Tarot Card Collection

Explore the complete tarot deck organized by zodiac classes and archetypes

78 cards found

The Fool

AIRCost: 0
Attack: 1Health: 1

Type: unit

journey
innocence
potential
leap
Leap of Faith: When played, may pay any amount of mana to gain +X/+X where X is mana paid. Draw a card.
Reckless Abandon: When played, discard your hand. For each card discarded, deal 2 damage to any target.

The Magician

AIRCost: 3
Attack: 2Health: 3

Type: unit

manifestation
willpower
skill
focus
As Above, So Below: When played, copy any spell in your graveyard to your hand. That spell costs 2 less this turn.
Manipulation: When played, force target opponent to discard a card, then gain control of target unit until end of turn.

The High Priestess

WATERCost: 4
Attack: 1Health: 6

Type: unit

intuition
mystery
subconscious
lunar
Intuitive Knowledge: At the start of your turn, look at the top 3 cards of your deck. Put one in your hand and the rest on bottom in any order. Other friendly units gain +0/+1.
Hidden Secrets: When played, look at target opponent's hand. Choose a card from it. They must discard that card or pay 3 mana to keep it.

The Empress

IIIEARTHCost: 4
Attack: 3Health: 5

Type: unit

fertility
creation
growth
Mother of Creation: At the end of your turn, create a 1/1 Nature Spirit token with 'When this dies, gain 1 life'
Abundant Growth: Your other units have +0/+1
Overwhelming Growth: At the end of your turn, create a 2/2 Thorn Beast token. All tokens cost 1 life to maintain.

The Emperor

FIRECost: 6
Attack: 4Health: 8

Type: unit

authority
structure
leadership
control
Imperial Authority: Other friendly units gain +1/+1 and 'Rally' (when this attacks, they gain +1/+0 this turn). When The Emperor attacks, you may pay 2 mana to have all other units attack with him.
Tyrannical Rule: When played, gain control of target unit with cost 4 or less. At the start of each turn, all units take 1 damage unless their controller pays 1 mana.

The Hierophant

VEARTHCost: 5
Attack: 2Health: 6

Type: unit

wisdom
tradition
teaching
Sacred Knowledge: When you play a spell, draw a card
Divine Teaching: At the start of your turn, reduce the cost of a random spell in your hand by 1
Dogmatic Control: When you play a spell, all opponents discard a random card
Forbidden Knowledge: At the start of your turn, look at opponent's hand and name a card type. They can't play that type this turn.

The Lovers

VIAIRCost: 3
Attack: 2Health: 2

Type: unit

union
choice
harmony
Perfect Union: When played, create a 2/2 Soulmate token with 'When The Lovers or Soulmate dies, the other gets +2/+2'
Harmonious Bond: Adjacent units have +1/+1
Broken Bond: When played, destroy target unit. If it was paired with another unit, destroy that one too.
Discord: Adjacent units have -1/-1

The Chariot

VIIWATERCost: 4
Attack: 4Health: 3

Type: unit

determination
charge
victory
Charge: Can attack the turn it's played
Triumphant Rush: When this attacks and destroys a unit, it can attack again this turn
Reckless Charge: Must attack when played. Takes 1 damage when attacking.
Uncontrolled Fury: When this destroys a unit, it attacks a random target.

Strength

VIIIFIRECost: 6
Attack: 4Health: 8

Type: unit

courage
patience
fortitude
taunt
Inner Fortitude: Taunt. Takes 1 less damage from all sources
Gentle Strength: At the start of your turn, heal this unit for 2
Paralyzed by Fear: Can't attack. At the start of your turn, take 1 damage.

The Hermit

IXEARTHCost: 3
Attack: 2Health: 4

Type: unit

solitude
introspection
guidance
Solitary Wisdom: When this is the only unit you control, draw 2 cards at the end of your turn
Guiding Light: Your spells reveal the top card of your deck
Bitter Isolation: When another unit is played, this takes 2 damage.
Lost in Darkness: Your spells cost 1 more mana and have random targets.

Wheel of Fortune

XFIRECost: 5

Type: spell

fate
cycles
chance

Justice

XIAIRCost: 6
Attack: 5Health: 5

Type: unit

fairness
truth
law
Divine Retribution: When an enemy unit dies, deal 2 damage to the enemy player
Balanced Scales: When played, set all units' attack equal to their health
Unjust Punishment: When a friendly unit dies, deal 2 damage to yourself
Broken Scales: When played, set all units' health equal to their attack

The Hanged Man

XIIWATERCost: 4
Attack: 1Health: 6

Type: unit

sacrifice
release
perspective
Ultimate Sacrifice: At the start of your turn, you may destroy this unit to draw 3 cards and gain 3 mana this turn only
Suspended State: Cannot attack. Enemy units must attack this if able
Selfish Refusal: Cannot be sacrificed or destroyed by your own effects. At the start of your turn, deal 1 damage to your hero
Rigid Perspective: Enemy units can freely attack any target. Your other units have -1/+0

Death

WATERCost: 9

Type: spell

transformation
endings
rebirth
transition
The Great Transformation: Destroy all units. Each player draws cards equal to units they lost (max 7). All players gain spell mana equal to destroyed units' total cost divided by 3.
Stagnation: All units gain 'Eternal' (cannot be destroyed, damaged, or affected by spells) until end of turn. Draw 3 cards.

Temperance

XIVFIRECost: 5
Attack: 3Health: 3

Type: unit

balance
moderation
patience
Perfect Balance: Costs 1 less for each different element among units you control
Harmonious Blend: When played, heal all friendly units for 2 and give them +1/+1
Imbalance: Costs 1 more for each different element among units you control
Disharmony: When played, deal 2 damage to all friendly units and remove their buffs

The Devil

XVEARTHCost: 6
Attack: 6Health: 6

Type: unit

bondage
materialism
control
Chains of Temptation: When played, take control of an enemy unit with 3 or less attack until end of turn
Material Bondage: Enemy units cost 1 more to play
Broken Chains: When played, all your units gain +2/+0 this turn and may attack twice
Inner Demon: Your units cost 1 more but deal 2 additional damage when attacking

The Tower

FIRECost: 7

Type: spell

upheaval
revelation
chaos
liberation
Lightning Revelation: Deal 4 damage to all units and players. Destroy all units with 2 or less health remaining. Each player discards their hand and draws 5 cards.
Delayed Catastrophe: At the start of each player's turn for the next 3 turns, that player must sacrifice a unit or take 3 damage. Draw 2 cards.

The Star

XVIIAIRCost: 7
Attack: 4Health: 7

Type: unit

hope
renewal
healing
Celestial Renewal: At the end of your turn, heal all friendly units to full health
Guiding Star: When played, draw cards until you have 5 cards in hand
Fading Star: At the end of your turn, all friendly units lose 1 health (cannot be prevented)
Lost Hope: When played, your opponent draws cards until they have 5 cards in hand

The Moon

XVIIIWATERCost: 6
Attack: 4Health: 4

Type: unit

illusion
fear
subconscious
Veil of Illusion: Stealth. Cannot be targeted by spells or abilities
Lunar Madness: When this attacks, create two 2/2 Illusion tokens with 'Dies at end of turn'
Exposed Fears: No Stealth. Can be targeted normally. When attacked, the attacker takes 2 damage
Nightmare Reality: When this attacks, your hero takes 2 damage. This unit gains +2/+0 until end of turn

The Sun

XIXFIRECost: 9
Attack: 6Health: 6

Type: unit

joy
success
vitality
Radiant Glory: When played, give all friendly units +1/+1 and they gain Lifesteal this turn
Solar Blessing: At the start of your turn, restore 3 health to your hero
Solar Eclipse: When played, all enemy units gain +2/+2 (blesses all indiscriminately)
Scorching Heat: At the start of your turn, deal 1 damage to all units including friendly units

Judgement

XXWATERCost: 9

Type: spell

rebirth
inner-calling
absolution
Final Judgement: Return all units that died this game to the battlefield under their owner's control with 1 health

The World

🌍EARTHCost: 10
Attack: 7Health: 7

Type: unit

completion
achievement
cosmic
mastery
Cosmic Completion: When played, if you control units of all four elements (Fire, Water, Air, Earth), win the game. Otherwise, gain +X/+X where X is the number of different elements among units you control.
Incomplete Journey: When played, return all other units to their owners' hands. Draw cards equal to units returned. Costs 2 less for each different zodiac class among cards in your hand.

Ace of Cups

🜄WATERCost: 1

Type: spell

love
emotion
intuition
healing
Overflowing Grace: Heal any target for 4. If target is at full health, they gain +0/+2 permanently instead.
Emotional Void: Target player discards a card. If they can't, they lose 3 health. You gain health equal to health lost this way.

Eight of Cups

🜄WATERCost: 8
Attack: 3Health: 6

Type: unit

departure
withdrawal
seeking
Spiritual Journey: When played, return all your other units to your hand. They cost 1 less
Seeker's Path: At the end of your turn, discover a spell
Forced Abandonment: When played, return all enemy units with 3 or less cost to their owner's hand. They cost 1 more
Leaving It All Behind: Discard your hand, then draw 3 cards

Five of Cups

🜄WATERCost: 5

Type: spell

regret
loss
disappointment
Bitter Loss: Destroy target friendly unit. Draw 3 cards and heal your hero for 5

Four of Cups

🜄WATERCost: 4
Attack: 3Health: 4

Type: unit

contemplation
apathy
reevaluation
Contemplation: Can't attack. At the end of your turn, look at the top 3 cards of your deck and put them back in any order
Awakening: If you've drawn 3 or more cards this turn, this can attack and gains +2/+2
Brooding Stagnation: Can't attack. At end of your turn, discard a random card from your hand
Refused Gift: At start of your turn, your opponent looks at the top 3 cards of their deck and reorders them

King of Cups

🜄WATERCost: 8
Attack: 5Health: 8

Type: unit

emotional-balance
compassion
diplomacy
Emotional Mastery: At the end of your turn, you may return a card from your hand to your deck to draw 2 cards
Diplomatic Resolution: When an enemy unit attacks this, both units are healed for 2 instead of dealing damage (once per turn)
Emotional Manipulation: At the end of your turn, you may discard a card to deal 2 damage to the enemy hero
Emotional Tyranny: When an enemy unit attacks this, both units deal damage to each other (no healing reduction)

Knight of Cups

🜄WATERCost: 4
Attack: 3Health: 4

Type: unit

romance
charm
idealism
Romantic Quest: When played, give target unit +2/+2 and 'When this unit attacks, heal your hero for 2'
Charming Presence: Enemy units with 2 or less attack can't attack this
Delusional Quest: When played, give target friendly unit -2/-2 and its attacks deal 2 damage to your hero
Manipulative Charm: Force a target enemy unit to attack your hero directly next turn

Nine of Cups

🜄WATERCost: 9
Attack: 5Health: 7

Type: unit

contentment
satisfaction
wishes
Wish Fulfillment: When played, draw cards until you have 9 cards in hand
Emotional Satisfaction: Your hero is immune while you have 7 or more cards in hand
Wishful Thinking: When played, your opponent draws cards until they have 9 cards in hand
Emotional Gluttony: At end of your turn, discard a card if you have more than 5 cards in hand

Page of Cups

🜄WATERCost: 2
Attack: 1Health: 4

Type: unit

creativity
intuition
dreams
Creative Vision: When played, create a random Water spell in your hand
Intuitive Gift: When you cast a spell, gain +1/+1
Creative Block: When played, discard a random card from your hand
False Intuition: Look at your opponent's hand, then they discard a random card from your hand

Queen of Cups

🜄WATERCost: 6
Attack: 4Health: 6

Type: unit

compassion
calm
intuitive
Emotional Depths: When an ally is healed, draw a card
Nurturing Presence: At the end of your turn, heal the weakest friendly unit for 2
Emotional Void: When an ally takes damage, discard a random card from your hand
Withdrawn Presence: Your hero cannot be healed this turn. Friendly healing instead draws you a card

Seven of Cups

🜄WATERCost: 7

Type: spell

illusion
choices
imagination
Illusion of Choice: Create 7 random spell cards in your hand. They cost 0 this turn but vanish at end of turn

Six of Cups

🜄WATERCost: 6
Attack: 4Health: 5

Type: unit

nostalgia
childhood
innocence
Nostalgic Return: When played, return a unit that died this game to your hand. It costs 2 less
Innocent Joy: Your units with cost 3 or less have +1/+1
Bitter Memories: When played, discard a unit card from your hand. If you do, draw 1 card
Clinging to Past: Units you play from hand cost 1 more for the rest of the game

Ten of Cups

🜄WATERCost: 10

Type: spell

harmony
happiness
alignment
Perfect Harmony: Heal all friendly characters to full health. Your units gain +2/+2. Draw 2 cards

Three of Cups

🜄WATERCost: 3

Type: spell

celebration
friendship
community
Joyful Gathering: Draw a card for each unit you control (maximum 3). Heal all friendly units for 1

Two of Cups

🜄WATERCost: 2
Attack: 1Health: 3

Type: unit

unity
partnership
connection
Perfect Partnership: When played, if you control another unit, both gain +1/+1
Emotional Bond: When another friendly unit is healed, this gains +1 health
Failed Partnership: When played, if you control another unit, both take 1 damage
Emotional Distance: Adjacent units cannot receive healing or positive buffs

Ace of Pentacles

🜃EARTHCost: 1

Type: spell

prosperity
opportunity
manifestation
material
New Prosperity: Gain 2 mana this turn and 1 spell mana. Create a 0/3 'Pentacle Token' with 'Sacrifice: Gain 1 mana.'
Missed Opportunity: Look at the top 5 cards of your deck. You may put a unit card with cost 3 or less directly into play. Shuffle the rest into your deck.

Eight of Pentacles

🜃EARTHCost: 8
Attack: 4Health: 8

Type: unit

apprenticeship
diligence
mastery
Dedicated Practice: Each time you play a spell, gain +1/+0
Master's Skill: When this has 8 or more attack, your spells cost 1 less
Poor Craftsmanship: Each time you play a spell, your opponent gains 1 health
Overwork: At end of your turn, this unit takes 1 damage from exhaustion

Five of Pentacles

🜃EARTHCost: 5

Type: spell

hardship
loss
poverty
Material Loss: Destroy your highest cost unit. Draw cards equal to its cost

Four of Pentacles

🜃EARTHCost: 4
Attack: 3Health: 5

Type: unit

conservation
control
stability
Resource Hoarding: Your opponent's spells cost 1 more
Protective Grip: Can't be returned to hand or deck
Hoarding Backfire: Your spells cost 1 more while this is in play
Miserly Defense: Cannot attack. At start of your turn, discard a card

King of Pentacles

K🪙EARTHCost: 8
Attack: 5Health: 7

Type: unit

mastery
abundance
success
generosity
Midas Touch: When played, gain mana equal to half the total cost of units you control (rounded up). Other units you control gain +1/+1 for each 3 mana in your mana pool.
Greedy Hoarder: When played, steal 1 mana from each opponent and destroy all tokens. Units cost 2 more for all players except you.

Knight of Pentacles

🜃EARTHCost: 4
Attack: 3Health: 5

Type: unit

methodical
reliable
persistent
Steady Advance: Can't attack the turn it's played. Gains +1/+1 each turn
Unwavering Path: Can't be moved or bounced by spells or abilities
Stubborn Delay: Can't attack. This unit loses -1/-0 at the end of each turn
Rigid Path: Cannot receive buffs from spells or abilities while in play

Nine of Pentacles

🜃EARTHCost: 9
Attack: 5Health: 9

Type: unit

luxury
self-sufficiency
accomplishment
Self-Made Success: When played, gain mana crystals equal to the number of Earth units you control
Abundant Garden: At the start of your turn, create a 1/1 Garden Spirit token
Unearned Wealth: When played, your opponent gains mana equal to the number of Earth units you control
Loss of Independence: At start of your turn, discard a card if you control fewer units than your opponent

Page of Pentacles

🜃EARTHCost: 2
Attack: 2Health: 3

Type: unit

student
practical
ambitious
Eager Student: When you play a spell, gain +1/+1
Material Focus: When played, reduce the cost of a random card in your hand by 1
Poor Student: When you play a spell, your opponent gains 1 health
Distracted Learning: Spells you play cost 1 more while this is in play

Queen of Pentacles

🜃EARTHCost: 6
Attack: 4Health: 7

Type: unit

nurturing
practical
prosperity
Nurturing Earth: At the end of your turn, heal all friendly units for 1
Abundant Resources: Your Earth units cost 1 less
Earth's Wrath: At end of your turn, deal 1 damage to all friendly units
Barren Land: Healing effects on your units are reduced by 1 while this is in play

Seven of Pentacles

🜃EARTHCost: 7
Attack: 3Health: 7

Type: unit

investment
patience
reward
Long-term Investment: At the end of each turn, gain +1/+1
Harvest Time: When this reaches 7/7 or higher, draw 3 cards
Abandoned Investment: At the end of each turn, this unit loses -1/-0
Failed Harvest: When you play a spell, this unit loses -1/-1

Six of Pentacles

🜃EARTHCost: 6
Attack: 4Health: 5

Type: unit

generosity
charity
sharing
Generous Distribution: When played, give all other friendly units +1/+1
Charitable Nature: At the end of your turn, the weakest friendly unit gains +2/+2
Greedy Distribution: When played, all other friendly units lose -1/-1. This unit gains +2/+2 for each unit affected
Charity Withheld: Friendly healing effects are reduced by 1 while this is in play

Ten of Pentacles

🜃EARTHCost: 10

Type: spell

legacy
inheritance
completion
Family Legacy: Summon three 3/3 Ancestor tokens. Your units gain 'When this dies, summon a 1/1 Spirit'

Three of Pentacles

🜃EARTHCost: 3
Attack: 2Health: 4

Type: unit

teamwork
collaboration
skill
Master Craftsman: When you play another unit, both gain +1/+1
Collaborative Work: Costs 1 less for each other unit you control
Working Alone: When you play another unit, this unit gets -1/-0
Shoddy Craftsmanship: Units you play from hand cost 1 more this turn

Two of Pentacles

🜃EARTHCost: 2
Attack: 2Health: 2

Type: unit

balance
adaptability
juggling
Resource Juggling: At the start of your turn, you may swap this unit's attack and health
Flexible Economy: When played, gain 1 mana crystal this turn only
Unstable Juggling: At start of your turn, this unit takes 1 damage and your hero takes 1 damage
Rigid Economy: Spells you play cost 1 more this turn

Ace of Swords

🜁AIRCost: 2

Type: spell

clarity
truth
intellect
breakthrough
Mental Clarity: Draw 2 cards. Look at target opponent's hand. Choose a card type (unit/spell). That player can't play cards of that type next turn.
Confused Thinking: Each player discards a card, then draws a card. All spells cost 1 more this turn.

Eight of Swords

🜁AIRCost: 8
Attack: 2Health: 8

Type: unit

imprisonment
restriction
victim
Self-Imprisonment: Can't attack. Your other units have -1/-0
Breaking Free: When you play 3 spells in one turn, destroy this and summon an 8/8 Freedom token
Liberation: Can attack freely. Your other units gain +1/+0 from inspiration
Escaped Chains: When played, this unit gains +2/+2 and gains Rush this turn

Five of Swords

🜁AIRCost: 5
Attack: 5Health: 3

Type: unit

conflict
defeat
winning-at-cost
Hollow Victory: When this destroys a unit, your opponent draws a card
Pyrrhic Win: Has +2/+0 when attacking alone
Honorable Victor: When this destroys a unit, you draw a card instead of your opponent
Costly Triumph: When this destroys a unit, both players discard a card

Four of Swords

🜁AIRCost: 4
Attack: 1Health: 5

Type: unit

rest
recovery
contemplation
Restful Meditation: Can't attack. At the start of your turn, heal this and your hero for 2
Awakened Mind: When you've gained 8 or more life this game, this gains +4/+0 and can attack
Forced Restlessness: Can't attack. At start of your turn, this and your hero take 2 damage from mental strain
Racing Thoughts: At the end of each turn, discard a random card from your hand

King of Swords

🜁AIRCost: 8
Attack: 6Health: 6

Type: unit

authority
intellectual
truth
taunt
Divine Judgment: When played, destroy all enemy units with 3 or less health
Intellectual Authority: Your Air spells cost 2 less
Tyrannical Rule: When played, destroy all friendly units with 3 or less health. Gain +2/+2 for each unit destroyed.

Knight of Swords

🜁AIRCost: 4
Attack: 4Health: 3

Type: unit

ambitious
fast
direct
charge
Swift Strike: Charge. When this attacks, draw a card
Cutting Wind: Can attack any enemy unit regardless of taunt
Reckless Charge: Charge. Must attack when played. Take 1 damage when attacking.

Nine of Swords

🜁AIRCost: 9

Type: spell

anxiety
nightmares
fear
Nightmare Manifest: Deal 3 damage to all units. Each player discards their hand and draws 3 cards

Page of Swords

🜁AIRCost: 2
Attack: 3Health: 1

Type: unit

vigilant
curious
energetic
Eager Scout: When played, look at the top 2 cards of your opponent's deck
Quick Strike: First Strike (deals damage before units without First Strike)
Spied Upon: When played, your opponent looks at the top 2 cards of your deck
Overconfidence: When played, reveal your hand to your opponent

Queen of Swords

🜁AIRCost: 6
Attack: 5Health: 4

Type: unit

clarity
perceptive
independent
Piercing Insight: When played, silence all enemy units (remove their abilities)
Clear Communication: Your spells can't be countered
Cutting Words: When played, silence all friendly units (remove their abilities)
Cold Logic: Your units cannot receive positive buffs from spells or abilities this turn

Seven of Swords

🜁AIRCost: 7
Attack: 4Health: 4

Type: unit

deception
stealth
strategy
Sneaky Theft: Stealth. When this attacks, steal a random card from your opponent's hand
Cunning Escape: When this would be destroyed, return it to your hand instead (once per game)
Caught Thief: No Stealth. When this attacks, your opponent may look at your hand and discard a card from it
Failed Heist: When played, reveal your hand to your opponent

Six of Swords

🜁AIRCost: 6

Type: spell

transition
moving-on
recovery
Safe Passage: Return all your units to your hand. They cost 2 less next turn. Draw a card

Ten of Swords

🜁AIRCost: 10

Type: spell

betrayal
ending
rock-bottom
Final Betrayal: Destroy target unit. If it was yours, draw 5 cards. If it was an enemy's, they discard 3 cards

Three of Swords

III⚔️AIRCost: 3

Type: spell

heartbreak
sorrow
betrayal
painful truth
Heartbreak: Target player sacrifices their highest cost unit. If they control no units, they discard their hand and draw 3 cards. You lose 3 health.
Healing from Pain: Destroy target unit. Its controller draws cards equal to its cost. You gain health equal to its cost.

Two of Swords

🜁AIRCost: 2
Attack: 2Health: 2

Type: unit

indecision
stalemate
blocked
Crossed Blades: Can't attack or be attacked
Breaking Stalemate: Pay 2 mana: This can attack and be attacked this turn
Blind Aggression: Must attack each turn. Attacks a random enemy unit or hero
Reckless Action: When this attacks, it takes damage equal to its own attack value

Ace of Wands

🜂FIRECost: 1

Type: spell

inspiration
creation
potential
spark
Divine Spark: Deal 2 damage to any target. If this destroys a unit, draw a card and gain 1 spell mana.
False Start: Deal 1 damage to any target. Return this card to your hand. It costs 1 more each time it returns.

Eight of Wands

🜂FIRECost: 8

Type: spell

speed
action
movement
Swift Action: Deal 1 damage to up to 8 different targets. Draw a card for each target hit

Five of Wands

🜂FIRECost: 5

Type: spell

conflict
competition
disagreement
Chaotic Melee: All units fight each other. Each unit deals 1 damage to all other units (including friendly)

Four of Wands

🜂FIRECost: 4

Type: spell

celebration
harmony
homecoming
Joyous Celebration: All your units gain +1/+1. If you control 4 or more units, draw 2 cards

King of Wands

🜂FIRECost: 8
Attack: 7Health: 7

Type: unit

leadership
vision
honor
Fiery Command: Other Fire units you control have +2/+1
Inspiring Presence: When you play a Fire card, gain 1 life
Tyrant's Command: Other Fire units you control have -1/+0 and must attack the enemy hero each turn
Diminished Leadership: Enemy Fire units gain +1/+0 while this is in play

Knight of Wands

🜂FIRECost: 4
Attack: 4Health: 3

Type: unit

adventure
impulsiveness
passion
Passionate Charge: Charge. When this attacks, gain +2/+0 this turn
Reckless Adventure: Must attack each turn if able
Reckless Charge: Charge. When this attacks, it takes 2 damage from its own recklessness
Burned Out: When played, deal 2 damage to your own hero

Nine of Wands

🜂FIRECost: 9
Attack: 5Health: 9

Type: unit

resilience
courage
persistence
Battle-Scarred: This unit has survived damage 9 times, it gains +3/+3 and Lifesteal
Last Stand: If this is your only unit, it has +2/+2
Battle Fatigue: Starts with -2/-2 from accumulated wounds. Cannot gain attack from abilities
Broken Resolve: Cannot attack for the first 2 turns after taking any damage

Page of Wands

🜂FIRECost: 2
Attack: 2Health: 3

Type: unit

exploration
excitement
discovery
Eager Explorer: When played, discover a Fire spell (create a random Fire spell in your hand)
Youthful Energy: Has Charge on the turn it's played
Wasted Potential: When played, discard a random spell from your hand
Misguided Energy: Fire spells you play cost 1 more while this is in play

Queen of Wands

🜂FIRECost: 6
Attack: 5Health: 5

Type: unit

confidence
determination
charisma
Charismatic Leader: Your other Fire units have +1/+1
Determined Will: When you play a Fire card, this gains +1/+0 until end of turn
Jealous Leader: Your other Fire units have -1/+0 while this is in play
Forceful Personality: Your other units cannot receive positive buffs from spells or abilities

Seven of Wands

🜂FIRECost: 7
Attack: 4Health: 7

Type: unit

perseverance
defensive
maintaining
Defensive Stand: When defending, this unit gets +3/+0 and takes 1 less damage
Hold the Line: Enemy units must attack this if able
Abandoned Post: When attacking (not defending), gains +3/+0 and takes 1 less damage
Overextended Lines: When defending, this unit gets -2/+0 and the attacker deals double damage

Six of Wands

🜂FIRECost: 6
Attack: 5Health: 4

Type: unit

victory
recognition
progress
Triumphant Return: When this destroys a unit, gain +2/+2 and draw a card
Victory March: Other attacking units have +1/+0
Hollow Victory: When this destroys a unit, your opponent creates a 2/2 token with Rush
Defeat in Success: When this destroys a unit, this unit loses -2/-0 from overexertion

Ten of Wands

X🜂FIRECost: 4

Type: spell

burden
responsibility
completion
struggle
Heavy Burden: Deal damage equal to the number of cards in your hand to any target. Discard your hand. Draw 3 cards at the start of your next turn.
Delegation: Each other player discards a card and takes 2 damage. You gain 1 mana for each card discarded this way.

Three of Wands

🜂FIRECost: 3
Attack: 3Health: 2

Type: unit

expansion
foresight
enterprise
Expanding Horizons: When you play another Fire card, gain +1/+0
Enterprise: When this attacks, reduce the cost of a random Fire card in your hand by 1
Abandoned Enterprise: When you play another Fire card, this unit loses -1/-0
Failed Expansion: Fire cards you play cost 1 more this turn

Two of Wands

🜂FIRECost: 2
Attack: 2Health: 2

Type: unit

planning
progress
decisions
Future Planning: When played, look at the top 2 cards of your deck. Put one in your hand and one on the bottom
Indecision: When played, look at the top 2 cards of your deck. Both go to the bottom in random order
Fear of the Unknown: Cannot attack until you have fewer than 5 cards in hand

Browse by Category

aries

fire
(7 cards)

The Emperor

FIRECost: 6
Attack: 4Health: 8

Type: unit

authority
structure
leadership
control
Imperial Authority: Other friendly units gain +1/+1 and 'Rally' (when this attacks, they gain +1/+0 this turn). When The Emperor attacks, you may pay 2 mana to have all other units attack with him.
Tyrannical Rule: When played, gain control of target unit with cost 4 or less. At the start of each turn, all units take 1 damage unless their controller pays 1 mana.

The Tower

FIRECost: 7

Type: spell

upheaval
revelation
chaos
liberation
Lightning Revelation: Deal 4 damage to all units and players. Destroy all units with 2 or less health remaining. Each player discards their hand and draws 5 cards.
Delayed Catastrophe: At the start of each player's turn for the next 3 turns, that player must sacrifice a unit or take 3 damage. Draw 2 cards.

Ace of Wands

🜂FIRECost: 1

Type: spell

inspiration
creation
potential
spark
Divine Spark: Deal 2 damage to any target. If this destroys a unit, draw a card and gain 1 spell mana.
False Start: Deal 1 damage to any target. Return this card to your hand. It costs 1 more each time it returns.

Eight of Wands

🜂FIRECost: 8

Type: spell

speed
action
movement
Swift Action: Deal 1 damage to up to 8 different targets. Draw a card for each target hit

Five of Wands

🜂FIRECost: 5

Type: spell

conflict
competition
disagreement
Chaotic Melee: All units fight each other. Each unit deals 1 damage to all other units (including friendly)

Page of Wands

🜂FIRECost: 2
Attack: 2Health: 3

Type: unit

exploration
excitement
discovery
Eager Explorer: When played, discover a Fire spell (create a random Fire spell in your hand)
Youthful Energy: Has Charge on the turn it's played
Wasted Potential: When played, discard a random spell from your hand
Misguided Energy: Fire spells you play cost 1 more while this is in play

Two of Wands

🜂FIRECost: 2
Attack: 2Health: 2

Type: unit

planning
progress
decisions
Future Planning: When played, look at the top 2 cards of your deck. Put one in your hand and one on the bottom
Indecision: When played, look at the top 2 cards of your deck. Both go to the bottom in random order
Fear of the Unknown: Cannot attack until you have fewer than 5 cards in hand

taurus

earth
(6 cards)

The Empress

IIIEARTHCost: 4
Attack: 3Health: 5

Type: unit

fertility
creation
growth
Mother of Creation: At the end of your turn, create a 1/1 Nature Spirit token with 'When this dies, gain 1 life'
Abundant Growth: Your other units have +0/+1
Overwhelming Growth: At the end of your turn, create a 2/2 Thorn Beast token. All tokens cost 1 life to maintain.

The Hierophant

VEARTHCost: 5
Attack: 2Health: 6

Type: unit

wisdom
tradition
teaching
Sacred Knowledge: When you play a spell, draw a card
Divine Teaching: At the start of your turn, reduce the cost of a random spell in your hand by 1
Dogmatic Control: When you play a spell, all opponents discard a random card
Forbidden Knowledge: At the start of your turn, look at opponent's hand and name a card type. They can't play that type this turn.

Ace of Pentacles

🜃EARTHCost: 1

Type: spell

prosperity
opportunity
manifestation
material
New Prosperity: Gain 2 mana this turn and 1 spell mana. Create a 0/3 'Pentacle Token' with 'Sacrifice: Gain 1 mana.'
Missed Opportunity: Look at the top 5 cards of your deck. You may put a unit card with cost 3 or less directly into play. Shuffle the rest into your deck.

Four of Pentacles

🜃EARTHCost: 4
Attack: 3Health: 5

Type: unit

conservation
control
stability
Resource Hoarding: Your opponent's spells cost 1 more
Protective Grip: Can't be returned to hand or deck
Hoarding Backfire: Your spells cost 1 more while this is in play
Miserly Defense: Cannot attack. At start of your turn, discard a card

Seven of Pentacles

🜃EARTHCost: 7
Attack: 3Health: 7

Type: unit

investment
patience
reward
Long-term Investment: At the end of each turn, gain +1/+1
Harvest Time: When this reaches 7/7 or higher, draw 3 cards
Abandoned Investment: At the end of each turn, this unit loses -1/-0
Failed Harvest: When you play a spell, this unit loses -1/-1

Ten of Pentacles

🜃EARTHCost: 10

Type: spell

legacy
inheritance
completion
Family Legacy: Summon three 3/3 Ancestor tokens. Your units gain 'When this dies, summon a 1/1 Spirit'

gemini

air
(6 cards)

The Magician

AIRCost: 3
Attack: 2Health: 3

Type: unit

manifestation
willpower
skill
focus
As Above, So Below: When played, copy any spell in your graveyard to your hand. That spell costs 2 less this turn.
Manipulation: When played, force target opponent to discard a card, then gain control of target unit until end of turn.

The Lovers

VIAIRCost: 3
Attack: 2Health: 2

Type: unit

union
choice
harmony
Perfect Union: When played, create a 2/2 Soulmate token with 'When The Lovers or Soulmate dies, the other gets +2/+2'
Harmonious Bond: Adjacent units have +1/+1
Broken Bond: When played, destroy target unit. If it was paired with another unit, destroy that one too.
Discord: Adjacent units have -1/-1

Ace of Swords

🜁AIRCost: 2

Type: spell

clarity
truth
intellect
breakthrough
Mental Clarity: Draw 2 cards. Look at target opponent's hand. Choose a card type (unit/spell). That player can't play cards of that type next turn.
Confused Thinking: Each player discards a card, then draws a card. All spells cost 1 more this turn.

Nine of Swords

🜁AIRCost: 9

Type: spell

anxiety
nightmares
fear
Nightmare Manifest: Deal 3 damage to all units. Each player discards their hand and draws 3 cards

Queen of Swords

🜁AIRCost: 6
Attack: 5Health: 4

Type: unit

clarity
perceptive
independent
Piercing Insight: When played, silence all enemy units (remove their abilities)
Clear Communication: Your spells can't be countered
Cutting Words: When played, silence all friendly units (remove their abilities)
Cold Logic: Your units cannot receive positive buffs from spells or abilities this turn

Six of Swords

🜁AIRCost: 6

Type: spell

transition
moving-on
recovery
Safe Passage: Return all your units to your hand. They cost 2 less next turn. Draw a card

cancer

water
(7 cards)

The High Priestess

WATERCost: 4
Attack: 1Health: 6

Type: unit

intuition
mystery
subconscious
lunar
Intuitive Knowledge: At the start of your turn, look at the top 3 cards of your deck. Put one in your hand and the rest on bottom in any order. Other friendly units gain +0/+1.
Hidden Secrets: When played, look at target opponent's hand. Choose a card from it. They must discard that card or pay 3 mana to keep it.

The Chariot

VIIWATERCost: 4
Attack: 4Health: 3

Type: unit

determination
charge
victory
Charge: Can attack the turn it's played
Triumphant Rush: When this attacks and destroys a unit, it can attack again this turn
Reckless Charge: Must attack when played. Takes 1 damage when attacking.
Uncontrolled Fury: When this destroys a unit, it attacks a random target.

Ace of Cups

🜄WATERCost: 1

Type: spell

love
emotion
intuition
healing
Overflowing Grace: Heal any target for 4. If target is at full health, they gain +0/+2 permanently instead.
Emotional Void: Target player discards a card. If they can't, they lose 3 health. You gain health equal to health lost this way.

Eight of Cups

🜄WATERCost: 8
Attack: 3Health: 6

Type: unit

departure
withdrawal
seeking
Spiritual Journey: When played, return all your other units to your hand. They cost 1 less
Seeker's Path: At the end of your turn, discover a spell
Forced Abandonment: When played, return all enemy units with 3 or less cost to their owner's hand. They cost 1 more
Leaving It All Behind: Discard your hand, then draw 3 cards

Five of Cups

🜄WATERCost: 5

Type: spell

regret
loss
disappointment
Bitter Loss: Destroy target friendly unit. Draw 3 cards and heal your hero for 5

Ten of Cups

🜄WATERCost: 10

Type: spell

harmony
happiness
alignment
Perfect Harmony: Heal all friendly characters to full health. Your units gain +2/+2. Draw 2 cards

Two of Cups

🜄WATERCost: 2
Attack: 1Health: 3

Type: unit

unity
partnership
connection
Perfect Partnership: When played, if you control another unit, both gain +1/+1
Emotional Bond: When another friendly unit is healed, this gains +1 health
Failed Partnership: When played, if you control another unit, both take 1 damage
Emotional Distance: Adjacent units cannot receive healing or positive buffs

leo

fire
(7 cards)

Strength

VIIIFIRECost: 6
Attack: 4Health: 8

Type: unit

courage
patience
fortitude
taunt
Inner Fortitude: Taunt. Takes 1 less damage from all sources
Gentle Strength: At the start of your turn, heal this unit for 2
Paralyzed by Fear: Can't attack. At the start of your turn, take 1 damage.

The Sun

XIXFIRECost: 9
Attack: 6Health: 6

Type: unit

joy
success
vitality
Radiant Glory: When played, give all friendly units +1/+1 and they gain Lifesteal this turn
Solar Blessing: At the start of your turn, restore 3 health to your hero
Solar Eclipse: When played, all enemy units gain +2/+2 (blesses all indiscriminately)
Scorching Heat: At the start of your turn, deal 1 damage to all units including friendly units

King of Wands

🜂FIRECost: 8
Attack: 7Health: 7

Type: unit

leadership
vision
honor
Fiery Command: Other Fire units you control have +2/+1
Inspiring Presence: When you play a Fire card, gain 1 life
Tyrant's Command: Other Fire units you control have -1/+0 and must attack the enemy hero each turn
Diminished Leadership: Enemy Fire units gain +1/+0 while this is in play

Knight of Wands

🜂FIRECost: 4
Attack: 4Health: 3

Type: unit

adventure
impulsiveness
passion
Passionate Charge: Charge. When this attacks, gain +2/+0 this turn
Reckless Adventure: Must attack each turn if able
Reckless Charge: Charge. When this attacks, it takes 2 damage from its own recklessness
Burned Out: When played, deal 2 damage to your own hero

Nine of Wands

🜂FIRECost: 9
Attack: 5Health: 9

Type: unit

resilience
courage
persistence
Battle-Scarred: This unit has survived damage 9 times, it gains +3/+3 and Lifesteal
Last Stand: If this is your only unit, it has +2/+2
Battle Fatigue: Starts with -2/-2 from accumulated wounds. Cannot gain attack from abilities
Broken Resolve: Cannot attack for the first 2 turns after taking any damage

Six of Wands

🜂FIRECost: 6
Attack: 5Health: 4

Type: unit

victory
recognition
progress
Triumphant Return: When this destroys a unit, gain +2/+2 and draw a card
Victory March: Other attacking units have +1/+0
Hollow Victory: When this destroys a unit, your opponent creates a 2/2 token with Rush
Defeat in Success: When this destroys a unit, this unit loses -2/-0 from overexertion

Three of Wands

🜂FIRECost: 3
Attack: 3Health: 2

Type: unit

expansion
foresight
enterprise
Expanding Horizons: When you play another Fire card, gain +1/+0
Enterprise: When this attacks, reduce the cost of a random Fire card in your hand by 1
Abandoned Enterprise: When you play another Fire card, this unit loses -1/-0
Failed Expansion: Fire cards you play cost 1 more this turn

virgo

earth
(6 cards)

The Hermit

IXEARTHCost: 3
Attack: 2Health: 4

Type: unit

solitude
introspection
guidance
Solitary Wisdom: When this is the only unit you control, draw 2 cards at the end of your turn
Guiding Light: Your spells reveal the top card of your deck
Bitter Isolation: When another unit is played, this takes 2 damage.
Lost in Darkness: Your spells cost 1 more mana and have random targets.

Eight of Pentacles

🜃EARTHCost: 8
Attack: 4Health: 8

Type: unit

apprenticeship
diligence
mastery
Dedicated Practice: Each time you play a spell, gain +1/+0
Master's Skill: When this has 8 or more attack, your spells cost 1 less
Poor Craftsmanship: Each time you play a spell, your opponent gains 1 health
Overwork: At end of your turn, this unit takes 1 damage from exhaustion

Five of Pentacles

🜃EARTHCost: 5

Type: spell

hardship
loss
poverty
Material Loss: Destroy your highest cost unit. Draw cards equal to its cost

Page of Pentacles

🜃EARTHCost: 2
Attack: 2Health: 3

Type: unit

student
practical
ambitious
Eager Student: When you play a spell, gain +1/+1
Material Focus: When played, reduce the cost of a random card in your hand by 1
Poor Student: When you play a spell, your opponent gains 1 health
Distracted Learning: Spells you play cost 1 more while this is in play

Queen of Pentacles

🜃EARTHCost: 6
Attack: 4Health: 7

Type: unit

nurturing
practical
prosperity
Nurturing Earth: At the end of your turn, heal all friendly units for 1
Abundant Resources: Your Earth units cost 1 less
Earth's Wrath: At end of your turn, deal 1 damage to all friendly units
Barren Land: Healing effects on your units are reduced by 1 while this is in play

Two of Pentacles

🜃EARTHCost: 2
Attack: 2Health: 2

Type: unit

balance
adaptability
juggling
Resource Juggling: At the start of your turn, you may swap this unit's attack and health
Flexible Economy: When played, gain 1 mana crystal this turn only
Unstable Juggling: At start of your turn, this unit takes 1 damage and your hero takes 1 damage
Rigid Economy: Spells you play cost 1 more this turn

libra

air
(6 cards)

Justice

XIAIRCost: 6
Attack: 5Health: 5

Type: unit

fairness
truth
law
Divine Retribution: When an enemy unit dies, deal 2 damage to the enemy player
Balanced Scales: When played, set all units' attack equal to their health
Unjust Punishment: When a friendly unit dies, deal 2 damage to yourself
Broken Scales: When played, set all units' health equal to their attack

Eight of Swords

🜁AIRCost: 8
Attack: 2Health: 8

Type: unit

imprisonment
restriction
victim
Self-Imprisonment: Can't attack. Your other units have -1/-0
Breaking Free: When you play 3 spells in one turn, destroy this and summon an 8/8 Freedom token
Liberation: Can attack freely. Your other units gain +1/+0 from inspiration
Escaped Chains: When played, this unit gains +2/+2 and gains Rush this turn

Five of Swords

🜁AIRCost: 5
Attack: 5Health: 3

Type: unit

conflict
defeat
winning-at-cost
Hollow Victory: When this destroys a unit, your opponent draws a card
Pyrrhic Win: Has +2/+0 when attacking alone
Honorable Victor: When this destroys a unit, you draw a card instead of your opponent
Costly Triumph: When this destroys a unit, both players discard a card

Page of Swords

🜁AIRCost: 2
Attack: 3Health: 1

Type: unit

vigilant
curious
energetic
Eager Scout: When played, look at the top 2 cards of your opponent's deck
Quick Strike: First Strike (deals damage before units without First Strike)
Spied Upon: When played, your opponent looks at the top 2 cards of your deck
Overconfidence: When played, reveal your hand to your opponent

Three of Swords

III⚔️AIRCost: 3

Type: spell

heartbreak
sorrow
betrayal
painful truth
Heartbreak: Target player sacrifices their highest cost unit. If they control no units, they discard their hand and draw 3 cards. You lose 3 health.
Healing from Pain: Destroy target unit. Its controller draws cards equal to its cost. You gain health equal to its cost.

Two of Swords

🜁AIRCost: 2
Attack: 2Health: 2

Type: unit

indecision
stalemate
blocked
Crossed Blades: Can't attack or be attacked
Breaking Stalemate: Pay 2 mana: This can attack and be attacked this turn
Blind Aggression: Must attack each turn. Attacks a random enemy unit or hero
Reckless Action: When this attacks, it takes damage equal to its own attack value

scorpio

water
(6 cards)

Death

WATERCost: 9

Type: spell

transformation
endings
rebirth
transition
The Great Transformation: Destroy all units. Each player draws cards equal to units they lost (max 7). All players gain spell mana equal to destroyed units' total cost divided by 3.
Stagnation: All units gain 'Eternal' (cannot be destroyed, damaged, or affected by spells) until end of turn. Draw 3 cards.

Judgement

XXWATERCost: 9

Type: spell

rebirth
inner-calling
absolution
Final Judgement: Return all units that died this game to the battlefield under their owner's control with 1 health

Four of Cups

🜄WATERCost: 4
Attack: 3Health: 4

Type: unit

contemplation
apathy
reevaluation
Contemplation: Can't attack. At the end of your turn, look at the top 3 cards of your deck and put them back in any order
Awakening: If you've drawn 3 or more cards this turn, this can attack and gains +2/+2
Brooding Stagnation: Can't attack. At end of your turn, discard a random card from your hand
Refused Gift: At start of your turn, your opponent looks at the top 3 cards of their deck and reorders them

King of Cups

🜄WATERCost: 8
Attack: 5Health: 8

Type: unit

emotional-balance
compassion
diplomacy
Emotional Mastery: At the end of your turn, you may return a card from your hand to your deck to draw 2 cards
Diplomatic Resolution: When an enemy unit attacks this, both units are healed for 2 instead of dealing damage (once per turn)
Emotional Manipulation: At the end of your turn, you may discard a card to deal 2 damage to the enemy hero
Emotional Tyranny: When an enemy unit attacks this, both units deal damage to each other (no healing reduction)

Page of Cups

🜄WATERCost: 2
Attack: 1Health: 4

Type: unit

creativity
intuition
dreams
Creative Vision: When played, create a random Water spell in your hand
Intuitive Gift: When you cast a spell, gain +1/+1
Creative Block: When played, discard a random card from your hand
False Intuition: Look at your opponent's hand, then they discard a random card from your hand

Seven of Cups

🜄WATERCost: 7

Type: spell

illusion
choices
imagination
Illusion of Choice: Create 7 random spell cards in your hand. They cost 0 this turn but vanish at end of turn

sagittarius

fire
(6 cards)

Wheel of Fortune

XFIRECost: 5

Type: spell

fate
cycles
chance

Temperance

XIVFIRECost: 5
Attack: 3Health: 3

Type: unit

balance
moderation
patience
Perfect Balance: Costs 1 less for each different element among units you control
Harmonious Blend: When played, heal all friendly units for 2 and give them +1/+1
Imbalance: Costs 1 more for each different element among units you control
Disharmony: When played, deal 2 damage to all friendly units and remove their buffs

Four of Wands

🜂FIRECost: 4

Type: spell

celebration
harmony
homecoming
Joyous Celebration: All your units gain +1/+1. If you control 4 or more units, draw 2 cards

Queen of Wands

🜂FIRECost: 6
Attack: 5Health: 5

Type: unit

confidence
determination
charisma
Charismatic Leader: Your other Fire units have +1/+1
Determined Will: When you play a Fire card, this gains +1/+0 until end of turn
Jealous Leader: Your other Fire units have -1/+0 while this is in play
Forceful Personality: Your other units cannot receive positive buffs from spells or abilities

Seven of Wands

🜂FIRECost: 7
Attack: 4Health: 7

Type: unit

perseverance
defensive
maintaining
Defensive Stand: When defending, this unit gets +3/+0 and takes 1 less damage
Hold the Line: Enemy units must attack this if able
Abandoned Post: When attacking (not defending), gains +3/+0 and takes 1 less damage
Overextended Lines: When defending, this unit gets -2/+0 and the attacker deals double damage

Ten of Wands

X🜂FIRECost: 4

Type: spell

burden
responsibility
completion
struggle
Heavy Burden: Deal damage equal to the number of cards in your hand to any target. Discard your hand. Draw 3 cards at the start of your next turn.
Delegation: Each other player discards a card and takes 2 damage. You gain 1 mana for each card discarded this way.

capricorn

earth
(7 cards)

The Devil

XVEARTHCost: 6
Attack: 6Health: 6

Type: unit

bondage
materialism
control
Chains of Temptation: When played, take control of an enemy unit with 3 or less attack until end of turn
Material Bondage: Enemy units cost 1 more to play
Broken Chains: When played, all your units gain +2/+0 this turn and may attack twice
Inner Demon: Your units cost 1 more but deal 2 additional damage when attacking

The World

🌍EARTHCost: 10
Attack: 7Health: 7

Type: unit

completion
achievement
cosmic
mastery
Cosmic Completion: When played, if you control units of all four elements (Fire, Water, Air, Earth), win the game. Otherwise, gain +X/+X where X is the number of different elements among units you control.
Incomplete Journey: When played, return all other units to their owners' hands. Draw cards equal to units returned. Costs 2 less for each different zodiac class among cards in your hand.

King of Pentacles

K🪙EARTHCost: 8
Attack: 5Health: 7

Type: unit

mastery
abundance
success
generosity
Midas Touch: When played, gain mana equal to half the total cost of units you control (rounded up). Other units you control gain +1/+1 for each 3 mana in your mana pool.
Greedy Hoarder: When played, steal 1 mana from each opponent and destroy all tokens. Units cost 2 more for all players except you.

Knight of Pentacles

🜃EARTHCost: 4
Attack: 3Health: 5

Type: unit

methodical
reliable
persistent
Steady Advance: Can't attack the turn it's played. Gains +1/+1 each turn
Unwavering Path: Can't be moved or bounced by spells or abilities
Stubborn Delay: Can't attack. This unit loses -1/-0 at the end of each turn
Rigid Path: Cannot receive buffs from spells or abilities while in play

Nine of Pentacles

🜃EARTHCost: 9
Attack: 5Health: 9

Type: unit

luxury
self-sufficiency
accomplishment
Self-Made Success: When played, gain mana crystals equal to the number of Earth units you control
Abundant Garden: At the start of your turn, create a 1/1 Garden Spirit token
Unearned Wealth: When played, your opponent gains mana equal to the number of Earth units you control
Loss of Independence: At start of your turn, discard a card if you control fewer units than your opponent

Six of Pentacles

🜃EARTHCost: 6
Attack: 4Health: 5

Type: unit

generosity
charity
sharing
Generous Distribution: When played, give all other friendly units +1/+1
Charitable Nature: At the end of your turn, the weakest friendly unit gains +2/+2
Greedy Distribution: When played, all other friendly units lose -1/-1. This unit gains +2/+2 for each unit affected
Charity Withheld: Friendly healing effects are reduced by 1 while this is in play

Three of Pentacles

🜃EARTHCost: 3
Attack: 2Health: 4

Type: unit

teamwork
collaboration
skill
Master Craftsman: When you play another unit, both gain +1/+1
Collaborative Work: Costs 1 less for each other unit you control
Working Alone: When you play another unit, this unit gets -1/-0
Shoddy Craftsmanship: Units you play from hand cost 1 more this turn

aquarius

air
(7 cards)

The Fool

AIRCost: 0
Attack: 1Health: 1

Type: unit

journey
innocence
potential
leap
Leap of Faith: When played, may pay any amount of mana to gain +X/+X where X is mana paid. Draw a card.
Reckless Abandon: When played, discard your hand. For each card discarded, deal 2 damage to any target.

The Star

XVIIAIRCost: 7
Attack: 4Health: 7

Type: unit

hope
renewal
healing
Celestial Renewal: At the end of your turn, heal all friendly units to full health
Guiding Star: When played, draw cards until you have 5 cards in hand
Fading Star: At the end of your turn, all friendly units lose 1 health (cannot be prevented)
Lost Hope: When played, your opponent draws cards until they have 5 cards in hand

Four of Swords

🜁AIRCost: 4
Attack: 1Health: 5

Type: unit

rest
recovery
contemplation
Restful Meditation: Can't attack. At the start of your turn, heal this and your hero for 2
Awakened Mind: When you've gained 8 or more life this game, this gains +4/+0 and can attack
Forced Restlessness: Can't attack. At start of your turn, this and your hero take 2 damage from mental strain
Racing Thoughts: At the end of each turn, discard a random card from your hand

King of Swords

🜁AIRCost: 8
Attack: 6Health: 6

Type: unit

authority
intellectual
truth
taunt
Divine Judgment: When played, destroy all enemy units with 3 or less health
Intellectual Authority: Your Air spells cost 2 less
Tyrannical Rule: When played, destroy all friendly units with 3 or less health. Gain +2/+2 for each unit destroyed.

Knight of Swords

🜁AIRCost: 4
Attack: 4Health: 3

Type: unit

ambitious
fast
direct
charge
Swift Strike: Charge. When this attacks, draw a card
Cutting Wind: Can attack any enemy unit regardless of taunt
Reckless Charge: Charge. Must attack when played. Take 1 damage when attacking.

Seven of Swords

🜁AIRCost: 7
Attack: 4Health: 4

Type: unit

deception
stealth
strategy
Sneaky Theft: Stealth. When this attacks, steal a random card from your opponent's hand
Cunning Escape: When this would be destroyed, return it to your hand instead (once per game)
Caught Thief: No Stealth. When this attacks, your opponent may look at your hand and discard a card from it
Failed Heist: When played, reveal your hand to your opponent

Ten of Swords

🜁AIRCost: 10

Type: spell

betrayal
ending
rock-bottom
Final Betrayal: Destroy target unit. If it was yours, draw 5 cards. If it was an enemy's, they discard 3 cards

pisces

water
(7 cards)

The Hanged Man

XIIWATERCost: 4
Attack: 1Health: 6

Type: unit

sacrifice
release
perspective
Ultimate Sacrifice: At the start of your turn, you may destroy this unit to draw 3 cards and gain 3 mana this turn only
Suspended State: Cannot attack. Enemy units must attack this if able
Selfish Refusal: Cannot be sacrificed or destroyed by your own effects. At the start of your turn, deal 1 damage to your hero
Rigid Perspective: Enemy units can freely attack any target. Your other units have -1/+0

The Moon

XVIIIWATERCost: 6
Attack: 4Health: 4

Type: unit

illusion
fear
subconscious
Veil of Illusion: Stealth. Cannot be targeted by spells or abilities
Lunar Madness: When this attacks, create two 2/2 Illusion tokens with 'Dies at end of turn'
Exposed Fears: No Stealth. Can be targeted normally. When attacked, the attacker takes 2 damage
Nightmare Reality: When this attacks, your hero takes 2 damage. This unit gains +2/+0 until end of turn

Knight of Cups

🜄WATERCost: 4
Attack: 3Health: 4

Type: unit

romance
charm
idealism
Romantic Quest: When played, give target unit +2/+2 and 'When this unit attacks, heal your hero for 2'
Charming Presence: Enemy units with 2 or less attack can't attack this
Delusional Quest: When played, give target friendly unit -2/-2 and its attacks deal 2 damage to your hero
Manipulative Charm: Force a target enemy unit to attack your hero directly next turn

Nine of Cups

🜄WATERCost: 9
Attack: 5Health: 7

Type: unit

contentment
satisfaction
wishes
Wish Fulfillment: When played, draw cards until you have 9 cards in hand
Emotional Satisfaction: Your hero is immune while you have 7 or more cards in hand
Wishful Thinking: When played, your opponent draws cards until they have 9 cards in hand
Emotional Gluttony: At end of your turn, discard a card if you have more than 5 cards in hand

Queen of Cups

🜄WATERCost: 6
Attack: 4Health: 6

Type: unit

compassion
calm
intuitive
Emotional Depths: When an ally is healed, draw a card
Nurturing Presence: At the end of your turn, heal the weakest friendly unit for 2
Emotional Void: When an ally takes damage, discard a random card from your hand
Withdrawn Presence: Your hero cannot be healed this turn. Friendly healing instead draws you a card

Six of Cups

🜄WATERCost: 6
Attack: 4Health: 5

Type: unit

nostalgia
childhood
innocence
Nostalgic Return: When played, return a unit that died this game to your hand. It costs 2 less
Innocent Joy: Your units with cost 3 or less have +1/+1
Bitter Memories: When played, discard a unit card from your hand. If you do, draw 1 card
Clinging to Past: Units you play from hand cost 1 more for the rest of the game

Three of Cups

🜄WATERCost: 3

Type: spell

celebration
friendship
community
Joyful Gathering: Draw a card for each unit you control (maximum 3). Heal all friendly units for 1