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Card Oracle Search

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Examples: type_line:hero -type_line:young health:(<40) | power:(>6) cost:(<=2) -text:(additional cost) is_cycle:false | pitch:3 defense:3 power:3 cost:0



Card Name Pitch Value Card Types
10,000 Year Reunion 1 Illusionist Action - Aura
You may remove three +1{p} counters from among auras you control rather than pay 10,000 Year Reunion's {r} cost.

**Ward 10**
A Drop in the Ocean 3 Mystic Instant
**Legendary**

Target attack gets -1{p}.

If you've played another blue card this turn, **transcend**.
Absorb in Aether (red) 1 Wizard Defense Reaction
The next card you play this turn with an effect that deals arcane damage, instead deals that much arcane damage plus 2.
Absorb in Aether (yellow) 2 Wizard Defense Reaction
The next card you play this turn with an effect that deals arcane damage, instead deals that much arcane damage plus 2.
Absorb in Aether (blue) 3 Wizard Defense Reaction
The next card you play this turn with an effect that deals arcane damage, instead deals that much arcane damage plus 2.
Absorption Dome 2 Mechanologist Action - Item
Absorption Dome enters the arena with steam counters on it equal to the number of times you have **boosted** this turn.

If your hero would be dealt damage, remove that many steam counters from Absorption Dome instead, then prevent damage equal to the number of steam counters removed this way.

When Absorption Dome has no steam counters on it, destroy it.
Achilles Accelerator None Mechanologist Equipment - Legs
**Instant** - Destroy Achilles Accelerator: Gain 1 action point. Activate this ability only if you have **boosted** this turn.

**Arcane Barrier 1**
Adaptive Dissolver None Mechanologist Equipment - Base
**Modular**

**Action** - 0: Equip this to another equipment zone.

**Arcane Barrier 1**
Adaptive Plating None Mechanologist Equipment
**Modular**

**Action** - 0: Equip this to another equipment zone.

**Galvanize** - When this defends, you may destroy an item you control. If you do, this gets +2{d} until end of turn.

**Blade Break**
Adrenaline Rush (red) 1 Generic Action - Attack
When you play this, if you have less {h} than an opposing hero, this gets +3{p}.
Adrenaline Rush (yellow) 2 Generic Action - Attack
When you play this, if you have less {h} than an opposing hero, this gets +3{p}.
Adrenaline Rush (blue) 3 Generic Action - Attack
When you play this, if you have less {h} than an opposing hero, this gets +3{p}.
Aegis, Archangel of Protection None Light - Angel Ally
**Once per Turn Action** - {r}{r}: **Attack**

When Aegis attacks, you may banish a card from your hero's soul. If you do, create 2 Spectral Shield tokens.

**Ward 4**
Aether Arc 3 Wizard Action
Deal 1 arcane damage to each opposing hero.

Create a Ponder token for each hero dealt damage this way.
Aether Ashwing None Draconic Illusionist Token - Dragon Ally
**Arcane Barrier 1**
Aether Bindings of the Third Age None Wizard Equipment - Arms
**Instant** - Destroy this: Until end of turn, whenever an aura permanent you control with Sigil in its name leaves the arena, **amp 1**.

**Battleworn**
Aether Conduit None Wizard Weapon - Staff (2H)
**Once per Turn Action** - {r}{r}: Deal 2 arcane damage to target hero.
Aether Crackers None Runeblade Equipment - Arms
When an attack you control hits a hero, you may destroy this. If you do, deal 1 arcane damage to them.
Aether Dart (red) 1 Wizard Action
Deal 3 arcane damage to any target.
Aether Dart (yellow) 2 Wizard Action
Deal 2 arcane damage to any target.
Aether Dart (blue) 3 Wizard Action
Deal 1 arcane damage to any target.
Aether Flare (red) 1 Wizard Action
Deal 3 arcane damage to target opposing hero.

The next card you play this turn with an effect that deals arcane damage, instead deals that much arcane damage plus X, where X is the damage dealt by Aether Flare.
Aether Flare (yellow) 2 Wizard Action
Deal 2 arcane damage to target opposing hero.

The next card you play this turn with an effect that deals arcane damage, instead deals that much arcane damage plus X, where X is the damage dealt by Aether Flare.
Aether Flare (blue) 3 Wizard Action
Deal 1 arcane damage to target opposing hero.

The next card you play this turn with an effect that deals arcane damage, instead deals that much arcane damage plus X, where X is the damage dealt by Aether Flare.
Aether Hail (red) 1 Ice Wizard Action
Deal 4 arcane damage to any target.
Aether Hail (yellow) 2 Ice Wizard Action
Deal 3 arcane damage to any target.
Aether Hail (blue) 3 Ice Wizard Action
Deal 2 arcane damage to any target.
Aether Icevein (red) 1 Elemental Wizard Action
**Ice Fusion**

Deal 5 arcane damage to any target. If Aether Icevein was **fused** and deals damage to a hero, they discard a card unless they pay {r}{r}.
Aether Icevein (yellow) 2 Elemental Wizard Action
**Ice Fusion**

Deal 4 arcane damage to any target. If Aether Icevein was **fused** and deals damage to a hero, they discard a card unless they pay {r}{r}.
Aether Icevein (blue) 3 Elemental Wizard Action
**Ice Fusion**

Deal 3 arcane damage to any target. If Aether Icevein was **fused** and deals damage to a hero, they discard a card unless they pay {r}{r}.
Aether Ironweave None Runeblade Equipment - Chest
**Action** - Destroy Aether Ironweave: Gain {r}{r}. Activate this ability only if you have played an attack action card and a 'non-attack' action card this turn. **Go again**

**Battleworn**
Aether Quickening (red) 1 Wizard Action
Deal 4 arcane damage to target hero.

**Surge** - If this deals more than 4 damage, it gets **go again**.
Aether Quickening (yellow) 2 Wizard Action
Deal 3 arcane damage to target hero.

**Surge** - If this deals more than 3 damage, it gets **go again**.
Aether Quickening (blue) 3 Wizard Action
Deal 2 arcane damage to target hero.

**Surge** - If this deals more than 2 damage, it gets **go again**.
Aether Sink 2 Mechanologist Action - Item
Aether Sink enters the arena with a steam counter on it.

**Action** - {r}: If there are no steam counters on Aether Sink, put a steam counter on it. **Go again**

**Instant** - Remove a steam counter from Aether Sink: Aether Sink gains **Arcane Barrier 2** until end of turn.
Aether Slash (red) 1 Runeblade Action - Attack
When Aether Slash attacks, if a 'non-attack' action card was pitched to play it, deal 1 arcane damage to any target.
Aether Slash (yellow) 2 Runeblade Action - Attack
When Aether Slash attacks, if a 'non-attack' action card was pitched to play it, deal 1 arcane damage to any target.
Aether Slash (blue) 3 Runeblade Action - Attack
When Aether Slash attacks, if a 'non-attack' action card was pitched to play it, deal 1 arcane damage to any target.
Aether Spindle (red) 1 Wizard Action
Deal 4 arcane damage to target opposing hero.

**Opt X**, where X is the damage dealt by Aether Spindle.
Aether Spindle (yellow) 2 Wizard Action
Deal 3 arcane damage to target opposing hero.

**Opt X**, where X is the damage dealt by Aether Spindle.
Aether Spindle (blue) 3 Wizard Action
Deal 2 arcane damage to target opposing hero.

**Opt X**, where X is the damage dealt by Aether Spindle.
Aether Wildfire 1 Wizard Action
Deal 4 arcane damage to target opposing hero.

If Aether Wildfire is played during an opponents turn, until end of turn, action card effects that deal arcane damage instead deal that much arcane damage plus X, where X is the damage dealt by Aether Wildfire.
Aetherize 3 Wizard Instant
**Negate** target instant card with cost {r} or less.
Agile Engagement (red) 1 Warrior Attack Reaction
Target Warrior attack gets +3{p}. If it's defended by an attack action card, create an Agility token.
Agile Engagement (yellow) 2 Warrior Attack Reaction
Target Warrior attack gets +2{p}. If it's defended by an attack action card, create an Agility token.
Agile Engagement (blue) 3 Warrior Attack Reaction
Target Warrior attack gets +1{p}. If it's defended by an attack action card, create an Agility token.
Agile Windup (red) 1 Brute / Warrior Action - Attack
**Instant** - Discard this: Create an Agility token.
Agile Windup (yellow) 2 Brute / Warrior Action - Attack
**Instant** - Discard this: Create an Agility token.
Agile Windup (blue) 3 Brute / Warrior Action - Attack
**Instant** - Discard this: Create an Agility token.
Agility None Generic Token - Aura
At the start of your turn, destroy this, then your next attack this turn gets **go again**.
Alluring Inducement 2 Shapeshifter Action - Attack
**Shiyana Specialization**

When this attacks, the defending hero reveals their hand. You may choose an attack action card revealed this way. If you do, this becomes the chosen card.

**Unity** - When this defends together with a card from hand, create an Eloquence token under any number of heroes' control.
Alluvion Constellas None Wizard Equipment - Chest
The first time Alluvion Constellas prevents arcane damage each turn, if it has less than 4 energy counters, you may put an energy counter on it.

**Instant** - Remove 2 energy counters from Alluvion Constellas: The next staff ability you activate this turn costs {r}{r}{r} less.

**Arcane Barrier 1**
Alpha Rampage 1 Brute Action - Attack
**Rhinar Specialization**

As an additional cost to play Alpha Rampage, discard a random card.

When you attack with Alpha Rampage, **intimidate**.
Already Dead 1 Assassin Action - Attack
**Contract** - You are contracted to banish opponents' non-action cards. Whenever you complete this contract, create a Silver token.

When this hits a hero, banish the top card of their deck and a defending card.
Amethyst Tiara None Runeblade Equipment - Head
**Instant** - Destroy Amethyst Tiara: Runechants you control have **spellvoid 1** this turn.

**Blade Break**
Amnesia 1 Generic Action - Attack
When this hits a hero, cards and tokens they own lose and can't gain names until the start of your next turn.
Amplify the Arknight (red) 1 Runeblade Action - Attack
Amplify the Arknight costs {r} less to play for each Runechant you control.
Amplify the Arknight (yellow) 2 Runeblade Action - Attack
Amplify the Arknight costs {r} less to play for each Runechant you control.
Amplify the Arknight (blue) 3 Runeblade Action - Attack
Amplify the Arknight costs {r} less to play for each Runechant you control.
Amplifying Arrow 2 Ranger Action - Arrow Attack
While Amplifying Arrow is face up in any zone, if it would gain {p}, instead it gains that much plus 1.
Amulet of Assertiveness 2 Generic Action - Item
**Go again**

**Attack Reaction** - Destroy Amulet of Assertiveness: Target attack gains "When this hits, banish the top card of your deck. If it's an attack action card, you may play it this turn." Activate this ability only if you have 4 or more cards in hand.
Amulet of Earth 3 Earth Action - Item
**Go again**

**Instant** - Destroy Amulet of Earth: Attack action cards you control gain +1{p} and +1{d} this turn. Activate this ability only if you have Earth **fused** this turn.
Amulet of Echoes 3 Generic Action - Item
**Go again**

**Instant** - Destroy Amulet of Echoes: Target hero discards 2 cards. Activate this ability only if they have played 2 or more cards with the same name this turn.
Amulet of Havencall 3 Generic Action - Item
**Go again**

**Defense Reaction** - Destroy Amulet of Havencall: Search your deck for a card named Rally the Rearguard, add it to this chain link as a defending card, then shuffle. Activate this ability only if you have no cards in hand.
Amulet of Ice 3 Ice Action - Item
**Go again**

**Instant** - Destroy Amulet of Ice: Target hero discards a card unless they pay {r}{r}. Activate this ability only if you have **Ice fused** this turn.
Amulet of Ignition 2 Generic Action - Item
**Go again**

**Instant** - Destroy Amulet of Ignition: The next ability you activate this turn costs {r} less. Activate this ability only if you haven't played a card or activated an ability this turn.
Amulet of Intervention 3 Generic Action - Item
**Go again**

**Instant** - Destroy Amulet of Intervention: Prevent the next 1 damage that would be dealt to your hero this turn. Activate this ability only while your hero is the target of a source that would deal damage equal to or greater than your hero's {h}.
Amulet of Lightning 3 Lightning Action - Item
**Go again**

**Instant** - Destroy Amulet of Lightning: Target action card gains **go again**. Activate this ability only if you have Lightning **fused** this turn.
Amulet of Oblation 3 Generic Action - Item
**Go again**

**Instant** - Destroy Amulet of Oblation: Until end of turn, target attack action gains "If this would be put into a graveyard, instead put it on the bottom of its owner's deck." Activate this ability only if a card has entered a graveyard this turn.
Ancestral Empowerment 1 Ninja Attack Reaction
Target Ninja attack action card gains +1{p}.

Draw a card.
Ancestral Harmony 3 Ninja Action
Your attacks with **combo** get +1{p} this turn.

Banish the top card of your deck. If it has **combo**, you may play it this turn.

**Go again**
Angelic Descent (red) 1 Light Illusionist Instant
Target attack action card with Herald in its name gets **go again**.

Your next angel attack this turn gets +3{p}.
Angelic Descent (yellow) 2 Light Illusionist Instant
Target attack action card with Herald in its name gets **go again**.

Your next angel attack this turn gets +2{p}.
Angelic Descent (blue) 3 Light Illusionist Instant
Target attack action card with Herald in its name gets **go again**.

Your next angel attack this turn gets +1{p}.
Angelic Wrath (red) 1 Light Illusionist Instant
Target attack action card with Herald in its name gets +4{p}
Angelic Wrath (yellow) 2 Light Illusionist Instant
Target attack action card with Herald in its name gets +3{p}
Angelic Wrath (blue) 3 Light Illusionist Instant
Target attack action card with Herald in its name gets +2{p}
Annals of Sutcliffe None Runeblade Weapon - Book (2H)
**Once per Turn Action** - {r}{r}{r}: Draw a card. If an attack action card and a 'non-attack' action card were pitched this way, create a Runechant token.
Annihilate the Armed (red) 1 Assassin Action - Attack
**Contract** - You are contracted to banish opponents' attack action cards. Whenever you complete this contract, create a Silver token.

When this hits a hero, banish the top card of their deck.
Annihilate the Armed (yellow) 2 Assassin Action - Attack
**Contract** - You are contracted to banish opponents' attack action cards. Whenever you complete this contract, create a Silver token.

When this hits a hero, banish the top card of their deck.
Annihilate the Armed (blue) 3 Assassin Action - Attack
**Contract** - You are contracted to banish opponents' attack action cards. Whenever you complete this contract, create a Silver token.

When this hits a hero, banish the top card of their deck.
Annihilator Engine 1 Mechanologist Action - Attack
If you have 1 or more Evos equipped, this gets "When this hits a hero, destroy all cards defending this,"

- 2 or more, this costs {r}{r}{r} less to play,
- 3 or more, this gets **overpower**,
- 4 or more, this gets +3{p}.
Anothos None Guardian Weapon - Hammer (2H)
**Once per turn Action** - {r}{r}{r}: **Attack**

While there are 2 or more cards with cost 3 or greater in your pitch zone, Anothos has +2{p}.
Anthem of Spring 3 Earth Action
**Briar Specialization**

The next attack action card you play this turn gets +1{p}. **Go again**

**Unity** - When this defends together with a card from hand, create an Embodiment of Earth token under any number of heroes' control.
Apex Bonebreaker None Brute Equipment - Arms
When this defends together with a card with 6 or more {p}, create a Might token.

**Temper**
Apocalypse Automaton 1 Mechanologist Action - Attack
Play this only if you have 1 or more Evos equipped.

**Evo Upgrade** - This attacks up to X target opposing heroes, where X is the number of Evos you have equipped.
Aqua Laps None Mystic Equipment - Legs
**Cloaked**

**Attack Reaction** - {r}, turn this face up: Target attack gets **go again**.

At the start of your turn, destroy this.
Aqua Seeing Shell None Mystic Equipment - Head
**Cloaked**

**Instant** - {r}{r}{r}, turn this face-up: Draw a card.

At the start of your turn, destroy this.
Arakni None Assassin Hero - Young
Whenever you play a card with **contract**, you may look at the top card of target opponent's deck. You may put it on the bottom.
Arakni, Huntsman None Assassin Hero
Whenever you play a card with **contract**, you may look at the top card of target opponent's deck. You may put it on the bottom.
Arakni, Solitary Confinement None Assassin Hero - Young
Your first attack with **stealth** each turn has **go again**.
Arc Light Sentinel 2 Light Illusionist Instant - Aura
**Prism Specialization**

Opponents may only select Arc Light Sentinel as the target of an attack.

**Spectra**
Arc Lightning 2 Lightning Runeblade Action
**Aurora Specialization**

Whenever you **go again** this turn, deal 1 arcane damage to any target.

The next action card you play this turn gets **go again**.

**Go again**
Arcane Cussing (red) 1 Runeblade Action - Aura
**Go again**

When you deal or are dealt damage, destroy this.

When this leaves the arena during your turn, create 3 Runechant tokens.
Arcane Cussing (yellow) 2 Runeblade Action - Aura
**Go again**

When you deal or are dealt damage, destroy this.

When this leaves the arena during your turn, create 2 Runechant tokens.
Arcane Cussing (blue) 3 Runeblade Action - Aura
**Go again**

When you deal or are dealt damage, destroy this.

When this leaves the arena during your turn, create a Runechant token.
Arcane Lantern None Generic Equipment - Off-Hand
**Arcane Barrier 1**
Arcane Polarity (red) 1 Generic Instant
Gain 1{h}

If you've been dealt arcane damage this turn, instead gain 4{h}.
Arcane Polarity (yellow) 2 Generic Instant
Gain 1{h}

If you've been dealt arcane damage this turn, instead gain 3{h}.
Arcane Polarity (blue) 3 Generic Instant
Gain 1{h}

If you've been dealt arcane damage this turn, instead gain 2{h}.