
Has +2/+0 while you control and +1/+1 while you controlĬhoose one - Gains +2/+2. Has +2/+0 while you control and +0/+2 while you control Has +1/+1 while you control and +1/+1 while you control Has +1/+1 while you control and +2/+0 while you control Has +1/+1 while you control and +0/+2 while you control Last Words - Your opponent draws a card and gains 2. Gift - If you were attacked last turn, summon another Defender of the Homeland.

Has +2/+0 while your opponent has 10 Life or less. Gift - Gains +2/+2 for each adjacent enemy creature. Whenever you draw a card, this gains +1/+0.Īdd the four elemental Dragons to your hand. Gift - Each player draws 2 cards and gains 2 Life. Last Words - Add an Explore to your hand. Sharra ignores all damage equal to 4 or more. Ranged After this attacks, it gains +1/+0. Last Words - Deal 2 damage to ALL creatures. The first time this fights and survives, it gains +3/+3 and Charge 2.Ĭharge 3 Combat - Draw a card. Taunt Gift - Give a random creature in your hand +2/+2. Production - Add a random Legend to your hand. If it's a neutral creature, deal 5 damage instead.

Has +2/+0 during your turn (while in your hand or in play).ĭeal 2 damage to a creature. Gift - Trigger all friendly production abilities.Īdd two 2/3 Imperial Guards with Taunt to your hand. Ranged Whenever a friendly creature attacks a god, gain 1. The first time you draw an event, this gains (+2/+2), and Charge 2. You can summon creatures on spaces adjacent to this structure.įlying, Charge 3 Whenever a friendly creature attacks a god, this gains +3/+0. Haste Whenever this attacks a god, draw a card.įlying, Charge 2 Gift - Azarai drains 2 Attack from each enemy creature.ĭeathtouch Gift - You may sacrifice another creature to give this creature Protection. Gift - This gains +2/+2 if you have another creature with higher Attack than Life.Īctivate - Give a creature Charge 3 this turn. Ranged When this attacks, it also damages each enemy adjacent to the target. Production - Give a random friendly creature (+1/+0).Īdjacent friendly creatures have (+2/+0). Whenever this harvests faeria, give a random friendly creature +1/+1. Last Words - Give a random green creature in your hand +5/+5.Īctivate - Give a creature (+1/+1). The first time you draw an event, this gains (+1/+4), Taunt and Charge 2. Gift - Add a Triton Banquet to your hand.įlying, Charge 2 Gift - Give a creature +5/+5. All creatures drawn this way cost 2 less.Īquatic Production - Transform all adjacent lands into Gift - The next card you draw with an original cost of 7 or higher costs 3 less.Īctivate - Move a land. Human Creatures can be cast on any type of land. Human: cards, also known as neutral cards, don't have a Special Land cost.Yellow Creatures can only be cast on a Desert. Yellow: cards will have a Special Land cost of at least 1 Desert and Deserts only.Red Creatures can only be cast on a Mountain. Red: cards will have a Special Land cost of at least 1 Mountain and Mountains only.Green Creatures can only be cast on a Forest. Green: cards will have a Special Land cost of at least 1 Forest and Forests only.Blue Creatures can only be cast on a Lake. Blue: cards will have a Special Land cost of at least 1 Lake and Lakes only.Usually a card can either move & attack or use its special ability. Card Text: Some cards have special effects and/or abilities which can be used in combat at expense of Energy, Gold or Faëria.Life: A card can only take so much damage before it goes to the graveyard.

Land Cost: Special lands you must possess to be able to cast this card.Casting Cost: Cards have a cost in Gold and/or Faëria.This does NOT unlock special cosmetic content earned through Tournaments, Season Play, or offered through other DLC packs. *This content can also be unlocked through in-game progression. All Wells DLC, which immediately unlocks all of the Well cosmetic items.*.All Orbs DLC, which immediately unlocks all of the Orbs cosmetic items.*.All CardBacks DLC, which immediately unlocks all of the Cardback cosmetic items.*.

