Last modified September 24, 2021
ARC Release Notes
General Notes
Arcane Rising contains 219 cards (126 commons, 48 rares, 15 super rares, 10 majestics, 5 legendaries, 1 fabled, 14 tokens).
Arcane Rising becomes legal for official constructed format tournament play on its official release date: March 27, 2020.
Icon Abbreviations
Within this document the following abbreviations are used to represent game icons which appear in the printed text box of cards:
- {r} Resource Point
- {p} Power
- {d} Defense Value
- {h} Life (of a hero card)
- {i} Intellect (of a hero card)
New Set Theme
Arcane Damage
Arcane damage is a new form of dealing damage that is introduced in Arcane Rising. It is primarily dealt by spellcasters and requires unique ways for the opponent to prevent the damage.
Example card:
Voltic Bolt
Pitch: 1
Cost: 2
Wizard Action
Deal 5 arcane damage to target hero.
Defense: 3
- Arcane damage cannot be defended using the defense value of cards in hand or with defense reactions.
- Arcane damage must be prevented with arcane barrier (more details below) or cards that specify preventing arcane damage or (any) damage.
Reveal the top card of your deck
There are multiple cards in Arcane Rising that reveal the top card of your deck and checks its pitch value.
Example card:
Ravenous Rabble
Pitch:1
Cost: 0
Generic Action - Attack
Reveal the top card of your deck. Ravenous Rabble gets -X{p}, where X is the pitch value of the card revealed this way. (The pitch value is located in the top left corner of the card.)
Go again
Power: 5
Defense: 2
- The pitch value is located in the top left corner.
- If there are no cards left in the deck, the ability does not resolve. Ravenous Rabble's power will be 5.
'Non-attack' action cards matter
There are multiple cards in Arcane Rising that reference or care about 'non-attack' action cards. A 'non-attack' action card is any card with card-type action that does not have sub-type attack.
Card-type and sub-type can be found center bottom of a card. A card's sub-types are everything that comes after the hyphen in the card type box. For example Generic Action - Attack.
Playing 'non-attack' actions as though they were an instant
There are multiple cards in Arcane Rising that allow you to play an action as though it were an instant.
Example card:
Rifting
Pitch:1
Cost: 2
Generic Action - Attack
If Rifting hits, you may play you next 'non-attack' action card this turn as though it were an instant.
Power: 6
Defense: 2
- You can play an instant anytime you have priority.
- You do not need an action point to play an instant.
- If you play an action with go again as an instant, you will gain 1 action point when it resolves. If you play Rifting, it hits and you have no action points remaining, you could play an action with go again as an instant (during your action phase), and when that action resolves, you will gain 1 action point.
- The action phase ends when both players pass in succession on an empty chain, NOT when a player has no action points. Using the above example, you can go from having zero action points to 1 action point during your action phase, by playing a card with go again as an instant.
- If you play an action with go again during an opponents action phase, you will NOT gain an action point when it resolves. You an only gain action points during your own action phase.
- Although you are playing the action card "as though it were an instant", it's card type is still action. Effects that interact with actions being played, are still applied.
New Keywords
Arcane Barrier
Arcane barrier is one of the most common ways to combat arcane damage. If you would be dealt arcane damage you may pay a {r} instead to prevent some amount of arcane damage that source will deal, depending on the level of arcane barrier the card has.
Example card:
Nullrune Hood
Generic Equipment - Head
Arcane Barrier 1 (If your hero would be dealt arcane damage, you may pay {r} instead. If you do, prevent 1 arcane damage that source would deal.)
Defense: 0
- You can have multiple instances of arcane barrier, for example Nullrune Hood, Nullrune Cloak, and Nullrune Gloves.
- Arcane barrier can be used every time you would be dealt arcane damage. It's not limited to once per turn.
- Each instance of arcane barrier you control can be used 1 time only, each time a source would deal arcane damage to you. For example if a source would deal 5 arcane damage to you, and you control two cards with arcane barrier 1, you will in total be able to prevent 2 arcane damage this source would deal to you.
- To fully prevent a card dealing 3 arcane damage, you would require 3 arcane barrier and 3 resources to prevent it. To fully prevent the arcane damage from 3 Runechant tokens (3 instances of 1 damage), you would require 1 arcane barrier and 3 resources to prevent it.
- A equipment with arcane barrier does not move to the chain when arcane barrier is used.
- You can prevent arcane damage you would deal to yourself.
- Players cannot respond to the prevention. Arcane barrier is a replacement effect, not an activated or triggered ability.
- To fully prevent a card dealing 3 arcane damage, you would require 3 arcane barrier and 3 resources to prevent it. To fully prevent 3 runechant tokens (3 instances of 1 damage from difference sources). You would require 1 arcane barrier and 3 resources to prevent it.
- Preventing arcane damage does not destroy the equipment with arcane barrier (unless otherwise specified).
Opt X
Opt is a keyword that allows you to look at the top X cards and put any number of them on the top and/or bottom of your deck in any order.
Example card:
Whisper of the Oracle
Pitch: 1
Cost: 0
Opt 4 (Look at the top 4 cards of your deck. You may put them on the top and/or bottom in any order.)
Go again
Power: -
Defense: 3
- The number of cards you place on top and bottom of your deck is known to your opponent, the order of the cards are not.
- You may put all of the cards on the top or all of the cards on the bottom if you wish.
Boost
Boost is a Mechanologist mechanic that allows a Mechanologist attack action card to gain go again.
Example card:
Throttle
Pitch: 1
Cost: 2
Mechanologist Attack Action
Boost (As an additional cost to play Throttle, you may banish the top card of your deck. If it's a Mechanologist card, Throttle gains go again.)
Power: 6
Defense: 3
- Boost is an additional cost. You choose if you want to boost or not at the time you play the card.
- You may only boost once per instance of boost.
- You are considered to have boosted regardless of whether the boost was successful or not.
Reload
Reload is a Ranger mechanic that allows you to put a card from your hand face down into your arsenal when the card resolves.
Example card:
Take Aim
Pitch: 1
Cost: 0
Ranger Action
The next Ranger attack action card you play this turn, gains +3{p}.
Reload (If you have no cards in your arsenal, you may put a card from your hand face down into your arsenal.)
Go again
Power: -
Defense: 2
- You may choose to put no cards from your hand to your arsenal.
- Your arsenal must be empty to put a card into your arsenal.
New Token
Runechant
Runeblade Token - Aura
(Auras stay in the arena until they are destroyed.)
When you play an attack action card or attack with a weapon, destroy Runechant and deal 1 arcane damage to target opposing hero
- Each Runechant is its own source of arcane damage, therefore a single instance of arcane barrier 1 can be used to prevent arcane damage from multiple Runechants provided the player the resources to pay for each prevention.
- The Runechant aura token remains in play until destroyed.
- When you attack, you must destroy all Runechant auras you control at the time the attack is announced. It's not optional.
- A Runechant aura token may be represented by a small object such as a card sleeve or coin if a Runechant aura token card is not available.
- If you control multiple Runechant auras, you may use dice to represent this.
Card-specific Notes
Heroes and Weapons
Azalea
Ranger Hero
Once per Turn Action - 0: Put a card from your arsenal on the bottom of your deck. If you do, put the top card of your deck face up into your arsenal. If it's an arrow card, it gains dominate until end of turn. Go again (The defending hero can't defend the attack with more than 1 card from their hand.)
Intellect: 4
Health: 20/40
- If you have no cards in deck and you activate Azalea's hero ability, it will put the card you placed on the bottom, back into the arsenal face up.
- If there is no card in your arsenal when this effect resolves, you do not put the top card into your arsenal.
- You may activate this even when you have no card in arsenal. When it resolves you do not put the top card of your deck into your arsenal.
Dash
Mechanologist Hero
You may start the game with a Mechanologist item with cost {r}{r} or less in the arena. (It is considered to have entered the arena.)
Intellect: 4
Health: 20/40
- The item must be chosen before you present your deck.
- The card is considered in your deck when counting the minimum sized deck (i.e, once your item is chosen, you can have 59 cards in deck to present in constructed or 29 cards for sealed deck/booster draft).
- The item starts with the appropriate counters as though it had entered the arena.
- You may elect to not start with an item in play.
Kano
Wizard Hero
Instant - {r}{r}{r}: Look at the top card of your deck. If it's a 'non-attack' action card, you may banish it. If you do, you may play it this turn as though it were an instant.
Intellect: 4
Health: 15/30
- If the card has go again you gain an action point when the card resolves. Note: You cannot gain an action point on an opponent's turn.
- The card is banished face up.
- You do not have to play the card immediately. You may play it anytime during the turn you banished it as long as you have priority.
- The card remains in the banished zone face up if it is not played before end of turn.
Viserai
Runeblade Hero
Whenever you play a Runeblade card, if you have played another 'non-attack' action card this turn, create a Runechant token. (It's an aura with "When you play an attack action card or attack with a weapon, destroy Runechant and deal 1 arcane damage to target opposing hero.”)
Intellect: 4
Health: 20/40
- Viserai's hero ability is not once per turn. You can create multiple Runechants in a single turn with his ability.
- The non-attack action card does not have to be a Runeblade card.
- The following are counted as Runeblade cards: Runeblade attack action, Runeblade action, Runeblade Instant, Runeblade attack reaction and Runeblade defense reaction.
Crucible of Aetherweave
Wizard Weapon - Staff (2H)
Once per Turn Instant - {r}: The next card you play this turn with an effect that deals arcane damage, instead deals that much arcane damage plus 1.
Power: -
- You cannot attack with this weapon.
- If the next card you play does not have an effect that deals arcane damage, it will not count and the next card with an effect that deals arcane damage will be affected still.
- You must activate this before playing the card in order for the card to gain the bonus.
Death Dealer
Ranger Weapon - Bow (2H)
Once per Turn Action - {r}: If you have no cards in your arsenal, you may put an arrow card from your hand face up into your arsenal. If you do, draw a card. Go again
Power: -
- You cannot attack with this weapon.
- You may use this ability even when you have a card in your arsenal, however you cannot put an arrow card from your hand into your arsenal or draw a card.
- An arrow card has the subtype “arrow” and is located at the bottom middle of the card.
- An arrow can be played from arsenal even if it wasn’t a bow that placed it in the arsenal.
- This does not give the arrow go again. (The action of Death Dealer has go again)
Nebula Blade
Runeblade Weapon - Sword (2H)
Once per Turn Action - {r}{r}: Attack
If Nebula Blade hits, create a Runechant token. (It's an aura with "When you play an attack action card or attack with a weapon, destroy Runechant and deal 1 arcane damage to target opposing hero.")
If you have played a 'non-attack' action card this turn, Nebula Blade gains +3{p} until end of turn.
Power: 1
- Nebula Blade can only get the power bonus once per turn even if you played multiple ‘non-attack’ action cards.
- If you play a ‘non-attack’ action card after you’ve attacked with Nebula Blade but before it does damage, it will still get the power bonus.
Teklo Plasma Pistol
Mechanologist Weapon - Pistol (2H)
Action - Remove a steam counter from Teklo Plasma Pistol: Attack
Action - {r}: If there are no steam counters on Teklo Plasma Pistol, put a steam counter on it. Go again
Power: 2
- You may use the second ability even if it already has one or more steam counters on it, however it will not put a steam counter on it.
- You can attack with this weapon more than once per turn provided you have the action points.
Generic Equipment and Cards
Arcanite Skullcap
Generic Equipment - Head
If you have less {h} than your opponent, Arcanite Skullcap gains +1{d} and Arcane Barrier 3. (If your hero would be dealt arcane damage, you may pay {r}{r}{r} instead. If you do, prevent 3 arcane damage that source would deal.)
Battleworn (If you defend with Arcanite Skullcap, put a -1{d} counter on it when the combat chain closes.)
Defense: 1
- You may have multiple instances of arcane barrier.
- You must pay {r}{r}{r} to prevent arcane damage even if only one point of arcane damage would be prevented.
- The prevention does not carry over even if you only prevent one arcane damage.
- Arcanite Skullcap always has battleworn, even if you are on higher or lower {h} than your opponent.
- Arcanite Skullcap gains the bonus if there is at least one opponent on less {h}. If there are multiple opponents on less {h}, arcanite skullcap still only gains the bonus once.
- If your {h} becomes higher or lower after defending but before damage calculation, the value of {d} will change accordingly.
Bracers of Belief
Generic Equipment - Arms
Action - Destroy Bracers of Belief: Reveal the top card of your deck. If you do, the next attack action card you play this turn, gains +X{p}, where X is 3 minus the pitch value of the card revealed this way. Go again (The pitch value is located in the top left corner of the card.)
Defense: 0
- If there are no cards left in deck, the attack will not gain any power, this is because of the “If you do” clause.
- When this card is destroyed, it is sent to your graveyard.
Mage Master Boots
Generic Equipment - Boots
Action - {r}, destroy Mage Master Boots: The next 'non-attack' action card you play this turn gains go again. Go again
- If this is used on a ‘non-attack’ action card with go again, you will only gain 1 action point upon resolution as multiple instances of go again do not stack.
- This is an action. It must be activated before you play the ‘non-attack’ action card.
- When this card is destroyed, it is sent to your graveyard.
Talismanic Lens
Generic Equipment - Head
Instant - Destroy Talismanic Lens: Opt 2 (Look at the top 2 cards of your deck. You may put them on the top and/or bottom in any order.)
Defense: 0
- Talismanic Len’s activated ability is an instant. You may activate it any time you have priority, including during an opponent’s turn, and during the reaction window of either player’s turn.
- When this card is destroyed, it is sent to your graveyard.
Vest of the First Fist
Generic Equipment - Chest
When an attack action card you control hits, you may destroy Vest of the First Fist. If you do, gain {r}{r}.
Defense: 0
- You choose if you want to destroy Vest of the First Fist after the attack action hits (during chain link resolution).
- When this card is destroyed, it is sent to your graveyard.
Art of War
Pitch: 2
Cost: 1
Generic Instant
Choose 2;
- Attack action cards you control gain +1{p} and +1{d} this turn.
- The next attack action card you play this turn, gains go again.
- Until end of turn, you may defend with attack action cards from arsenal.
- You may banish an attack action card from your hand. If you do, draw 2 cards.
Power: -
Defense: -
- You must choose the modes as you play Art of War.
- You cannot choose the same mode more than once.
- You must choose two modes.
- Defending with an attack action card from arsenal still follows normal timing restrictions. You must defend with the card during the defending window.
- Cards without an attack or defense value cannot gain attack or defense.
Back Alley Breakline
Pitch: 3/2/1
Cost: 1
Generic Action - Attack
If an activated ability or action card effect puts Back Alley Breakline face up into a zone from your deck, gain 1 action point.
Power: 3/4/5
Defense: 2
- The following are zones in this game: Hero, Weapon, Equipment, Chain, Pitch, Arsenal, Deck, Graveyard, Banished and Arena.
- It must be placed face up into a zone from your deck. Revealing it face up on top of your deck does not count as it is not put into a different zone from your deck.
Chains of Eminence
Pitch: 1
Cost: 0
Generic Action - Aura
Go again
When Chains of Eminence enters the arena, name a card. The named card can't be pitched, played or used to defend while Chains of Eminence is in the arena.
At the beginning of your action phase, destroy Chains of Eminence
Power: -
Defense: 2
- You name the card when the ability resolves. Players can respond to Chains of Eminence being played, but not after the card has been named.
- You may still put the named card in your arsenal or reveal it to pay additional costs.
- Auras stay in the arena until they are destroyed.
Command and Conquer
Pitch: 1
Cost: 2
Generic Action - Attack
Defense reactions can’t be played to Command and Conquer’s chain link.
If Command and Conquer hits a hero, destroy all cards in their arsenal.
Power: 6
Defense: 3
- The destroyed card is put into its owner’s graveyard.
- Chain link is different from combat chain. If another attack is played after Command and Conquer in the same combat chain, defense reactions can be played on that attack.
Eirina's Prayer
Pitch: 3/2/1
Cost: 1
Generic Instant
Reveal the top card of your deck. Prevent the next X arcane damage that would be dealt to you this turn, where X is 4/5/6 minus the pitch value of the card revealed this way. (The pitch value is located in the top left corner of the card.)
Power: -
Defense: -
- If you have multiple damage preventions available, you choose which prevention to apply first.
- If you are about to take arcane damage you may use arcane barrier to prevent before the prevention from Eirina's Prayer.
- If there is no cards in deck, Eirina’s Prayer will not get any minus as there is no pitch value to reveal, It will still prevent the next X arcane damage.
- The pitch value of a card is located in the top left corner.
Enchanting Melody
Pitch: 3/2/1
Cost: 2
Generic Action - Aura
(Aura's stay in the arena until they are destroyed.)
Go again
If you would be dealt damage, instead destroy Enchanting Melody and prevent 4 of that damage.
At the beginning of your end phase, destroy Enchanting Melody unless you have played a 'non-attack' action card this turn.
Power: -
Defense: 2
- If you have multiple damage preventions available, you choose which prevention to apply first.
- If you are about to take arcane damage you may use arcane barrier to prevent first before this prevention.
- Loss of life does not count as being dealt damage.
- Enchanting Melody is a ‘non-attack’ action therefore it will prevent itself from being destroyed the turn you play it.
Eye of Ophidia
Pitch: 3
Generic Resource - Gem
Legendary (You may only have 1 Eye of Ophidia in your deck.)
When you pitch Eye of Ophidia, opt 2.
Power: -
Defense: -
- You may not defend with this card. (It does not have a defense value)
- You must have a cost to pay to pitch this card. You cannot pitch this card without a cost to pay.
- The opt will resolve before the card or effect you pay for resolves.
- You may only have 1 Eye of Ophidia in your deck including cards in your registered 80-card pool in constructed tournaments and only 1 Eye of Ophidia in your deck in limited tournaments.
Fate Foreseen
Pitch: 3/2/1
Cost: 0
Generic Defense Reaction
Opt 1 (Look at the top card of your deck. You may put it on the bottom.)
Power: -
Defense: 2/3/4
- Fate Foreseen can only be played in the reaction step of a combat chain.
- Once Fate Foreseen resolves, you get to opt before deciding whether to play additional cards in the reaction step.
Lead the Charge
Pitch: 3/2/1
Cost: 0
Generic Action
The next time you play an action card with cost 0/1/2 or greater this turn, gain 1 action point.
Go again
Power: -
Defense: 2
- If the action has go again you will end up with 2 action points once that card resolves.
- An action point allows you to play action cards and action activated abilities as they require an action point to play. (Not to be confused with resource points which are used to pay costs)
- Lead the Charge looks at the base cost of the action card. Modifiers do not affect this.
Life for a Life
Pitch: 3/2/1
Cost: 1
Generic Attack Action
If Life for a Life hits, gain 1{g}.
When you play Life for a Life, if you have less {h} than your opponent, it gains go again.
Power: 2/3/4
Defense: 2
- The green symbol on Life for a Life is your hero's life.
- Life for a Life checks if you have less life than your opponent at the time you play it.
- Changes to a hero's life after the card has been played does not cause Life for a Life to gain nor lose go again.
Moon Wish
Pitch: 3/2/1
Cost: 2
Generic Attack Action
You may put a card from your hand on top of your deck rather than pay Moon Wish's {r} cost.
If Moon Wish hits, search your deck for a card named Sun Kiss, reveal it, put it into your hand, then shuffle your deck.
Power: 3/4/5
Defense: 2
- You may only use Moon Wish’s alternative cost if you have a card in hand to put on top of your deck.
- If Moon Wish hits, you search your deck and may put a Sun Kiss into your hand. You still require an action point to play Sun Kiss.
- Searching your deck for Sun Kiss is not an optional effect, so even if you fail to find, or know that you have no Sun Kiss in your deck, you must still shuffle your deck.
- If there is an effect that increases the cost of Moon Wish, you must still pay it even if you use Moon Wish’s alternative cost.
Plunder Run
Pitch: 3/2/1
Cost: 0
Generic Action
The next time an attack action card you control hits this turn, draw a card.
If Plunder Run is played from arsenal, the next attack action card you play this turn gains +1/2/3{p}.
Go again
Power: -
Defense: 2
- The first effect of Plunder Run checks on the next attack action card to hit, not the next attack action played.
Pursuit of Knowledge
Pitch: 3
Cost: 2
Generic Attack Action
If Pursuit of Knowledge hits, your hero gains +1 {i} until end of turn.
Power: 4
Defense: 2
- The blue symbol on Pursuit of Knowledge is your hero's intellect.
- You draw cards up to your intellect before end of turn effects end. In this case you will draw an additional card during the end phase from the intellect buff if Pursuit of Knowledge hit.
Ravenous Rabble
Pitch: 3/2/1
Cost: 0
Generic Attack Action
Reveal the top card of your deck. Ravenous Rabble gets -X{p}, where X is the pitch value of the card revealed this way. (The pitch value is located in the top left corner of the card.)
Go again
Power: 3/4/5
Defense: 2
- If there are no cards in deck, you can still play Ravenous Rabble and its {p} will be 5.
Rifting
Pitch: 3/2/1
Cost: 2
Generic Attack Action
If Rifting hits, you may play your next 'non-attack' action card this turn as though it were an instant.
Power: 4/5/6
Defense: 2
- The ‘non-attack’ action card does not need to be played straight away
- You may elect to still play it as normal, however if you do, you cannot play another ‘non-attack’ action card as an instant as this only applies to the next ‘non-attack’ action card.
Rusted Relic
Pitch: 3
Cost: 0
Generic Action - Item
Arcane Barrier 1 (If your hero would be dealt arcane damage, you may pay {r} instead. If you do, prevent 1 arcane damage that source would deal.)
Power: -
Defense: -
- Rusted Relic requires an action point to play as it is an action card.
- Items stay in the arena until they are destroyed.
- You can have multiple instances of arcane barrier.
- You may not defend with Rusted Relic (from your hand) as it does not have a defense value.
Sun Kiss
Pitch: 3/2/1
Cost: 0
Generic Action
Gain 3 {h}.
If you have played a card named Moon Wish this turn, draw a card and Sun Kiss gains go again.
Power: -
Defense: 2
- The green symbol on Sun Kiss is your hero's life.
- Sun Kiss requires an action point to play as it is an action.
Vigor Rush
Pitch: 3/2/1
Cost: 1
Generic Attack Action
If you have played a 'non-attack' action card this turn, Vigor Rush gains go again.
Power: 2/3/4
Defense: 2
- If you play a ‘non-attack’ action card after you’ve attacked with Vigor Rush but before chain link resolution, it will gain go again.
Mechanologist Cards
Teklo Foundry Heart
Mechanologist Equipment - Chest
Once per Turn Action - {r}: Banish the top 2 cards of your deck. Gain {r}for each Mechanologist card banished this way. Activate this ability only if you have boosted this turn. Go again
Battleworn (If you defend with Teklo Foundry Heart, put a -1 {d} counter on it when the combat chain closes.)
Power: -
Defense: 2
- You may only activate this once, even if you have boosted multiple times in a turn.
- Since this is an action, the combat chain must be empty when this is activated. You may close the combat chain after your boost attack but before activating this)
- You may use this even if you have less than 2 cards in your deck.
Achilles Accelerator
Mechanologist Equipment - Legs
Instant - Destroy Achilles Accelerator: Gain 1 action point. Activate this ability only if you have boosted this turn.
Arcane Barrier 1 (If your hero would be dealt arcane damage, you may pay {r} instead. If you do, prevent 1 arcane damage that source would deal.)
Power: -
Defense: -
- An action point allows you to play action cards and action activated abilities as they require an action point to play. (Not to be confused with resource points which are used to pay costs)
- The boost does not need to be successful. You can use Achilles Accelerator after banishing a non-Mechanologist card from a boost cost.
- When this card is destroyed, it is sent to your graveyard.
Aether Sink
Pitch: 2
Cost: 1
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. (If your hero would be dealt arcane damage, you may pay {r}{r} instead. If you do, prevent 2 arcane damage that source would deal.)"
Power: -
Defense -
- Aether Sink requires an action point to play as it is an action.
- You can have multiple instances of arcane barrier.
- You may not defend with Aether Sink (from hand) as it does not have a defense value.
- You must pay {r}{r} to prevent arcane damage even if only one point of arcane damage would be prevented.
- The prevention does not carry over even if you only prevent one arcane damage.
- You may use the action even if it already has one or more steam counters on it, however it will not put a steam counter on it.
- If you activate Aether Sink's second ability multiple times in the same turn, it will gain multiple instances of arcane barrier 2.
Cognition Nodes
Pitch: 3
Cost: 1
Mechanologist Action - Item
Action - {r}: If there are no steam counters on Cognition Nodes, put a steam counter on it. Go again
Once per Turn Attack Reaction - Remove a steam counter from Cognition Nodes: Target attack action card gains “If this hits, put it on the bottom of your deck.”
Power: -
Defense: -
- Cognition Nodes requires an action point to play as it is an action.
- You may not defend with Cognition Nodes (from your hand) as it does not have a defense value.
- You may use the action ability even if it already has one or more steam counters on it, however it will not put a steam counter on it.
- The attack still counts as an attack and a chain link on the combat chain even when it is put on the bottom of your deck.
Convection Amplifier
Pitch: 1
Cost: 0
Mechanologist Action - Item
Convection Amplifier enters the arena with 2 steam counters on it. When Convection Amplifier has no steam counters on it, destroy it.
Action - Remove a steam counter from Convection Amplifier: The next attack action card you play this turn gains dominate. Go again (The defending hero can't defend the attack with more than 1 card from their hand.)
Power: -
Defense: -
- Convection Amplifier requires an action point to play as it is an action.
- You may not defend with Convection Amplifier (from your hand) as it does not have a defense value.
- You can use the Action more than once per turn as long as it has a steam counter on it as the action is not limited to once per turn.
- Using this action requires an empty combat chain. You can close the combat chain after a chain link has resolved.
Dissipation Shield
Pitch: 2
Cost: 2
Mechanologist Action - Item
Dissipation Shield enters the arena with 4 steam counters on it.
At the beginning of your action phase, destroy Dissipation Shield unless you remove a steam counter from it.
Instant - Destroy Dissipation Shield: The next time your hero would be dealt damage this turn, prevent X damage, where X is the number of steam counters on Dissipation Shield.
Power: -
Defense: -
- Dissipation Shield requires an action point to play as it is an action.
- You may not defend with Dissipation Shield (from your hand) as it does not have a defense value.
- If you have multiple damage preventions available, you choose which prevention to apply first.
- This can prevent any type of damage, including arcane damage.
- This cannot prevent loss of life.
- You may activate the instant ability anytime you have priority including when the trigger is on the stack.
High Octane
Pitch: 1
Cost: 1
Mechanologist Action
Whenever you boost a card this turn, gain 1 action point.
Draw a card.
Go again
Power: -
Defense: 3
- An action point allows you to play action cards and action activated abilities as they require an action point to play. (Not to be confused with resource points which are used to pay costs)
- The boost does not need to be successful. You will still gain an action point if you banish a non-Mechanologist card from a boost cost.
- You draw a card when this card resolves, not whenever you boost a card this turn.
Hyper Driver
Pitch: 1
Cost: 1
Mechanologist Action - Item
Hyper Driver enters the arena with 3 steam counters on it. When Hyper Driver has no steam counters on it, destroy it.
Once per Turn Effect - When you boost a card, remove a steam counter from Hyper Driver and gain {r}.
Power: -
Defense: -
- Hyper Driver requires an action point to play as it is an action.
- You may not defend with Hyper Driver (from your hand) as it does not have a defense value.
- The effect is not optional, you must remove a steam counter and gain {r} when you boost, including when your boost is unsuccessful.
Induction Chamber
Pitch: 1
Cost: 2
Mechanologist Action - Item
Action - {r}: If there are no steam counters on Induction Chamber, put a steam counter on it. Go again
Once per Turn Attack Reaction - Remove a steam counter from Induction Chamber: Target Mechanologist pistol attack gains go again.
Power: -
Defense: -
- Induction Chamber requires an action point to play as it is an action.
- You may not defend with Induction Chamber (from hand) as it does not have a defense value.
- You may use the action even if it already has one or more steam counters on it, however it will not put a steam counter on it.
Locked and Loaded
Pitch: 3/2/1
Cost: 1
Mechanologist Action
The next Mechanologist attack action card you play this turn gains +1/2/3{p}.
If you have boosted this turn, opt 1. (Look at the top card of your deck. You may put it on the bottom.)
Go again
Power: -
Defense: 3
- The boost does not need to be successful. You will still opt 1 if you banish a non-Mechanologist card from a boost cost.
Maximum Velocity
Pitch: 1
Cost: 2
Mechanologist Action - Attack
Play Maximum Velocity only if you have boosted 3 or more times this turn.
Power: 10
Defense: 3
- You cannot play this card if you have not boosted 3 or more times this turn.
- You may still pitch or defend with this card even if you have not boosted 3 or more times this turn.
Optekal Monocle
Pitch: 3
Cost: 0
Mechanologist Action - Item
Optekal Monocle enters the arena with 5 steam counters on it. When Optekal Monocle has no steam counters on it, destroy it.
Action - Remove a steam counter from Optekal Monocle: Opt 1. Go again (Look at the top card of your deck. You may put it on the bottom.)
Power: -
Defense: -
- Optekal Monocle requires an action point to play as it is an action.
- You may not defend with Optekal Monocle (from hand) as it does not have a defense value.
- You can use the action ability more than once per turn as long as it has a steam counter on it. It is not once per turn.
- Using this action requires an empty combat chain. You can close the combat chain after a chain link has fully resolved.
Over Loop
Pitch: 3/2/1
Cost: 2
Mechanologist Action - Attack
If Over Loop hits, put it on the bottom of your deck.
Boost (As an additional cost to play Over Loop, you may banish the top card of your deck. If it's a Mechanologist card, Over Loop gains go again.)
Power: 3/4/5
Defense: 3
- Over Loop still counts as an attack and a chain on the combat chain when it is put onto the bottom of your deck.
- Over Loop still resolves and gives you an action point if it had go again when it's put on the bottom of your deck.
Pedal to the Metal
Pitch: 3/2/1
Cost: 2
Mechanologist Action - Attack
If Pedal to the Metal hits, your next attack this turn gains dominate. (The defending hero can't defend the attack with more than 1 card from their hand.)
Boost (As an additional cost to play Pedal to the Metal, you may banish the top card of your deck. If it's a Mechanologist card, Pedal to the Metal gains go again.)
Power: 3/4/5
Defense: 3
- It does not need to be the next attack on the combat chain. It will still apply to the next attack even if the chain was closed in between.
- This affects all types of attacks including weapon attacks.
Errata
There is a printing mistake in the italic reminder text of this card related to the effect of dominate. It should reference the next attack not Pedal to the Metal itself.
Pour the Mold
Pitch: 3/2/1
Cost: 0
Mechanologist Action
Put a Mechanologist item with cost 0/1/2 or less from your hand into the arena.
If you have boosted this turn, put a steam counter on it.
Go again
Power: -
Defense: 3
- You may elect not to put a Mechanologist item into play when this card resolves.
- The cost of a card is located on the top right corner.
- The boost does not need to be successful. The item will still come into play with an additional steam counter on it if a non-Mechanologist card is boosted.
- If you have boosted, the item comes into play with an additional steam counter on it, this cannot be responded to.
- The item is considered to have entered the arena.
Spark of Genius
Pitch: 2
Cost: XX
Mechanologist Action
Dash Specialization (You may only have Spark of Genius in your deck if your hero is Dash.)
Search your deck for a Mechanologist item card with cost X, put it into the arena, then shuffle your deck.
If you have boosted this turn, draw a card.
Power: -
Defense: 3
- You may only play Spark of Genius in your deck if your hero is Dash, Inventor Extraordinaire, or Dash (young hero).
- X can be 0.
- The value of X is 0 if it has not been defined, such as when it is in your hand.
- The value of X must be the same.
- You must pay double the cost of X. For example if you want to search for a card that cost 2, you must pay 4 for Spark of Genius.
- The cost of a card is located on the top right corner.
- The boost does not need to be successful. You will still draw a card if boost was unsuccessful.
- The item is considered to have entered the arena.
Teklo Core
Pitch: 3
Cost: 0
Mechanologist Action - Item
Dash Specialization (You may only have Teklo Core in your deck if your hero is Dash.)
Teklo Core enters the arena with 2 steam counters on it. When Teklo Core has no steam counters on it, destroy it.
At the beginning of your action phase, remove a steam counter from Teklo Core and gain {r}{r}"
Power: -
Defense: -
- You may only play Teklo Core in your deck if your hero is Dash, Inventor Extraordinaire, or Dash (young hero).
- Teklo Core requires an action point to play as it is an action.
- You may not defend with Teklo Core (from hand) as it does not have a defense value.
- The effect is not optional. You must remove a steam counter and gain {r}{r} at the beginning of your action phase.
Ranger Cards
Skullbone Crosswrap
Ranger Equipment - Head
Once per Turn Action - Turn a face down card in your arsenal face up: Opt 1. Go again
Arcane Barrier 1 (If your hero would be dealt arcane damage, you may pay {r} instead. If you do, prevent 1 arcane damage that source would deal.)
Blade Break (If you defend with Skullbone Crosswrap, destroy it when the combat chain closes.)
Power: -
Defense: 1
- Turning a face down card face up is part of the cost. You cannot use Skullbone Crosswrap if you do not have a card in arsenal or the card is not face down.
- A face down card is a card with the back part of the card facing up. When you put a card into your arsenal at the end of turn or with reload, the card is face down.
- You may have multiple instances of arcane barrier.
Bull's Eye Bracers
Ranger Equipment - Arms
Action - Destroy Bull's Eye Bracers: If you have no cards in your arsenal, you may put an arrow card from your hand face up into your arsenal. It gains +1{p} until end of turn. Go again
Arcane Barrier 1 (If your hero would be dealt arcane damage, you may pay {r} instead. If you do, prevent 1 arcane damage that source would deal.)
Power: -
Defense: -
- You may activate Bull’s Eye Bracers if you have a card in your arsenal, however it will not put an arrow into your arsenal or give anything +{p}.
- When this card is destroyed, it is sent to your graveyard.
Endless Arrow
Pitch: 1
Cost: 0
Ranger Action - Attack
(Arrows can only be played from arsenal and only if you control a bow.)
If Endless Arrow hits, put it into your hand.
Power: 4
Defense: 3
- Endless Arrow is still considered an attack that hit and a chain link on the combat chain when it's returned to your hand.
- Endless Arrow will still require an action point (and to be played from arsenal) if you are attempting to replay the Endless Arrow returned to your hand.
Hamstring Shot
Pitch: 3/2/1
Cost: 1
Ranger Action - Attack
(Arrows can only be played from arsenal and only if you control a bow.)
If Hamstring Shot hits a hero, their first attack during their next turn costs an additional {r} to play.
Power: 3/4/5
Defense: 3
- This affects both attack action cards and weapon attacks.
- This does not change the base cost of the attack.
- If an attack has a cost reduction clause, the additional {r} from Hamstring Shot can be reduced. Effects that increase cost are applied first, then effects that reduce costs.
Head Shot
Pitch: 3/2/1
Cost: 1
Ranger Action - Attack
(Arrows can only be played from arsenal and only if you control a bow.)
If Head Shot is put into your arsenal face up, it gains +2{p} until end of turn.
Power: 2/3/4
Defense: 3
- It only gains the +2{p} until end of turn. If you do not attack with Head Shot on the same turn, it won’t have the bonus the following turn.
- Head Shot must be placed into your arsenal face up, turning a face down Head Shot in arsenal face up will not grant the bonus.
Nock the Deathwhistle
Pitch: 3
Cost: 0
Ranger Action
Azalea Specialization (You may only have Nock the Deathwhistle in your deck if your hero is Azalea.)
Search your deck for an arrow card, reveal it, then shuffle your deck and put it on top of your deck.
Reload (If you have no cards in your arsenal, you may put a card from your hand face down into your arsenal.)
Go again
Power: -
Defense: 3
- You may only play Nock the Deathwhistle in your deck if your hero is Azalea, Ace in the Hole or Azalea (young hero).
- You may elect not to put a card on the top of your deck, you still must shuffle your deck after.
Rapid Fire
Pitch: 2
Cost: 0
Ranger Action
Until end of turn, arrows you control gain go again.
Reload (If you have no cards in your arsenal, you may put a card from your hand face down into your arsenal.)
Go again
Power: -
Defense: 2
- Arrows are still required to be played from arsenal, this card does not bypass that restriction.
Red in the Ledger
Pitch: 1
Cost: 1
Ranger Action - Attack
(Arrows can only be played from arsenal and only if you control a bow.)
Azalea Specialization (You may only have Red in the Ledger in your deck if your hero is Azalea.)
If Red in the Ledger hits a hero, they can't play or activate more than 1 action during their next turn.
Power: 5
Defense: 3
- You may only play Red in the Ledger in your deck if your hero is Azalea, Ace in the Hole or Azalea (young hero).
- The affected player can still play and activate instant and reaction cards as they are not actions.
- Multiple action points do not get around this ability. The affected player may only play or activate 1 action even if they have additional action points.
- Actions played as though they were an instant still count as action cards. Playing an action as though it was an instant does not get around Red in the Ledgers ability.
Ridge Rider Shot
Pitch: 3/2/1
Cost: 0
Ranger Action - Attack
(Arrows can only be played from arsenal and only if you control a bow.)
If Ridge Rider Shot is put into your arsenal face up, opt 1. (Look at the top card of your deck. You may put it on the bottom.)
Power: 2/3/4
Defense: 3
- Ridge Rider Shot must be placed into your arsenal face up, turning a face down Ridge Rider Shot in arsenal face up will not grant the bonus.
Salvage Shot
Pitch: 3/2/1
Cost: 1
Ranger Action - Attack
(Arrows can only be played from arsenal and only if you control a bow.)
If Salvage Shot hits, put it on the bottom of your deck.
Power: 3/4/5
Defense: 3
- Salvage Shot is still considered an attack that hit and a chain link on the combat chain even when it is put on the bottom of your deck.
- Putting Salvage Shot on the bottom of your deck is not optional.
Searing Shot
Pitch: 3/2/1
Cost: 0
Ranger Action - Attack
(Arrows can only be played from arsenal and only if you control a bow.)
If Searing Shot hits a hero, they lose 1(h).
Power: 2/3/4
Defense: 3
- The green symbol on Searing Shot is a hero's life.
- The loss of life cannot be defended or prevented.
Silver the Tip
Pitch: 3/2/1
Cost: 1
Ranger Action
If you have no cards in your arsenal, look at the top 2/3/4 cards of your deck. You may put an arrow card from among them face up into your arsenal, then put the rest on the bottom of your deck in any order.
Go again
Power: -
Defense: 2
- If you have a card in arsenal, Silver the Tip can still be played, however it will not do anything beyond replenishing your action point from go again.
- You do not look at the top 2/3/4 cards if you have a card in arsenal.
- You do not have to put an arrow card into your arsenal.
Take Cover
Pitch: 3/2/1
Cost: 0
Ranger Defense Reaction
Reload (If you have no cards in your arsenal, you may put a card from your hand face down into your arsenal.)
Power: -
Defense: 2/3/4
- You may still play Take Cover with an arsenal in play.
- If you play Take Cover from your arsenal, you may reload when Take Cover resolves.
- Take Cover’s reload happens before damage calculation so you may play the card you reloaded from arsenal before damage calculation. For example you may reload another defense reaction and play that to the same chain link you played Take Cover.
Three of a Kind
Pitch: 1
Cost: 1
Ranger Action
Draw 3 cards. Until end of turn, you may only play cards from arsenal.
Go again
Power: -
Defense: 2
- You still need to pay the cost and action points to play cards out of your arsenal.
- You cannot play any cards except cards from arsenal, this includes cards from hand, banished zone or deck.
- The restriction applies to all card types. You cannot play instants or attack reactions unless they are played from your arsenal.
- You may still activate cards, such as weapons, equipment, hero abilities, and items.
Runeblade Cards
Grasp of the Arknight
Runeblade Equipment - Arms
Once per Turn Action - {r}{r}: Create a Runechant token. This ability costs an additional {r} to activate for each Runechant you control. Go again
Battleworn (If you defend with Grasp of the Arknight, put a -1 {d} counter on it when the combat chain closes.)
Power: -
Defense: 2
- The cost checks how many runechant tokens you have at the time you activate it, it does not include the runechant token you are about to make.
- You cannot use this ability if you cannot pay the required costs. (You cannot sink resources into this if you cannot pay the full cost)
Crown of Dichotomy
Runeblade Equipment - Head
Action - {r}, destroy Crown of Dichotomy: Put target Runeblade attack action card and target Runeblade 'non-attack' action card from your graveyard on top of your deck in any order.
Arcane Barrier 1 (If your hero would be dealt arcane damage, you may pay {r} instead. If you do, prevent 1 arcane damage that source would deal.)
Power: -
Defense: -
- This requires an action point to activate. It does not have go again.
- You must have two legal targets in order to use this.
- If one of the targets becomes illegal before resolution, it will still put the other target on top of the deck.
Arknight Ascendancy
Pitch: 1
Cost: 6
Runeblade Action - Attack
Viserai Specialization (You may only have Arknight Ascendency in your deck if your hero is Viserai.)
Arknight Ascendency costs {r} less to play for each Runechant you control.
If Arknight Ascendency hits, create X Runechant tokens, where X is the damage dealt by Arknight Ascendency.
Dominate
Power: 5
Defense: 3
- You may only play Arknight Ascendancy in your deck if your hero is Viserai, Rune Blood or Viserai (young hero).
- Dominate means the defending player cannot defend Arknight Ascendency with more than 1 card from their hand.
Become the Arknight
Pitch: 3
Cost: 0
Runeblade Action
Viserai Specialization (You may only have Become the Arknight in your deck if your hero is Viserai.)
Choose 1;
- Discard a 'non-attack' action card. Search your deck for a Runeblade attack action card, reveal it, put it into your hand, then shuffle your deck.
- Discard an attack action card. Search your deck for a Runeblade 'non-attack' action card, reveal it, put it into your hand, then shuffle your deck.
Go again
Power: 0
Defense: 3
- You choose the mode at the time you play the card.
- Discarding the card happens on resolution of the of the card. If you cannot or choose not to discard a card, the effect will not resolve.
- You may elect not to put a card into your hand. If you do, you still shuffle your deck.
- You may not discard a non-action card, such as an instant.
- You cannot discard more than one card.
Bloodspill Invocation
Pitch: 3/2/1
Cost: 1
Runeblade Action
(Aura's stay in the arena until they are destroyed.)
Go again
When an attack action card you control hits, destroy Bloodspill Invocation then create 3 Runechant tokens. (They're auras with "When you play an attack action card or attack with a weapon, destroy Runechant and deal 1 arcane damage to target opposing hero.")
When your hero is dealt damage, destroy Bloodspill Invocation.
Power: -
Defense: 2
- Damage from attacks and arcane damage both count as being dealt damage.
- If Bloodspill Invocation triggers but is destroyed before the resolution, it will still create the tokens. This is because the clause is not tied into being destroyed. (Not an “If you do”.)
Mordred Tide
Pitch: 1
Cost: 1
Runeblade Action
Until end of turn, if you would create a Runechant token, instead create that many plus 1.
Go again
Power: -
Defense: 3
- An additional one Runechant is created for the entire effect creating Runechants. For example if you were to make three Runechant tokens from a single effect, it would instead create four.
- Multiple Mordred Tide effects will result in that many additional Runechants being created.
- If playing Mordred Tide would trigger Viserai’s ability, it would not create an additional Runechant as Mordred Tide would not have resolved by the time Viserai’s ability has.
Oath of the Arknight
Pitch: 3/2/1
Cost: 2
Runeblade Action
Your next Runeblade attack this turn gains +1/2/3{p}.
Create a Runechant token. (It's an aura with "When you play an attack action card or attack with a weapon, destroy Runechant and deal 1 arcane damage to target opposing hero.")
Go again
Power: -
Defense: 2
- This affects all types of Runeblade attacks including Runeblade Weapon attacks.
Read the Runes
Pitch: 3/2/1
Cost: 0
Runeblade Action
Create 1/2/3 Runechant tokens. (They're auras with "When you play an attack action card or attack with a weapon, destroy Runechant and deal 1 arcane damage to target opposing hero.")
Power: -
Defense: 2
- Read the Runes is an action and requires an action point to play. It does not have go again.
Reduce to Runechant
Pitch: 3/2/1
Cost: 1
Runeblade Defense Reaction
Reduce to Runechant costs {r} less to play for each Runechant you control.
Create a Runechant token. (It's an aura with “When you play an attack action card or attack with a weapon, destroy Runechant and deal 1 arcane damage to target opposing hero.”)
Power: -
Defense: 2/3/4
- Since defense reactions can’t defend in the defending window and must be played in the reaction window, you must pay Reduce to Runechant’s cost to play it.
- The Runechant Reduce to Runechant creates is not counted when calculating the reduction.
- Effects that increase cost are applied first, then effects that reduce costs. If a card increases the cost of Reduce to Runechant, if you control enough Runechants the cost of Reduce to Runechant can still be 0.
Spellblade Assault
Pitch: 3/2/1
Cost: 2
Runeblade Action - Attack
Create 2 Runechant tokens. (They're auras with "When you play an attack action card or attack with a weapon, destroy Runechant and deal 1 arcane damage to target opposing hero.")
Power: 2/3/4
Defense: 3
- The Runechant tokens created do not trigger or get destroyed by Spellblade Assault, as it is already played at the point the Runechant tokens are created.
Spellblade Strike
Pitch: 3/2/1
Cost: 1
Runeblade Action - Attack
Create a Runechant token. (It's an aura with "When you play an attack action card or attack with a weapon, destroy Runechant and deal 1 arcane damage to target opposing hero.")
Power: 2/3/4
Defense: 3
- The Runechant token created does not trigger or get destroyed by Spellblade Strike, as it's already played at the point the Runechant token is created.
Tome of the Arknight
Pitch: 3
Cost: 1
Runeblade Action
Reveal the top 2 cards of your deck. If you reveal an attack action card and a 'non-attack' action card this way, put them into your hand.
Go again
Power: -
Defense: 2
- If the revealed cards do not meet the criteria, they are returned to the top of the deck in the same order.
- Instants, attack reactions, defense reactions and resources are not ‘non-attack’ action cards.
Wizard Cards
Storm Striders
Wizard Equipment - Legs
Instant - {r}, destroy Storm Striders: You may play your next Wizard 'non-attack' action card this turn as though it were an instant.
Arcane Barrier 2 (If your hero would be dealt arcane damage, you may pay {r}{r} instead. If you do, prevent 2 arcane damage that source would deal.)
Power: -
Defense: 0
- You may have multiple instances of arcane barrier.
- You must pay {r}{r} to prevent arcane damage even if only one point of arcane damage would be prevented.
- The prevention does not carry over even if you only prevent one arcane damage.
- When this card is destroyed, it is sent to your graveyard.
Robe of Rapture
Wizard Equipment - Chest
Action - Destroy Robe of Rapture: Gain {r}{r}{r}.
Arcane Barrier 1 (If your hero would be dealt arcane damage, you may pay {r} instead. If you do, prevent 1 arcane damage that source would deal.)
Power: -
Defense: 0
- This requires an action to activate. This does not have go again.
Absorb in Aether
Pitch: 3/2/1
Cost: 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.
Power: -
Defense: 2/3/4
- Since defense reactions can’t defend in the defending window and must be played in the reaction window, you must pay Absorb in Aether’s cost to play it.
- The card must be played during your opponent’s turn after Absorb in Aether resolves to gain the buff.
- You cannot play this card during your own turn or without an attack to defend during the reaction window.
Aether Flare
Pitch: 3/2/1
Cost: 1
Wizard Action
Deal 1/2/3 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.
Power: -
Defense: 3
- Aether Flare does not have go again. The next card you play that benefits from this effect would require an action point or be played as an instant.
- If the next card you play does not have an effect that deals arcane damage, it will not gain this modifier however the next card played this turn that has an effect that deals arcane damage will still gain the bonus.
Aether Spindle
Pitch: 3/2/1
Cost: 2
Wizard Action
Deal 2/3/4 arcane damage to target opposing hero.
Opt X, where X is the damage dealt by Aether Spindle. (Look at the top X cards of your deck. You may put them on the top and/or bottom in any order.)
Power: -
Defense: 3
- You do not Opt if Aether Spindle does not deal arcane damage.
- You cannot respond to the ability after it has done damage but before the opt. This is because Aether Spindle does not create a trigger on dealing damage.
Blazing Aether
Pitch: 1
Cost: 0
Wizard Action
Kano Specialization (You may only have Blazing Aether in your deck if your hero is Kano.)
Deal X arcane damage to target hero, where X is the amount of arcane damage you have dealt to that hero this turn.
Power: -
Defense: 3
- You may only play Blazing Aether in your deck if your hero is Kano, Dracai of Aether or Kano (young hero).
Forked Lightning
Pitch: 1
Cost: 3
Wizard Action
Deal 2 arcane damage to target hero.
Deal 2 arcane damage to target hero.
(Effects that modify damage, modify both damage effects of Forked Lightning. Forked Lightning is considered a single source of damage.)
Power: -
Defense: 3
- Modifiers will affect both damage effects. For example if the next arcane damage would deal plus one, Forked Lightning would deal 3 arcane damage twice thus dealing 6 arcane damage total.
- Arcane barrier 1 can only stop one arcane damage from Forked Lightning, as it's considered a single source of damage.
Index
Pitch: 3/2/1
Cost: 0
Wizard Action
Look at the top 3/4/5 cards of your deck. Put 1 card from among them on top of your deck, and the rest on the bottom of your deck in any order.
Power: -
Defense: 2
- You must select one card to put on the top of your deck. (Provided there is at least one card to look at.)
- You can play this if there is less than the number of cards in your deck. You would look at as many as you can. For example if you only have 2 cards in deck, you would look at both of them and select one to put on the top of your deck.
- This is an action and requires an action point to play. Index does not have go again.
Lesson in Lava
Pitch: 2
Cost: 1
Wizard Action
Kano Specialization (You may only have Lesson in Lava in your deck if your hero is Kano.)
Deal 3 arcane damage to target opposing hero.
If Lesson in Lava deals damage, you may search your deck for a Wizard card with {r} cost equal to or less than the damage dealt by Lesson in Lava, reveal it, then shuffle your deck and put it on top of your deck.
Power: -
Defense: 3
- You may only play Lesson in Lava in your deck if your hero is Kano, Dracai of Aether or Kano (young hero).
- You must deal damage with Lesson in Lava to search your deck. You cannot search for a 0 cost if Lesson in Lava did not deal damage.
- You may elect not to put a card on top of your deck, you still must shuffle your deck after.
- The resource cost is located in the top right corner of a card.
Reverberate
Pitch: 3/2/1
Cost: 1
Wizard Action
Deal 1/2/3 arcane damage to target opposing hero.
If Reverberate deals damage, you may banish a Wizard 'non-attack' action card from your hand with {r} cost less than or equal to the damage dealt by Reverberate. If you do, you may play it this turn as though it were an instant.
Power: -
Defense: 3
- If you do not play the banished card, it stays in the banished zone.
- The resource cost is located in the top right corner of a card.
Sonic Boom
Pitch: 3/2/1
Cost: 2
Wizard Action
Deal 3 arcane damage to target opposing hero.
If Sonic Boom deals damage, look at the top card of your deck. If it's a Wizard 'non-attack' action card, you may banish it. If you do, you may play it this turn as though it were an instant and it costs X resource points less to play, where X is the damage dealt by Sonic Boom.
Power: -
Defense: 3
- If you do not play the banished card, it stays in the banished zone.
- If the card is reduced by more than the card's resource cost, it will cost 0 to play. The cost cannot be negative.
- You cannot respond to the ability after it has done damage but before the rest of the card has resolved. This is because Sonic boom does not create a trigger on dealing damage.
Stir the Aetherwinds
Pitch: 3/2/1
Cost: 2
Wizard Action
You may play your next Wizard 'non-attack' action card this turn as though it were an instant and if it has an effect that deals arcane damage, instead that effect deals that much arcane damage plus 1/2/3.
Power: -
Defense: 2
- This affects the next wizard non-attack action then checks if it has an effect that deals arcane damage. Even if the next wizard non-attack action can’t do arcane damage, the damage modifier effect will not carry over.
Tome of Aetherwind
Pitch: 1
Cost: 0
Wizard Action
Choose 2. You may choose the same mode more than once;
- The next card you play this turn with an effect that deals arcane damage, instead deals that much arcane damage plus 1.
- Draw a card.
Power: -
Defense: 2
- You may choose the same mode more than once
- If you choose the first mode twice, the next card you play with an effect that deals arcane damage, instead deals that much arcane damage plus 2.
- Tome of Aetherwind is an action and requires an action point. It does not have go again.