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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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