Sort: Alphabetical By cost

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

on 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

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

is destroyed, a random adjacent creature gets Eternal Sword. This weapon was passed down through generations. It never leaves the battlefield.

Ether Pump 4 Ether Pump : E4 Structure When Ether Pump attacks, opponent's units are dealt 1 [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

set 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.