks until end of their turn. Spell Arcane 200 Hex 3 Angels & Demons
Infest 1 Give enemy: Poison (1) and Downfall: Summon 3/6 Giant Stag Beetle (Flying, Knockback (1), Sight True Sight) under your control. Spell Nature 200 Insectoid Hex 3 Mean & Green
Invoke Elemental 2 Summon an elemental corresponding to the environment of a visible tile. Spell Nature 200 3 Mean & Green
Killer Bunnies 1 Summon two 1/1 Killer Bunny (Pierce). Spell Nature 100 Animal 1 Core Set
Kinetic Armor 1 Give target ally Armor (2). Spell Arcane 100 Psychic 1 Angels & Demons
Lightning Bolt 1 Deal 2 Shock damage to everything in a line from caster. Spell Chaos 100 Shock 1 Core Set
Lightning Storm 2 Fire 3 bolts that Deal 2 Shock damage and Daze closest enemies. Spell Chaos 150 Shock 2 Angels & Demons
Lions Fury 1 Give ally Hexproof, immune (Freeze) and immune (Immobilized) Spell Celestial 200 3 Angels & Demons
Madness 3 Control an enemy minion until ordered or end of turn. Spell Arcane 200 Psychic Hex 2 Space & Time
Mana Burn 1 Generate 3 Mana and take 8 damage. Spell Arcane 350 4 Mean & Green
Mana Loan 1 Gain 3 Mana. Lose 3 Mana on your next turn. Spell Celestial 350 4 Angels & Demons
Mana Surge 1 Generate 2 Mana. Spell Arcane 150 2 Core Set
Mating Season 3 Draw up to 2 insectoid cards from your deck and add them to your hand. They cost 1 less. Spell Nature 250 Insectoid 4 Mean & Green
Meditate 1 Draw a card. It costs 3 less. Receive Vulnerable (All 3) until start of their turn. Spell Arcane 200 3 Space & Time
Melt 1 Remove all debuffs from an ally.-OR-Deal 2 Fire damage to an enemy. Remove buffs and equipment. Spell Chaos 200 Fire 3 Mean & Green
Meteor Shower 3 Deal 3 Fire damage to all units in any 5x5 area. Spell Chaos 100 Fire 1 Core Set
Mind Control 4 Control an enemy minion. Spell Arcane 200 Psychic Hex 3 Space & Time
Mummy's Curse 2 Give enemy: Damage your own Summoner when commanded to attack. Spell Void 350 Hex 4 Angels & Demons
Necrotic Blast 1 Give all units in range 3 cone-3/-3 until end of their turn. Spell Void 150 Hex 2 Dark Legion
Off Sides 2 Swap position of your Summoner with any minion. Spell Arcane 200 3 Space & Time
Orc Battlehorn 1 All allies get +1/+1 until start of their turn. Orcs and Goblins get +2/+2. Spell Chaos 150 Orc 2 Mean & Green
Plague 2 All enemies get -1/-1 until end of their turn. Spell Void 100 Hex 1 Angels & Demons
Poison 1 Give an enemy Poison (2). Spell Nature 150 Hex 2 Core Set
Poison Breath 2 Give units in range 3 cone Poison (2). Spell Nature 200 3 Mean & Green
Poison Cloud 4 Deal 2 damage ignoring Armor and give Poison (2) to all other non-undead units. Spell Void 200 3 Dark Legion
Polymorph 3 Transform enemy minion into a 1/1 Squirrel. Spell Nature 150 Animal Hex 2 Core Set
Power Overwhelming 5 Gain +4/+4, Armor (4), Knockback (4), and deal 4 damage Knockback (4) when melee attacked while armored. Spell Arcane 200 Psychic 3 Core Set
Power Steal 1 Give enemy -1/-0.Gain +1/+0. Spell Void 150 Hex 2 Dark Legion
Prison of Brambles 3 Surround a unit with 0/1 Brambles (Collide: Deal 3 damage, Anchored). Spell Nature 200 Plant 3 Mean & Green
Psychic Blast 1 Deal 2 Psychic damage. If this brings a minion to 3 or less life, command it. Spell Arcane 100 Psychic Hex 1 Space & Time
Purify 1 Heal adjacent ally 5 and remove their debuffs.-OR-Remove adjacent enemy buffs. Spell Celestial 100 Angel 1 Angels & Demons
Raise Dead 3 Revive the last defeated unit under your control. Spell Void 200 3 Dark Legion
Rat Pack 2 Surround an enemy with 31/1 Rat (Inflict -1/-0 until end of their turn.). Spell Void 150 Animal 2 Dark Legion
Reaper of Souls 3 Give all units -0/-1.Gain +0/+1 for each unit. Spell Void 275 Hex 3 Dark Legion
Redirect 2 Surprise: Redirect next enemy spell cast on ally to its caster or closest legal target. Spell Arcane 250 4 Space & Time
Reflect Damage 2 Surprise: Target ally redirects damage to its source. Spell Celestial 100 1 Mean & Green
Regeneration 1 Give ally: Regenerate (2). Spell Nature 150 Plant 2 Core Set
Rejuvenate 1 Shuffle your last 3 discarded cards back into your deck and Exile this card. Spell Nature 150 Plant 2 Mean & Green
Restoration 4 Heal an ally 15 and remove all of their debuffs. If healed 10 or less, give them +0/+5. Spell Celestial 250 4 Angels & Demons
Resurgence 1 Recover your last discarded damage spell and add it to your hand. It costs 1 less. Spell Chaos 200 3 Mean & Green
Revive 3 Revive your last Guardian defeated in this battle. Spell Celestial 200 3 Core Set
Ring of Fire 2 Give ally: Deal 3 Fire damage when melee attacked. Spell Chaos 275 3 Core Set
Roar 1 Surprise: When this ally is melee attacked, Pacify surrounding enemies Spell Chaos 200 3 Core Set
Rust 1 Destroy all buffs and equipment on any enemy and Deal 2 damage. Spell Void 250 4 Dark Legion
Sacrifice 1 Destroy an ally to heal 5 and remove debuffs. Spell Void 150 2 Dark Legion
Savage Transformation 2 Transform into a 4/13 Bear (Swipe, Knockback (1), Inflict Daze) until your next turn. Spell Nature 275 Animal 3 Mean & Green
Screaming Skull 1 Deal 2 damage to an enemy and give them -2/-2 until end of their turn. Spell Void 100 Hex 1 Dark Legion
Seeker Barrage 2 Fire 3 Seeker Missiles at closest enemies anywhere. Each deals 2 damage. Spell Arcane 100 1 Core Set
Seeker Missile 1 Deal 2 damage to any enemy. Deal 3 if it's not a Summoner. Spell Arcane 100 1 Angels & Demons
Shadow Bolt 2 Deal 4 damage to an enemy.-OR-Heal ally Void unit 6. Spell Void 125 1 Dark Legion
Shatter 2 Deal 2 damage. If target is a frozen or petrified minion or obstacle, destroy it. Spell Arcane 150 Hex 2 Space & Time
Shockwave 1 Daze all enemies. Spell Arcane 150 Hex 2 Angels & Demons
Silence 3 Target enemy Summoner cannot cast spells until end of their turn. Spell Arcane 200 Psychic Hex 3 Core Set
Siphon Mana 2 When target enemy unit is defeated, generate Mana equal to its casting cost. Spell Void 200 Hex 3 Dark Legion
Skeletal Legion 4 Summon Skeleton Warriors on all surrounding spaces. Spell Void 200 3 Dark Legion
Skeleton Warriors 1 Summon two 1/1 Skeleton Warrior (Block). Spell Void 100 1 Dark Legion
Slow Time 2 Reduce non-Timekeeper enemy's movement to 1 space per turn. Spell Celestial 150 Timekeeper Hex 2 Core Set
Smite 3 Destroy a wounded enemy minion. Spell Celestial 150 Hex 2 Core Set
Spirit Recall 3 Give ally Surprise: Downfall: Revive with 10 life or 5 if Summoner. Spell Celestial 200 3 Angels & Demons
Spoil the Surprise 1 Surprise: Counter any enemy Surprise or the next spell targeting this ally. Spell Chaos 350 4 Mean & Green
Stolen Dreams 2 Steal a card from enemy Summoner's hand and play it on the closest valid target. Spell Chaos 200 3 Angels & Demons
Swarm 4 Surround an enemy with 31/1 Yellowjacket (Flying, Inflict Poison (1), Sight True Sight).Not the bees! Spell Nature 250 Insectoid 4 Mean & Green
Swift Strike 1 Surprise: Target ally strikes first with +5/+0 when melee attacked. Spell Celestial 150 2 Mean & Green
Tactician 1 Visible allies gain Vigil until start of their turn. Spell Celestial 200 3 Angels & Demons
Teleport 1 Relocate to any space. Can't be cast on your first turn. Spell Arcane 200 3 Space & Time
Temporal Storm 4 Send allies in 3x3 area to the future. Return them to the board at the start of your turn. Spell Celestial 250 Timekeeper 4 Space & Time
Three Point Palm 2 Deal 3 damage Knockback (3) to an adjacent enemy and give them Downfall: Deal 3 Fire damage to 3x3 area. Spell Celestial 200 2 Angels & Demons
Time Bomb 2 Deal 2 damage to units in 3x3 area. Non-Timekeeper movement is reduced to 1 until end of their turn. Spell Celestial 150 Timekeeper 2 Space & Time
Time Flux 5 You may issue another order with each of your allies. Spell Celestial 200 Timekeeper 3 Space & Time
Time Trap 1 Surprise: When enemy enters space, remove them from board until the start of your next turn. Spell Celestial 200 Trap Timekeeper 3 Space & Time
Time Travel 2 Remove your Summoner from the board until the start of your next turn. Spell Celestial 125 Timekeeper 1 Space & Time
Touch of Death 3 Destroy an adjacent enemy minion. Spell Void 150 Hex 2 Dark Legion
Toxic Spores 3 Give all enemies Downfall: Summon 2/4 Carniflower (Vigil, Regenerate (4), Vulnerable (Fire 3)) under your control. Spell Nature 275 Plant Hex 3 Mean & Green
Transfer Consciousness 1 Target ally minion becomes your Summoner. Spell Arcane 350 Psychic 4 Mean & Green
Turn Back Time 3 Heal all allies 5 and remove their debuffs. Remove all enemy buffs. Spell Celestial 350 Timekeeper 4 Core Set
Unsummon 1 Return summoned unit to its owner’s hand. It costs 1 less. Spell Arcane 250 Hex 4 Mean & Green
Unusual Size 1 Surprise: Give ally +2/+2 when attacked on enemy turn.Small units get +4/+4. Spell Nature 150 Animal 2 Dark Legion
Vampire Bite 2 Give adjacent enemy -0/-4. Gain +0/+4. Spell Void 150 Hex 2 Dark Legion
Vigilant 1 Give ally Vigil and Taunt. Spell Celestial 200 3 Angels & Demons
Wall of Fire 3 Set a row or column on fire.It deals 2 Fire damage when units enter or start their turn on it for 4 turns Spell Chaos 200 3 Mean & Green
Wall of Ice 2 Create 0/1 Ice Block (Blocks Line of Sight) on all empty spaces in target row or column. Spell Arcane 150 2 Space & Time
Warp Time 1 Choose one of your last three discarded cards and add it back into your hand. It costs 1 less. Spell Celestial 200 Timekeeper 3 Space & Time
Weaken 2 Target enemy gets -2/-2 and can't Block, counter or combo. Spell Void 200 Hex 3 Dark Legion
Withering Heights 4 Summon 5 2/4 Withered Villager (Mindless, Inflict Poison (1), Infect Downfall: Become a copy of this unit.) in visible area. Spell Void 350 4 Dark Legion
Wormhole 2 Jump to any space. Place a portal that swaps unit places at the end of turn. Spell Arcane 250 4 Space & Time

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