Wall of Steel


Ability: Deplete 1.

A proficient swordsman can weave a tapestry of flashing steel, and keep his foes at bay.

Attack: 1
Defense: 3
Card Type: Melee Weapon

Deck: First Clash #100/400

Lava Fields


Ability: Each turn, 50% chance to deal 1 damage to a random player.

Underground it's magma, above ground it's lava. But molten rock is just as lethal no matter what you call it. 

Attack: 0
Defense: 0
Card Type: Location

Deck: First Clash #265/400

Get Over Here!


Ability: If Get Over Here! deals damage, 50% chance to deal an additional 1 damage whenever the damaged Hero plays a non-Melee attack.

Getting yanked into melee range is disheartening for any archer. But it's preferable to being strangled.

Attack: 2
Defense: 0
Card Type: Ranged Weapon

Deck: First Clash #122/400

Troop Toss


Ability: Deplete an NPC at random. If Enemy Deck can't, negate Troop Toss.

Hurling one's own warriors at the enemy is an interesting stratagem. Insane, but interesting.

Attack: 4
Defense: 0
Card Type: Ranged Weapon

Deck: First Clash #115/400

Potion of Slaying


Ability: On Deplete, your next attack has an increased chance of being a critical strike.

"One hit, one kill." - Popular maxim among assassins

Attack: 0
Defense: 0
Card Type: Potion

Deck: First Clash #296/400

Infernal Energy


Ability: On Deplete, deal 1 damage to each Hero. Shuffle another random Hellhound NPC from the depletion pile into Enemy Deck.

"Infernal energy seethed within the bodies of all the demons, from the lowliest imp to the mightiest fiend. It sustained them, much like the blood within a human's veins, and powered the portals by which they entered our world." - Lucian the Scholar, 'A Bestiary of the Drake War'

Attack: 0
Defense: 0
Card Type: Potion

Deck: First Clash #309/400

Greater Guarded Blow


"As the sun and the rain work in harmony to nourish the crops, so too must attack and defense flow into one another when a warrior gives battle." - Master Wu of Chendang

Attack: 2
Defense: 2
Card Type: Melee Weapon

Deck: First Clash #45/400

Banner of Dread


Ability: While in Enemy Library, Heroes can't draw NPCs.

The sight of this cursed banner makes even the mighty tremble.

Attack: 1
Defense: 0
Card Type: Talisman

Deck: First Clash #281/400

Blood Moon


Ability: Each Hero's absorption becomes 0.

A crimson moon is an ill omen. It often foretells the deaths of heroes, the coming of plagues, or the fall of empires.

Attack: 0
Defense: 0
Card Type: Location

Deck: First Clash #257/400

Hellhound Pack Leader


Ability: 50% chance to deal +1 damage for each Hellhound and Savage Hellhound in Enemy Deck.

Much like regular canines, the hellhounds are usually found in packs -- ruled over by the most vicious among them. 

Attack: 0
Defense: 0
Card Type: NPC

Deck: First Clash #348/400

Close Ranks


Ability: 50% chance to gain +1 shield for each NPC in Enemy Deck.

A soldier without skill at arms might achieve nothing with a sword. However, they can still strengthen a formation if they're willing to raise their shield and hold their place in line.

Attack: 0
Defense: 0
Card Type: Melee Weapon

Deck: First Clash #111/400

Penetrating Wound


Ability: If Penetrating Wound deals damage, deal 2 damage to damaged Hero.

"I'm no doctor, but I think's bad when the sword comes out the other side."

Attack: 1
Defense: 0
Card Type: Melee Weapon

Deck: First Clash #127/400

Hellhound


Man's best fiend.

Attack: 2
Defense: 0
Card Type: NPC

Deck: First Clash #347/400

Pits of Hell


Ability: At the beginning of each player's turn, that player depletes an NPC at random. If he or she can't, deplete 2 random cards instead.

Repentance comes too late.

Attack: 0
Defense: 0
Card Type: Location

Deck: First Clash #266/400

Slaughter Fields


Ability: Whenever an NPC is depleted, its owner depletes an additional card.

"Destiny carves a bloody swath through the weak, and leaves their corpses littered in her wake. Only man such as I may master her." - Carnus the Warwalker

Attack: 0
Defense: 0
Card Type: Location

Deck: First Clash #271/400

Mirror rorriM


Ability: If the top card of your depletion pile is an attack, Mirror rorriM is a copy of that attack.

Some casters find the name of this spell difficult to pronounce, and have taken to calling it 'Mirror Mirror' instead.

Attack: 0
Defense: 0
Card Type: Light Magic

Deck: First Clash #201/400

Hellfire


Ability: If Hellfire deals damage, damaged Hero can't gain shield for the next 3 turns.

Time to burn.

Attack: 2
Defense: 0
Card Type: Light Magic

Deck: First Clash #244/400

Sloth Demon


Ability: If Sloth Demon deals damage, damaged player has a small chance to lose their next turn.

"Adventuring is hard. Don't you deserve a rest? Yes, lie down. Sleep. There will be plenty of time for fighting later."

Attack: 2
Defense: 4
Card Type: NPC

Deck: First Clash #376/400

Wild Flail


Ability: Wild Flail has a high chance to deal 6 damage.

Raw enthusiasm is sometimes more useful than finesse.

Attack: 0
Defense: 0
Card Type: Melee Weapon

Deck: First Clash #135/400

Infernal Warrior


Ability: When infernal Warrior is depleted, deal 1 Weapon damage. Heals 0, Chance to Heal 1.

"Warriors, come out to slay-ee-ay!" - A demonist's chant 

Attack: 2
Defense: 0
Card Type: NPC

Deck: First Clash #352/400

Leaping Death


Ability: If defending Hero's last attack was not Melee, Leaping Death deals +4 damage.

If you have the strength and agility for it, there's nothing quite like leaping at your enemy and cleaving them in two. 

Attack: 2
Defense: 0
Card Type: Melee Weapon

Deck: First Clash #137/400

Gluttony Demon


Ability: Cards depleted by Gluttony Demon are banished.

Gluttony demons will devour almost anything, from manticores to battleaxes. There are even tales of such fiends eating themselves, because there was no other food within reach.

Attack: 2
Defense: 0
Card Type: NPC

Deck: First Clash #346/400

Plague Demon


Ability: Defending player gets -1 to a random attribute for the rest of the battle.

When your skin begins to slough from your body, and you feel parasites writhing within your organs, you know that some things are worse than death.

Attack: 1
Defense: 0
Card Type: NPC

Deck: First Clash #369/400

Magic Grab


Ability: +1 Magic Counters. Remove a Magic Counter from defending Hero. If you do, deal 2 damage.

"Give me that!"

Attack: 1
Defense: 0
Card Type: Melee Weapon

Deck: First Clash #131/400

Bottled Magic


Ability: +1 Magic Counters. On Deplete, when a Magic attack is played, if Bottled Magic is in the depletion pile, shuffle it into Enemy Deck.

Do you really want to mess with someone who can catch lightning in a bottle?

Attack: 0
Defense: 0
Card Type: Potion

Deck: First Clash #310/400

Stone Circle


Ability: When a Magic attack is played, that played has a 50% chance to gain a Magic Counter.

The origins of there monoliths is a mystery. Even in the time of Terracles they were ancient, erected by a long forgotten people.

Attack: 0
Defense: 0
Card Type: Location

Deck: First Clash #272/400

Defanging the Arcane Snake


Ability: If Defanging the Arcane Snake deals damage, the next Magic attack played by damaged Hero deals 0 damage.

Masters-at-arms teach students to disarm enemies by attacking their hands. They call this 'defanging the snake'. It can work on spellcasters as well.

Attack: 2
Defense: 0
Card Type: Ranged Weapon

Deck: First Clash #128/400

Eldritch Strike


Ability: Deal +1 damage for each Enemy Deck Magic Counter.

Warriors sometimes refer to a weapon thus ensorcelled as possessing a 'full magic jacket'.

Attack: 2
Defense: 0
Card Type: Melee Weapon

Deck: First Clash #112/400

Arcane Vortex


Ability: Remove all Magic Counters from Enemy Deck and that many from each Hero.

The vortex is like an eldritch beast that feasts on the very essence of magic. 

Attack: 0
Defense: 0
Card Type: Dark Magic

Deck: First Clash #236/400

Kazarach Grimoire


Ability: While in Enemy Library, when an Enemy Deck Magic attack is played it has a great chance of being shuffled back into the deck.

"Klaatu barada niktol" - A spell from the Kazarach Grimoire

Attack: 1
Defense: 0
Card Type: Trinket

Deck: First Clash #286/400

Imp Horde


Ability: 50% chance to deal +1 damage for each imp in Enemy Deck.

"If I'd wanted to deal with hordes of vicious little demons, I would have become a schoolmaster." - Lucian the Scholar, 'A Bestiary of the Drake War'

Attack: 1
Defense: 2
Card Type: NPC

Deck: First Clash #349/400

Arcane Disruption


Ability: The next time a Hero deals Magic damage, that Hero is dealt that much Magic damage.

"That's not good..."... Last words of Ferdinand the Sorcerer, spoken as one of his spells went awry.

Attack: 0
Defense: 0
Card Type: Melee Weapon

Deck: First Clash #106/400

Ambushing Imp


Ability: If Ambushing Imp is the first threat played in the battle, deal +5 damage.

One moment you're enjoying a pleasant stroll, the next you're screaming in pain as an imp juggles your eyeballs. Such are the pitfalls of life.

Attack: 1
Defense: 0
Card Type: NPC

Deck: First Clash #337/400

Leaping Imp


Ability: There is a great chance that damage by Leaping Imp is not prevented by shield. Heals 1

"Not the face! Not the face!"

Attack: 1
Defense: 1
Card Type: NPC

Deck: First Clash #362/400

Impish Ritual


Ability: Double Enemy Deck's Magic Counters.

"More power for imps! More power for the master!"


Attack: 0
Defense: 0
Card Type: Light Magic

Deck: First Clash #245/400

Rune of Reflection


Ability: While in Enemy Library, when a Hero deals damage to Enemy Deck, deal 1 damage to that Hero.

Scholars claim that every action one takes in the universe brings about an equal and opposite reaction.

Attack: 1
Defense: 0
Card Type: Trinket

Deck: First Clash #289/400

Punishing Blow


Ability: Deal +1 damage for each card in defending Hero's hand.

You know it's a bad day when your teeth get knocked up your nose.


Attack: 1
Defense: 0
Card Type: Melee Weapon

Deck: First Clash #133/400

Archer's Challenge


Ability: If defending Hero's next attack is not ranged, Archer's Challenge deals 2 damage.

"I once fired an arrow through a dozen axe heads. A waste of good axes, I suppose -- but that's not the point..."


Attack: 2
Defense: 1
Card Type: Ranged Weapon

Deck: First Clash #136/400

Thersites' Step


Thersites possessed such agility and dexerity that some questioned whether he was even human. Indeed, it's said that he could dodge an entire volley of arrows -- weaving between the shafts or else simply plucking them from the air. 

Attack: 0
Defense: 6
Card Type: Generic Weapon

Deck: First Clash #95/400

Greater Icy Mist


During the winter festival there are magic contests in which mages vie with one another to produce the most artistic icy mist. 

Attack: 2
Defense: 2
Attack Type: Light Magic

Deck: First Clash #170/400

Greater Ferocious Cleave


Ability: Deplete 5.

Many in West Kruna see the axe as a symbol of savagery, since the weapon is favored by some of the kingdom's less civilized inhabitants -- such as the Nords, and the Kavala tribe. 

Attack: 6
Defense: 0
Card Type: Melee Weapon

Deck: First Clash #44/400

Pyrelord's Trinket


Ability: While in your Library, Light and Dark attacks you play have a 50% chance to deal +1 damage.

"Flamma aetema" - Inscription

Attack: 1
Defense: 0
Card Type: Trinket

Deck: First Clash #386/400

Burn the Dead


Ability: Banish all cards in your depletion pile. Deal +1 damage for every 3 cards banished in this way.

"Their duty is done. Ours yet remains." - Lord Tyranthius

Attack: 0
Defense: 0
Card Type: Melee Weapon

Deck: First Clash #21/400

Reckless Slash


You weren't planning on living forever anyway...

Attack: 2
Defense: -1
Card Type: Melee Weapon

Deck: First Clash #78/400

Relentless Advance


Ability: Sentinel: Relentless Advance deals +1 damage.

No rest until your duty is done.

Attack: 2
Defense: 3
Card Type: Melee Weapon

Deck: First Clash #82/400

Tactical Attack



Ability: Deal +1 damage for each card type in your depletion pile. (Card types are Weapon, Magic, Combinations, Talisman, Potion, and NPC)

Well-equipped adventurers are ready for anything. However, it does mean that unscrupulous individuals will want to kill them and loot their valuable gear.

Attack: 1
Defense: 1
Card Type: Generic Weapon

Deck: First Clash #93/400

Guarded Blow


"A sturdy shield can give a warrior confidence, and provide him with the courage to attack more effectively." - Sayings of the Anonymous General

Attack: 1
Defense: 2
Card Type: Melee Weapon

Deck: First Clash #51/400

Counterattack


"Footwork! Fighting's all about footwork!" - Quelch, master-at-arms

Attack: 1
Defense: 4
Card Type: Generic Weapon

Deck: First Clash #25/400

Brothers of the Blade



Ability: Deal +1 damage for each member of your party.

"Blood, soul, and steel." - Warrior's oath

Attack: 1
Defense: 1
Card Type: Melee Weapon

Deck: First Clash #19/400

Titanic Bulwark


Warriors love shields for the protection they grant. Armorers love them for the artistic opportunities they provide. The face of a shield is akin to a blank canvas, its possibilities infinite.

Attack: 0
Defense: 5
Card Type: Generic Weapon

Deck: First Clash #96/400