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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 attack 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.

Battle Skills

The Battle Skills are Aegis, Berserk, Charge, Deadly, Double Damage, Endurance, Flying, Killer, Lifesteal, Overwhelm, Quickdraw, Reckless, Revenge, Unblockable, 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.

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 it is played.

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.

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.

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.

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.

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.

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.

Inspire

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

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

Merchants allow you to store up to five cards in your Market when you build a deck. When cards are retrieved from a Market, they are drawn.

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.

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.

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.

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.

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.

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.

Student

Interacts with Mentor

Stun

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

Summon

Does something when played

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.

Ultimate

Can only be used once.

Unblockable

Cannot be blocked.

Voidbound

This card can't 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.