Devana Runestone
Create a Bronze or Silver Monster card.
Create a Bronze or Silver Monster card.
Apply a Hazard to an enemy row that deals 2 damage to all units on contact.
Spying. Move to a random row and deal 1 damage to all other units on it on turn end.
No ability.
Deal 8 damage to a non-Monster faction unit.
Summon all Arachas Drones.
No ability.
No ability.
No ability.
No ability.
No ability.
Spying. Deathwish: If it's the opposite player's turn, Spawn a Bear on a random row on the opposite side.
Deathwish: Strengthen a random ally by 3.
Deathwish: Deal 1 damage to all enemies on the opposite row.
No ability.
No ability.
Destroy an enemy Leader, then boost self by 5.
No ability.
Destroy all other units and clear all Boons and Hazards.
Spying. Deathwish: Boost enemy Hjalmars by 10.
Spying. Damage all other units on its row by 2 and Banish self on turn end.
No ability.
When Consumed, boost Consuming unit by 4. Deathwish: Spawn a Harpy Hatchling on a random row.
Boost all damaged allies under Hazards by 2 and clear all Hazards from your side.
Deal 1 damage to a random enemy.
No ability.
Spying. After 2 turns, destroy all the other Lowest units on the row and Banish self on turn end.
Apply a Boon to an allied row that boosts a random Beast or Vampire by 2 on turn start.
No ability.
No ability.
No ability.
Truce: Boost self by 15, then your opponent draws a Revealed Bronze card.
4 Armor.
Deal 5 damage.
After 3 turns, destroy all the other Highest units on turn start. 3 Armor.
Boost 2 random units in your hand by 1.
Increase the damage dealt by Biting Frost on the opposite row by 1.
Boost this unit by the default power of the last other Dwarf you played.
Deal 1 damage to the Highest enemies on turn end.
Return 2 Bronze or Silver cards from either graveyard to their respective decks.
Whenever this unit is Discarded or destroyed, return it to your deck and Strengthen it by 3.
Destroy an ally and deal damage equal to its power to an enemy.
Boost 3 units in your deck by 2.
Discard all copies of this unit from your deck.
No ability.
Move a card from your deck to your hand, then Discard a random card.
Conceal 2 cards.
Resurrect on a random row with 1 power on turn end. Crew.
Banish your hand and draw that many cards.
Swap a card for one of the same color.
Swap up to 2 cards for Bronze cards.
Add a Lesser Guardian to the top of your opponent's deck.
9 Armor.
Deal 2 damage to an enemy. If it was already damaged, destroy it instead.
Reveal up to 2 of your cards, then Reveal the same number of your opponent's randomly.
Ambush: After 2 turns, flip over on turn start.
Deal 1 damage to self.
Reveal a random card in your hand, with priority given to Bronze, then Silver, then Gold. 2 Armor.
Strengthen all your other Ogroids in hand, deck, and on board by 1.
Swap up to 2 cards.
Spying. Single-Use: Draw 2 cards. Keep one and move the other to the bottom of your deck.
Spying. Single-Use: Move an enemy to this row and draw a card.
No ability.
Deal 1 damage to self.
Spying. Single-Use: Draw 2 cards, keep one and return the other to your deck.
Spying. Single-Use: Look at 2 cards from your deck. Draw one and Discard the other.
Look at your opponent's deck and move a card to the bottom.
Spying. Single-Use: Draw a special card and a unit. Keep one and return the other to your deck.
No ability.
Spawn the Lord of Undvik on the opposite row.
Deal 10 damage to self. Reduce the damage inflicted by 2 for each Beast you played this match.
Boost an ally by 2 whenever you play a Soldier.
Boost the Lowest allies by 1 on turn end.
Deal 1 damage to 3 units.
Whenever this unit is Resurrected, Strengthen it by 3.
Boost a random non-Spying unit in your hand by 1 on turn end.
On turn end, Strengthen the unit to the left by 1, then deal 1 damage to the unit to the right. 5 Armor.
Resilience. Whenever a Dwarf ally appears, boost self by 1.
Choose 3 units. Strengthen allies by 2 and move them to this row. Deal 2 damage to enemies and move them to the row opposite this unit.
Choose One: Spawn a Duda: Companion that boosts 2 units on each side of it by 2; or Spawn a Duda: Agitator that deals 2 damage to 2 units on each side of it.
Reveal 2 cards.
Strengthen an ally by 2 and give it 2 Armor.
Swap a card in your hand with a Bronze special card from your deck.
Boost self by 1 for each damaged or Cursed ally.
If in hand, deck, or on board, boost self by 1 whenever an enemy is destroyed.
Spawn a Spectral Whale on an enemy row.
Move an enemy to the row opposite this unit and apply Biting Frost to that row.
Toggle a unit's Lock status and move it to this row on its side.
Boost self by 3 for each Geralt, Yennefer, Triss and Zoltan card in your starting deck.
Trigger the Deathwish of a Bronze ally.
Conceal any number of units. If allies, boost by 2. If enemies, deal 2 damage.
Boost all allies from a Clan of your choice by 1.
Deal 4 damage to an enemy. If the enemy is under Biting Frost, deal 8 damage instead.
Discard a card. Then make a default copy of a card of the same color from your opponent's starting deck in your hand.
Clear Hazards from its row. 3 Armor. Crew.
Whenever Discarded, Resurrect on a random row; and whenever destroyed, Resurrect in the same position. Then, Weaken self by half.
Choose a Bronze ally and add 2 copies of it to the bottom of your deck.
Whenever a unit is played from either hand on your opponent's side, deal 1 damage to it.
Move all allies on this row to random rows and boost self by 1 for each.
Truce: Draw a card from both decks. Keep one and give the other to your opponent.
Draw a card, then Discard a card.
Choose an enemy or a Revealed unit in your opponent's hand, then move all copies of it from their deck to the graveyard.
Destroy an ally, then play the top card of your deck; or Truce: Destroy an enemy, then your opponent draws and Reveals a Bronze card.
Destroy the Armor of all units, then boost self by half the value destroyed.
Clear Hazards from its row and move a unit to this row on its side.
Boost self by 1 whenever either player draws a card.
Truce: Each player draws a card. The opponent's card is Revealed.
Apply Golden Froth to the row.
Spawn a Wolf on each side of this unit on contact with Full Moon.
Boost by 1 if Impenetrable Fog is on the board on turn end.
Clear Hazards on its row.
Summon a Lubberkin to this row.
Move a Hazard on an enemy row to a different enemy row.
Return a Bronze unit from your graveyard to your deck.
Deal 1 damage to 2 allies and Strengthen self by 2 for each.
Resurrect units as 1-power Draugirs until you fill this row.
Whenever you draw this unit or return it to your deck, boost self by 2.
Swap a card.
Draw 2 cards, then Discard 2 cards.
Deal 2 damage to an enemy and move it to the row above. Crewed: Repeat its ability.
Spawn 2 Cows on each side of this unit.
Boost self by 7. Whenever this unit is damaged, deal 2 damage to self.
Clear Hazards from the row and move 2 allies to it.
Toggle a unit's Spying status.
Return 3 Bronze or Silver units from the graveyard to your deck.
Move all units on a row to random rows.
Deal 2 damage to 5 random enemies on the opposite row.
Boost self by 1 for each Dwarf ally and deal 1 damage to an enemy for each Elf ally.
Set an ally's power to 1 and deal damage to an enemy by the amount of power lost.
Move any card in your deck to the top. If it's a non-Spying unit, boost it by 5.
Truce: Each player draws a unit and sets its power to 1.
Immune. Boost this unit by 7 on first contact with Full Moon.
Boost all Wild Hunt allies by 1. Whenever another Wild Hunt ally appears, boost it by 1.
Deal 3 damage to an enemy. If the enemy is destroyed or is under Biting Frost, boost self by 2.
Resurrect a Bronze or Silver special card from your opponent's graveyard, then Banish it.
Every {Counter} turns, if damaged, Heal self and Strengthen by 2 on turn start.
Move an enemy to the row opposite this unit, then deal damage equal to the number of units on that row.
The next 4 times you Consume a unit, Spawn an Arachas Hatchling on a random row.
Truce: Each player draws 2 cards.
Summon Whispess and Weavess to this row.
Transform a Cursed ally into a default copy of this unit. 2 Armor.
Weaken a unit by 4.
Spawn Impenetrable Fog or Torrential Rain.
Strengthen all your other Dwarves in hand, deck, and on board by 1.
Toggle a unit's Lock status, then move a Bronze unit from your opponent's graveyard to yours.
Discard a Bronze card from your deck.
Move a unit to this row on its side. If it's an ally, boost it by 3.
Spying. If Spying, boost self by 1 on turn start and when this player passes, move to the opposite row. Deathwish: Destroy the Lowest unit on the row.
If any of your other allies or units in hand are boosted during your turn, boost self by 2 on turn end.
Boost Soldier allies by 1.
Consume 2 allies and boost self by their power.
Destroy a random ally, excluding this unit, then boost self by 10.
Deal 1 damage to all enemies except those on the opposite row. If this unit was Revealed, deal damage to all enemies instead.
Spawn 3 Lesser Ifrits to the right of this unit.
Destroy a unit's Armor, then boost self by the amount destroyed.
Boost self by 5 if played from the deck. 2 Armor.
Deal 4 damage to all copies of an enemy unit.
Deal 4 damage to an enemy. If it's Spying, destroy it instead.
Ambush: When a unit is played on your opponent's side, flip over and deal 7 damage to it.
Single-Use: After 4 turns, deal 1 damage to all enemies, then return to your hand on turn start.
Move to a random row and boost all other allies on it by 1 on turn start.
When this unit is damaged or Weakened, transform into a Raging Bear.
Whenever this unit's Armor reaches 0, boost self by 5. 4 Armor.
Deal 1 damage to a random enemy on turn end.
Spawn a Cow Carcass on an enemy row.
Deathwish: Deal 2 damage to units on the opposite row.
Strengthen all your other Insectoids and Cursed units in hand, deck, and on board by 1.
Duel an enemy. 3 Armor.
Boost all allied copies of a Soldier by 2.
Boost self by 2. Crewed: Repeat its ability.
Charm a Bronze enemy with 3 power or less.
Destroy a face-down Ambush enemy.
Deal 7 damage to an enemy; or Set a Revealed opposing unit's power to 1.
Heal an allied Bronze or Silver Machine and repeat its ability. Crew.
Draw a unit, then Consume a unit in your hand and boost self by its power.
Ambush: When your opponent passes, flip over and boost 2 units on each side by 2.
Create a Bronze special card from either player's starting deck.
Whenever an enemy on the opposite row is damaged, boost self by 1. 2 Armor.
Deal 5 damage.
Deal 1 damage to all enemies. If they were already damaged, deal 2 damage instead.
Play a Bronze or Silver Alchemy card from your deck.
Consume the unit to the right and boost self by its power. Every 2 turns, repeat its ability on turn start.
Boost Elf allies by 1. Whenever you Swap this card, trigger its ability.
Summon Brewess and Whispess to this row.
Create a Bronze or Silver Organic card.
Summon Brewess and Weavess to this row.
Play a Bronze or Silver Organic card from your deck.
Deal 5 damage to an enemy.
Choose One: Spawn a Unicorn that boosts all other units by 2; or Spawn a Chironex that deals 2 damage to all other units.
Heal an ally, then boost it by the amount Healed.
Deal 4 damage to an enemy.
Whenever an ally appears, boost self by 1.
Heal 2 allies and give them 3 Armor.
Deal 2 damage to a random enemy. Repeat this ability whenever you Discard a card.
Deal 4 damage. If Resurrected, deal 6 damage instead.
Immune. Consume 3 allies and boost self by their power.
Move to a random row and deal 1 damage to a random enemy on turn start. Deathwish: Deal 4 damage to a random enemy.
Toggle 2 units' Lock statuses.
Duel an enemy.
Deal 1 damage for each card in your hand.
Deal 3 damage to an enemy. If it's Spying, deal 6 damage instead.
On turn end, deal 1 damage to the unit to the right, then boost self by 2.
Deal 1 damage to the same unit 4 times.
Deal 3 damage, then deal 1 damage.
Deal 2 damage to an enemy. Whenever an enemy moves, deal 2 damage to it. Whenever this unit moves, deal 2 damage to a random enemy.
Move an enemy to the row opposite this unit and deal 2 damage to it. If that row is under a Hazard, deal 4 damage instead.
Play a card, then return a Bronze or Silver ally to your hand.
Destroy a Bronze or Silver enemy that is not boosted.
Swap a card with one of your choice and boost it by 3.
Deal 4 damage to an enemy. If it's a Monster faction unit, destroy it instead.
Whenever an enemy appears, boost self by 1.
Boost a unit in your hand by 3.
Drain all boosts from units in your deck.
Deal 5 damage to self. The next time this unit's current power equals its base power, deal 7 damage to 3 random enemies on turn end.
Play a Bronze or Silver Ambush from your deck.
Reveal one of your units and deal damage equal to its base power to an enemy.
Whenever this unit's power changes, except when Reset, boost self by 2.
Ambush: After 2 turns, flip over and Charm the Highest Bronze or Silver enemy with 5 power or less on turn start.
Deal 2 damage to a random enemy. Repeat this ability whenever you Reveal a card.
Reveal up to 4 cards.
Deal 2 damage. Repeat 2 times.
Clear Hazards from its row and boost an ally or a Revealed unit in your hand by 3.
If this unit has no Armor, boost it by 2 and give it 2 Armor on turn end.
If this unit has Armor on turn end, boost adjacent units by 1. 2 Armor.
Deal 2 damage to an enemy. Crewed: Repeat its ability.
Whenever an ally appears, boost it by 1. If it's a Machine, also give it 1 Armor. Crew.
Deal 1 damage to 3 adjacent enemies. Crewed: Increase damage by 1.
Strengthen all your other Clan Tuirseach units in hand, deck, and on board by 1.
Deal 1 damage to all enemies. If a unit is destroyed, apply Ragh Nar Roog to its row.
Summon Eskel and Lambert to this row.
Boost self by 2 for each Spying enemy. Boost self by 2 whenever a Spying enemy appears.
Deal 2 damage to an enemy. For each Spying enemy that appears during your turn, deal 2 damage to an enemy on turn end.
Deal 8 damage to an enemy. If the unit was destroyed, boost all Elves in your hand by 1.
Play a Bronze or Silver Tactic from your deck.
Move 3 enemies to the row opposite this unit and deal 2 damage to them. If that row is under Biting Frost, deal 3 damage instead.
Spawn Alzur's Thunder, Thunderbolt or Arachas Venom.
Toggle 2 units' Lock statuses. If enemies, deal 4 damage to them. Crew.
Deal 4 damage to an enemy. If the enemy is under Blood Moon, deal 7 damage instead.
Discard a Bronze unit from your deck, then deal damage equal to its base power to an enemy.
Resilience.
Reset a unit and toggle its Lock status.
Return each player's Highest Bronze or Silver unit to their deck.
Ambush: When your opponent plays a Bronze or Silver special card, flip over and cancel its ability.
Toggle a unit's Lock status. If it was an enemy, halve its power.
Deal 6 damage to an enemy. Increase damage by 1 for each Wild Hunt unit in your hand.
Reset an ally and Strengthen it by 3; or Reset an enemy and Weaken it by 3.
Spawn Left Flank Infantry and Right Flank Infantry to the left and right of this unit, respectively.
Create a Bronze or Silver Cursed unit.
Boost all copies of this unit in hand, deck, and on board by 1. Repeat its ability whenever a copy of this unit is played.
Look at 3 Bronze units from your opponent's deck. Consume 1, then boost self by its base power.
Deal damage equal to this unit's power to an enemy.
Spawn a Bronze Wild Hunt unit.
Deal 5 damage to an enemy. Whenever you Reveal this unit, trigger its ability.
Destroy the Highest units on an enemy row if that row has a total of 25 or more.
Boost 2 allies by 3.
Every turn, Duel the Highest enemy on turn end. If this unit survives, Heal it by 2 and give it 2 Armor. 2 Armor.
Look at the top 3 cards from your deck, then play 1.
Spying. Play the top non-Spying Bronze or Silver unit from your deck and boost it by 10.
Consume a unit with 7 power or less and boost self by its power.
Boost all other allies and your non-Spying units in hand and deck by 1. Crew.
If losing, Strengthen self up to a maximum of 15 until scores are tied.
Summon Eskel and Vesemir to this row.
Choose One: Destroy an enemy Leader, then boost self by 5; or Play a Bronze or Silver Tactic from your deck.
Summon a Botchling to this row.
Deal 7 damage to a Spying unit. If it was destroyed, Strengthen self by 4.
Spawn Moonlight.
Deathwish: Resurrect this unit to the same position on turn end.
Single-Use, Truce: Make a default copy of a Bronze unit in your hand for both players.
Consume a Bronze or Silver unit from either graveyard and boost by its power.
Play a Bronze or Silver Item from your deck.
Resurrect a Bronze or Silver Draconid.
Deal 3 damage to a random enemy on each row.
Play a Bronze or Silver Spying unit from your deck.
Play a random Bronze or Silver Cursed unit from your deck.
Boost self by the base power of a Revealed Bronze or Silver unit.
Boost an ally by 6.
Drain a unit by half.
Deal 1 damage for each Alchemy card in your starting deck.
Swap a card and boost self by its base power.
Play a Bronze Machine from your deck.
Deal 5 damage to an enemy, then deal 1 damage to all enemies under Blood Moon.
Spawn 3 Wolves on the melee row and apply Impenetrable Fog to the opposite row.
Spawn the last Bronze or Silver Spell you played.
Resurrect a Bronze or Silver Soldier from your opponent's graveyard.
If 5 Elf allies are on the board on any turn end, Summon this unit to a random row.
Deal 1 damage to an enemy and 4 other random enemies with the same power. Crewed: Repeat its ability.
Resilience. Consume an ally and boost self by its power.
Deal 3 damage to an enemy. If it's destroyed, deal 3 damage to another enemy. Crewed: Increase initial damage by 1.
Apply Skellige Storm to an enemy row.
Deal damage equal to this unit's power. If a unit was destroyed, boost all your other Dryads and Ambush units in hand, deck, and on board by 1.
Spawn 2 Harpy Eggs to the left of this unit.
When 4 units are Resurrected while this unit is in the graveyard, Resurrect it on a random row.
Resurrect the next unit you Discard.
Whenever you lose a round, return this unit to your hand. 2 Armor.
Reset a unit.
Boost an ally by 5. Crew.
Deathwish: Spawn 2 Lesser D'ao on this row.
Whenever an enemy is damaged, boost self by 1.
Spawn an Incinerating Trap on an enemy row.
Strengthen 2 non-Leader units in your graveyard by 3.
Deal 3 damage to an enemy. If the unit was not destroyed, boost self by 3.
Summon Vesemir and Lambert to this row.
Gamble with Gaunter: Guess the power of the card he's picked to play it.
Deal 3 damage to 3 enemies and move them to the row above.
Reset all units on a row and remove their statuses.
Spawn a Doomed default copy of this unit to the right of this unit.
Spawn Wilfred to the left of this unit, Wilhelm to the right, and Wilmar on the opposite row.
Deal 1 damage to a random enemy on the opposite row. Repeat 9 times.
Deal 6 damage. If the unit was destroyed, Strengthen the Highest unit in your graveyard by 3.
Boost by 6 if Biting Frost is anywhere on the board.
Play a random Bronze Item from your deck.
Summon all copies of this unit.
Resurrect a non-Support Bronze Dwarf.
Play the top non-Spying Bronze or Silver unit from your deck and give it 5 Armor. 3 Armor.
Return each player's Lowest Bronze or Silver unit to their deck.
Boost 5 random allies by 3.
Spying. Deathwish: Set the power of all units on the row to the power of the Lowest unit on the row.
Resurrect a Bronze Cursed unit.
Resurrect a Bronze or Silver Clan unit.
Spawn a Doomed default copy of this unit on your other rows.
Summon all copies of this unit to this row.
Deal 7 damage to an enemy. At game start, add a Blue Stripe Commando to your deck.
Whenever you Swap this unit, play it automatically on a random row.
Choose a Bronze non-Mage Wild Hunt ally and play a copy of it from your deck.
Reset a unit. If it's a Mage, play a copy of this unit from your deck.
Spawn Torrential Rain, Clear Skies or Arachas Venom.
Whenever you Discard this unit, Resurrect it on a random row.
Play a non-Spying Silver unit or a Bronze Dwarf from your deck.
Resurrect a Bronze or Silver unit from your opponent's graveyard.
Whenever you Reveal this unit, play it automatically on a random row and draw a card.
If there is a Cursed unit on this row, deal 7 damage.
Spawn Torrential Rain, Clear Skies or Alzur's Thunder.
Resurrect all copies of this unit on this row.
If you are losing by more than 25 on turn start, Summon this unit to a random row.
Create a Silver special card.
Whenever you apply Impenetrable Fog to an enemy row, Summon a copy of this unit to the opposite row.
Consume a Bronze or Silver unit from your graveyard and boost self by its power.
Spawn Torrential Rain, Clear Skies or Bloodcurdling Roar.
Whenever you destroy an allied Beast, Summon a copy of this unit to the same position.
Duel an enemy. If it's under Biting Frost, deal double damage.
Spawn Impenetrable Fog, Clear Skies or Alzur's Thunder.
When you play your next Spell or Item, Spawn a Doomed default copy of this unit on its row. 1 Armor.
Choose One: Create a Bronze or Silver Alchemy card; or Play a Bronze or Silver Item from your deck.
Play a Bronze Deathwish unit from your deck.
Boost an ally by 7.
Deal 6 damage to the units at the end of a row.
After 2 turns, Charm the Highest enemy on the opposite row on turn start.
Consume all Bronze and Silver units in your graveyard and boost self by 1 for each.
If in hand, deck, or on board, boost self by 1 whenever you Consume a card. Deathwish: Summon a copy of this unit to the same position.
Deal 7 damage to an enemy on a row with less than 4 units.
Whenever you play a Gold unit from your hand, Summon this unit to a random row.
Spawn Scorch or Epidemic.
Resurrect a non-Cursed Bronze or Silver unit and give it 2 Armor.
Spying. Play the top 2 cards from your deck.
Play a Bronze or Silver special card, then draw a card.
Play Moonlight from your deck.
Spawn Biting Frost, Impenetrable Fog or Alzur's Thunder.
Spawn Biting Frost, Clear Skies or Shrike.
Create a Bronze Nilfgaardian Soldier.
Choose One: Strengthen all your other Relicts in hand, deck, and on board by 2; or Play a Bronze or Silver Relict from your deck and Strengthen it by 2.
Play Biting Frost from your deck.
Choose Two: Boost the Lowest ally by 5; Boost a random unit in your hand by 5; Deal 5 damage to the Highest enemy; Charm a random enemy Elf with 5 power or less.
Boost an ally by half its power.
Transform a Bronze or Silver unit into a Jade Figurine.
Strengthen the Highest non-Spying Bronze or Silver unit in your deck by 2 and play it.
Reveal the Highest unit in your opponent's hand and boost self by its power.
Draw a card, then play a card.
Spawn a Bronze Clan Tuirseach Soldier.
Resurrect a Bronze or Silver special card.
Drain a unit by 3.
Apply Biting Frost to 2 adjacent enemy rows.
Boost all machines on your side of the board by 3.
After 3 turns in the graveyard, deal 6 damage to the Highest enemy and boost the Lowest ally by 6 on turn end.
Boost a unit by the base power of a Bronze or Silver unit in your hand.
Create a Bronze or Silver Northern Realms card.
Spying. Deal 10 damage to the unit to the left.
Resurrect 2 Bronze Deathwish units.
Resurrect a Leader.
If you have exactly 2 copies of each Bronze card in your starting deck, set base power to 22.
Play a different Bronze Dimun unit from your deck.
Create any Bronze or Silver Beast or Draconid.
Copy the power of an enemy.
Spawn a default copy of a random different Bronze Dwarf from your deck.
Look at 2 random Bronze special cards from your deck, then play 1.
Spying. Copy the power from the unit to the left to the unit to the right.
Look at a random Gold and Silver card from your deck, then play 1 and move the other to the top of the deck.
Spying. Deathwish: Spawn Hemdall on a random row on this unit's side.
Spying. Apply Lock status to 2 units on this row, then Drain all their power.
Deal 5 damage to an enemy, then deal 4, 3, 2 and 1 damage to random enemies. Cannot damage the same enemy twice in a row.
Resurrect a Bronze Soldier.
Deathwish: Spawn a Chort on a random row.
Choose a different Bronze ally and play a copy of it from your deck.
Play a random different Bronze Soldier from your deck.
Drain all boosts from a unit.
Play a Bronze Deathwish unit from your deck, Consume it and boost self by its base power.
Spawn a Bear.
Spying. Create any Leader and boost it by 2.
Switch this unit's power with that of a Revealed unit.
Resurrect a Bronze unit from your opponent's graveyard.
Create any Bronze or Silver Spell.
Spying. Boost an ally by 12.
Play a random Bronze or Silver Dwarf from your deck and Strengthen it by 3.
Discard up to 3 cards from your deck and Strengthen them by 1.
Spawn an Ambassador, Assassin or Emissary.
If in hand, deck or on board, boost self by 1 whenever you play a special card.
Spying. Look at 2 random Bronze units from your deck, then play 1.
Play a Bronze Item from your deck.
Deal 1 damage to a Bronze Machine or Soldier ally, then play a copy of it from your deck.
Force 2 enemies on the same row to Duel each other.
Choose One: Play a Bronze or Silver special card from your deck; or Create a Silver Elf.
Play a Bronze Spell, Boon or Hazard from your deck twice.
Resurrect a Bronze Alchemy or Spell card, then Banish it.
Consume a different Bronze unit from your graveyard, then play a copy of it from your deck.
Look at 2 Bronze Spells or Items from your deck, then play 1.
Look at 2 random Bronze Alchemy cards from your deck, then play 1.
Summon all copies of this unit to this row.
Summon all copies of this unit to this row.
Play a random Bronze Hazard from your deck.
Spawn a default copy of a random Gold or Silver unit from your opponent's starting deck.
Summon all copies of this unit to this row. Whenever this unit moves, boost it by 2.
Whenever a different Temerian ally with the same power is played, Summon a copy of this unit to a random row.
Boost all Temerian allies and your non-Spying Temerian units in hand and deck with the same power as this unit by 1. Crew.
Resurrect a Bronze Machine.
Summon all copies of this unit to this row.
Resurrect a lower or equal Bronze or Silver Scoia'tael unit.
Play a random Bronze Organic or Hazard card from your deck.
Choose One: Play a Bronze or Silver Cursed unit from your deck; or Create a Silver unit from your opponent's starting deck.
Summon a copy of this unit to a random row whenever you Reveal a card in your opponent's hand.
Spying. Deathwish: Boost 5 random units on the opposite side by 5.
Choose a Bronze Machine or Kaedweni ally and play all copies of it from your deck. Crew.
Reset all boosted units on a row.
Toggle a unit's Lock status. If an enemy, deal 4 damage to it.
Spawn a random Bronze unit from your faction.
Apply a Hazard to an enemy row that will explode and deal 4 damage to all units when a different special card is played.
Deal 10 damage to a non-Elf unit.
Destroy all the Lowest units.
Deal 6 damage to the Highest enemy on each row.
Choose One: Boost all damaged allies under Hazards by 2 and clear all Hazards from your side; or Play a random Bronze unit from your deck.
Create a Bronze or Silver unit from your opponent's starting deck and boost it by 2.
If losing, Spawn an Imperial Manticore. If winning or tied, Spawn Manticore Venom.
Apply a Boon to an allied row that boosts 2 random units by 1 on turn start.
Spawn a default copy of a non-Leader Gold unit from your opponent's graveyard and boost it by 2.
Apply a Hazard to an enemy row that deals 2 damage to the Highest unit on turn start.
Apply a Hazard to each enemy row that deals 2 damage to the Lowest unit on turn start.
Deal 3 damage to all units on a row.
Boost a random ally on each row by 4.
Choose One: Create a Bronze or Silver Dwarf; or Strengthen a unit by 7.
Choose One: Heal a unit and Strengthen it by 6; or Reset a unit and Weaken it by 6.
Deal 13 damage.
Boost the Lowest Bronze or Silver unit in your deck by 2, then play it.
Choose One: Reset a unit and Strengthen it by 3; or Reset a unit and Weaken it by 3.
Deal damage equal to the base power of a Bronze or Silver unit in your hand.
Halve the power of all Bronze and Silver units on a row.
Spawn a Bronze Necrophage or Insectoid and boost it by 1.
Choose One: Apply a Full Moon Boon; or Apply a Blood Moon Hazard.
Create a Bronze or Silver Scoia'tael card.
Charm a Bronze or Silver enemy with 8 power or less.
Play a Bronze or Silver special card from your deck.
Banish a Bronze or Silver unit from either graveyard, then boost an ally by its power.
Play a Bronze or Silver Officer from your deck and boost it by 1.
Resurrect a Bronze unit with 5 power or less.
Create a Bronze or Silver Skellige Soldier and Strengthen it by 3.
Deal 12 damage to an enemy; or Boost an ally by 12.
Spawn 3 Peasants on a row.
Boost 6 random allies by 2.
Apply a Hazard to an enemy row that deals 3 damage to units on contact.
Apply a Hazard to each enemy row that deals 2 damage to the Highest unit on turn start.
Look at 2 random Bronze units in your deck, then play 1.
Play a Bronze or Silver Soldier, Machine, Officer or Support unit from your deck.
Resurrect a non-Leader Gold unit.
Return a Bronze or Silver Skellige unit from your graveyard to your hand, add the Doomed category to it, and set its base power to 8. Then play a card.
Deal 7 damage to an enemy and move it to the row above. If the row is full, destroy the enemy instead.
Play a Gold unit from your deck and boost it by 2.
Destroy all the Highest units.
Deal 2 damage to 6 random enemies.
If your starting deck has no duplicates, send Shupe on an adventure.
Choose One: Deal 3 damage to all enemies with odd power; or Deal 3 damage to all enemies with even power; or Play a random Bronze or Silver unit from your deck.
Apply a Hazard to an enemy row that deals 2, 1 and 1 damage to the leftmost units on the row on turn start.
Deal 2 damage to all units on a row and clear a Boon from it.
Deal 1 damage to all enemies.
Create a Bronze or Silver Skellige card.
Spawn a default copy of the last Bronze or Silver non-Agent unit that appeared.
Boost a unit by 10.
Look at 2 random cards from your deck, then play 1.
Boost 3 adjacent units by 3 and give them 2 Armor.
Apply a Hazard to an enemy row that deals 1 damage to 2 random units on turn start.
Force 2 adjacent enemies to Duel each other.
Boost a Witcher to 25 power; or Deal 10 damage to a non-Witcher unit. If it survives, boost it to 25 power.
Create any non-Leader Gold unit.
Choose One: Destroy a Bronze or Silver Cursed enemy; or Deal 9 damage and, if the unit was destroyed, Banish it.
Toggle a unit's Resilience status.
Boost the Highest Bronze or Silver unit in your deck by 2, then play it.
Deal 9 damage.
Deal 4 damage to 3 adjacent units.
Transform a Bronze or Silver unit into a Jade Figurine.
Deal 8 damage to an enemy. Repeat once.
Transfer up to 10 power between the Highest and Lowest unit.
Deal 2 damage to 10 random enemies.
Apply a Hazard to an enemy row that deals 2 damage to the Lowest unit on turn start.
Choose One: Create a Bronze Necrophage or Vampire and boost it by 2; or Destroy a Bronze or Silver Necrophage or Vampire.
Destroy an ally. Spawn a Bear.
Deal 5 damage and Spawn a Specter on a random row.
Choose One: Resurrect a Bronze Beast or Cultist; or Heal an ally and Strengthen it by 3.
Choose One: Deal 2 damage to an enemy and all units that share its categories; or Destroy a Bronze or Silver Neutral unit.
Boost 5 adjacent units by 3.
Deal 4 damage to the Highest enemy on each row. Deal 1 extra damage for each copy of this card in your graveyard.
Deal 6 damage to the units at the end of an enemy row.
Create a Bronze or Silver Nilfgaard card.
Replay a Bronze or Silver ally and boost it by 3.
Create a Bronze or Silver Monster card.