Format is listed below.
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Card# Card Name (Card Type) Cost-LoyaltyCost
Power/HP Bold Text
Card Text
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Example: (Dwarf Unit) 2-DD means 2 resource, 2 Dwarf Loyalty. Whereas (Dark Elf Unit) 2-DD means 2 resource, 2 Dark Elf Loyalty.
Support cards with a 0/0 means they provide no power. 2/0 means they provide 2 Power.
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One Copy: 2, 4, 5, 6, 7, 11, 12, 15, 18, 19
Three Copies: 1, 3, 8, 9, 10, 13, 14, 16, 17, 20
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#1 Gurni's Elite (Dwarf Unit) 3-DDD
3/1 Warrior. Elite.
Battlefield only.
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#2 Stand Your Ground (Dwarf Tactic) 1-DD
Action: Put into play one target Dwarf unit that entered your discard pile this turn. (You choose the zone in which the unit enters play.)
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#3 Nordland Halberdiers (Empire Unit) 4-EE
2/2 Warrior.
You may play this unit from your hand any time you could take an action.
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#4 Infiltrate (Empire Tactic) 1-EE
Action: Target opponent cannot draw more than one card this turn.
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#5 Unique: Tyriel (High Elf Unit) 5-HHH
2/4 Hero.
Limit one Hero per zone.
Forced: Whenever an opponent attacks this zone, he must return one of his attacking units to its owner's hand at the end of the turn.
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#6 Steel's Bane (High Elf Tactic) 1-HH
Action: Cancel the next 10 damage that would be dealt to one target High Elf unit this turn.
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#7 Repair the Waystones (High Elf Quest) 0-HHH
Action: Discard 3 resource tokens from this card to target a support card in your discard pile, and put it into play in your quest zone.
Quest. Forced: Place 1 resource token on this card at the beginning of your turn if a unit is questing here.
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#8 Spider riders (Orc Unit) 1-O
0/1 Calvary.
Battlefield. This unit gains 2 Power while attacking.
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#9 War Paint (Orc Support) 0-O
0/0 Attachment.
Attach to a target unit in your battlefield.
Attatched unit gains 1 Power for each damage on it.
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#10 Chosen of Tzeentch (Chaos Unit) 3-CC
1/2 Sorceror.
Quest. Action: Spend 1 resource to deal 1 damage to one target damaged unit (limit once per turn).
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#11 Bolt of Change (Chaos tactic) 1-CC
Spell.
Action: Until the end of turn, one target development becomes a unit with 2 hit points and 2 Power. It also counts as a development.
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#12 Unique: Malus Darkblade (Dark Elf Unit) 5-DDD
3/3 Hero.
Limit one Hero per zone.
At the end of your battlefield phase, deal 1 damage to each of your opponent's units that could have defended but did not.
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#13 Morathi's Pegasus (Dark Elf Unit) 3-DD
1/3 Calvary.
Toughness 3
Action: Spend 3 resources to have this unit lose all Toughness until the end of turn. Only an opponent may trigger this ability.
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#14 We Need Your Blood (Dark Elf Tactic) 1-D
Action: One target unit gets -1 hit points and another target unit gets +1 hit points until the end of the turn.
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#15 Unique: Greyseer Thanquol (Neutral Unit) 3
1/1 Hero. Skaven.
Limit one Hero per zone. Destruction only.
This unit may attack from any zone.
While attacking, this unit gains 1 Power for each Skaven unit you control.
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#16 Clan Rats (Neutral Unit) 2
1/1 Skaven.
Destruction only.
Action: Corrupt this unit to have one other target Skaven unit gain 1 Power until end of the turn.
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#17 Warp Lightning Cannon (Neutral Support) 2
0/0 Attachment. Weapon. Skaven.
Destruction only.
Attach to a target unit. Corrupt that unit.
Attached unit gains 3 Power while attacking or defending.
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#18 Unique: Marius the Righteous (Neutral Unit) 4
2/4 Hero. Witchhunter.
Limit one hero per zone. Order only.
Quest. Action: Spend 1 resource to deal 1 damage to one target corrupted unit in the battlefield.
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#19 Abandoned Mine (Neutral Support) 4
2/0
Building.
Kingdom. Action: At the beginning of your turn, you may return one of your developments to its owner's hand.
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#20 Forge (Neutral Support) 2
1/0
Building.
Kingdom. While you control two or more developments in this zone, lower the cost for you to play Attachment cards by 1.