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: 23, 25, 27, 30, 32, 35, 36, 37, 39, 40
Three Copies: 21, 22, 24, 26, 28, 29, 31, 33, 34, 38
#21 Dwarf Miner (Dwarf Unit) 2-D
1/1 Engineer.
Forced: After this unit enters play, heal up to 2 damage from this zone's section of your capital.
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#22 Gromril Armour (Dwarf Support) 0-DD
0/0 Attachment.
Attach to a unit.
Attached unit gains Toughness 1.
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#23 Unique: Gustav the Bear (Empire Unit) 4-EEE
2/3 Hero. Calvary.
Limit one Hero per zone.
Cancel all damage to this unit while any opponent controls a corrupted unit.
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#24Talabheim Detachment (Empire Unit) 2-E
1/2 Warrior.
Action: Spend 1 resource to return this unit to its owner's hand.
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#25 Gate of Sigmar (Empire Support) 4-EE
2/0 Building.
Cancel one damage assigned to your capital each turn.
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#26 Vaul's Unmaking (High Elf Tactic) 0-H
Spell.
Action: Destroy one target Attachment card.
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#27 Repeater Bolt Thrower (High Elf Support) 3-HHH
0/0 Siege.
Battlefield. Action: Spend X resources to deal X indirect damage to target opponent. X is the number of developments in this zone. (Players assign their own indirect damage.)
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#28 Arrer Boyz (Orc Unit) 4-OO
1/3 Ranger.
Battlefield. Action: Spend 2 resources to deal 1 damage to one target unit in any battlefield. Arrer Boyz then takes 1 damage.
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#29 Wolf Rider Assault (Orc Tactic) 0-O
Action: Move one target Orc unit from your kingdom or your quest zone to your battlefield. That unit must attack this turn if able.
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#30 Unique: Bule, Lord of Pus (Chaos Unit) 5-CCC
3/4 Hero.
Limit one hero per zone.
Forced: At the beginning of your turn, corrupt one target unit.
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#31 Bloodsworn (Chaos Unit) 4-C
2/3 Warrior.
Forced: When an opponent's unit enters a discard pile from play, heal all damage on Bloodsworn.
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#32 Unique: Wolves of the North (Chaos Quest) 0-CC
Quest. Action: During your quest phase, the unit questing on this card can initiate a single attack against a single zone controlled by an opponent.
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#33 Dark Riders (Dark Elf Unit) 4-D
1/4 Calvary.
This unit gains a power while any unit in play is corrupted.
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#34 Call the Blood (Dark Elf Tactic) 1-DD
Spell.
Action: Destroy one target damaged unit.
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#35 Poison Wind Globadiers (Neutral Unit) 3
1/2 Skaven.
Destruction Only.
Battlefield. Action: Corrupt this unit to deal 1 damage to one target attacking or defending unit.
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#36 Chittering Horde (Neutral Tactic) 1
Skaven.
Destruction Only.
Action: Search the top 5 cards of your deck. You may reveal any number of Skaven cards found and put them into your hand. Shuffle the rest of the searched cards into your deck.
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#37 Zealot Hunter (Neutral Unit) 3
1/2 Witch Hunter.
Order Only.
Forced: After this unit enters play, destroy a unit that does not share the racial affiliation of its controller's capital.
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#38 Veteran Sellswords (Neutral Unit) 0
1/1 Warrior.
Battlefield Only.
Forced: At the end of your turn, target opponent gains control of this unit and moves it to his corresponding zone.
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#39 Surprise Assault (Neutral Tactic) 2
Action: Deal X indirect damage to one target player. X is the number of developments in your battlefield. (Players assign their own indirect damage.)
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#40 Animosity (Neutral Tactic) 2
Play after a zone is attacked.
Action: Target unit must defend this turn, if able.



