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Abilities

Aegis

Aegis protects a unit or player from one enemy spell or effect. It doesn't block friendly effects, nor does it stop battle damage from Killer attacks, Relic Weapons, or normal attacking and blocking.

Ally

Happens as soon as you have a unit of the named type. This can be when you play the unit with Ally or later if there's none of the needed type in play. Ally resets if the unit dies or is returned to hand.

Ambush

An ambush unit can be played at the end of the enemy player's turn, or any time they are attacking you. If you played against a Killer or Relic Weapon attack, an Ambush unit will jump in the way to block that attack.

Amplify

Cards with Amplify will let you repeat their effect when played if you have the extra power specified by the Amplify number. It is optional and may be used more than once.

Bargain

You can play this from your Market if you met its requirement in a single turn. If a Bargain is in your deck, you can build a Market.

Battle Skills

The Battle Skills are Aegis, Berserk, Charge, Deadly, Decay, Double Damage, Endurance, Exalted, Flying, Killer, Lifesteal, Overwhelm, Quickdraw, Reckless, Regen, Revenge, Unblockable, Taunt, Valor, and Warcry.

Berserk

Units with Berserk can make a special double attack one time: If it survives the first round of battle, it will attack again. This can only be used once, and gives the unit Reckless.

Black Market

A Black Market is a Market that can't contain any of the same cards as your starting deck.

Bolster

Once per turn, when you gain Health or Armor, do the listed effect.

Bond

When played, you may exhaust another unit of the same type to reduce this card’s cost by the exhausted unit’s strength.

Charge

Can attack the turn they are played.

Contract

You may pay the number in additional power to get its bonus. If you don’t have enough power to pay some or all of the Contract, the remaining balance is applied as “debt” that is paid at the start of the next turn.

Corrupted

When a unit with Corrupted dies, a 0 strength Nightmare Shade is played. Shades have the ability to sacrifice themselves by paying their corrupted cost to play the starting unit's Summon ability. Shades lose 1 health at the end of each of your turns.

Deadly

Units and spells with Deadly kill any unit they damage, regardless of health. For example, a 1/1 with Deadly can kill a 5/5 attacker.

Debt

Your available power is spent to pay off Debt. If you can't pay it all, you pay at the start of your next turn.

Decay

When this deals damage to unit or relic weapon, that card’s strength and health (or armor) are permanently reduced by that much.

Decimate

When you play a card with Decimate, you can spend a Maximum Power for an additional effect.

Depleted

Isn't usable the turn it is played.

Destiny

When you draw a card with Destiny, you play it immediately for free and draw another card. Destiny cannot be copied.

Devour

When played, you may destroy that many cards from the top of the enemy void to get the listed effect.

Double Damage

Deals double damage.

Echo

When you draw a card with Echo, you receive an additional copy of it. This happens even if you draw it from the void.

Emerge

After three turns, Shifted units emerge and get Unblockable that turn.

Empower

Does something when you play a power card.

Endurance

Units with Endurance ready at the start of each players turn, so they can attack and still be ready to block during the enemy turn. Additionally, they are completely immune to enemy stun and exhaust effects.

Entomb

The ability of a unit with Entomb will activate when it dies. This combines well with effects that sacrifice units as a cost.

Exalted

When a unit with Exalted dies, play a weapon with its strength, health, and other battle skills on one of your units.

Fate

Does something when drawn.

Flying

Flying units can only be blocked by other flying units, but can block ground units normally. They can also be directly attacked by Killer units and Relic Weapons.

Frenzy

Does something when you or a non-attacking unit hits the enemy player.

Hidden

This unit's Strength/Health, text, faction, and types are hidden from the enemy player.

Hunt

The enemy player will discard the specified number of cards from the top of their deck and the hunter receives +1/+1 for each non-power discarded that way. Any power discarded this way, you will draw an Advantage that gives +1 power for each. 

Imbue

When you play a unit with Imbue, you may stun one of your other units and keep it stunned. As long as it’s stunned, this unit gets its strength and health.

Infiltrate

The special ability of a unit with Infiltrate occurs the first time that unit hits the enemy player. It doesn't work while the unit is on defense, such as when it is attacked by a Relic Weapon.

Inscribe

Can be played as the card itself, or as a depleted power of the appropriate faction. This still counts towards your one power for the turn.

Inspire

Units with Inspire grant a bonus to other units you draw.

Intrigue

Spends 2 power when played from your hand for an additional effect

Invoke

When you Invoke a card you draw your choice of a spell, unit, or attachment of its factions.

Killer

A unit with Killer can make one special attack directly against an enemy unit. This can be done the turn it's played, and can target any unit, regardless of Flying, Aegis, or other special abilities.

Lifeforce

Cards with Lifeforce have an effect when their owner gains health.

Lifesteal

Units and spells with Lifesteal give you health when they deal damage, healing you equal to the damage dealt.

Market

You can store up to five unique cards in your market that are not in your main deck when you build your deck. Your market is hidden from the enemy player.

Mastery

All damage dealt by units with Mastery count towards its Mastery ability. When its Mastery number is met, it uses its Mastery ability.

Mentor

Cards with Mentor have an additional effect when played if you exhaust one of your students as a Student. Units that are already exhausted can't be used as a Student.

Muster

When you play both an attachment and a spell in the same turn, a unit uses its Muster ability.

Night

When you start a turn at Night, draw an additional card and take 1 damage.

Nightfall

The first Nightfall card played in a turn makes it Night and extends it by a turn for each player.

Nomad

This unit has Flying on your turn and +X/+X on the enemy turn.

Onslaught

Does something when played if you or any of your units have attacked this turn. This includes standard attacks as well as Killer and Relic Weapon attacks.

Overwhelm

A unit or spell with Overwhelm will deal any excess damage to your opponent on your turn (does not work while blocking).

Pledge

On your first turn, a card with Pledge can be played as a Sigil.

Plunder

You may choose a card in your hand to transform. If the card you chose was power, it becomes a Treasure Trove. If the card you chose was not power, it becomes a Sigil of its factions.

Quickdraw

Units with Quickdraw kill blockers before they can deal damage back. Note that Quickdraw only works while attacking, not while blocking.

Reckless

Units with Reckless must attack.

Recruit

Draw a unit from the top five cards of your deck. If it costs less than this card, play it. Bottom the rest.

Regen

The first time this would be dealt damage, prevent all of it.

Renown

Does something the first time you play a spell or weapon directly on it.

Revenge

When a card with Revenge dies, it permanently loses Revenge and gains Destiny and then it is put randomly into the top ten cards of its owner's deck.

Scout

Look at the top card of your deck. You may put it on the bottom.

Shift

When played, you may instead pay the Shift cost. Shifted units can't attack, block, or be selected until they emerge.

Silence

Remove all text from a card and its attachments.

Spark

Cards with Spark have an additional effect when played after the enemy player has taken damage this turn.

Spellcraft

When you play a weapon with Spellcraft, you may spend power to create and play the listed spell.

Steal

Taking an enemy card is stealing. Stealing a card removes its influence requirements.

Stealth

When you play a Stealth unit it will be Hidden from your opponent. They won’t be able to see what is, including its stats.

Student

Interacts with Mentor

Stun

Exhaust a unit. It can't attack or block next turn.

Summon

Does something when played

Surge

When you gain influence, something happens.

Swift

This spell doesn’t give your opponent a chance to respond.

Taunt

This unit must be blocked.

Transmute

When you reach the listed power amount, if this is in your hand or deck, it transforms into a new card.

Tribute

Cards with Tribute have an additional effect when played if a unit went to your void this turn. This includes units that die or units you discard from your hand and deck.

Twist

Give this unit +1/-1 to gain its effect. Twisting a 1-health unit kills it.

Ultimate

Can only be used once.

Unblockable

Cannot be blocked.

Unleash

When you play this card, create and draw a copy of it. Discard it at the end of the turn. The copy’s cost can’t be reduced.

Valkyrie-Warp

If you have a Valkyrie in play, you can Warp cards with Valkyrie-Warp and get a bonus when you play them.

Valor

This unit gets +1/+1 this turn for each unit that blocks it

Versatile

This can be played as either a relic weapon or a unit weapon

Voidbound

Cards with Voidbound cannot leave the void.

Warcry

Each time a unit or Relic Weapon with Warcry attacks, it grants a permanent bonus to the top-most unit or weapon in your deck. Even if it's a few cards down, you'll get to stack up the bonuses on it over multiple turns.

Warp

You can see cards with Warp when they are on top of your deck, and you can play them as if they were in your hand.