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.
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.
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.
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.
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.
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.
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.
A Black Market is a Market that can't contain any of the same cards as your starting deck.
Once per turn, when you gain Health or Armor, do the listed effect.
When played, you may exhaust another unit of the same type to reduce this card’s cost by the exhausted unit’s strength.
Can attack the turn they are played.
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.
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.
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.
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.
When this deals damage to unit or relic weapon, that card’s strength and health (or armor) are permanently reduced by that much.
When you play a card with Decimate, you can spend a Maximum Power for an additional effect.
Isn't usable the turn it is played.
When you draw a card with Destiny, you play it immediately for free and draw another card. Destiny cannot be copied.
When played, you may destroy that many cards from the top of the enemy void to get the listed effect.
Deals double damage.
When you draw a card with Echo, you receive an additional copy of it. This happens even if you draw it from the void.
After three turns, Shifted units emerge and get Unblockable that turn.
Does something when you play a power card.
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.
The ability of a unit with Entomb will activate when it dies. This combines well with effects that sacrifice units as a cost.
When a unit with Exalted dies, play a weapon with its strength, health, and other battle skills on one of your units.
Does something when drawn.
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.
Does something when you or a non-attacking unit hits the enemy player.
This unit's Strength/Health, text, faction, and types are hidden from the enemy player.
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.
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.
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.
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.
Units with Inspire grant a bonus to other units you draw.
Spends 2 power when played from your hand for an additional effect
When you Invoke a card you draw your choice of a spell, unit, or attachment of its factions.
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.
Cards with Lifeforce have an effect when their owner gains health.
Units and spells with Lifesteal give you health when they deal damage, healing you equal to the damage dealt.
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.
All damage dealt by units with Mastery count towards its Mastery ability. When its Mastery number is met, it uses its Mastery ability.
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.
When you play both an attachment and a spell in the same turn, a unit uses its Muster ability.
When you start a turn at Night, draw an additional card and take 1 damage.
The first Nightfall card played in a turn makes it Night and extends it by a turn for each player.
This unit has Flying on your turn and +X/+X on the enemy turn.
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.
A unit or spell with Overwhelm will deal any excess damage to your opponent on your turn (does not work while blocking).
On your first turn, a card with Pledge can be played as a Sigil.
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.
Units with Quickdraw kill blockers before they can deal damage back. Note that Quickdraw only works while attacking, not while blocking.
Units with Reckless must attack.
Draw a unit from the top five cards of your deck. If it costs less than this card, play it. Bottom the rest.
The first time this would be dealt damage, prevent all of it.
Does something the first time you play a spell or weapon directly on it.
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.
Look at the top card of your deck. You may put it on the bottom.
When played, you may instead pay the Shift cost. Shifted units can't attack, block, or be selected until they emerge.
Remove all text from a card and its attachments.
Cards with Spark have an additional effect when played after the enemy player has taken damage this turn.
When you play a weapon with Spellcraft, you may spend power to create and play the listed spell.
Taking an enemy card is stealing. Stealing a card removes its influence requirements.
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.
Interacts with Mentor
Exhaust a unit. It can't attack or block next turn.
Does something when played
When you gain influence, something happens.
This spell doesn’t give your opponent a chance to respond.
This unit must be blocked.
When you reach the listed power amount, if this is in your hand or deck, it transforms into a new card.
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.
Give this unit +1/-1 to gain its effect. Twisting a 1-health unit kills it.
Can only be used once.
Cannot be blocked.
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.
If you have a Valkyrie in play, you can Warp cards with Valkyrie-Warp and get a bonus when you play them.
This unit gets +1/+1 this turn for each unit that blocks it
This can be played as either a relic weapon or a unit weapon
Cards with Voidbound cannot leave the void.
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.
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.