Big D-fender
Core · Unit · Common · (2) Cost
Aura: Your Units in Defense Position have +2 Armor.
Radiant: Aura: Your Units in Defense Position have +4 Armor.
Every JackiOh card of Core, Classic, Classic+, Meditative, Meditative+, Stinkyscape, tokens included, with its base and Radiant text.
Core · Unit · Common · (2) Cost
Aura: Your Units in Defense Position have +2 Armor.
Radiant: Aura: Your Units in Defense Position have +4 Armor.
Core · Unit · Common · (2) Cost
Cry: Destroy an enemy non-Human Unit.
Radiant: Cry: Destroy all enemy non-Human Units.
Core · Unit · Common · (1) Cost
Taunt, Divine Shield, Reborn
Radiant: Taunt, Divine Shield, Reborn Death: Summon a base Right-house defender.
Core · Unit · Common · (1) Cost
Cry: Flip 5 coins. Gain +1 Attack per heads and +1 Health per tails. Flip a coin. If heads, gain Divine Shield; if tails, gain Rush.
Radiant: Cry: Flip 10 coins. Gain +1 Attack per heads and +1 Health per tails. Flip a coin. If heads, gain Divine Shield; if tails, gain Rush.
Core · Spell · Common · (1) Cost
Draw 2. Heal your hero 2.
Radiant: Draw 4. Heal your hero 4.
Core · Field Spell · Common · (3) Cost
Start of turn: Gain 1 mana.
Radiant: Start of turn: Gain 2 mana.
Core · Unit · Rare · (1) Cost
Cry: Discover a (2) Cost card.
Radiant: Cry: Discover a (3) Cost card. It costs (1) less.
Core · Unit · Common · (1) Cost
Core · Unit · Rare · (2) Cost
Pierce Start of turn: Every enemy Unit attacks this.
Radiant: Armor 1, Pierce Start of turn: Every enemy Unit attacks this.
Core · Spell · Common · (0) Cost
Combo 3: Draw 3.
Radiant: Combo 3: Draw 6.
Core · Unit · Common · (1) Cost
Rush, First Strike
Radiant: Charge, First Strike
Core · Unit · Rare · (2) Cost
Cry: Summon a copy of this.
Radiant: Cry: Summon a copy of this.
Core · Unit · Common · (3) Cost
End of turn: Deal 2 damage to each enemy.
Radiant: End of turn: Deal 4 damage to each enemy.
Core · Field Spell · Common · (4) Cost
Aura: Your Units have +3 Attack, Rush and First Strike.
Radiant: Aura: Your Units have +6 Attack, Rush and First Strike.
Core · Unit · Common · (1) Cost
Cry: Summon a Rush Token.
Radiant: Cry: Summon 3 Rush Tokens.
Core · Spell · Common · (3) Cost
Destroy a Unit.
Radiant: Destroy a Unit and the Units adjacent to it.
Core · Spell · Rare · (4) Cost
Bounce all Units.
Radiant: Choose one: Bounce all Units, Bounce all enemy Units, or destroy all enemy Units. Then draw 1.
Core · Field Trap · Epic · (1) Cost
Reveals when any player Floats: Summon an X/X Bread Token for you. X = the Float.
Radiant: Reveals when any player Floats: Summon an X/X Bread Token for you. X = 3 × the Float.
Core · Unit · Common · (3) Cost
Taunt End of turn: Heal this to full.
Radiant: Taunt, Immutable End of turn: Heal this to full.
Core · Unit · Common · (2) Cost
First Strike
Radiant: First Strike, Divine Shield
Core · Spell · Common · (0) Cost
Cast on draw: Your opponent has 1 less mana next turn. Discard 1 random card.
Radiant: Cast on draw: Your opponent has 2 less mana next turn.
Core · Unit · Epic · (3) Cost
Cry: Tribute one of your other Units and remember it. Death: Summon 2 copies of it.
Radiant: Cry: Tribute one of your other Units and remember it. Death: Fill your board with copies of it.
Core · Spell · Rare · (1) Cost
30% chance a random card in your hand becomes Radiant. End of turn: Return this to hand.
Radiant: Lucky 1 40% chance a random card in your hand becomes Radiant. End of turn: Return this to hand.
Core · Spell · Epic · (X) Cost
Choose one: Deal X damage, heal a target 3X, or gain X mana next turn. End of turn: Return this to hand.
Radiant: Choose one: Deal 2X damage, heal a target 6X, or gain X+1 mana next turn. End of turn: Return this to hand.
Core · Unit · Common · (4) Cost
Armor 7
Radiant: Armor 7, Reborn
Core · Spell · Rare · (3) Cost
Make a card in your hand Radiant.
Radiant: Make 2 cards in your hand Radiant.
Core · Spell · Rare · (1) Cost
Cast on draw: Make a random card in your hand Radiant. Lose 7 health.
Radiant: Cast on draw: Make 2 random cards in your hand Radiant. Lose 7 health.
Core · Spell · Rare · (2) Cost
Make 2 random cards among your deck, hand and board Radiant.
Radiant: Make 4 random cards among your deck, hand and board Radiant.
Core · Spell · Rare · (7) Cost
Make every card in your hand Radiant. Float reduces cost.
Radiant: Make every card in your hand and every permanent you control Radiant. Float reduces cost.
Core · Unit · Rare · (2) Cost
Cry: Choose one: Draw the highest Cost card in your deck, or the lowest.
Radiant: Cry: Draw the highest Cost card in your deck and the lowest.
Core · Spell · Rare · (1) Cost
Deal Fib(times played + 1) damage. End of turn: Return this to hand. It costs (1) more, to a maximum of (4).
Radiant: Deal Fib(times played + 3) damage. End of turn: Return this to hand. It costs (1) more, to a maximum of (4).
Core · Unit · Rare · (2) Cost
Rush After this attacks, draw 2 for each Unit that attack destroyed.
Radiant: Rush, Cleave After this attacks, draw 2 for each Unit that attack destroyed.
Core · Field Spell · Rare · (2) Cost
After you play a card, shuffle 3 copies of it into your deck.
Radiant: After you play a card, shuffle 3 Radiant copies of it into your deck.
Core · Spell · Rare · (4) Cost
Exile a permanent and a random card from your opponent's deck.
Radiant: Exile a permanent, the permanents adjacent to it, and a random card from your opponent's deck.
Core · Spell · Rare · (1) Cost
Deal 3 damage. Your next Spell this turn costs (1) less.
Radiant: Deal 6 damage. Your next Spell this turn costs (2) less.
Core · Spell · Rare · (1) Cost
Destroy a backrow card. Lock its zone.
Radiant: Steal a backrow card. Lock the zone it was in.
Core · Unit · Rare · (2) Cost
Start of turn: Return a random card from your graveyard to hand.
Radiant: Start of turn: Discover a card from your graveyard. It costs (1) less.
Core · Field Spell · Epic · (3) Cost
Your cards gain "Combo X: Deal X damage to the enemy hero." X = cards you played earlier this turn.
Radiant: Your cards gain "Combo X: Deal 2X damage to the enemy hero." X = cards you played earlier this turn.
Core · Spell · Epic · (0) Cost
Exile this. End of turn: Add a copy of each other card you played this turn to your hand.
Radiant: Exile this. End of turn: Add a Radiant copy of each other card you played this turn to your hand. They cost (1) less.
Core · Field Spell · Rare · (2) Cost
Start of turn: Deal damage to the enemy hero equal to the cards in your exile. Then exile the bottom card of your deck.
Radiant: Start of turn: Deal damage to the enemy hero equal to twice the cards in your exile. Then exile the bottom card of your deck.
Core · Trap · Epic · (1) Cost
Reveals when your opponent plays a Unit: After it resolves, transform it into a Sheep Token.
Radiant: Reveals when your opponent plays a Unit: After it resolves, transform it into a Sheep Token. Add a Lava Golem to your hand. It costs (0).
Core · Spell · Common · (2) Cost
Exile all cards in your deck that cost (2) or less. Each card left in your deck has a 30% chance to become Radiant.
Radiant: Exile all cards in your deck that cost (2) or less. Each card left in your deck becomes Radiant.
Core · Unit · Rare · (4) Cost
Cry: Destroy all non-Felinor Units.
Radiant: Cry: Destroy all enemy non-Felinor Units.
Core · Spell · Common · (1) Cost
Pierce Deal 4 damage. Exile this.
Radiant: Pierce Deal 8 damage. Exile this.
Core · Unit · Rare · (2) Cost
Charge, Deft
Radiant: Charge, Armor 1, Deft
Core · Field Spell · Rare · (2) Cost, Embiggened (4)
Aura: All Units have −1/−1. Embiggened (4): −2/−2 instead.
Radiant: Aura: Enemy Units have −2/−2. Embiggened (4): −4/−4 instead.
Core · Spell · Common · (3) Cost
Heal a target 20.
Radiant: Heal a target 40.
Core · Spell · Common · (0) Cost
Switch the position of every Unit.
Radiant: Choose one: Switch the position of every enemy Unit, or of every Unit.
Core · Spell · Rare · (4) Cost
Steal an enemy Unit.
Radiant: Steal an enemy Unit. Make it Radiant.
Core · Unit · Epic · (2) Cost
Cry: Allure an enemy permanent.
Radiant: Divine Shield Cry: Allure an enemy permanent. Make it Radiant when you steal it.
Core · Spell · Epic · (1) Cost
Choose a type and a cost: (0–1), (2), (3) or (4)+. Discover a match from your deck. If empty, add a KY's Empty Notebook to your hand.
Radiant: Echo 1 Choose a type and a cost: (0–1), (2), (3) or (4)+. Discover a match from your deck. If empty, add a KY's Empty Notebook to your hand.
Core · Spell · Token · (1) Cost
Shuffle 3 random KY cards into your deck.
Radiant: Shuffle 3 random Radiant KY cards into your deck.
Core · Unit · Legendary · (4) Cost
Cry: Choose left or right. Rotate every card on the field one step that way. Cards that cross sides change control.
Radiant: Cry: Choose left or right. Rotate every card on the field one step that way. Cards crossing to your opponent's side are Bounced instead and cost (0).
Core · Unit · Common · (3) Cost
Cry: Heal your hero up to 30 health.
Radiant: Cry: Heal your hero up to 60 health.
Core · Unit · Common · (4) Cost
Cry: Add 2 random (3) Cost Units to your hand. They cost (1).
Radiant: Cry: Add 2 random Radiant (3) Cost Units to your hand. They cost (0).
Core · Unit · Rare · (3) Cost
Taunt, Tribute 3 Can use enemy Units as Tributes. If any are used, summon this for your opponent.
Radiant: Taunt, Tribute 3 Can use enemy Units as Tributes.
Core · Unit · Common · (2) Cost, Embiggened (3)
Rush, Taunt, Lifesteal, Divine Shield Embiggened (3): Equip.
Radiant: Rush, Taunt, Lifesteal, Divine Shield, Reborn Embiggened (3): Equip.
Core · Spell · Common · (2) Cost
Add 3 random KY cards to your hand.
Radiant: Add 2 random KY cards and 2 random Radiant KY cards to your hand.
Core · Field Spell · Common · (2) Cost
Start of turn: Summon a Rush Token.
Radiant: Start of turn: Summon a Rush Token. Aura: Your Rush Tokens have +3/+3.
Core · Field Spell · Rare · (2) Cost, Embiggened (4)
Start of turn: Add a random card to your hand. Embiggened (4): It costs (0).
Radiant: Start of turn: Add a random Radiant card to your hand. Embiggened (4): It costs (0).
Core · Trap · Epic · (1) Cost
Reveals when your opponent plays a (1) Cost or less card, if you have an empty unit zone: Summon 2 Rush Tokens. If it's a Unit, they attack it.
Radiant: Reveals when your opponent plays a card, if you have an empty unit zone: Fill your board with Rush Tokens. If it's a Unit, they attack it.
Core · Unit · Rare · (2) Cost
Cry: Choose a Human Unit on the field. Summon a Vanilla copy of it.
Radiant: Cry: Choose any Unit on the field. Summon a Vanilla copy of it.
Core · Spell · Common · (1) Cost
Fill your board with Felinor Tokens.
Radiant: Fill your board with Felinor Tokens. Give your Units +2/+2.
Core · Spell · Common · (1) Cost
Give a Unit +3/+3 and 1 random combat keyword.
Radiant: Give a Unit +6/+6 and 2 random combat keywords.
Core · Field Spell · Rare · (2) Cost
The first (1) Cost or less card you play each turn becomes Radiant as it's played.
Radiant: The first (2) Cost or less card you play each turn becomes Radiant as it's played.
Core · Field Spell · Epic · (1) Cost
Start of turn: Choose one: Exile the bottom card of your deck, lose 3 health, or summon a Spikey Pillow.
Radiant: Start of turn: Choose twice: Nothing, exile the bottom card of your deck, lose 3 health, or summon a Spikey Pillow.
Core · Unit · Token · (1) Cost
Can't be in Defense Position. Aura: Your Units have −2 Attack.
Radiant: Can't be in Defense Position. Aura: Your Units other than Spikey Pillows have −2 Attack.
Core · Unit · Common · (4) Cost
Tribute 1, Indestructible
Radiant: Tribute 1, Indestructible, Immutable
Core · Unit · Rare · (1) Cost
Cry: Summon a random (1) Cost Trap face-down into your backrow in this lane.
Radiant: Cry: Summon a random Radiant Trap face-down into your backrow in this lane.
Core · Unit · Common · (2) Cost
Cry: Deal 4 damage, or 8 if your hero has less than 10 health.
Radiant: Cry: Deal 8 damage, or 16 if your hero has less than 10 health.
Core · Spell · Common · (2) Cost
Recruit 3 Units of (1) Cost or less.
Radiant: Recruit 3 Units of (2) Cost or less.
Core · Spell · Common · (3) Cost
Deal 2 damage, +1 per full 5 health your hero is below 30, +1 per card in your exile.
Radiant: Deal 4 damage, +1 per full 3 health your hero is below 30, +2 per card in your exile.
Core · Field Trap · Rare · (1) Cost
Reveals when any turn ends, if your deck has more cards than your opponent's: Recruit a (1) Cost or less Unit.
Radiant: Reveals when any turn ends, if your deck has more cards than your opponent's: Recruit a (2) Cost or less Unit.
Core · Spell · Rare · (1) Cost
Discover a card from your graveyard. It costs (1) less. Exile this.
Radiant: Discover a card from your graveyard. It costs (0). Exile this.
Core · Field Spell · Rare · (2) Cost
Your hero can't take more than 5 damage at a time. Cry: Draw 1.
Radiant: Your hero can't take more than 3 damage at a time. Cry: Draw 2.
Core · Spell · Rare · (X) Cost
Deal X damage. Heal your hero X. Draw X. Summon an X/X Ghoul Token.
Radiant: Deal 2X damage. Heal your hero 3X. Draw 2X. Summon a 3X/3X Ghoul Token.
Core · Field Spell · Rare · (0) Cost
Drawing from an empty deck gives you a Rush Token card instead of fatigue. Cry: Draw 1.
Radiant: Drawing from an empty deck gives you a Rush Token card instead of fatigue. Cry: Draw 3.
Core · Spell · Rare · (2) Cost
Replace your hand with the same number of Reminisce. Exile this.
Radiant: Replace your hand with the same number of Radiant Reminisce. Exile this.
Core · Unit · Rare · (2) Cost
Cry: (4)+ Cost cards cost (1) less on your next turn.
Radiant: Cry: (4)+ Cost cards cost (2) less on your next turn.
Core · Spell · Epic · (4) Cost
Refresh 3 mana. Your cards cost (1) less this turn. End of turn: Exile your hand.
Radiant: Refresh 3 mana. Your cards cost (1) less and gain "Combo: Draw 1" this turn. End of turn: Exile your hand.
Core · Field Spell · Rare · (2) Cost
Your next Spell gains Echo +1. Then this goes to the graveyard.
Radiant: Your next Spell gains Echo +2. Then this goes to the graveyard.
Core · Spell · Rare · (2) Cost
Discard 2 random cards. Summon 2 Rush Tokens, each with 2 random combat keywords.
Radiant: Discard 2 random cards. Summon 2 Radiant Rush Tokens, each with 3 random combat keywords.
Core · Unit · Epic · (2) Cost
Death: Make your other Units Radiant.
Radiant: Reborn Death: Make your other Units Radiant.
Core · Spell · Rare · (1) Cost
Discover one of 3 random sets, then one of 3 random numbers in it. Add the Radiant card with that number to your hand.
Radiant: Discover one of 3 random sets, then one of 3 random numbers in it. Add the Radiant card with that number to your hand. It costs (0).
Core · Spell · Legendary · (2) Cost, Embiggened (4)
Replace every card in your hand and deck with a random Legendary. Embiggened (4): Your board too.
Radiant: Replace every card in your hand and deck with a random Radiant Legendary. Embiggened (4): Your board too.
Core · Field Spell · Rare · (2) Cost, Embiggened (4)
Your hero has Armor 2. Embiggened (4): Armor 4 instead.
Radiant: Your hero has Armor 4. Embiggened (4): Armor 8 instead.
Core · Trap · Legendary · (2) Cost
Reveals when your opponent plays a permanent of a type you control: Fuse it onto a random permanent of yours of that type.
Radiant: Reveals when your opponent plays a permanent of a type you control: Fuse it onto every permanent of yours of that type.
Core · Unit · Epic · (1) Cost
Can't attack Death: Steal the Unit that destroyed this.
Radiant: Rush Death: Steal the Unit that destroyed this.
Core · Spell · Legendary · (4) Cost
Choose one: Swap hero health, boards or decks. Add a Pocket Chaos with (1) less base cost to your opponent's hand, unless that's (0). Exile this.
Radiant: Choose one: Swap hero health, boards or decks. You may add a Pocket Chaos with (1) less base cost to your opponent's hand, unless that's (0). Exile this.
Core · Spell · Epic · (4) Cost
Destroy all permanents.
Radiant: Choose one: Destroy all enemy permanents, or all permanents.
Core · Unit · Epic · (4) Cost
Rush While this is in your hand, it gains the attack and health of each Unit that dies.
Radiant: Rush, Divine Shield While this is in your hand, it gains twice the attack and health of each Unit that dies.
Core · Spell · Rare · (2) Cost
Shuffle a CN-Virus into your opponent's deck.
Radiant: Shuffle a Radiant CN-Virus into your opponent's deck.
Core · Spell · Token · (1) Cost
Pierce Cast on draw: Take 1 damage. At the end of this turn, shuffle 2 copies of this into your deck.
Radiant: Pierce Cast on draw: Take 2 damage. At the end of this turn, shuffle 3 copies of this into your deck.
Core · Unit · Rare · (2) Cost
Rush Whenever this takes damage, place a Plague Counter on this. Start of turn: +1 mana per Plague Counter.
Radiant: Rush Whenever this takes damage, place a Plague Counter on this. Start of turn: +2 mana per Plague Counter.
Core · Unit · Legendary · (2) Cost
Stack Also has the stats of all your Felinors, including those under Stack.
Radiant: Stack Also has twice the stats of all your Felinors, including those under Stack.
Core · Field Spell · Legendary · (3) Cost
Grade (starts at E). End of turn: If you played N+ cards this turn, go up a grade and trigger E to it. N = the grades from E to the current one. E: Copy a random card you played this turn into your hand. D: 2 random cards in hand cost (1) less. C: Opponent exiles a random hand card. B: Make a random card in hand Radiant. A: 8 Lifesteal damage to the enemy hero. S: Trigger E–A again.
Radiant: Grade (starts at E). Start of turn: Add a Combo-Fodder to your hand. End of turn: If you played N+ cards this turn, go up a grade and trigger E to it. N = the grades from E to the current one. E: Copy a random card you played this turn into your hand. D: 2 random cards in hand cost (1) less. C: Opponent exiles a random hand card. B: Make a random card in hand Radiant. A: 8 Lifesteal damage to the enemy hero. S: Trigger E–A again.
Core · Spell · Token · (0) Cost
Lifesteal Deal 2 damage.
Radiant: Lifesteal Deal 4 damage.
Core · Spell · Epic · (4) Cost
Draw every (2) Cost card from your deck. Exile every odd Cost card in your deck, hand and graveyard, except X Cost cards. Gain 2 mana.
Radiant: Draw every (2) Cost card from your deck. Exile every odd Cost card in your deck, hand and graveyard, except X Cost cards. Gain 6 mana.
Core · Spell · Legendary · (4) Cost
One random effect: Summon 3 random (3) Cost Units; heal your hero 30; draw your whole deck and gain 4 mana; add 3 random cards to your hand, which cost (0); make your hand Radiant; summon 5 Radiant Rush Tokens; cards in your hand and deck cost (2) less; summon a Chaos Golem; summon 5 random Field Spells or Traps into your backrow, Traps face-down; cast a random Call to Chaos.
Radiant: Three different random effects, resolved in the order listed: Summon 3 random (3) Cost Units; heal your hero 30; draw your whole deck and gain 4 mana; add 3 random cards to your hand, which cost (0); make your hand Radiant; summon 5 Radiant Rush Tokens; cards in your hand and deck cost (2) less; summon a Chaos Golem; summon 5 random Field Spells or Traps into your backrow, Traps face-down; cast a random Call to Chaos.
Core · Unit · Token · (4) Cost
Rush, Lifesteal, Divine Shield, First Strike
Radiant: Charge, Lifesteal, Divine Shield, First Strike
Core · Trap · Mythic · (1) Cost
Reveals when your opponent declares a lethal attack on your hero: Cancel it. The rest of their turn is played at random.
Radiant: Reveals when your opponent declares a lethal attack on your hero: Cancel it and destroy the attacker. The rest of their turn is played at random.
Core · Spell · Mythic · (1) Cost
Discover the "perfect" card. Exile this.
Radiant: Discover the "perfect" Radiant card. Exile this.
Core · Field Spell · Mythic · (0) Cost
Indestructible Start of game: Gain one of 13 random powers. Each is an Activate that spends its (X). (3) Expedition Map: Recruit a permanent. (1) Life Tap: Draw 1. Take 2 damage. (1) Steady Shot: Deal 2 damage to the enemy hero. (2) Ranching: Summon a Rush Token. (1) Cat Cafe: Summon a Felinor Token. (1) Ping: Pierce. Deal 1 damage. (2) Witness Value: Discover a Unit. (2) Stitching: Discover two (2) Cost or less Units. Fuse them. (1) Armor Up: Your hero gains 2 Armor until your next turn. (2) Die Insect: Deal 8 damage to a random enemy. (2) KY Brainstorm: Add a random KY card to your hand. Reduce the cost of all Spells in your hand by (1). (2) Pluck: Add a random Fruit to your hand. It costs (0). (3) Terminus Tricks: Discover a Trap to summon.
Radiant: Indestructible Start of game: Gain one of 13 random powers. Each is an Activate that spends its (X). (3) Expedition Map: Recruit a permanent. Make it Radiant. (1) Life Tap: Draw 1 from each player's deck. (1) Steady Shot: Deal 4 damage to the enemy hero. This permanently deals 2 more damage. (2) Ranching: Summon a Radiant Rush Token. (1) Cat Cafe: Summon a random Felinor. (1) Ping: Pierce. Deal 1 damage. If this kills a Unit, summon a Ghoul Token with its stats. (2) Witness Value: Discover a Radiant Unit. (2) Stitching: Discover two Radiant (2) Cost or less Units. Fuse them. (1) Tank Up: Your hero gains 4 Armor, then this power refreshes. (2) Die Insect: Lucky 1. Deal 8 damage to a random enemy. (2) KY Brainstorm: Add a Radiant KY card to your hand. Reduce the cost of all Spells in your hand by (1). (2) Pluck: Add a random Radiant Fruit to your hand. It costs (0). (3) Terminus Tricks: Discover a Radiant Trap to summon.
Core · Spell · Mythic · (4) Cost
Discover 2 Units. Fuse them and add the result to your hand. It costs (0).
Radiant: Discover 3 Units. Fuse them and add the result to your hand. It costs (0).
Core · Unit · Mythic · (100) Cost
Cry: Exile all other permanents. Costs (1) less for each card drawn, played, destroyed or exiled this game.
Radiant: Charge Cry: Exile all other permanents. Costs (1) less for each card drawn, played, destroyed or exiled this game.
Core · Unit · Token · (1) Cost
Rush
Radiant: Rush, Cleave
Core · Unit · Token · (1) Cost
Worth 2 Tributes.
Radiant: Worth 3 Tributes.
Core · Unit · Token · (1) Cost
Radiant: Rush
Core · Unit · Token · (0) Cost
Radiant: Armor X
Core · Spell · Token · (0) Cost
Gain 1 mana this turn.
Radiant: Gain 2 mana this turn.
Core · Unit · Token · (0) Cost
Pierce
Radiant: Pierce
Classic · Spell · Rare · (1) Cost
Deal 1 damage to the enemy hero for each card in their exile. Draw 1.
Radiant: Deal 1 damage to the enemy hero for each card in their exile. Draw 1. Recruit a card from their exile. If it's a Unit, it attacks the enemy hero at once.
Classic · Unit · Common · (1) Cost
Cry: Your next Trap or Field Spell costs (2) less.
Radiant: Cry: Your next Trap or Field Spell costs (0).
Classic · Spell · Epic · (1) Cost
Heal a target 9.
Radiant: Heal a target 18.
Classic · Field Spell · Legendary · (2) Cost
Aura: Your opponent draws at most 1 card a turn. When your opponent plays a (1) Cost Spell, Tribute this to steal and cast it.
Radiant: Aura: Your opponent draws at most 1 card a turn. When your opponent plays a (1) Cost Spell, steal and cast it. Once it has stolen 3, Tribute this.
Classic · Field Trap · Epic · (2) Cost
Animated, Lifesteal Reveals when your opponent summons a Unit: Deal 4 damage to it. Then summon this in Defense Position. Later Units are not hit.
Radiant: Animated, Lifesteal Reveals when your opponent summons a Unit: Deal 8 damage to it. Then summon this in Defense Position. Later Units are not hit.
Classic · Unit · Common · (2) Cost
Cloaked Aura: Your Traps cost (0).
Radiant: Cloaked Aura: Your Traps cost (0). After you play a Trap, gain 1 mana.
Classic · Field Spell · Legendary · (1) Cost
Cry: Exile a (1) Cost or less Spell from your hand. Activate: Cast a copy of that Spell.
Radiant: Cry: Exile a (2) Cost or less Spell from your hand. Activate: Cast a copy of that Spell.
Classic · Spell · Rare · (1) Cost
At the start of your opponent's next turn, they choose 3 times: they discard 1 random card, they exile the bottom 1 card of their deck, or you draw 1.
Radiant: At the start of your opponent's next turn, they choose 3 times: they discard 2 random cards, they exile the bottom 2 cards of their deck, or you draw 2.
Classic · Trap · Legendary · (3) Cost
Reveals when the cards your opponent has drawn in a turn reach 2: They keep one card of their choice and give you the rest of their hand.
Radiant: Reveals when the cards your opponent has drawn in a turn reach 2: They keep one card of their choice and give you the rest of their hand. The cards you get cost (1) less.
Classic · Trap · Common · (2) Cost
Reveals when your opponent plays a (2) Cost or less card: Counter and exile it.
Radiant: Reveals when your opponent plays a (3) Cost or less card: Counter and exile it, then random enemy permanents that together cost up to (3) minus its cost.
Classic · Spell · Common · (1) Cost
Look at your opponent's hand. Exile 1 card from it.
Radiant: Look at your opponent's hand. Choose a cost. Exile every card of that cost from it.
Classic · Spell · Epic · (1) Cost
Lifesteal Deal 4 damage to a Unit.
Radiant: Lifesteal Deal 8 damage to a Unit.
Classic · Unit · Common · (1) Cost
Charge After this attacks, draw 1.
Radiant: Charge After this attacks, Recruit 1 card.
Classic · Trap · Common · (2) Cost
Reveals when any of your Units die: Bounce them. They cost (0).
Radiant: Reveals when any of your Units would die: Flicker them instead, so they survive. Add a copy of each to your hand. The copies cost (0).
Classic · Unit · Common · (1) Cost
Activate ♾️: Discard a random card. Exile the bottom 1 card of your opponent's deck.
Radiant: Activate ♾️: Discard a random card. Exile the bottom 1 card of your opponent's deck and a random card from their hand.
Classic · Spell · Epic · (1) Cost
Trample Deal 4 damage.
Radiant: Trample Deal 8 damage.
Classic · Trap · Common · (2) Cost
Reveals when your opponent plays a Spell: Counter it.
Radiant: Reveals when your opponent plays a Spell: Counter it. Add a copy of it to your hand. The copy costs (0).
Classic · Spell · Epic · (3) Cost
Choose a number. Exile every card on the field that costs that much.
Radiant: Choose a number. Exile every card on your opponent's field, in their hand and in their deck that costs that much.
Classic · Spell · Rare · (1) Cost
Deal 2 damage. Your largest pile adds: Deck, draw 1; Graveyard, gain 2 mana; Exile, deal 4 more damage. Ties go to the first listed.
Radiant: Deal 4 damage. Your two largest piles add: Deck, draw 1; Graveyard, gain 2 mana; Exile, deal 4 more damage. Ties go to the first listed.
Classic · Field Spell · Rare · (3) Cost
Activate: Choose one: Deal 2 Pierce damage; your opponent discards 1 random card; or choose a Unit, which is destroyed at the start of your next turn.
Radiant: Activate: Choose one: Deal 4 Pierce damage; your opponent discards 2 random cards; or all enemy Units are destroyed at the start of your next turn.
Classic · Unit · Common · (2) Cost
Activate: Tribute another Unit. Deal damage equal to 1× its Attack.
Radiant: Activate: Tribute another Unit. Deal damage equal to 2× its Attack.
Classic · Unit · Common · (1) Cost
Cry: If this is in midlane, Tribute it. If you had 4 or more mana when you played this, Bounce 2 random enemy permanents.
Radiant: Cry: If this is in midlane, Tribute it. If you had 4 or more mana when you played this, Bounce 3 random enemy permanents.
Classic · Field Spell · Rare · (2) Cost
Indestructible, Spell Damage +1 Cry: Discard 666 random cards. Activate: This turn, each card you play is replaced by a Book of Flame.
Radiant: Indestructible, Spell Damage +2 Cry: Discard 6 random cards. Activate: This turn, each card you play is replaced by a Book of Flame.
Classic · Spell · Epic · (1) Cost
Draw 3.
Radiant: Draw 6.
Classic · Spell · Epic · (0) Cost
Exile every (1) Cost or less card on the field.
Radiant: Exile every (1) Cost or less enemy card on the field, in their hand and in their deck.
Classic · Spell · Common · (0) Cost
Draw 4. Then discard 4 random cards.
Radiant: Draw 5. Then discard 4 random cards.
Classic · Unit · Common · (0) Cost
Plague Counters placed on this are multiplied by 2.
Radiant: Plague Counters placed on this are multiplied by 3.
Classic · Field Spell · Legendary · (0) Cost
Cry: Exile your deck and discard your hand. Aura: You may play (1)+ Cost cards from your graveyard. Cards that would go there are exiled instead.
Radiant: Cry: Exile your deck and discard your hand. Aura: You may play (1)+ Cost cards from your graveyard.
Classic · Spell · Epic · (1) Cost
Set health of a hero to 13. End the turn.
Radiant: Set health of a hero to 13.
Classic · Spell · Rare · (1) Cost
Shuffle your graveyard into your deck. Draw 1.
Radiant: Shuffle your graveyard into your deck. They cost (1) less. Draw 1.
Classic · Unit · Common · (2) Cost
Cry: Recruit 1 Unit of (2) Cost or less.
Radiant: Cry: Recruit 2 Units of (2) Cost or less.
Classic · Spell · Rare · (2) Cost
Steal an enemy Unit in a lane where you control a (1) Cost Unit.
Radiant: Summon a Felinor Token. Then steal an enemy Unit in a lane where you control a (1) Cost Unit.
Classic · Unit · Legendary · (0) Cost
While this is in your hand: When your opponent targets one of your Units with a Spell, summon this and make it the new target.
Radiant: Indestructible While this is in your hand: When your opponent targets one of your Units with a Spell, summon this and make it the new target.
Classic · Spell · Rare · (1) Cost
Return 2 random cards from your graveyard to hand.
Radiant: Return 4 random cards from your graveyard or exile to hand.
Classic · Spell · Common · (0) Cost, Embiggened (2)
Your next Spell this turn costs (2) less. Embiggened (2): Also draw the highest cost Spell from your deck.
Radiant: Your next Spell this turn costs (4) less. Embiggened (2): Also draw the highest cost Spell from your deck.
Classic · Spell · Common · (0) Cost
Deal 2 damage. If you have 4 or more mana left, draw 1.
Radiant: Deal 4 damage. If your max mana is 4 or more, draw 1.
Classic · Spell · Epic · (0) Cost
Draw your deck. At the end of this turn, discard your hand.
Radiant: Draw your deck. At the end of your next turn, discard your hand.
Classic · Field Trap · Rare · (2) Cost
Animated Reveals when you have played 3 cards in a turn. Then, whenever you play a card, draw 1 and deal 2 damage to the enemy hero.
Radiant: Animated Reveals when you have played 2 cards in a turn. Then, whenever you play a card, draw 1 and deal 4 damage to the enemy hero.
Classic · Spell · Epic · (1) Cost
Place 1 Plague Counter on a permanent. If it's an enemy's with at least its cost in Plague Counters, steal it. Otherwise, draw 1 per Plague Counter on it.
Radiant: Place 2 Plague Counters on a permanent. If it's an enemy's with at least its cost in Plague Counters, steal it. Otherwise, draw 1 per Plague Counter on it.
Classic · Unit · Rare · (1) Cost
Cry: If your opponent controls 4 or more permanents, steal a random one.
Radiant: Cry: If your opponent controls 4 or more permanents, steal one of your choice.
Classic · Unit · Common · (1) Cost
Indestructible, Immutable
Radiant: Indestructible, Immutable, Lifesteal
Classic · Field Spell · Rare · (2) Cost
Aura: Your Units have +1/+1, enemy Units −1/−1, per Plague Counter on them. Activate: Place a Plague Counter on each of 2 random Units.
Radiant: Aura: Your Units have +2/+2, enemy Units −2/−2, per Plague Counter on them. Activate: Place a Plague Counter on each of 2 random Units.
Classic · Spell · Epic · (4) Cost
Destroy all Units. Gain 1 mana for each Plague Counter that was on them.
Radiant: Destroy all Units. Gain 1 mana for each Plague Counter that was on them. Then summon each that had one from its owner's graveyard, under your control.
Classic · Spell · Legendary · (4) Cost
Summon Units from your graveyard that cost (5) or less in total. Exile this.
Radiant: Summon every Unit from your graveyard. Exile this.
Classic · Unit · Legendary · (2) Cost
Tribute 1 Cry and whenever this attacks: Draw 1 and heal your hero 3.
Radiant: Tribute 1 Cry and whenever this attacks: Draw 2 and heal your hero 6.
Classic · Spell · Rare · (1) Cost
Draw until you have as many cards in hand as your opponent.
Radiant: Draw until you have 2× as many cards in hand as your opponent.
Classic · Unit · Rare · (2) Cost
Cry: Cast Ancient Acquisition. While this is in your graveyard: When one of your Traps reveals, return this to hand.
Radiant: Cry: Cast Ancient Acquisition. While this is in your graveyard: When one of your Traps reveals, return this to hand. It costs (0).
Classic · Unit · Common · (2) Cost
Cry: Choose a permanent. If its card takes more lines of code to implement than this one, destroy it.
Radiant: Cry: Destroy a permanent whose card takes more lines of code to implement than this one.
Classic · Unit · Common · (3) Cost
Rush Aura: Players can't draw more than 1 card each turn.
Radiant: Rush Aura: Your opponent can't draw more than 1 card each turn.
Classic · Unit · Rare · (2) Cost
Cry: Exile every card in both graveyards. Aura: Cards that would go to a graveyard are exiled instead.
Radiant: Cry: Exile every card in your opponent's graveyard. Aura: Cards your opponent owns that would go to a graveyard are exiled instead.
Classic · Unit · Common · (1) Cost
Stack Death: Destroy every backrow card.
Radiant: Stack Death: Destroy every enemy backrow card.
Classic · Trap · Epic · (2) Cost
Reveals when a hit would bring your hero to 0 or less: Cancel the hit. Then heal your hero 10 and draw 3.
Radiant: Reveals when a hit would bring your hero to 0 or less: Cancel the hit. Then heal your hero 20 and draw your deck.
Classic · Unit · Common · (1) Cost
Cry: Place 1 Plague Counter on a permanent. Whenever Plague Counters are placed on this, draw 1.
Radiant: Cry: Place 2 Plague Counters on a permanent. Whenever Plague Counters are placed on this, draw 2.
Classic · Spell · Common · (1) Cost
Trigger a Cry of one of your Units on the field or in your graveyard.
Radiant: Trigger a Cry of any Unit on the field or in a graveyard, 2 times.
Classic · Spell · Epic · (1) Cost
Deal 4 damage. End of turn: Become a random other Book.
Radiant: Deal 8 damage. End of turn: Become a random other Radiant Book.
Classic · Unit · Legendary · (4) Cost
Cry: Choose up to 3 Spells in your graveyard. Cast them, then exile them.
Radiant: Cry: Cast every Spell in your graveyard, oldest first, then exile them.
Classic · Spell · Epic · (1) Cost
This has the text of the last Spell either player played.
Radiant: Echo 1 This has the text of the last Spell either player played.
Classic · Field Spell · Common · (2) Cost
Start of turn: Draw 1 card from the bottom of your opponent's deck.
Radiant: Start of turn and end of turn: Draw 1 card from the bottom of your opponent's deck.
Classic · Unit · Common · (1) Cost
Cry: Place 1 Plague Counter on this. Then deal damage equal to the number of Plague Counters on the field.
Radiant: Cry: Place 2 Plague Counters on this. Then deal damage equal to the number of Plague Counters on the field.
Classic · Spell · Epic · (5) Cost
Recruit every permanent in your deck. If this would go to your graveyard, put it on the bottom of your deck instead.
Radiant: Recruit every permanent in your deck.
Classic · Unit · Rare · (3) Cost
Tribute 1, Rush, Trample Cry: Place 3 Plague Counters. Draw 1.
Radiant: Tribute 1, Rush, Trample Cry: Place 3 Plague Counters. Draw 2.
Classic · Field Spell · Rare · (1) Cost
At the start of each player's turn: Destroy every permanent that player controls with a Plague Counter on it.
Radiant: At the start of your opponent's turn: Destroy every permanent they control with a Plague Counter on it.
Classic · Trap · Common · (1) Cost
Start of turn: Reveal. Place 1 Plague Counter on each permanent. Draw 1.
Radiant: Start of turn: Reveal. Place 2 Plague Counters on each permanent. Draw 2.
Classic · Field Spell · Rare · (1) Cost
Activate: Discard 2 random cards. Whenever you discard cards, draw that many.
Radiant: Activate: Discard 2 random cards. Whenever you discard cards, draw your deck.
Classic · Trap · Common · (2) Cost
End of turn: Flip a coin. On heads, this reveals: Recruit 1 card.
Radiant: Revealed. End of turn: Flip a coin. On tails, Recruit a card. On heads, this reveals: Recruit 3 cards.
Classic · Unit · Common · (2) Cost
While this is in your hand: After you play a Unit, summon this. After you play a card, Bounce this.
Radiant: Rush While this is in your hand: After you play a Unit, summon this. After you play a card, Bounce this.
Classic · Unit · Common · (1) Cost
Pierce Cry: Switch every enemy Unit to Defense Position.
Radiant: Pierce, Rush Cry: Switch every enemy Unit to Defense Position.
Classic · Unit · Common · (4) Cost
Aura: (3)+ Cost cards cost (1) more.
Radiant: Aura: Your opponent can't play (3)+ Cost cards.
Classic · Unit · Rare · (2) Cost
Charge Has First Strike while it has a Plague Counter. Has +2 Attack for each Plague Counter on it.
Radiant: Charge Has First Strike while it has a Plague Counter. Has +4 Attack for each Plague Counter on it.
Classic · Spell · Epic · (1) Cost
Place 5 Plague Counters.
Radiant: Place 10 Plague Counters.
Classic · Unit · Common · (3) Cost
Cry: Destroy every other card in this lane. Lock this lane.
Radiant: Cry: Destroy the enemy cards in this lane. Lock the enemy side of this lane.
Classic · Trap · Rare · (2) Cost
Reveals when your opponent plays a Spell, Field Spell, Trap or Field Trap: Counter it.
Radiant: Reveals when your opponent plays a Spell, Field Spell, Trap or Field Trap: Steal it.
Classic · Unit · Common · (2) Cost
Rush, Cleave, Lifesteal
Radiant: Charge, Cleave, Lifesteal
Classic · Field Spell · Epic · (2) Cost
Cry: Place 2 Plague Counters on this. Activate: Play a Unit from your graveyard, spending at least 1 Plague Counter as mana.
Radiant: Cry: Place 4 Plague Counters on this. Activate: Play a Unit from your graveyard, spending at least 1 Plague Counter as mana.
Classic · Field Spell · Rare · (3) Cost
Aura: Damage to your hero is divided by 2, rounded up.
Radiant: Aura: Damage to your hero is divided by 4, rounded up.
Classic · Unit · Rare · (2) Cost
Rush Cry: Place 2 Plague Counters. Draw 1.
Radiant: Rush Cry: Place 4 Plague Counters. Draw 2.
Classic · Unit · Common · (2) Cost
Stack Aura: Spells cost (1) more.
Radiant: Stack Aura: Spells cost (2) more.
Classic · Field Spell · Rare · (1) Cost
Activate: Remove a Plague Counter from a permanent. If it's an enemy's, exile it; your backrow card, draw 2; your Unit, it attacks a random enemy 1 time.
Radiant: Activate ♾️: Remove a Plague Counter from a permanent. If it's an enemy's, exile it; your backrow card, draw 4; your Unit, it attacks a random enemy 2 times.
Classic · Spell · Common · (1) Cost
Draw 3. They cost (1) less. Then exile each of them that costs more than (0).
Radiant: Draw 3. They cost (1) less. Then exile each of them that costs more than (1).
Classic · Unit · Legendary · (4) Cost
Tribute 3, Rush, Trample, Indestructible, Crater
Radiant: Tribute 3, Charge, Trample, Indestructible, Crater
Classic · Field Spell · Rare · (2) Cost
Activate: Choose one: Heal your hero 3; draw 1; or reduce the Cost of a card in your hand by (1).
Radiant: Activate: Choose one: Heal your hero 6; draw 2; or reduce the Cost of a card in your hand by (2).
Classic · Unit · Common · (1) Cost
Worth 2 Tributes. Death: Draw 2.
Radiant: Worth 3 Tributes. Death: Draw 3.
Classic · Spell · Common · (3) Cost
Trample Deal 10 damage to a Unit.
Radiant: Trample Deal 20 damage to a Unit.
Classic · Field Spell · Rare · (2) Cost
Indestructible After a permanent is played, Lock its zone. Activate: Tribute this.
Radiant: Indestructible After your opponent plays a permanent, Lock its zone. Activate: Tribute this.
Classic · Unit · Legendary · (4) Cost
Cry: Swap decks with your opponent.
Radiant: Cry: Swap decks with your opponent. Then Recruit 1 card.
Classic · Unit · Common · (4) Cost
Classic · Field Spell · Epic · (X) Cost
This enters with X Plague Counters on it. Aura: Counter every card played whose cost equals the number of Plague Counters on this.
Radiant: This enters with X Plague Counters on it. Aura: Counter every card your opponent plays whose cost equals the number of Plague Counters on this.
Classic · Field Trap · Rare · (3) Cost
Start of turn: Reveal. Aura: Enemy Units have −X Attack, where X is 2× their number. When your opponent has no Units, Tribute this.
Radiant: Start of turn: Reveal. Aura: Enemy Units have 0 Attack. When your opponent has no Units, Tribute this.
Classic · Unit · Rare · (2) Cost
Divine Shield To target this with anything but an attack, a player must also discard 2 random cards.
Radiant: Divine Shield, Reborn To target this with anything but an attack, a player must also discard 2 random cards.
Classic · Field Spell · Mythic · (1) Cost
Indestructible Each quest you complete offers rewards; the reward you choose sets your next quest.
Radiant: Indestructible Each quest you complete gives every reward it offers, and you follow every path.
Classic+ · Trap · Epic · (3) Cost
Crater Reveals when an enemy Unit attacks your hero: Exile all Units.
Radiant: Crater Reveals when an enemy Unit attacks your hero: Exile all enemy Units.
Classic+ · Trap · Epic · (3) Cost
Reveals when an enemy Unit attacks your hero: Fill your board with random Felinor Units. Give them Taunt.
Radiant: Reveals when an enemy Unit attacks your hero: Fill your board with random Radiant Felinor Units. Give them Taunt.
Classic+ · Unit · Rare · (2) Cost
Pierce End of turn: Place 2 Plague Counters on this. Death: Deal 1 damage to a random enemy for each Plague Counter on this.
Radiant: Pierce End of turn: Place 3 Plague Counters on this. Death: Deal 1 damage to a random enemy for each Plague Counter on this.
Classic+ · Unit · Common · (3) Cost
Stack When this is played onto a pile, the cards beneath it become copies of this.
Radiant: Stack, First Strike When this is played onto a pile, the cards beneath it become copies of this.
Classic+ · Unit · Common · (2) Cost
Cry: Destroy every backrow card you control.
Radiant: Cry: Destroy every backrow card.
Classic+ · Unit · Common · (1) Cost
Rush, Lifesteal, Poisonous
Radiant: Rush, Lifesteal, Poisonous, Reborn
Classic+ · Field Spell · Rare · (3) Cost
Cry: Place 3 Plague Counters on this. Activate: Spend a Plague Counter from this to summon a Right-house defender or a Wrong-House Attacker.
Radiant: Cry: Place 3 Plague Counters on this. Activate: Spend a Plague Counter from this to summon a Radiant Right-house defender or a Radiant Wrong-House Attacker.
Classic+ · Spell · Rare · (2) Cost
Nerf 5 random cards in your opponent's deck. Draw 1.
Radiant: Nerf every card in your opponent's deck. Draw 1.
Classic+ · Spell · Common · (0) Cost
Vanilla a Unit.
Radiant: Vanilla a permanent.
Classic+ · Spell · Common · (0) Cost
Give a Unit Reborn.
Radiant: Give a Unit Reborn. Make it Radiant.
Classic+ · Unit · Rare · (2) Cost
Aura: Your hero and this can't take more than 1 damage at a time.
Radiant: Reborn Aura: Your hero and this can't take more than 1 damage at a time.
Classic+ · Unit · Legendary · (3) Cost
Taunt End of turn: Add 1 random Pancake token to your hand.
Radiant: Taunt End of turn: Add 2 random Pancake tokens to your hand.
Classic+ · Spell · Token · (0) Cost
Destroy a Unit. Your hero takes damage equal to its Health.
Radiant: Destroy a Unit. Heal your hero by its Health.
Classic+ · Spell · Token · (1) Cost
Deal 6 damage to an enemy or heal an ally 6.
Radiant: Deal 12 damage to an enemy or heal an ally 12.
Classic+ · Spell · Token · (1) Cost
Steal a random Unit from your opponent's deck and put it in your hand. It costs (0).
Radiant: Steal a random Unit from your opponent's deck and put it in your hand. It costs (0) and becomes Radiant.
Classic+ · Spell · Token · (1) Cost
Deal 3 damage to each enemy.
Radiant: Deal 6 damage to each enemy.
Classic+ · Field Spell · Token · (1) Cost
Cry: Give your Units Divine Shield. Aura: Your Units have +2/+2.
Radiant: Cry: Give your Units Divine Shield. Aura: Your Units have +4/+4.
Classic+ · Spell · Token · (2) Cost
Destroy all Units. Exile the top card of your deck for each one destroyed.
Radiant: Destroy all Units. Exile the top card of your opponent's deck for each one destroyed.
Classic+ · Spell · Token · (2) Cost
Exile 5 random cards from your deck. Summon the Units among them.
Radiant: Exile 5 random cards from your deck. Summon the Units among them and make them Radiant.
Classic+ · Field Spell · Token · (2) Cost
Animated on your turn, Rush Death: Summon a copy of every Unit this destroyed.
Radiant: Animated on your turn, Rush Death: Summon a copy of every Unit this destroyed and make them Radiant.
Classic+ · Unit · Legendary · (1) Cost
Death: Add 1 random Pancake token to your hand.
Radiant: Reborn Death: Add 1 random Pancake token to your hand.
Classic+ · Spell · Epic · (1) Cost
The next Spell you play gains "After this resolves, return it to hand. This can't cost less than (2)."
Radiant: The next Spell you play gains "After this resolves, return it to hand. This can't cost less than (1)."
Classic+ · Spell · Common · (1) Cost
Summon a Rush Token. It gains 1 random combat keyword.
Radiant: Summon 3 Rush Tokens. Each gains 1 random combat keyword.
Classic+ · Spell · Rare · (2) Cost
Summon a Rush Token. It gains 3 random combat keywords.
Radiant: Summon 3 Rush Tokens. Each gains 3 random combat keywords.
Classic+ · Spell · Epic · (4) Cost
Summon a Rush Token. It gains 6 random combat keywords.
Radiant: Summon 3 Rush Tokens. Each gains 6 random combat keywords.
Classic+ · Unit · Common · (2) Cost
Start of turn: If you control no Field Spell or Trap, Tribute this.
Radiant: Start of turn: If no player controls a Field Spell or Trap, Tribute this.
Classic+ · Spell · Legendary · (4) Cost
Summon Top Loser, Jungle Loser, Mid Loser, Support Loser and Bot Loser in zones 1 to 5, skipping full or Locked ones. Trigger Mid Loser's Cry.
Radiant: Summon Radiant Top Loser, Jungle Loser, Mid Loser, Support Loser and Bot Loser in zones 1 to 5, skipping full or Locked ones. Trigger Mid Loser's Cry.
Classic+ · Unit · Token · (2) Cost
Armor 3 Can't be in Defense Position. Only Units in this lane can attack this.
Radiant: Armor 6, Immune to Spells Can't be in Defense Position. Only Units in this lane can attack this.
Classic+ · Unit · Token · (2) Cost
Can't attack End of turn: 100% chance: This attacks a random enemy Unit. If it destroys the enemy Unit across from your Bot Loser, your Bot Loser goes Berserk.
Radiant: Can't attack End of turn: 100% chance: This attacks a random enemy Unit. If it destroys the enemy Unit across from your Bot Loser, your Bot Loser gets the kill instead.
Classic+ · Unit · Token · (2) Cost
Cry: Flip a coin. Heads (Fed): This gains +4/+4. Tails (Int): This gains −2/−2 and your opponent gains 1 mana next turn.
Radiant: Lucky 1 Cry: Flip a coin. Heads (Fed): This gains +10/+10. Tails (Int): This gains −2/−2 and your opponent gains 1 mana next turn.
Classic+ · Unit · Token · (2) Cost
Divine Shield End of turn: Heal your hero and each of your Units 3.
Radiant: Divine Shield, Reborn End of turn: Heal your hero and each of your Units 6.
Classic+ · Unit · Token · (2) Cost
Rush, First Strike Whenever this destroys a Unit, it gains +4 Attack. While Berserk: Start of turn and end of turn: this attacks your hero.
Radiant: Charge, First Strike Whenever this destroys a Unit, it gains +8 Attack. This can't go Berserk.
Classic+ · Unit · Common · (1) Cost
Cry: Give the Units adjacent to this +2/+2.
Radiant: Cry: Give the Units adjacent to this +4/+4.
Classic+ · Spell · Common · (0) Cost
Pierce Deal 1 damage to all Units.
Radiant: Pierce Deal 1 damage to all Units. End of turn: Return this to hand.
Classic+ · Trap · Rare · (2) Cost
Reveals when an enemy would be healed: For the rest of this turn, healing on enemies deals that much Pierce damage to them instead.
Radiant: Reveals when an enemy would be healed: From now on, healing on enemies deals that much Pierce damage to them instead.
Classic+ · Spell · Epic · (1) Cost
Add 3 random cards to your hand. Each may be a token. Give each Temporary 2.
Radiant: Add 3 random cards to your hand. Each may be a token. Give each Temporary 2. Each costs (1).
Classic+ · Spell · Epic · (3) Cost
Destroy every card in lanes 1 and 5.
Radiant: Destroy every enemy card in lanes 1 and 5.
Classic+ · Spell · Common · (2) Cost
Destroy a random enemy Unit.
Radiant: Lucky 1 Destroy a random enemy Unit.
Classic+ · Unit · Common · (3) Cost
Taunt Cast on draw: End the turn. Cry: Lose all your mana. Gain +1/+1 per mana lost.
Radiant: Taunt Cast on draw: You may take 1 more action, then your turn ends. Cry: Lose all your mana. Gain +2/+2 per mana lost.
Classic+ · Spell · Mythic · (4) Cost
Replace your hand with the perfect hand. Refresh your mana.
Radiant: Replace your hand with the perfect Radiant hand. Refresh your mana.
Classic+ · Unit · Common · (2) Cost
Taunt, Reborn Death: Heal your hero 3.
Radiant: Taunt, Reborn, Divine Shield Death: Heal your hero 6.
Classic+ · Spell · Mythic · (3) Cost
Discover a card from the board your last game ended with. It costs (0).
Radiant: Add 3 random cards from the board your last game ended with to your hand. Each costs (0).
Classic+ · Unit · Epic · (4) Cost
Cry: Discover a (2) Cost or less Felinor Unit, then another. Fuse both into this.
Radiant: Cry: Discover a Radiant (3) Cost or less Felinor Unit, then another. Fuse both into this.
Classic+ · Field Spell · Epic · (2) Cost
Activate: Choose a card in your hand. Fuse a random card into it. Its cost doesn't change.
Radiant: Activate: Choose a card in your hand. Fuse a random Radiant card into it. Its cost doesn't change.
Classic+ · Spell · Epic · (3) Cost
Add an Execute, a Brawl and a Blade Storm to your hand.
Radiant: Add a Radiant Execute, a Radiant Brawl and a Radiant Blade Storm to your hand.
Classic+ · Spell · Token · (1) Cost
Destroy a damaged Unit.
Radiant: Destroy every damaged enemy Unit.
Classic+ · Spell · Token · (3) Cost
Destroy all Units but one chosen at random.
Radiant: Destroy all Units but one of your choice.
Classic+ · Spell · Token · (1) Cost
Cast Whirlwind until a Unit dies.
Radiant: Deal 1 damage to all enemy Units. Repeat until a Unit dies, up to 30 times.
Classic+ · Field Spell · Rare · (2) Cost
The first Unit you stack onto this is fused into it. Aura: Your Units have Flying and Stack.
Radiant: The first Unit you stack onto this becomes Radiant and is fused into it. Aura: Your Units have Flying and Stack.
Classic+ · Field Spell · Epic · (3) Cost
Choose one. End of turn: Lock a random enemy zone. After your opponent plays a Unit or Field Spell, Lock its zone.
Radiant: End of turn: Lock a random enemy zone. After your opponent plays a Unit or Field Spell, Lock its zone.
Classic+ · Spell · Legendary · (3) Cost
Choose 1, 2 or 3. Return the board to how it was that many turns ago.
Radiant: Choose 1, 2 or 3, and your side, your opponent's side or both. Return that part of the board to how it was that many turns ago.
Classic+ · Spell · Rare · (2) Cost, Embiggened (4)
Shuffle 7 Bone Storms into your deck. Embiggened (4): 14 instead.
Radiant: Shuffle 7 Radiant Bone Storms into your deck. Embiggened (4): 14 instead.
Classic+ · Spell · Token · (1) Cost
Cast on draw: Deal 1 damage to each enemy.
Radiant: Echo 1 Cast on draw: Deal 1 damage to each enemy.
Classic+ · Unit · Legendary · (5) Cost
While in your hand or deck: After you play 3 non-Units in a turn, summon this. End of turn: Cast a copy of a random non-Unit you played this turn.
Radiant: While in your hand or deck: After you play 3 non-Units in a turn, summon this. End of turn: Cast a copy of each non-Unit you played this turn.
Classic+ · Unit · Epic · (2) Cost
Spell Damage +2 Death: Shuffle a Solarius Prime into your deck.
Radiant: Spell Damage +4 Death: Shuffle a Radiant Solarius Prime into your deck.
Classic+ · Unit · Token · (4) Cost
Spell Damage +3 Cry: Cast 5 random Spells. Each aims at enemies when it harms and at your side when it helps.
Radiant: Spell Damage +6 Cry: Cast 5 random Radiant Spells. Each aims at enemies when it harms and at your side when it helps.
Classic+ · Unit · Common · (1) Cost
Start of turn: Place a Plague Counter on this. Death: Add a random Book to your hand for each Plague Counter on this.
Radiant: Start of turn: Place a Plague Counter on this. Death: Add a random Radiant Book to your hand for each Plague Counter on this.
Classic+ · Spell · Epic · (X) Cost
Choose one: Military, Education, Culture, or Healthcare.
Radiant: Choose one: Military, Education, Culture, or Healthcare. Greater effects.
Classic+ · Spell · Rare · (1) Cost
Choose a card in your hand. Change a random number on it to 3.
Radiant: Choose a card in your hand. Discover a number on it and change that number to 3.
Classic+ · Spell · Legendary · (1) Cost
Offer an easy, a medium, and a hard problem, each with a random reward.
Radiant: Offer an easy, a medium, and a hard problem, each with a random Radiant reward.
Classic+ · Field Spell · Token · (4) Cost
Activate: Gain 1 mana. Your opponent discards 1 random card. Heal your hero 5. Add a random Book, KY card, Legendary and (4) Cost card to your hand. They cost (0).
Radiant: Activate: Gain 2 mana. Your opponent discards 2 random cards. Heal your hero 10. Add a random Radiant Book, KY card, Legendary and (4) Cost card to your hand. They cost (0).
Classic+ · Spell · Legendary · (3) Cost
Fuse 3 random (1) Cost AI generated cards and add the result to your hand. It costs (0).
Radiant: Fuse 3 random (1) Cost Radiant AI generated cards and add the result to your hand. It costs (0).
Classic+ · Spell · Rare · (3) Cost
Exile every permanent whose card has fewer lines of code than this one.
Radiant: Choose all permanents or only your opponent's. Exile each of them whose card has fewer lines of code than this one.
Classic+ · Spell · Rare · (2) Cost
Exile every permanent whose card has more lines of code than this one.
Radiant: Choose all permanents or only your opponent's. Exile each of them whose card has more lines of code than this one.
Classic+ · Unit · Legendary · (2) Cost
Rush Aura: Your other Felinors have +1/+1. Death: Shuffle a Felinor Flagbearer Prime into your deck.
Radiant: Rush Aura: Your Felinors have +2/+2. Death: Shuffle a Felinor Flagbearer Prime into your deck.
Classic+ · Unit · Token · (2) Cost
Rush Cry: Fill your board with copies of this. Aura: Your other Felinors have +1/+1.
Radiant: Rush Cry: Fill your board with copies of this. Aura: Your other Felinors have +2/+2.
Classic+ · Spell · Legendary · (4) Cost
Cast 10 random Spells.
Radiant: Echo 1 Cast 10 random Spells.
Classic+ · Unit · Legendary · (1) Cost
Can't be in Defense Position. Death: Add a random Jlockeed card to your hand. It costs (0).
Radiant: Death: Add a random Radiant Jlockeed card to your hand. It costs (0).
Classic+ · Unit · Rare · (2) Cost
Taunt End of turn: A random card in your hand costs (2) less.
Radiant: Taunt End of turn: A random card in your hand costs (20) less.
Classic+ · Spell · Epic · (1) Cost
Cast on draw: If you control fewer Units than your opponent, give all Units −2/−2. Otherwise, give all Units +2/+2.
Radiant: Cast on draw: If you control fewer Units than your opponent, give enemy Units −3/−3. Otherwise, give your Units +3/+3.
Classic+ · Unit · Epic · (3) Cost
First Strike, Rush Can't be in Defense Position. Can't be attacked.
Radiant: First Strike, Rush, Divine Shield Can't be in Defense Position. Can't be attacked.
Classic+ · Spell · Epic · (2) Cost
For the rest of the game. Start of turn: Add 1 random Jlockeed card to your hand.
Radiant: For the rest of the game. Start of turn: Add 1 random Radiant Jlockeed card to your hand. Each costs (1) less.
Classic+ · Spell · Epic · (1) Cost
Summon 1-2 Rush Tokens.
Radiant: Lucky 1 Summon 1-2 Radiant Rush Tokens.
Classic+ · Spell · Epic · (1) Cost
Add 2 random Books to your hand. Each costs (0) and is Temporary.
Radiant: Add 2 random Radiant Books to your hand. Each costs (0) and is Temporary.
Classic+ · Spell · Epic · (1) Cost
Add 3 random Legendary or Mythic cards to your hand.
Radiant: Add 3 random Radiant Legendary or Mythic cards to your hand.
Classic+ · Spell · Epic · (1) Cost
Your opponent discards 2 random cards.
Radiant: Your opponent discards 4 random cards.
Classic+ · Spell · Epic · (1) Cost
Give a Unit +5/+5.
Radiant: Give a Unit +10/+10.
Classic+ · Spell · Rare · (1) Cost
Add 3 random Fruits to your hand.
Radiant: Add 3 random Radiant Fruits to your hand.
Classic+ · Spell · Rare · (1) Cost
Summon a Rush Token. Heal your hero 2. Deal 1 damage.
Radiant: Summon a Radiant Rush Token. Heal your hero 4. Deal 2 damage.
Classic+ · Field Spell · Rare · (2) Cost
Activate: Add 1 All Purpose Apple to your hand.
Radiant: Activate: Add 1 Radiant All Purpose Apple to your hand.
Classic+ · Field Spell · Rare · (1) Cost
Brittle 1 Death: Add 2 Stockpiles to your hand. Each costs (0).
Radiant: Brittle 1 Death: Add 2 Radiant Stockpiles to your hand. Each costs (0).
Classic+ · Spell · Epic · (2) Cost
Discover 4 cells, each from 2 random cells in different lanes. Destroy every card on the cubic curve through them (x = lane, y = row).
Radiant: Discover 4 cells, each from 3 random cells in different lanes. Destroy every enemy card on the cubic curve through them (x = lane, y = row).
Classic+ · Field Spell · Rare · (3) Cost
Start of turn: Add a random Fruit to your hand. It costs (0).
Radiant: Start of turn: Add a random Radiant Fruit to your hand. It costs (0).
Classic+ · Unit · Rare · (5) Cost
Rush, Trample Costs (1) less for each Fruit you've played this game.
Radiant: Rush, Trample, Divine Shield Costs (1) less for each Fruit you've played this game.
Classic+ · Spell · Rare · (1) Cost
Add 2 Grapes to your hand.
Radiant: Lucky 1 Add 2 Radiant Grapes to your hand.
Classic+ · Spell · Token · (1) Cost
Lose 5 health.
Radiant: Lose 1 health.
Classic+ · Spell · Token · (1) Cost
Deal 2 damage to an enemy or heal an ally 2. Draw 1. It costs (1) less.
Radiant: Deal 4 damage to an enemy or heal an ally 4. Draw 2. They cost (1) less.
Classic+ · Spell · Token · (3) Cost
Deal 5 damage to an enemy or heal an ally 5. Draw 1. Each costs (0).
Radiant: Deal 10 damage to an enemy or heal an ally 10. Draw 2. Each costs (0).
Classic+ · Spell · Token · (1) Cost
Make a card on your side of the field or in your hand Radiant.
Radiant: Make a card on your side of the field or in your hand Radiant, and the cards next to it.
Classic+ · Spell · Token · (0) Cost
Replace your hand with random Mythic cards. They cost (0).
Radiant: Replace your hand with random Radiant Mythic cards. They cost (0).
Classic+ · Spell · Rare · (3) Cost
Add 5 Grapes to your hand.
Radiant: Lucky 1 Add 5 Radiant Grapes to your hand.
Classic+ · Spell · Rare · (2) Cost
Summon 2 random (1) Cost Common Units.
Radiant: Summon 2 random Radiant (1) Cost Common Units.
Classic+ · Field Spell · Epic · (4) Cost
Cry: Add 1 random Fruit to your hand. Aura: Fruits you play are Radiant.
Radiant: Cry: Add 2 random Fruits to your hand. Each costs (0). Aura: Fruits you play are Radiant.
Classic+ · Unit · Rare · (X) Cost
This is a 3X/3X. Cry: Buff this X times.
Radiant: This is a 6X/6X. Cry: Buff this 2X times.
Classic+ · Field Spell · Rare · (2) Cost
Start of turn and end of turn: Buff 1 random other card in your hand or field. Nerf 1 random card in your opponent's hand or field.
Radiant: Start of turn and end of turn: Buff 2 random other cards in your hand or field. Nerf 2 random cards in your opponent's hand or field.
Classic+ · Spell · Epic · (1) Cost
Buff a permanent 4 times.
Radiant: Buff a card 8 times. It may be a card in your hand.
Classic+ · Spell · Epic · (1) Cost
Nerf a permanent 4 times.
Radiant: Nerf a card 8 times. It may be a card in your hand.
Classic+ · Spell · Legendary · (4) Cost
One random effect: Add 5 random Fruits to your hand, which cost (0); add 3 random Books to your hand, which cost (0); destroy all enemy permanents; add 3 random Classic cards to your hand, which cost (0); Buff every card in your hand and deck twice; fuse a random card into each card in your deck, each keeping its cost; Nerf every card on your opponent's field and in their hand three times; summon a Classic Golem; replace your deck with random Call to Chaos cards, which cost (0); cast a random Call to Chaos.
Radiant: Three different random effects, resolved in the order listed: Add 5 random Fruits to your hand, which cost (0); add 3 random Books to your hand, which cost (0); destroy all enemy permanents; add 3 random Classic cards to your hand, which cost (0); Buff every card in your hand and deck twice; fuse a random card into each card in your deck, each keeping its cost; Nerf every card on your opponent's field and in their hand three times; summon a Classic Golem; replace your deck with random Call to Chaos cards, which cost (0); cast a random Call to Chaos.
Classic+ · Unit · Token · (4) Cost
Rush, First Strike, Trample When this attacks a Unit, that Unit transforms into a random Radiant Classic or Classic+ Unit. If it dies, this may attack again.
Radiant: Rush, Trample, Divine Shield When this attacks a Unit, that Unit transforms into a random Classic or Classic+ Unit. If it dies, this may attack again.
Classic+ · Field Trap · Mythic · (2) Cost
Animated, Brittle 2 Every 2 cards your opponent plays, fuse a copy of the last into this and gain +1 Brittle.
Radiant: Animated, Brittle 4 Every 2 cards your opponent plays, fuse a Radiant copy of the last into this and gain +1 Brittle.
Classic+ · Unit · Legendary · (3) Cost
Cry: Shuffle 1 J-lease J-Jungle EX-plorer Pack into your deck.
Radiant: Cry: Shuffle 1 Radiant J-lease J-Jungle EX-plorer Pack into your deck.
Classic+ · Spell · Token · (2) Cost
Cast on draw: Add 5 random Radiant Classic or Classic+ cards to your hand.
Radiant: Cast on draw: Add 5 random Radiant Classic or Classic+ cards to your hand. Each costs (0).
Classic+ · Unit · Rare · (1) Cost
Death: Summon a Brother Ping.
Radiant: Death: Summon a Radiant Brother Ping.
Classic+ · Unit · Token · (2) Cost
Pierce Activate: Deal 1 damage.
Radiant: Pierce Activate 2: Deal 1 damage.
Classic+ · Spell · Epic · (2) Cost
Draw 1. Every card on the field, in hands and in decks gains Stack and Pierce. Unlock every zone.
Radiant: Draw 2. Choose all cards or only yours: Each card on the field, in hands and in decks gains Stack and Pierce. Unlock every zone.
Classic+ · Field Spell · Legendary · (3) Cost
Activate: Add a random AI generated card to your hand. It costs (0).
Radiant: Activate: Add a random Radiant AI generated card to your hand. It costs (0).
Classic+ · Unit · Token · (1) Cost
Taunt Cry: Discover a card from your deck.
Radiant: Taunt, Divine Shield Cry: Discover a card from your deck. It costs (1) less.
Classic+ · Unit · Token · (2) Cost
Has +1/+1 for each AI generated card you've played this game.
Radiant: Has +2/+2 for each AI generated card you've played this game.
Classic+ · Spell · Token · (0) Cost
Add a copy of a random card in your opponent's deck to your hand. Give it Brittle 2.
Radiant: Add copies of 2 different random cards in your opponent's deck to your hand. Give them Brittle 2.
Classic+ · Spell · Token · (1) Cost
Draw 1. If it costs (1) or less, repeat this, up to 4 more times.
Radiant: Draw 1. If it costs (2) or less, repeat this, up to 4 more times.
Classic+ · Spell · Token · (0) Cost
Add a copy of the last Unit, Spell or Field Spell your opponent played to your hand.
Radiant: Add a copy of the last Unit, Spell or Field Spell your opponent played to your hand. It costs (0).
Classic+ · Spell · Token · (2) Cost
Destroy all Field Spells. Deal 1 damage to each hero for each one destroyed.
Radiant: Destroy all enemy Field Spells. Deal 2 damage to the enemy hero for each one destroyed.
Classic+ · Spell · Token · (1) Cost
Your opponent's cards cost (1) more during their next turn.
Radiant: Your opponent's cards cost (2) more during their next turn.
Classic+ · Trap · Token · (1) Cost
Reveals when your opponent plays their 3rd card in a turn: After it resolves, their turn ends.
Radiant: Reveals when your opponent plays their 2nd card in a turn: After it resolves, their turn ends.
Classic+ · Trap · Token · (1) Cost
Reveals when your opponent plays a Spell that targets one of your Units: Counter it.
Radiant: Reveals when your opponent plays a Spell that targets you or one of your cards: Counter it. Draw 1.
Classic+ · Field Spell · Token · (2) Cost
End of turn: Buff a random card in your hand.
Radiant: End of turn: Buff 2 random cards in your hand.
Meditative · Field Spell · Common · (2) Cost
Aura: You can't be forced to discard cards during your opponent's turn. Cry: Draw 1 card.
Radiant: Aura: You can't be forced to discard cards during your opponent's turn. Cry: Draw 2 and gain 2 mana.
Meditative · Unit · Common · (2) Cost
Rush, Windfury Whenever this takes damage, discard 1 random card.
Radiant: First Strike, Rush, Windfury Whenever this takes damage, discard 1 random card.
Meditative · Unit · Rare · (3) Cost
Rush Whenever your opponent plays a card, exile the top 3 cards of your deck.
Radiant: Rush Whenever your opponent plays a card, exile the top 3 cards of your deck.
Meditative · Spell · Epic · (2) Cost
Draw a (0), (1), (2), (3), (4) and (5) Cost Meditative card.
Radiant: Draw a (0), (1), (2), (3), (4) and (5) Cost Meditative card. They cost (2) less.
Meditative · Spell · Rare · (1) Cost
Echo X, Pierce Deal 1 damage to a Unit. X is 2 times your max mana.
Radiant: Echo X, Lifesteal, Pierce Deal 1 damage to a Unit. X is 4 times your max mana.
Meditative · Spell · Epic · (0) Cost
Give one of your Units to your opponent. If you do, gain mana equal to its cost.
Radiant: Give one of your Units to your opponent. If you do, gain mana equal to 2 times its cost.
Meditative · Field Spell · Legendary · (4) Cost
End of turn: Heal your hero and each of your Units 3. Draw 1. Cards in your hand cost (1) less. Deal 2 damage to each enemy.
Radiant: End of turn: Heal your hero and each of your Units 6. Draw 1. Cards in your hand cost (2) less. Deal 4 damage to each enemy.
Meditative · Spell · Mythic · (0) Cost
Costs (Ascent level). Gain that level's effect, then it goes up by 1. End of turn: Return this to hand. Ascent 0: Heal your hero 2. Ascent 1: Deal 2 damage. Ascent 2: Draw 2. Ascent 3: Your opponent discards 2 random cards. Ascent 4: Exile 2 random enemy permanents. Ascent 5: Add 2 random Radiant cards to your hand. They cost (0). Ascent 6: Reach for the stars. Ascent 7: And when they're near... Ascent 8: Push even harder. Ascent 9: And you might just... Ascent 10: Win the game.
Radiant: Costs (Ascent level - 1), never less than (0). Gain that level's effect, then it goes up by 1. End of turn: Return this to hand. Ascent 0: Heal your hero 3. Ascent 1: Deal 3 damage. Ascent 2: Draw 3. Ascent 3: Your opponent discards 3 random cards. Ascent 4: Exile 3 random enemy permanents. Ascent 5: Add 3 random Radiant cards to your hand. They cost (0). Ascent 6: Reach for the stars. Ascent 7: And when they're near... Ascent 8: Push even harder. Ascent 9: And you might just... Ascent 10: Win the game.
Meditative · Field Spell · Epic · (2) Cost
Aura: Your Start of turn and End of turn effects trigger 1 additional time.
Radiant: Aura: Your Start of turn and End of turn effects trigger 2 additional times.
Meditative · Field Spell · Epic · (2) Cost
Aura: Your Cry and Death effects trigger 1 additional time.
Radiant: Aura: Your Cry and Death effects trigger 2 additional times.
Meditative · Field Spell · Legendary · (4) Cost
The first card you play each turn adds a copy of it to your hand. The copy isn't Radiant and costs (0).
Radiant: The first card you play each turn adds a Radiant copy of it to your hand. It costs (0).
Meditative · Unit · Epic · (2) Cost
Cry: Trigger your End of turn effects.
Radiant: Cry: Trigger your End of turn effects 2 times.
Meditative · Unit · Epic · (2) Cost
Armor 2 End of turn: Deal 1 damage to the enemy hero. Then this damage permanently goes up by 1.
Radiant: Armor 4 End of turn: Deal 2 damage to the enemy hero. Then this damage permanently goes up by 2.
Meditative · Spell · Epic · (2) Cost
Draw 3 cards with a prime index from your deck.
Radiant: Draw every card with a prime index from your deck.
Meditative · Unit · Common · (2) Cost
Cry: Your opponent's Spells cost (1) more during their next turn.
Radiant: Cry: Your opponent's Spells cost (2) more during their next turn.
Meditative · Unit · Rare · (2) Cost
End of turn: Summon 1 random Trap.
Radiant: End of turn: Summon 2 random Traps.
Meditative · Spell · Mythic · (0) Cost
Craft a card and add it to your hand. Exile this.
Radiant: Craft a Radiant card and add it to your hand. Exile this.
Meditative · Spell · Epic · (1) Cost
Lose (2) mana next turn. Make a card in your hand Radiant.
Radiant: Cleave Lose (2) mana next turn. Make a card in your hand Radiant.
Meditative · Spell · Epic · (1) Cost
Lose (2) mana next turn, then (3) mana the turn after. Add a Temporal Rift to your hand.
Radiant: Lose (2) mana next turn, then (3) mana the turn after. Add a Radiant Temporal Rift to your hand.
Meditative · Spell · Token · (0) Cost
Take an extra turn after this one. You can take only one extra turn from Temporal Rift each game.
Radiant: Take an extra turn after this one. Gain 2 mana and 2 mana next turn. Draw 2. You can take only one extra turn from Temporal Rift each game.
Meditative · Spell · Mythic · (0) Cost
Choose one. You also win while it's true: your hero has 100+ Health; your graveyard has 100+ cards; or your Units total 100+ Attack and 100+ Health.
Radiant: Choose one. You also win while it's true: your hero has 90+ Health; your graveyard has 90+ cards; or your Units total 90+ Attack and 90+ Health. Draw 1.
Meditative · Spell · Rare · (0) Cost, Embiggened (1)
2% chance: Steal your opponent's hand. Embiggened (1): 5% instead. End of turn: Add an API Key Fishing to your hand.
Radiant: 4% chance: Steal your opponent's hand. Embiggened (1): 10% instead. End of turn: Add a Radiant API Key Fishing to your hand.
Meditative · Spell · Epic · (2) Cost
Choose Greed, Attack or Defend in secret. Gain its reward at your next turn's start. Add a Fortify Mind to your opponent's hand. Greed: Gain 2 mana and draw 2. Attack: Deal 8 damage to each enemy. Defend: Heal your hero and each of your Units 8. They gain +2 Armor.
Radiant: Choose Greed, Attack or Defend in secret. Gain its reward at your next turn's start. Add a Fortify Mind to your opponent's hand. It costs (2). Greed: Gain 2 mana and draw 2. Attack: Deal 8 damage to each enemy. Defend: Heal your hero and each of your Units 8. They gain +2 Armor.
Meditative · Spell · Token · (0) Cost
Temporary Guess their Mind Games. Win: cancel their reward. Lose: take your penalty. When you discard this, take all three penalties. Attack beats Greed, Greed beats Defend, Defend beats Attack. A tie does nothing. Greed: You have 2 less mana next turn. Discard 2 random cards. Attack: Deal 8 damage to your hero and each of your Units. Defend: Heal your opponent's hero and each of their Units 8. They gain +2 Armor.
Radiant: Temporary Guess their Mind Games. Win: cancel their reward. Lose: take your penalty. Attack beats Greed, Greed beats Defend, Defend beats Attack. A tie does nothing. Greed: You have 2 less mana next turn. Discard 2 random cards. Attack: Deal 8 damage to your hero and each of your Units. Defend: Heal your opponent's hero and each of their Units 8. They gain +2 Armor.
Meditative · Unit · Common · (1) Cost
Cry: Transform the Units adjacent to this into Sheep Tokens.
Radiant: Cry: Transform the Units adjacent to this into Radiant Sheep Tokens.
Meditative · Spell · Common · (3) Cost
Transform a Unit into a Sheep Token.
Radiant: Transform a Unit and the Units adjacent to it into Sheep Tokens.
Meditative · Unit · Rare · (1) Cost
Tribute 2 Immune to tribal tag based hate.
Radiant: Tribute 2, Immutable Immune to tribal tag based hate.
Meditative · Field Spell · Legendary · (4) Cost
Aura: Players don't generate mana naturally. End of turn: Summon a Mana Well into every empty backrow, for its owner.
Radiant: Aura: Players don't generate mana naturally. End of turn: Summon a Mana Well into every empty backrow, for its owner. Yours are Radiant.
Meditative · Unit · Common · (2) Cost
End of turn: Unlock a random zone. If you do, add 1 Coin to your hand.
Radiant: End of turn: Unlock a random zone. If you do, add 2 Coins to your hand. If no zone is Locked, Lock a random enemy zone.
Meditative · Unit · Common · (2) Cost
Cry: Shuffle 1 Ancient Curse into your opponent's deck.
Radiant: Cry: Shuffle 2 Ancient Curses into your opponent's deck.
Meditative · Spell · Token · (2) Cost
Cast on draw: Take 7 damage.
Radiant: Pierce Cast on draw: Take 7 damage.
Meditative · Field Spell · Rare · (3) Cost
Cry: Place 3 Plague Counters on this. End of turn: Spend a Plague Counter from this to shuffle 1 Ancient Curse into your opponent's deck.
Radiant: Cry: Place 3 Plague Counters on this. End of turn: Spend a Plague Counter from this to shuffle 2 Ancient Curses into your opponent's deck.
Meditative · Unit · Epic · (1) Cost
End of turn: If your opponent has a pricier permanent, they gain control of this. Otherwise, shuffle a Love Bomb into your deck.
Radiant: End of turn: If your opponent has a pricier permanent and a bigger deck, they gain control of this. Otherwise, shuffle a Radiant Love Bomb into your deck.
Meditative · Spell · Token · (1) Cost
Cast on draw: Heal your hero 7.
Radiant: Cast on draw: Heal your hero 14.
Meditative · Unit · Rare · (3) Cost
Deft Cry: Draw every Created card in your deck.
Radiant: Deft Cry: Shuffle a random Prime card into your deck. Then draw every Created card in your deck.
Meditative · Spell · Epic · (4) Cost
Get ready to learn Chinese! Transform every card in your hand into the same random CN card, which costs (0). Summon 5 random CN Units.
Radiant: Get ready to learn Chinese! Transform every card in your hand into the same random Radiant CN card, which costs (0). Summon 5 random Radiant CN Units.
Meditative · Spell · Rare · (1) Cost
Add 2 random CN cards to your hand. Each costs (1) less.
Radiant: Add 2 random Radiant CN cards to your hand. Each costs (1) less.
Meditative · Spell · Rare · (4) Cost
Destroy every permanent that is neither CN nor KY. Buff each CN or KY permanent 2 times.
Radiant: Destroy every enemy permanent that is neither CN nor KY. Buff each of your CN or KY permanents 3 times.
Meditative · Spell · Common · (1) Cost
Give a non-CN permanent the CN tag and +2/+2. Buff it 1 time.
Radiant: Give a non-CN permanent the CN tag and +4/+4. Buff it 2 times.
Meditative · Spell · Common · (1) Cost
Choose a Unit. 50% chance: Buff it 7 times. Otherwise, destroy it.
Radiant: Lucky 1 Choose a Unit. 50% chance: Buff it 10 times. Otherwise, destroy it.
Meditative · Spell · Epic · (1) Cost
Cast on draw: Add a random Radiant card to your hand. It costs (1) more (up to (4)).
Radiant: Cast on draw: Add a random Radiant card to your hand. It costs (0).
Meditative · Field Spell · Rare · (3) Cost
Start of turn: Add a random Radiant KY or CN card to your hand.
Radiant: Start of turn: Add a random Radiant KY or CN card to your hand. It costs (0).
Meditative · Unit · Rare · (2) Cost
Cry: Add an Auspicious Rock to your hand.
Radiant: Cry: Add a Radiant Auspicious Rock to your hand.
Meditative · Spell · Token · (0) Cost
Lose 2 health. Add one of these to your hand at random: Dud (20%), Jade (75%) or Red Jade (5%).
Radiant: Lucky 2 Lose 2 health. Add one of these to your hand at random: Dud (20%), Jade (75%) or Red Jade (5%).
Meditative · Spell · Token · (0) Cost
Add 1 to your Jade Counter. Gain 1 mana.
Radiant: Add 2 to your Jade Counter. Gain 2 mana.
Meditative · Spell · Token · (0) Cost
Deal 2 damage.
Radiant: Deal 4 damage.
Meditative · Spell · Token · (0) Cost
Add 5 to your Jade Counter.
Radiant: Add 10 to your Jade Counter.
Meditative · Unit · Token · (10) Cost
Can't attack, Indestructible, Immutable End of turn: Allure every enemy Unit. You summon this when your Jade Counter reaches 5. At the start of your next turn, steal the Units this charmed, or they die of heartbreak if you have no room.
Radiant: Indestructible, Immutable End of turn: Allure every enemy Unit. Your Jade Beauties become Radiant when your Jade Counter reaches 10. At the start of your next turn, steal the Units this charmed, or they die of heartbreak if you have no room.
Meditative · Field Spell · Legendary · (2) Cost
Aura: Cards have elements (水, 木, 火, 金, 土); good feng shui is rewarded, bad punished. You have Luck 1. Your last element, your opponent's last element.
Radiant: Aura: Cards have elements (水, 木, 火, 金, 土); good feng shui rewards you, bad hurts your opponent heavily. You have Luck 1. Your last element, your opponent's last element.
Meditative · Unit · Rare · (2) Cost
Start of turn: Add an Auspicious Rock and a random CN card to your hand.
Radiant: Start of turn: Add a Radiant Auspicious Rock and a random Radiant CN card to your hand.
Meditative · Spell · Legendary · (1) Cost
Open a night market. You have 50 yuan to buy its cards.
Radiant: Open a night market. You have 80 yuan to buy its cards, and you may barter cards from your hand.
Meditative · Spell · Rare · (X) Cost
Add X Auspicious Rocks to your hand.
Radiant: Add X Radiant Auspicious Rocks to your hand.
Meditative · Field Spell · Rare · (3) Cost
Start of turn: Add an Auspicious Rock to your hand.
Radiant: Start of turn: Add a Radiant Auspicious Rock to your hand.
Meditative · Unit · Legendary · (1) Cost
Cry: Nerf all other CN and KY cards on the field and in hands. Aura: Your Units are Cloaked. Death: Shuffle a Knowledge Breaker Prime into your deck.
Radiant: Divine Shield Cry: Nerf all other CN and KY cards on the field and in hands 2 times. Aura: Your Units are Cloaked. Death: Shuffle a Radiant Knowledge Breaker Prime into your deck.
Meditative · Unit · Token · (4) Cost
Rush Cry: Summon 5 random Traps. Destroy every other CN or KY permanent. Aura: Your Units have Cloaked.
Radiant: Rush, Poisonous Cry: Summon 5 random Radiant Traps. Exile every other CN or KY permanent. Aura: Your Units have Cloaked.
Meditative · Spell · Epic · (2) Cost, Embiggened (4)
Add a random KY card, a random CN card and a random Book to your hand. Embiggened (4): They cost (0).
Radiant: Add a random Radiant KY card, a random Radiant CN card and a random Radiant Book to your hand. Embiggened (4): They cost (0).
Meditative · Unit · Legendary · (4) Cost
End of turn: Fuse a random enemy permanent into this.
Radiant: End of turn: Fuse a random enemy permanent and a random card from your opponent's deck into this.
Meditative · Spell · Epic · (2) Cost
End the turn. Your hero is immune to damage until your next turn begins. Exile this.
Radiant: Your hero is immune to damage until your next turn begins. Exile this.
Meditative · Unit · Mythic · (2) Cost
Cry: Summon a Yile's Virus for your opponent across from this. Death: Shuffle a YileGPT Prime into your deck.
Radiant: Cry: Summon a Radiant Yile's Virus for your opponent across from this. Death: Shuffle a Radiant YileGPT Prime into your deck.
Meditative · Unit · Token · (10) Cost
Can't attack Start of turn: Make a random permanent of yours Radiant. Float reduces cost. Cry: Do 2 of these at random: summon 2 Claude's Datacenters; add 3 Radiant Glitch in the System cards to your hand, which cost (0); summon an AI Girlfriend; fill your opponent's board with Yile's Viruses; Nerf every card on your opponent's field, in their hand and in their deck 2 times.
Radiant: Can't attack, Armor 5 Start of turn: Make 2 random permanents of yours Radiant. Float reduces cost. Cry: Summon 2 Claude's Datacenters. Add 3 Radiant Glitch in the System cards to your hand; they cost (0). Summon an AI Girlfriend. Summon 2 Radiant Yile's Viruses for your opponent. Nerf every card on your opponent's field, in their hand and in their deck 2 times.
Meditative · Unit · Token · (2) Cost
Can't attack Start of turn: Deal 2 damage to your hero and each adjacent Unit that isn't a Yile's Virus. Always in Attack Position. Activate: Destroy this. Death: Discard 1 random card.
Radiant: Can't attack Start of turn: Deal 4 damage to your hero and each adjacent Unit that isn't a Yile's Virus. Always in Attack Position. Activate: Destroy this. Death: Discard 2 random cards.
Meditative · Field Spell · Token · (4) Cost
Animated, Can't attack Start of turn: Every enemy Unit attacks this. After this is attacked: Nerf the attacker.
Radiant: Animated, Can't attack Start of turn: Every enemy Unit attacks this. After this is attacked: Nerf the attacker 2 times.
Meditative · Spell · Rare · (0) Cost
Add the highest win rate card to your hand.
Radiant: Add the highest win rate card to your hand. It is Radiant.
Meditative · Unit · Legendary · (2) Cost
Cry: Fill your board with random 1/1 Units.
Radiant: Cry: Fill your board with random Radiant 1/1 Units.
Meditative · Field Spell · Rare · (1) Cost
Aura: Units have +3 Attack while attacking a Unit that shares none of their tags.
Radiant: Aura: Your Units have +3 Attack and Poisonous while attacking a Unit that shares none of their tags.
Meditative · Spell · Common · (1) Cost
Tradable De-Radiant a Radiant card on the field or in your hand. The next card you play this turn becomes Radiant.
Radiant: Tradable De-Radiant every enemy card on the field. The next card you play this turn becomes Radiant.
Meditative · Field Spell · Common · (1) Cost
End of turn: Shuffle a The Coin into your opponent's deck. Activate: Shuffle a The Coin into your deck.
Radiant: End of turn: Shuffle a The Coin into your opponent's deck. Activate: Shuffle a Radiant The Coin into your deck.
Meditative · Spell · Rare · (2) Cost
Add 1 random Prime card to your hand.
Radiant: Add 1 random Radiant Prime card to your hand.
Meditative · Spell · Common · (4) Cost
Fill your board with Right-house defenders.
Radiant: Fill your board with Radiant Right-house defenders.
Meditative · Unit · Common · (1) Cost
Combo: Return the card you played before this to hand.
Radiant: Combo: Return the card you played before this to hand. Make it Radiant.
Meditative · Unit · Common · (2) Cost
Cry: Summon a random (1) Cost Unit. It gains "Death: Add 1 random Book to your hand."
Radiant: Cry: Summon a random Radiant (1) Cost Unit. It gains "Death: Add 1 random Radiant Book to your hand."
Meditative · Unit · Rare · (4) Cost
Cry: Summon a random (4) Cost Unit. It gains "Death: Fuse a random Book and a random AI generated card into your hand."
Radiant: Cry: Summon a random Radiant (4) Cost Unit. It gains "Death: Fuse a random Radiant Book and a random Radiant AI generated card into your hand."
Meditative · Field Spell · Epic · (3) Cost
End of turn: Cast 1 random Human, Book, CN or AI generated card. Once 5 of your Units have died, Tribute this.
Radiant: End of turn: Cast 1 random Radiant Human, Book, CN or AI generated card. Once 50 of your Units have died, Tribute this.
Meditative · Unit · Common · (3) Cost
End of turn: Buff the Unit to the right of this 4 times.
Radiant: End of turn: Buff the Unit to the right of this 8 times.
Meditative · Spell · Rare · (0) Cost
Draw 3 (1) Cost Units from your deck.
Radiant: Draw 3 (1) Cost Units from your deck. Make them Radiant.
Meditative · Field Spell · Legendary · (3) Cost
Start of turn: Summon 1 random Unit from your hand.
Radiant: Start of turn: Summon 1 random Unit from your hand. Make it Radiant.
Meditative · Trap · Common · (1) Cost
Reveals when an enemy Unit with an adjacent Unit attacks: Redirect the attack to that adjacent Unit.
Radiant: Reveals when an enemy Unit with an adjacent Unit attacks: Redirect the attack to that adjacent Unit. Then summon a copy of each Unit that combat destroyed.
Meditative · Unit · Legendary · (4) Cost
Equip Aura: Has 5 random combat keywords.
Radiant: Equip Aura: Has 10 random combat keywords.
Meditative · Field Spell · Common · (2) Cost
Animated on your turn, Rush, First Strike
Radiant: Animated on your turn, Rush, Pierce, First Strike
Meditative · Unit · Epic · (1) Cost
Equip End of turn: Shuffle 1 Love Bomb into your deck.
Radiant: Equip End of turn: Shuffle 2 Love Bombs into your deck.
Meditative · Field Trap · Rare · (1) Cost
Animated Reveals after your opponent plays a Spell.
Radiant: Animated, Taunt Reveals after your opponent plays a Spell.
Meditative · Unit · Rare · (4) Cost
When you spend mana, place 1 Plague Counter on this. Activate: Spend (4) Plague Counters: Exile 1 random card each from their field, hand, deck and graveyard.
Radiant: When you spend mana, place 1 Plague Counter on this. Activate: Spend (4) Plague Counters: Exile 2 random cards each from their field, hand, deck and graveyard.
Meditative · Unit · Common · (1) Cost
Cry: Summon a Ready… I'm for your opponent.
Radiant: Cry: Summon a Ready… I'm for your opponent and a Radiant Ready… I'm for yourself.
Meditative · Unit · Token · (1) Cost
Poisonous
Radiant: Poisonous, Divine Shield
Meditative · Field Spell · Mythic · (3) Cost
Cry: Summon The Cane. Whenever your opponent plays a card the AI wouldn't, The Cane attacks a random enemy.
Radiant: Cry: Summon a Radiant The Cane. Whenever your opponent emotes or plays a card the AI wouldn't, The Cane attacks a random enemy.
Meditative · Field Spell · Token · (2) Cost
Animated on your turn, Indestructible, Pierce Also Animated when Pareto Optimal.
Radiant: Animated on your turn, Indestructible, Pierce, Trample Also Animated when Pareto Optimal.
Meditative · Unit · Common · (1) Cost
Whenever this damages a Unit, exile that Unit.
Radiant: Cleave Whenever this damages a Unit, exile that Unit.
Meditative · Unit · Common · (2) Cost
Cry: Gain +1/+1 for each Armor on the field, heroes' included.
Radiant: Cry: Gain +2/+2 for each Armor on the field, heroes' included.
Meditative · Unit · Epic · (8) Cost
Costs (1) less for each card in your hand. End of turn: If your hand is full, make this Radiant.
Radiant: Costs (1) less for each card in your hand. End of turn: If your hand is full, this gains +8/+8.
Meditative · Field Spell · Legendary · (4) Cost
Activate: Discover a Field Spell. Fuse it into this.
Radiant: Activate: Discover a Radiant Field Spell. Fuse it into this.
Meditative · Spell · Common · (1) Cost
Mark 2 random cards in your opponent's hand. At the start of your next turn, steal each marked card still in their hand.
Radiant: Mark every card in your opponent's hand. At the start of your next turn, steal each marked card still in their hand.
Meditative · Spell · Common · (3) Cost
Fill your hand with random Common cards.
Radiant: Fill your hand with random Radiant Common cards.
Meditative · Spell · Epic · (4) Cost
Exile every non-CN permanent. Add a random CN card to your hand for each of yours exiled this way.
Radiant: Exile every non-CN permanent. Add a random Radiant CN card to your hand for each of yours exiled this way. Each costs (2) less.
Meditative · Unit · Legendary · (3) Cost
Cry: For the rest of the game, your hand size is 12. Draw 4.
Radiant: Cry: For the rest of the game, your hand size is 12. Draw 4. Each becomes Radiant.
Meditative · Field Spell · Legendary · (2) Cost
Indestructible, Untributable, Immutable End of turn: Draw 3. They cost (1) less.
Radiant: Indestructible, Immutable Activate: Exile this. End of turn: Draw 3. They cost (1) less.
Meditative · Spell · Rare · (0) Cost, Embiggened (2)
Shuffle a copy of each card in your hand, and of this, into your deck. Embiggened (2): Each copy has a 25% chance to become Radiant.
Radiant: Shuffle a copy of each card in your hand, and of this, into your deck. Then draw 1. Embiggened (2): Each copy has a 100% chance to become Radiant.
Meditative · Unit · Common · (1) Cost
Cry: Buff every card in your hand.
Radiant: Cry: Buff every card in your hand 3 times.
Meditative · Unit · Rare · (2) Cost
End of turn: Buff every card in your hand.
Radiant: End of turn: Buff every card in your hand 3 times.
Meditative · Unit · Common · (1) Cost
Cry: Buff this. Buffs and Nerfs are twice as effective on this.
Radiant: Cry: Buff this. Buffs are three times as effective on this.
Meditative · Unit · Rare · (2) Cost
Start of turn: At random, add 1 Book of Buff or 1 Book of Nerf to your hand.
Radiant: Start of turn: At random, add 1 Radiant Book of Buff or 1 Radiant Book of Nerf to your hand.
Meditative · Unit · Legendary · (2) Cost
Aura: All targets are chosen at random.
Radiant: Lucky 1 Aura: All targets are chosen at random.
Meditative · Unit · Legendary · (1) Cost
While in your deck: After you play a card with a tribal tag, summon this. End of turn: Buff 1 random card in your hand or deck.
Radiant: While in your deck: After you play a card with a tribal tag, summon this. End of turn: Buff 1 random card in your hand or deck and each adjacent Unit.
Meditative · Unit · Epic · (4) Cost
Worth 5 Tributes. Cry: Discover a card with Tribute. It costs (1).
Radiant: Worth 500 Tributes. Cry: Discover a Radiant card with Tribute. It costs (0).
Meditative · Field Spell · Rare · (4) Cost
Aura: Credit line 4: spend up to 4 mana you don't have. Repay it in 4 instalments, one each start of turn. End of turn: Tribute this if you didn't use it this turn.
Radiant: Aura: Credit line 4: spend up to 4 mana you don't have. Repay it in 4 instalments, one each start of turn.
Meditative · Spell · Common · (1) Cost
Add 3 random Spells to your hand.
Radiant: Add 3 random Radiant Spells to your hand.
Meditative · Unit · Epic · (1) Cost
Tribute 1, Rush, Windfury A random hand Unit is summoned to make each of its attacks, then Bounced. Death: Shuffle a Windfurious Prime into your deck.
Radiant: Tribute 1, Rush, Windfury A random hand Unit is summoned to make each of its attacks. Death: Shuffle a Radiant Windfurious Prime into your deck.
Meditative · Unit · Token · (3) Cost
Rush, Windfury Whenever this attacks: Summon 2 random Units from your hand or deck. They attack its target first.
Radiant: Rush, Windfury, First Strike Whenever this attacks: Summon 2 random Units from your hand or deck. They attack its target first.
Meditative · Unit · Rare · (3) Cost
Armor 3 Lethal damage your hero or your other Units would take is redirected to this.
Radiant: Armor 6 Lethal damage your hero or your other Units would take is redirected to this.
Meditative · Unit · Common · (1) Cost
Can't be in Defense Position. Death: Summon a Growing Felinor Sr.
Radiant: Divine Shield, Rush Can't be in Defense Position. Death: Summon a Radiant Growing Felinor Sr.
Meditative · Unit · Token · (1) Cost
Can't be in Defense Position. Death: Summon a Growing Felinor Sr Sr.
Radiant: Divine Shield, Rush Can't be in Defense Position. Death: Summon a Radiant Growing Felinor Sr Sr.
Meditative · Unit · Token · (1) Cost
Can't be in Defense Position. Death: Summon a Growing Felinor Super Senior.
Radiant: Divine Shield, Rush Can't be in Defense Position. Death: Summon a Radiant Growing Felinor Super Senior.
Meditative · Unit · Token · (1) Cost
Can't be in Defense Position.
Radiant: Divine Shield, Rush Can't be in Defense Position.
Meditative · Unit · Rare · (4) Cost
Death: Summon a Shrinking Felinor whose base stats are this one's −3/−3.
Radiant: Death: Summon a Shrinking Felinor whose base stats are this one's −3/−3.
Meditative · Spell · Legendary · (4) Cost
One random effect: Fuse your hand into one card and add 2 copies of it to your hand, all three of which cost (0); add 2 random CN cards to your hand, which cost (0); add 2 random Prime cards to your hand, which cost (0); your hero gains 6 Armor and you heal it 6; summon a Jade Beauty; summon 3 random Acclaimed cards; Bounce every enemy permanent, then Nerf each card bounced; summon a CN Golem; for the rest of the game, at the start of each of your turns, cast a random Call to Chaos; cast a random Call to Chaos.
Radiant: Three different random effects, resolved in the order listed: Fuse your hand into one card and add 2 copies of it to your hand, all three of which cost (0); add 2 random CN cards to your hand, which cost (0); add 2 random Prime cards to your hand, which cost (0); your hero gains 6 Armor and you heal it 6; summon a Jade Beauty; summon 3 random Acclaimed cards; Bounce every enemy permanent, then Nerf each card bounced; summon a CN Golem; for the rest of the game, at the start of each of your turns, cast a random Call to Chaos; cast a random Call to Chaos.
Meditative · Unit · Token · (4) Cost
Rush, Poisonous, Cleave, Pierce Whenever this destroys a Unit, shuffle 1 CN-Virus into your opponent's deck.
Radiant: Rush, Poisonous, Cleave, Pierce, Windfury Whenever this destroys a Unit, shuffle 1 Radiant CN-Virus into your opponent's deck.
Meditative · Spell · Rare · (1) Cost
Choose up to 2 cards in your hand to go on a journey: exile them and shuffle a Journey Complete into your deck.
Radiant: Choose up to 4 cards in your hand to go on a journey: exile them and shuffle a Radiant Journey Complete into your deck. Draw 1.
Meditative · Spell · Token · (1) Cost
Cast on draw: Return the cards that went on this journey from exile to hand. They become Radiant.
Radiant: Cast on draw: Return the cards that went on this journey from exile to hand. They become Radiant and cost (1) less.
Meditative · Spell · Mythic · (0) Cost
Discover a building: Empty Plot, Wishing Well, School, Mega Church, Bunker, University, The Great Wall, Prison or Jlockeed's Headquarters. Piece together the blueprint.
Radiant: Discover a Radiant building: Empty Plot, Wishing Well, School, Mega Church, Bunker, University, The Great Wall, Prison or Jlockeed's Headquarters. Piece together the Radiant blueprint.
Meditative · Unit · Token · (0) Cost
Can't attack You may play a Unit on top of this, as if it had Stack.
Radiant: Can't attack You may play a Unit on top of this, as if it had Stack. When you do, Buff that Unit 1 time.
Meditative · Unit · Token · (1) Cost
Can't attack Activate: 10% chance to add a random Radiant card to your hand.
Radiant: Can't attack, Lucky 1 Activate: 10% chance to add a random Radiant card to your hand.
Meditative · Unit · Token · (2) Cost
Can't attack Activate: Summon a random (1) Cost Unit.
Radiant: Can't attack Activate: Summon a random Radiant (1) Cost Unit.
Meditative · Unit · Token · (3) Cost
Tribute 5, Can't attack This may Tribute any side's (1) Cost or less permanent. Activate: Steal an enemy permanent.
Radiant: Tribute 5, Can't attack, Divine Shield This may Tribute any side's (1) Cost or less permanent. Activate: Steal an enemy permanent. Make it Radiant.
Meditative · Unit · Token · (2) Cost
Tribute 2, Armor 3, Can't attack, First Strike This strikes Units in its lane with 3× its Attack.
Radiant: Tribute 2, Armor 6, Can't attack, First Strike This strikes Units in its lane with 3× its Attack.
Meditative · Unit · Token · (4) Cost
Can't attack Activate: Buff each of your other permanents 2 times.
Radiant: Can't attack Activate: Buff each of your other permanents 4 times.
Meditative · Unit · Token · (2) Cost
Tribute 3, Immutable, Can't attack Cry: Lock every unit zone on your side.
Radiant: Tribute 3, Immutable, Armor 2, Can't attack Cry: Lock every unit zone on your side.
Meditative · Unit · Token · (4) Cost
Tribute 2 After your opponent plays a Unit: 50% chance to stack it under this. You control it.
Radiant: Tribute 2, Lucky 1 After your opponent plays a Unit: 50% chance to stack it under this. You control it.
Meditative · Unit · Token · (4) Cost
Tribute 5, Indestructible, Can't attack Activate: Fill your board with random Jlockeed Units.
Radiant: Tribute 5, Indestructible, Can't attack Activate 2: Fill your board with random Radiant Jlockeed Units.
Meditative · Spell · Rare · (1) Cost
Tradable Choose an empty lane. Lock every other lane until the start of your next turn.
Radiant: Tradable Choose an empty lane. Lock every other lane until the start of your next turn. This turn, after you put a card into that lane, cast Book of Buff on it.
Meditative · Field Spell · Epic · (2) Cost
Aura: Your Spells have Cloaked. Cry: Draw 1.
Radiant: Aura: Your Spells have Cloaked. Spells you reveal have Echo +1. Cry: Draw 1.
Meditative · Unit · Common · (2) Cost
Meditative · Unit · Common · (1) Cost
Cry: Add a random Luck-based card to your hand. Give it Lucky 1.
Radiant: Activate: Add a random Luck-based card to your hand. Give it Lucky 1.
Meditative · Unit · Common · (1) Cost
Lucky 1 Cry: Draw 1-2. Add 1-2 to your Jade Counter.
Radiant: Lucky 2 Cry: Draw 1-2. Add 1-4 to your Jade Counter.
Meditative+ · Spell · Mythic · (1) Cost
Add a random Wincon card to your hand, and its plan: a Base Camp for Reach the Summit; for Aestheticize the Game, Discover a Spa Day, a Garage Sale or a Leg Day.
Radiant: Add a random Radiant Wincon card to your hand, and its Radiant plan: a Radiant Base Camp for Reach the Summit; for Aestheticize the Game, Discover a Radiant Spa Day, Garage Sale or Leg Day.
Meditative+ · Spell · Token · (0) Cost
Every Reach the Summit you own goes up 2 Ascent levels. Add 2 Coins to your hand.
Radiant: Every Reach the Summit you own goes up 3 Ascent levels. Add 2 Radiant Coins to your hand.
Meditative+ · Spell · Token · (3) Cost
Heal your hero 25. Shuffle 2 Love Bombs into your deck.
Radiant: Heal your hero 50. Shuffle 2 Radiant Love Bombs into your deck.
Meditative+ · Spell · Token · (1) Cost
Fill your hand with Coins, then discard your hand.
Radiant: Do this 2 times: fill your hand with Coins, then discard your hand.
Meditative+ · Spell · Token · (3) Cost
Give your Units +5/+5.
Radiant: Give your Units +10/+10.
Meditative+ · Spell · Epic · (1) Cost
Fuse the card with the lowest win rate and the card with the highest win rate, and add it to your hand. It costs (2).
Radiant: Fuse a Radiant card with the lowest win rate and a Radiant card with the highest win rate, and add it to your hand. It costs (0).
Meditative+ · Spell · Epic · (2) Cost, Embiggened (4)
Draw 1 card. They cost (1). Embiggened (4): Draw 2 instead.
Radiant: Draw 2 cards. They cost (0). Embiggened (4): Draw 4 instead.
Meditative+ · Spell · Epic · (2) Cost, Embiggened (4)
Choose one: In 3 turns, deal 4 damage to each enemy, with Pierce and Lifesteal; or in 3 turns, add 1 random Radiant Jlockeed card to your hand, and each costs (2). Embiggened (4): In 5 turns instead; deal 9 damage, or add 5.
Radiant: Choose one: In 3 turns, deal 9 damage to each enemy, with Pierce and Lifesteal; or in 3 turns, add 2 random Radiant Jlockeed cards to your hand, and each costs (0). Embiggened (4): In 5 turns instead; deal 15 damage, or fill your hand with them.
Meditative+ · Spell · Rare · (0) Cost, Embiggened (1)
Deal 1 damage to all Units. Embiggened (1): With Lifesteal and Pierce.
Radiant: Echo 1 Deal 1 damage to all Units. Embiggened (1): With Lifesteal and Pierce.
Meditative+ · Spell · Epic · (0) Cost
Your next Spell costs Health equal to 3 times its Cost instead of mana.
Radiant: Your next Spell costs Health equal to 3 times its Cost instead of mana, and has Echo 1.
Meditative+ · Unit · Common · (1) Cost
Divine Shield Aura: Your Spells have Lifesteal.
Radiant: Divine Shield Aura: Your Spells have Lifesteal, and healing your hero and Units is twice as effective.
Meditative+ · Unit · Common · (2) Cost
Spell Damage +3
Radiant: Spell Damage +6
Meditative+ · Field Spell · Common · (1) Cost, Embiggened (2)
Aura: Both players have Spell Damage +2. Embiggened (2): Also has "Cry: Add a random Spell or Field Spell that deals damage to your hand."
Radiant: Aura: Both players have Spell Damage +4. Embiggened (2): Also has "Cry: Add a random Radiant Spell or Field Spell that deals damage to your hand."
Meditative+ · Unit · Common · (1) Cost
Cry: Steal 1 random card from your opponent's hand.
Radiant: Cry: Steal 1 random card from your opponent's hand. It costs (0).
Meditative+ · Unit · Rare · (1) Cost
Activate: Tribute this. You have Spell Damage +5 this turn.
Radiant: Activate: You have Spell Damage +5 this turn.
Meditative+ · Unit · Rare · (1) Cost
Activate: Tribute this. Your hero has +5 Armor until the start of your next turn.
Radiant: Activate: Your hero has +5 Armor until the start of your next turn.
Meditative+ · Unit · Rare · (1) Cost
Activate: Tribute this. Heal your hero and each of your Units 5.
Radiant: Activate: Heal your hero and each of your Units 5.
Meditative+ · Spell · Rare · (1) Cost
Add 2 random Potion cards to your hand.
Radiant: Add 2 random Radiant Potion cards to your hand.
Meditative+ · Spell · Epic · (1) Cost
Add 1 random Radiant Potion card to your hand.
Radiant: Add 2 random Radiant Potion cards to your hand.
Meditative+ · Unit · Epic · (1) Cost
Cry: Craft a custom Potion. It costs (1). Death: Shuffle a Jazakus Prime into your deck.
Radiant: Cry: Craft a custom Radiant Potion. It costs (1). Death: Shuffle a Radiant Jazakus Prime into your deck.
Meditative+ · Unit · Token · (1) Cost
Cry: Craft a HUGE custom Potion. It costs (3).
Radiant: Cry: Craft a HUGE custom Radiant Potion. It costs (3).
Meditative+ · Spell · Rare · (1) Cost
Deal 2 damage to an enemy. In your hand or deck: After another Spell of yours that targeted an enemy resolves, cast this at it.
Radiant: Deal 4 damage to an enemy. In your hand or deck: After another Spell of yours that targeted an enemy resolves, cast this at it.
Meditative+ · Spell · Epic · (1) Cost
Cast on draw: Gain 1 mana and draw 1 card. The AI plays the rest of your turn.
Radiant: Cast on draw: Gain 3 mana and draw 2 cards. The AI plays the rest of your turn.
Meditative+ · Spell · Common · (1) Cost, Embiggened (2)
Steal the top 2 cards of your opponent's deck. Embiggened (2): Steal 2 random cards from their hand instead.
Radiant: Steal the top 3 cards of your opponent's deck. They cost (0). Embiggened (2): Steal 3 random cards from their hand instead.
Meditative+ · Spell · Rare · (2) Cost
Answer three-digit sums one after another until you stop, miss one or 60 seconds pass. Then summon a Lil' Kenny with X/X, X your correct answers.
Radiant: Answer one- and two-digit sums one after another until you stop, miss one or 60 seconds pass. Then summon a Radiant Lil' Kenny with 2X/2X, X your correct answers.
Meditative+ · Unit · Token · (1) Cost
With X at least 4, it has Rush; 8, Divine Shield; 12, First Strike; 16, Cleave; 20, Lifesteal; 30, Indestructible.
Radiant: With X at least 4, it has Rush; 8, Divine Shield; 12, First Strike; 16, Cleave; 20, Lifesteal; 30, Indestructible.
Meditative+ · Unit · Rare · (2) Cost
Taunt Cry: Set every other Unit's Attack and Health to 3/3.
Radiant: Taunt Cry: Set every other Unit's Attack and Health to 3/3. Fill your board with Rush Tokens in Chinese.
Meditative+ · Field Spell · Epic · (3) Cost
Aura: Embiggen cards play their Embiggened version at their normal price. Any card that isn't Radiant may be played Radiant for (2) more.
Radiant: Aura: Embiggen cards play their Embiggened version at their normal price. Any card that isn't Radiant may be played Radiant for (1) more.
Meditative+ · Spell · Epic · (2) Cost, Embiggened (4)
Add 1 random embiggen card to your hand. Their Embiggened version costs (0). Embiggened (4): Add 3 instead.
Radiant: Add 1 random Radiant embiggen card to your hand. Their Embiggened version costs (0). Embiggened (4): Add 3 instead.
Meditative+ · Unit · Legendary · (3) Cost
Cry: Choose one: Freeze all enemy Units; put an enemy Unit into your hand, and your opponent gets 3 Coins; Discover a Unit and make it Radiant; or draw 1 and fill your hand with copies of it.
Radiant: Cry: Do all of these, in order: Freeze all enemy Units; put an enemy Unit into your hand, and your opponent gets 3 Coins; Discover a Unit and make it Radiant; then draw 1 and fill your hand with copies of it.
Meditative+ · Spell · Rare · (1) Cost
Discover one of 3 blocks of card code. Add the Radiant card with that code to your hand.
Radiant: Discover one of 3 blocks of card code. Add the Radiant card with that code to your hand. It costs (0).
Meditative+ · Spell · Mythic · (0) Cost
Code a card from scratch and add it to your hand. Exile this.
Radiant: Code a Radiant card from scratch and add it to your hand. Exile this.
Stinkyscape · Spell · Common · (0) Cost
Freeze a Unit and the Units adjacent to it.
Radiant: Freeze all enemy Units.
Stinkyscape · Spell · Rare · (2) Cost
Freeze a Unit forever.
Radiant: Freeze a Unit forever. You may give it Indestructible.
Stinkyscape · Spell · Epic · (3) Cost
Deal 15 damage to a Unit, trampling onto the Units adjacent to it. Lock its zone.
Radiant: Deal 20 damage to a Unit, trampling onto the Units adjacent to it and then its hero. Lock its zone.
Stinkyscape · Spell · Mythic · (4) Cost
Discover a Terminus card. If your deck is empty, it costs (0).
Radiant: Discover a Terminus card. If your deck is empty, it costs (0). If this was also the last card in your hand, you win the game when you play it.
Stinkyscape · Spell · Token · (4) Cost
Exile all permanents and every card in both graveyards.
Radiant: Exile all permanents and every card in both graveyards, both hands and both decks.
Stinkyscape · Spell · Token · (4) Cost
Solve an impossible problem. If you get it right, deal 30 damage to the enemy hero, and this gains Echo +1.
Radiant: Solve an impossible problem. You snuck in a cheat sheet: the right answer is marked. If you get it right, deal 30 damage to the enemy hero, and this gains Echo +1.
Stinkyscape · Spell · Token · (4) Cost
Take an extra turn after this one.
Radiant: Echo 1 Take an extra turn after this one.
Stinkyscape · Trap · Token · (4) Cost
Reveals when your hero would take lethal damage: Prevent it and end the turn. The next turn is yours: your Units have Charge during it, and you lose the game at its end.
Radiant: Reveals when your hero would take lethal damage: Prevent it and end the turn. The next turn is yours: you have 100 mana and your Units have Charge during it, and you lose the game at its end.
Stinkyscape · Trap · Token · (4) Cost
Reveals when your opponent's turn ends: Lock every lane but one, picked at random. Set each hero's health to 1. Both players discard every Spell in their hand.
Radiant: Reveals when your opponent's turn ends: Lock every lane but one, picked at random. Set each hero's health to 1. Both players discard every Spell in their hand. Then fill your hand with Book of Buffs. They cost (0).
Stinkyscape · Spell · Token · (4) Cost
Cast one of each Call to Chaos.
Radiant: Cast a Radiant one of each Call to Chaos.
Stinkyscape · Field Trap · Rare · (1) Cost
Reveals when you take damage on your turn: Redirect all damage you take on your turn to your opponent, up to 20 each turn.
Radiant: Reveals when you take damage on your turn: Redirect all damage you take on your turn to your opponent, up to 20 each turn, and double it.
Stinkyscape · Unit · Mythic · (2) Cost
Tradable Cry: Complete the current stage on all your Quests.
Radiant: Tradable Cry: Summon The Greatest Heist. Complete the current stage on all your Quests.
Stinkyscape · Field Spell · Legendary · (3) Cost
Cry: Discover an Acclaimed Unit or a Jelly Bean. Quest: Stage 1, Initiation. Make an Acclaimed Unit Radiant. Reward: Summon a random Acclaimed Unit. Quest: Stage 2, Comradery. Have 2 Acclaimed Units you control die. Reward: Do this 3 times: at random, add an Anomaly Found! to your hand or gain a random Stinkyscape Resource. Quest: Stage 3, Empty the Vaults. Steal an enemy card. Reward: Steal your opponent's mana crystals.
Radiant: Cry: Discover a Radiant Acclaimed Unit or a Radiant Jelly Bean. Quest: Stage 1, Initiation. Make an Acclaimed Unit Radiant. Reward: Summon a random Radiant Acclaimed Unit. Quest: Stage 2, Comradery. Have 2 Acclaimed Units you control die. Reward: Do this 3 times: at random, add a Radiant Anomaly Found! to your hand or gain a random Radiant Stinkyscape Resource. Quest: Stage 3, Empty the Vaults. Steal an enemy card. Reward: Steal your opponent's mana crystals.
Stinkyscape · Spell · Rare · (2) Cost
Add a Rosemary Triscuit to your hand. Shuffle a Wardrum into your deck.
Radiant: Add a Radiant Rosemary Triscuit to your hand. Shuffle a Radiant Wardrum into your deck.
Stinkyscape · Spell · Token · (0) Cost
Refresh 2 mana.
Radiant: Refresh 4 mana.
Stinkyscape · Field Spell · Common · (2) Cost
Brittle 3 Cry: Hold another permanent beneath this. When this leaves the field, the permanent beneath it returns to its controller.
Radiant: Cry: Hold another permanent beneath this. When this leaves the field, the permanent beneath it returns to its controller.
Stinkyscape · Spell · Epic · (2) Cost
Add an Inner Fire, a Divine Spirit and a Power Word Shield to your hand.
Radiant: Add a Radiant Inner Fire, a Radiant Divine Spirit and a Radiant Power Word Shield to your hand.
Stinkyscape · Spell · Token · (1) Cost
Set a Unit's Attack equal to its Health.
Radiant: Set a Unit's Attack equal to its Health, plus 4 if it's yours or minus 4 if it's an enemy.
Stinkyscape · Spell · Token · (2) Cost
Double a Unit's Health.
Radiant: Triple a Unit's Health.
Stinkyscape · Spell · Token · (0) Cost
Give a Unit +2 Health. Draw 1 card.
Radiant: Give a Unit +4 Health. Draw 2 cards.
Stinkyscape · Spell · Epic · (1) Cost
Add a Frostbolt, an Arcane Missiles and a Flame Strike to your hand.
Radiant: Add a Radiant Frostbolt, a Radiant Arcane Missiles and a Radiant Flame Strike to your hand.
Stinkyscape · Spell · Token · (1) Cost
Deal 3 damage and Freeze it.
Radiant: Deal 5 damage and Freeze it. Deal 5 damage to the Units adjacent to it.
Stinkyscape · Spell · Token · (0) Cost
Echo 2 Deal 1 damage to a random enemy.
Radiant: Echo 5 Deal 1 damage to a random enemy.
Stinkyscape · Spell · Token · (2) Cost
Deal 5 damage to all enemy Units.
Radiant: Deal 10 damage to all enemy Units.
Stinkyscape · Spell · Epic · (1) Cost
Add a Shadow Word Death, a Shadow Word Pain and a Psychic Scream to your hand.
Radiant: Add a Radiant Shadow Word Death, a Radiant Shadow Word Pain and a Radiant Psychic Scream to your hand.
Stinkyscape · Spell · Token · (1) Cost
Destroy a Unit with 5 or more Attack.
Radiant: Destroy a Unit with 5 or more Attack, and the Units adjacent to it.
Stinkyscape · Spell · Token · (0) Cost
Destroy a Unit with 3 or less Attack.
Radiant: Destroy a Unit with 3 or less Attack, and the Units adjacent to it.
Stinkyscape · Spell · Token · (3) Cost
Shuffle all permanents into your opponent's deck.
Radiant: Shuffle all permanents into your opponent's deck. Each costs (2) more (up to (4)).
Stinkyscape · Spell · Rare · (2) Cost
Poisonous Your next Spell this turn has Poisonous. Deal 1 damage to all enemies. Draw 1 card.
Radiant: Echo 1, Poisonous Your next Spell this turn has Poisonous. Deal 1 damage to all enemies. Draw 1 card.
Stinkyscape · Unit · Common · (2) Cost
When one of your Taunt Units is attacked, give it +2 Attack.
Radiant: When one of your Taunt Units is attacked, give it +4 Attack.
Stinkyscape · Unit · Common · (1) Cost
Cry: Give adjacent Units +1/+1 and Taunt.
Radiant: Cry: Give adjacent Units +2/+2, Divine Shield and Taunt.
Stinkyscape · Field Spell · Mythic · (1) Cost
Animated, Flying The first Unit you play onto this is Equipped into it. End of turn: Gain 1 random combat keyword. Upon reaching 10 keywords, make this Radiant.
Radiant: Animated, Flying, Indestructible The first Unit you play onto this is Equipped into it. End of turn: Gain 2 random combat keywords.
Stinkyscape · Unit · Common · (1) Cost
Dormant for 2 turns. When this awakens, summon a Fiery Waraxe.
Radiant: Dormant for 2 turns. When this awakens, summon a Radiant Fiery Waraxe.
Stinkyscape · Spell · Legendary · (3) Cost
Summon MELCHIOR, BALTHASAR and CASPER. They offer great strategic value, but they can vote to remove you.
Radiant: Summon a Radiant MELCHIOR, a Radiant BALTHASAR and a Radiant CASPER. They offer great strategic value, but they can vote to remove you.
Stinkyscape · Field Spell · Token · (1) Cost
Indestructible Start of turn: Vote to remove you if your opponent has more Units than you. Activate: Discover a combat keyword. Give it to each of your Units.
Radiant: Indestructible Start of turn: Vote to remove you if your opponent has more Units than you. Activate: Give each of your Units 3 random combat keywords.
Stinkyscape · Field Spell · Token · (2) Cost
Indestructible Start of turn: Vote to remove you if your hero has less than half its starting health. Activate: Add a copy of the last card you played to your hand. It costs (1) more.
Radiant: Indestructible Start of turn: Vote to remove you if your hero has less than half its starting health. Activate: Add a Radiant copy of the last card you played to your hand. It costs (1) more.
Stinkyscape · Field Spell · Token · (3) Cost
Indestructible Start of turn: Vote to remove you if you Floated on your last turn. Activate: Allure a random enemy Unit.
Radiant: Indestructible Start of turn: Vote to remove you if you Floated on your last turn. Activate: Allure a random enemy Unit and a random Unit in your opponent's hand.
Stinkyscape · Unit · Common · (2) Cost
Pierce Dormant for 2 turns. When this awakens, deal 10 damage randomly split among all enemies.
Radiant: Pierce Dormant for 2 turns. When this awakens, deal 20 damage randomly split among all enemies.
Stinkyscape · Unit · Epic · (2) Cost
Cry: Copy the text of a Legendary or Mythic Unit on the field.
Radiant: Cry: Copy the Radiant text of a Legendary or Mythic Unit on the field.
Stinkyscape · Spell · Common · (1) Cost
Flashback Add a random Other-Origins card to your hand.
Radiant: Flashback Add a random Radiant Other-Origins card to your hand. It costs (1) less.
Stinkyscape · Trap · Epic · (4) Cost
30% chance to reveal when an enemy Unit attacks: Summon 2 Warp Disruptors, then 2 Phalanxes. The attack goes on.
Radiant: 30% chance to reveal when an enemy Unit attacks: Summon 2 Radiant Warp Disruptors, then 2 Radiant Phalanxes. The attack goes on.
Stinkyscape · Field Spell · Rare · (1) Cost
Stack, Brittle 3 Aura: Units can't be in Defense Position and have +2 Attack. After your opponent summons a Unit, a random Unit of yours attacks it.
Radiant: Stack, Brittle 3 Aura: Units can't be in Defense Position and have +2 Attack. Your Units have First Strike. After your opponent summons a Unit, a random Unit of yours attacks it.
Stinkyscape · Field Spell · Rare · (2) Cost
Stack, Brittle 5 Aura: Units can't be in Defense Position and have +3 Attack. After your opponent summons a Unit, each of your Units attacks it.
Radiant: Stack, Brittle 5 Aura: Units can't be in Defense Position and have +3 Attack. Your Units have First Strike. After your opponent summons a Unit, each of your Units attacks it.
Stinkyscape · Spell · Epic · (2) Cost
Choose a zone. Its Jacobian stretches a unit square. Summon a random Starship Piece in each zone it covers, for the player whose zone it is. F(x, y) = (x² − y, xy).
Radiant: Choose a zone. Its Jacobian stretches a unit square. Summon a random Radiant Starship Piece in each of your zones it covers. F(x, y) = (x² − y, xy).
Stinkyscape · Unit · Legendary · (4) Cost
Cry: Summon a Radiant University. It can't use its own Activate. Activate: Choose one: summon a random Starship Piece, or Activate your Universities.
Radiant: Cry: Summon a Radiant University. It can't use its own Activate. Activate: Summon a random Radiant Starship Piece, then Activate your Universities.
Stinkyscape · Spell · Common · (0) Cost
Discard a random card. Summon a Drone Interceptor.
Radiant: Discard a random card. Summon a Radiant Drone Interceptor.
Stinkyscape · Spell · Common · (1) Cost
Summon a Drone Interceptor.
Radiant: Summon a Radiant Drone Interceptor.
Stinkyscape · Spell · Common · (2) Cost
Summon 2 Drone Interceptors.
Radiant: Summon 2 Radiant Drone Interceptors.
Stinkyscape · Spell · Rare · (3) Cost
Summon 3 Drone Interceptors.
Radiant: Summon 3 Radiant Drone Interceptors.
Stinkyscape · Spell · Rare · (3) Cost
Summon a Drone Corvette.
Radiant: Summon a Radiant Drone Corvette.
Stinkyscape · Spell · Epic · (4) Cost
Summon 5 Drone Interceptors.
Radiant: Summon 5 Radiant Drone Interceptors.
Stinkyscape · Spell · Epic · (4) Cost
Summon a Drone Corvette and 2 Drone Interceptors.
Radiant: Summon a Radiant Drone Corvette and 2 Radiant Drone Interceptors.
Stinkyscape · Spell · Legendary · (6) Cost
Float reduces cost. Fill your board with Drone Interceptors.
Radiant: Float reduces cost. Fill your board with Radiant Drone Interceptors.
Stinkyscape · Spell · Legendary · (6) Cost
Float reduces cost. Summon 3 Drone Corvettes.
Radiant: Float reduces cost. Summon 3 Radiant Drone Corvettes.
Stinkyscape · Spell · Mythic · (8) Cost
Float reduces cost. Summon the Drone Battleship.
Radiant: Float reduces cost. Summon a Radiant Drone Battleship.
Stinkyscape · Unit · Legendary · (3) Cost
Aura: Each enemy Unit played that costs less than this is Allured. Death: Remove every Allure on the field.
Radiant: Divine Shield Aura: Each enemy Unit played that costs less than this is Allured. Death: Remove every Allure on the field.
Stinkyscape · Unit · Common · (1) Cost
Starship Piece, Equip, Divine Shield Whenever this survives an attack, it gains +3/+3.
Radiant: Starship Piece, Equip, Divine Shield Whenever this survives an attack, it gains +6/+6.
Stinkyscape · Field Spell · Legendary · (4) Cost
Brittle 4 End of turn: Gain a Narcor. Activate: Discard a Narcor to lower this card's Brittle by 1. Death: If Brittle destroyed this, for the rest of the game, gain two Narcors at the end of each of your turns.
Radiant: Brittle 4 End of turn: Gain a Red Narcor. Activate: Discard a Narcor or a Red Narcor to lower this card's Brittle by 1. Death: If Brittle destroyed this, for the rest of the game, gain two Red Narcors at the end of each of your turns.
Stinkyscape · Unit · Rare · (3) Cost
Starship Piece Cry: Place 2 Plague Counters. End of turn: Deal 1 damage to all enemies for each Plague Counter on this.
Radiant: Starship Piece Cry: Place 4 Plague Counters. End of turn: Deal 1 damage to all enemies for each Plague Counter on this.
Stinkyscape · Spell · Common · (1) Cost
Add 2 random Drone Core cards to your hand.
Radiant: Add 2 random Radiant Drone Core cards to your hand.
Stinkyscape · Unit · Rare · (2) Cost
Cry: Add 1 random Radiant Drone Core card to your hand.
Radiant: Cry: Add 2 random Radiant Drone Core cards to your hand.
Stinkyscape · Unit · Rare · (1) Cost
Starship Piece End of turn: Heal your hero and each of your Units 2.
Radiant: Starship Piece End of turn: Heal your hero and each of your Units 4.
Stinkyscape · Spell · Mythic · (1) Cost
Add a Drone Core I to your hand. For the rest of the game, the first time you play each tier of Drone Core, add the next tier to your hand.
Radiant: Add a Radiant Drone Core I to your hand. For the rest of the game, the first time you play each tier of Drone Core, add a Radiant one of the next tier to your hand.
Stinkyscape · Unit · Epic · (4) Cost
Cry: Add 6 random Drone Core cards to your hand. Each costs (1) less.
Radiant: Cry: Add 6 random Radiant Drone Core cards to your hand. Each costs (1) less.
Stinkyscape · Field Spell · Epic · (2) Cost
Aura: The AI plays the first 3 actions of each of your turns. End of turn: Summon a Drone Interceptor.
Radiant: Aura: The AI plays the first 3 actions of each of your turns. End of turn: Summon a Radiant Drone Interceptor.
Stinkyscape · Field Spell · Epic · (2) Cost
Brittle 5 Aura: The AI plays each of your turns. End of turn: Summon a Drone Corvette.
Radiant: Brittle 5 Aura: The AI plays each of your turns. End of turn: Summon a Radiant Drone Corvette.
Stinkyscape · Unit · Common · (1) Cost
Starship Piece, Equip, Rush
Radiant: Starship Piece, Equip, Rush
Stinkyscape · Unit · Common · (2) Cost
Starship Piece Death: Deal damage equal to its Attack to 1 random enemy.
Radiant: Starship Piece Death: Deal damage equal to its Attack to 2 random enemies.
Stinkyscape · Unit · Rare · (2) Cost
Starship Piece, Equip Activate: Deal 6 damage to an enemy, with Cleave and Pierce. Has an extra turn cooldown. Deals half damage to heroes.
Radiant: Starship Piece, Equip Activate: Deal 12 damage to an enemy, with Cleave and Pierce. Has an extra turn cooldown. Deals half damage to heroes.
Stinkyscape · Unit · Rare · (2) Cost
Starship Piece, Equip Activate 4: Deal 1 damage to an enemy, with Pierce. Deals half damage to heroes.
Radiant: Starship Piece, Equip Activate 4: Deal 2 damage to an enemy, with Pierce. Deals half damage to heroes.
Stinkyscape · Unit · Rare · (2) Cost
Starship Piece, Equip Activate: Deal 5 damage to an enemy. Deals half damage to heroes.
Radiant: Starship Piece, Equip Activate: Deal 10 damage to an enemy. Deals half damage to heroes.
Stinkyscape · Unit · Rare · (2) Cost
Starship Piece, Equip Activate: Deal 2 damage to all enemies.
Radiant: Starship Piece, Equip Activate: Deal 4 damage to all enemies.
Stinkyscape · Unit · Epic · (3) Cost
Starship Piece, Equip Activate: Deal 9 damage to an enemy, with Cleave and Pierce. Has an extra turn cooldown. Deals half damage to heroes.
Radiant: Starship Piece, Equip Activate: Deal 18 damage to an enemy, with Cleave and Pierce. Has an extra turn cooldown. Deals half damage to heroes.
Stinkyscape · Unit · Epic · (3) Cost
Starship Piece, Equip Activate 6: Deal 1 damage to an enemy, with Pierce. Deals half damage to heroes.
Radiant: Starship Piece, Equip Activate 6: Deal 2 damage to an enemy, with Pierce. Deals half damage to heroes.
Stinkyscape · Unit · Epic · (3) Cost
Starship Piece, Equip Activate: Deal 7 damage to an enemy. Deals half damage to heroes.
Radiant: Starship Piece, Equip Activate: Deal 14 damage to an enemy. Deals half damage to heroes.
Stinkyscape · Unit · Epic · (3) Cost
Starship Piece, Equip Activate: Deal 2 damage to all enemies, twice.
Radiant: Starship Piece, Equip Activate: Deal 4 damage to all enemies, twice.
Stinkyscape · Unit · Legendary · (4) Cost
Starship Piece, Equip Activate: Deal 15 damage to an enemy, with Cleave and Pierce. Has an extra turn cooldown. Deals half damage to heroes.
Radiant: Starship Piece, Equip Activate: Deal 30 damage to an enemy, with Cleave and Pierce. Has an extra turn cooldown. Deals half damage to heroes.
Stinkyscape · Unit · Legendary · (4) Cost
Starship Piece, Equip Activate 6: Deal 2 damage to an enemy, with Pierce. Deals half damage to heroes.
Radiant: Starship Piece, Equip Activate 6: Deal 4 damage to an enemy, with Pierce. Deals half damage to heroes.
Stinkyscape · Unit · Legendary · (4) Cost
Starship Piece, Equip Activate: Deal 10 damage to an enemy. Deals half damage to heroes.
Radiant: Starship Piece, Equip Activate: Deal 20 damage to an enemy. Deals half damage to heroes.
Stinkyscape · Unit · Legendary · (4) Cost
Starship Piece, Equip Activate: Deal 2 damage to all enemies, three times.
Radiant: Starship Piece, Equip Activate 3: Deal 4 damage to all enemies, three times.
Stinkyscape · Unit · Common · (0) Cost
Starship Piece, Equip Activate: Gain a random Stinkyscape Resource. Has an extra turn cooldown.
Radiant: Starship Piece, Equip Activate: Gain a random Radiant Stinkyscape Resource. Has an extra turn cooldown.
Stinkyscape · Unit · Common · (1) Cost
Starship Piece, Equip Activate: Gain a random Stinkyscape Resource.
Radiant: Starship Piece, Equip Activate: Gain a random Radiant Stinkyscape Resource.
Stinkyscape · Unit · Rare · (2) Cost
Starship Piece, Equip Activate 2: Gain a random Stinkyscape Resource.
Radiant: Starship Piece, Equip Activate 2: Gain a random Radiant Stinkyscape Resource.
Stinkyscape · Unit · Epic · (3) Cost
Starship Piece, Equip Activate 3: Gain a random Stinkyscape Resource.
Radiant: Starship Piece, Equip Activate 3: Gain a random Radiant Stinkyscape Resource.
Stinkyscape · Unit · Legendary · (4) Cost
Starship Piece, Equip Activate 5: Gain a random Stinkyscape Resource.
Radiant: Starship Piece, Equip Activate 5: Gain a random Radiant Stinkyscape Resource.
Stinkyscape · Unit · Rare · (1) Cost
Starship Piece, Equip Start of turn: Gain a random Stinkyscape Resource.
Radiant: Starship Piece, Equip Start of turn: Gain a random Radiant Stinkyscape Resource.
Stinkyscape · Unit · Common · (1) Cost
Starship Piece, Flying
Radiant: Starship Piece, Flying
Stinkyscape · Unit · Rare · (2) Cost
Starship Piece, Charge, Flying
Radiant: Starship Piece, Charge, Flying, Pierce
Stinkyscape · Unit · Legendary · (4) Cost
Cry: Summon every Unit with a Death from your graveyard.
Radiant: Cry: Summon every Unit with a Death from your graveyard. Give them Reborn.
Stinkyscape · Unit · Legendary · (4) Cost
Cry: Summon every Unit with a Cry from your graveyard. Trigger each of their Cries with random targets.
Radiant: Cry: Summon every Unit with a Cry from your graveyard. Trigger each of their Cries 2 times, with random targets.
Stinkyscape · Unit · Epic · (3) Cost
Starship Piece, Charge, Flying, Ranged
Radiant: Starship Piece, Charge, Flying, Ranged, Pierce
Stinkyscape · Unit · Legendary · (4) Cost
Starship Piece, Charge, Flying, Ranged, Divine Shield
Radiant: Starship Piece, Charge, Flying, Ranged, Divine Shield, Pierce
Stinkyscape · Unit · Mythic · (4) Cost
Tribute 2, Starship Piece, Charge, Flying, Ranged, Divine Shield, Immutable Immune to Spell Damage.
Radiant: Tribute 2, Starship Piece, Charge, Flying, Ranged, Divine Shield, Immutable, Pierce Immune to Spell Damage.
Stinkyscape · Unit · Common · (1) Cost
Starship Piece Whenever this attacks, gain a random Stinkyscape Resource.
Radiant: Starship Piece Whenever this attacks, gain a random Radiant Stinkyscape Resource.
Stinkyscape · Unit · Rare · (2) Cost
Starship Piece, Rush Whenever this attacks, gain a random Stinkyscape Resource.
Radiant: Starship Piece, Rush Whenever this attacks, gain a random Radiant Stinkyscape Resource.
Stinkyscape · Unit · Epic · (2) Cost
Starship Piece, Flying Cry: At the start of your opponent's next turn, make them a trade offer: you give them a card from your hand, then they Discover one of theirs to give you.
Radiant: Starship Piece, Flying, Lucky 1 Cry: At the start of your opponent's next turn, make them a trade offer: you give them a card from your hand, then they Discover one of theirs to give you.
Stinkyscape · Unit · Epic · (3) Cost
Starship Piece Cry: Equip a random Miner into this.
Radiant: Starship Piece Cry: Equip a random Radiant Miner into this, twice.
Stinkyscape · Unit · Epic · (4) Cost, Embiggened (5)
Starship Piece, Flying Cry: Choose one of 2 Miners and Equip it into this. Embiggened (5): The Miners offered are Radiant.
Radiant: Starship Piece, Flying Cry: Choose one of 2 Miners and Equip it into this, twice. Embiggened (5): The Miners offered are Radiant.
Stinkyscape · Unit · Legendary · (4) Cost
Tribute 2, Starship Piece, Flying Cry: Discover 2 Radiant Miners and Equip them into this.
Radiant: Tribute 2, Starship Piece, Flying Cry: Equip a Radiant copy of every Miner into this.
Stinkyscape · Unit · Rare · (3) Cost
Starship Piece Cry: Discover 2 Rare Weapons and Equip them into this.
Radiant: Starship Piece Cry: Discover 2 Epic Weapons and Equip them into this.
Stinkyscape · Unit · Epic · (4) Cost
Starship Piece, Armor 3 Cry: Discover 2 Rare Weapons and Equip them into this.
Radiant: Starship Piece, Armor 6 Cry: Discover 2 Epic Weapons and Equip them into this.
Stinkyscape · Unit · Epic · (4) Cost
Starship Piece Cry: Discover 3 Rare Weapons and Equip them into this.
Radiant: Starship Piece Cry: Discover 3 Epic Weapons and Equip them into this.
Stinkyscape · Spell · Common · (1) Cost
Shuffle 4 Metal Scraps into your deck.
Radiant: Shuffle 8 Metal Scraps into your deck.
Stinkyscape · Spell · Token · (1) Cost
Cast on draw: Gain a random Stinkyscape Resource.
Radiant: Cast on draw: Gain a random Radiant Stinkyscape Resource.
Stinkyscape · Unit · Legendary · (4) Cost
Tribute 2, Starship Piece Cry: Discover 2 Epic Weapons and Equip them into this.
Radiant: Tribute 2, Starship Piece Cry: Discover 2 Legendary Weapons and Equip them into this.
Stinkyscape · Unit · Mythic · (4) Cost
Tribute 5, Starship Piece Float reduces Tribute requirement by 1. Cry: Discover 3 Epic Weapons and Equip them into this.
Radiant: Tribute 5, Starship Piece Float reduces Tribute requirement by 1. Cry: Discover 3 Legendary Weapons and Equip them into this.
Stinkyscape · Unit · Legendary · (2) Cost
Tradable Cry: Allure a random enemy Acclaimed Unit.
Radiant: Tradable Cry: Allure a random enemy Acclaimed Unit. If there isn't one, summon a random Acclaimed Unit for your opponent, Frozen, and Allure it.
Stinkyscape · Unit · Legendary · (3) Cost
Aura: Your Humans have Poisonous.
Radiant: Aura: Your Humans have Poisonous. Cry: Fill your hand with Bigots.
Stinkyscape · Spell · Rare · (1) Cost
Can be sold from your hand at the Marketplace. Discover a Stinkyscape card.
Radiant: Can be sold from your hand at the Marketplace. Discover a Radiant Stinkyscape card.
Stinkyscape · Unit · Common · (2) Cost
Starship Piece When launched, your Starship gains 2 random combat keywords.
Radiant: Starship Piece When launched, your Starship gains 4 random combat keywords.
Stinkyscape · Unit · Common · (1) Cost
After this attacks, summon a copy of this, then evolve. Evolve: Gain Flying.
Radiant: After this attacks, summon a copy of this, then evolve. Evolve: Gain Flying.
Stinkyscape · Unit · Rare · (2) Cost
Rush After this attacks, summon a copy of this, then evolve. Evolve: Gain Flying.
Radiant: Rush After this attacks, summon a copy of this, then evolve. Evolve: Gain Flying.
Stinkyscape · Unit · Common · (2) Cost
Starship Piece, Taunt Death: Heal your hero 6.
Radiant: Starship Piece, Taunt Death: Heal your hero 12.
Stinkyscape · Unit · Epic · (3) Cost
Rush After this destroys a Unit, it may attack again.
Radiant: Rush, Pierce After this destroys a Unit, it may attack again.
Stinkyscape · Spell · Rare · (3) Cost
Add a Scornboi, Ocean Tsunami, Tylannt, Vxyl, Siva 1 and Siva 2 to your hand.
Radiant: Add a Radiant Scornboi, Ocean Tsunami, Tylannt, Vxyl, Siva 1 and Siva 2 to your hand.
Stinkyscape · Unit · Rare · (3) Cost
Cry: Discard your hand. Fill your hand with random Stinkyscape Resources.
Radiant: Cry: Discard your hand. Fill your hand with random Radiant Stinkyscape Resources.
Stinkyscape · Spell · Common · (2) Cost
Cast on draw: Deal 2 damage to both heroes and all Units. Gain 2 random Stinkyscape Resources.
Radiant: Cast on draw: Deal 2 damage to all enemies. Gain 2 random Radiant Stinkyscape Resources.
Stinkyscape · Unit · Common · (1) Cost
Starship Piece, Equip, Armor 2
Radiant: Starship Piece, Equip, Armor 4
Stinkyscape · Spell · Common · (X) Cost
Destroy a Unit with less than 4X Attack.
Radiant: Destroy a Unit with less than 4X Attack, and the Units adjacent to it.
Stinkyscape · Unit · Common · (1) Cost
Starship Piece, Equip, Pierce
Radiant: Starship Piece, Equip, Pierce
Stinkyscape · Unit · Rare · (2) Cost
Starship Piece, Equip, Brittle 2, Reborn
Radiant: Starship Piece, Equip, Brittle 4, Reborn
Stinkyscape · Spell · Epic · (1) Cost
Add 4 No-No Words to your hand, their X set at 1, 2, 3 and 4.
Radiant: Add 4 Radiant No-No Words to your hand, their X set at 1, 2, 3 and 4.
Stinkyscape · Unit · Rare · (2) Cost
Cloaked, Poisonous Cry: Add a No-No Words to your hand.
Radiant: Cloaked, Poisonous, Divine Shield Cry: Add a No-No Words to your hand.
Stinkyscape · Unit · Rare · (2) Cost
Starship Piece, Equip Any damage this takes is dealt to the enemy hero.
Radiant: Starship Piece, Equip Any damage this takes is dealt to the enemy hero and the attacker.
Stinkyscape · Unit · Epic · (2) Cost
Starship Piece Aura: Anything that would be destroyed is exiled instead.
Radiant: Starship Piece Aura: Any enemy permanent that would be destroyed is exiled instead.
Stinkyscape · Unit · Rare · (1) Cost
Starship Piece When launched, switch each of your Units to Attack Position and give it +2 Attack.
Radiant: Starship Piece When launched, switch each of your Units to Attack Position and give it +4 Attack.
Stinkyscape · Unit · Rare · (2) Cost
Starship Piece, Ranged Start of turn: Gain +4 Attack.
Radiant: Starship Piece, Ranged Start of turn: Gain +8 Attack.
Stinkyscape · Unit · Common · (3) Cost
Starship Piece, Ranged, Windfury
Radiant: Starship Piece, Ranged, Rush, Windfury
Stinkyscape · Unit · Mythic · (4) Cost
Cry: Cast a random BUSTED card from anywhere in the game's code.
Radiant: Cry: Discover a Radiant BUSTED card from anywhere in the game's code and cast it.
Stinkyscape · Unit · Mythic · (2) Cost
Cry: Duo with a permanent and make it Radiant next turn.
Radiant: Cry: Squad with all your permanents and make them Radiant next turn.
Stinkyscape · Unit · Mythic · (4) Cost
Aura: Has 3 random combat keywords. Cry: Replace both players' hands with random complicated cards.
Radiant: Aura: Has 3 random combat keywords. Cry: Replace both players' hands with random complicated cards. Make yours Radiant.
Stinkyscape · Field Spell · Legendary · (1) Cost
Get employed! Its quest runs in three stages, one at a time. Death: Resummon this at Stage 1. Stage 1, Upload Resume. Quest: Activate this to send a card from your hand in as your resume. Reward: Hear back in 2 to 6 turns. Stage 2, The Interview: one of three quests, drawn at random. Quest: Play a card that costs the same as your resume; play 3 cards of different costs in one turn; or take or deal 12 or more damage in one hit. Reward: Add your resume to your hand and Buff it 5 times. It costs (0). Stage 3, The Offer. Quest: Activate this to accept the offer, or to send in another application, back to Stage 1, with every reward tripled. Reward: From your next turn on, add a Paycheck to your hand at the start of each of your turns.
Radiant: Lucky 1 Get employed! Its quest runs in three stages, one at a time. Death: Resummon this at Stage 1. Stage 1, Upload Resume. Quest: Activate this to send a card from your hand in as your resume. Reward: Hear back in 2 to 6 turns. Stage 2, The Interview: one of three quests, drawn at random. Quest: Play a card that costs the same as your resume; play 3 cards of different costs in one turn; or take or deal 12 or more damage in one hit. Reward: Add your resume to your hand and Buff it 10 times. It costs (0). Stage 3, The Offer. Quest: Activate this to accept the offer, or to send in another application, back to Stage 1, with every reward tripled. Reward: From your next turn on, add a Paycheck to your hand at the start of each of your turns.
Stinkyscape · Spell · Token · (0) Cost
Choose one: Gain 2 mana, draw 1 card and gain 20 Credits; or go all in on red, with an 18/39 chance to gain twice as much.
Radiant: Lucky 1 Choose one: Gain 2 mana, draw 1 card and gain 20 Credits; or go all in on red, with an 18/39 chance to gain twice as much.
Stinkyscape · Unit · Epic · (4) Cost
Tribute 2 Aura: All permanents that cost (2) or less are exiled.
Radiant: Tribute 2 Aura: All enemy permanents that cost (2) or less are exiled.
Stinkyscape · Unit · Epic · (4) Cost
Cry: Fuse every card in your exile into this.
Radiant: Cry: Fuse every card in both exiles into this.
Stinkyscape · Unit · Legendary · (4) Cost
Tribute 3 Aura: Every Unit that is neither Human, a Starship Piece nor a Starship is exiled.
Radiant: Tribute 3 Aura: Every enemy Unit that is neither Human, a Starship Piece nor a Starship is exiled.
Stinkyscape · Field Spell · Legendary · (1) Cost
Animated, Can't attack, Immune to Spells, Immutable, Untributable, Armor 15 Can't be in Defense Position. Activate: Choose one: Both players gain 5, 10 or 15 Credits. Death: Both players gain 100 Credits.
Radiant: Animated, Can't attack, Immune to Spells, Immutable, Untributable, Armor 30 Can't be in Defense Position. Activate: Choose one: You gain 5, 10 or 15 Credits, and your opponent gains 5 fewer. Death: Both players gain 200 Credits.
Stinkyscape · Spell · Epic · (3) Cost
Bounce all permanents. Lose 2 mana next turn.
Radiant: Bounce all enemy permanents. Lose 2 mana next turn.
Stinkyscape · Spell · Epic · (3) Cost
Set all Units' Attack to 0. Lose 1 mana next turn.
Radiant: Set all enemy Units' Attack to 0. Lose 1 mana next turn.
Stinkyscape · Spell · Epic · (3) Cost
Double the Attack of all Units. All Units gain First Strike.
Radiant: Double the Attack of all Units. Your Units gain First Strike.
Stinkyscape · Spell · Epic · (3) Cost
All Units attack each other until only one survives. Gain 1 mana next turn.
Radiant: All Units attack each other until only one survives. Gain 2 mana next turn.
Stinkyscape · Spell · Epic · (1) Cost
Add your choice of a Core System, a Secure System, an Unsecure System or a Wild System to your hand.
Radiant: Add your choice of a Radiant Core System, Secure System, Unsecure System or Wild System to your hand.
Stinkyscape · Unit · Common · (1) Cost
Starship Piece, Equip, Lifesteal
Radiant: Starship Piece, Equip, Lifesteal
Stinkyscape · Unit · Rare · (1) Cost
Cloaked Cry: Secretly Nerf a random Unit in your opponent's hand 3 times, never its cost. No one sees the Nerfs until it is played.
Radiant: Cloaked Cry: Secretly Nerf a random Unit in your opponent's hand 30 times, never its cost. No one sees the Nerfs until it is played.
Stinkyscape · Spell · Common · (2) Cost
Add 3 random Starship Pieces to your hand.
Radiant: Add 3 random Radiant Starship Pieces to your hand.
Stinkyscape · Field Spell · Rare · (2) Cost
Activate: Add a random Starship Piece to your hand.
Radiant: Activate: Add a random Radiant Starship Piece to your hand.
Stinkyscape · Spell · Epic · (2) Cost
For the rest of the game. Start of turn: Add 1 random Starship Piece to your hand.
Radiant: For the rest of the game. Start of turn: Add 1 random Radiant Starship Piece to your hand. Each costs (1) less.
Stinkyscape · Unit · Rare · (3) Cost, Embiggened (4)
End of turn: This attacks a random enemy. Embiggened (4): Starship Piece.
Radiant: End of turn: This attacks a random enemy. Embiggened (4): Starship Piece.
Stinkyscape · Unit · Rare · (2) Cost, Embiggened (3)
Ranged, Cleave Embiggened (3): Starship Piece.
Radiant: Ranged, Cleave Embiggened (3): Starship Piece.
Stinkyscape · Unit · Epic · (1) Cost, Embiggened (2)
End of turn: Deal damage equal to its Attack divided by 4, rounded down, to all enemies. Embiggened (2): Starship Piece and Equip.
Radiant: End of turn: Deal damage equal to its Attack divided by 3, rounded down, to all enemies. Embiggened (2): Starship Piece and Equip.
Stinkyscape · Spell · Epic · (1) Cost
Add a random Jlockeed card to your hand. It gains Starship Piece.
Radiant: Add a random Radiant Jlockeed card to your hand. It gains Starship Piece and costs (1) less.
Stinkyscape · Field Trap · Common · (1) Cost
Animated, Starship Piece Reveals when either player launches a Starship.
Radiant: Animated, Starship Piece Reveals when either player launches a Starship or plays a Starship Piece.
Stinkyscape · Unit · Common · (2) Cost
Starship Piece Death: Your hero gains 1 Armor.
Radiant: Starship Piece Death: Your hero gains 2 Armor.
Stinkyscape · Unit · Common · (2) Cost
Starship Piece When launched, your Starship gains +1/+1 for each other Starship Piece fused into it.
Radiant: Starship Piece When launched, your Starship gains +2/+2 for each Starship Piece fused into it.
Stinkyscape · Unit · Common · (1) Cost
Starship Piece Death: Summon a Felinor Token with this Unit's Attack and Health.
Radiant: Starship Piece Death: Summon a Felinor Token with twice this Unit's Attack and Health. It gains Divine Shield.
Stinkyscape · Trap · Common · (1) Cost
Reveals when your opponent plays a Unit: After it resolves, stuff it into a Sack they control.
Radiant: Reveals when your opponent plays a Unit: After it resolves, stuff it into a Sack you control.
Stinkyscape · Unit · Token · (1) Cost
When this leaves the field, summon the Unit stuffed into it.
Radiant: Brittle 1 When this leaves the field, summon the Unit stuffed into it.
Stinkyscape · Unit · Common · (2) Cost
Starship Piece, Equip, Spell Damage +2 When launched, add 1 random Spell that deals damage to your hand.
Radiant: Starship Piece, Equip, Spell Damage +4 When launched, add 2 random Spells that deal damage to your hand.
Stinkyscape · Unit · Common · (4) Cost
First Strike Cry: If you have a Dormant Starship, launch it, then Discover a War Doctrine and cast it.
Radiant: First Strike Cry: If you have a Dormant Starship, launch it, then Discover a Radiant War Doctrine and cast it.
Stinkyscape · Spell · Token · (4) Cost
For the rest of the game, your Units have Trample. Your Starship attacks a random enemy Unit.
Radiant: For the rest of the game, your Units have Trample. Your Starship attacks each enemy Unit.
Stinkyscape · Spell · Token · (4) Cost
For the rest of the game, your Units have Deft. Heal your hero 2× your Starship's Health.
Radiant: For the rest of the game, your Units have Deft. Heal your hero 5× your Starship's Health.
Stinkyscape · Spell · Token · (4) Cost
For the rest of the game, your Units have Rush. Deal damage equal to 1× your Starship's Attack, split randomly among all enemies.
Radiant: For the rest of the game, your Units have Rush. Deal damage equal to 2× your Starship's Attack, split randomly among all enemies.
Stinkyscape · Spell · Token · (4) Cost
For the rest of the game, your Units have Flying. Fill your hand with copies of the Starship Pieces fused into your Starship.
Radiant: For the rest of the game, your Units have Flying. Fill your hand with copies of the Starship Pieces fused into your Starship. They cost (1).
Stinkyscape · Trap · Common · (1) Cost
Reveals when one of your Units would die in combat: Cast CN Peptides on it.
Radiant: Reveals when one of your Units would die in combat: Cast a Radiant CN Peptides on each of your Units.
Stinkyscape · Trap · Rare · (2) Cost
Reveals when your opponent plays a Spell aimed only at their hero or permanents they control: Counter it and cast it for yourself, aimed only at your hero or permanents you control.
Radiant: Reveals when your opponent plays a Spell aimed only at their hero or permanents they control: Counter it, make it Radiant and cast it for yourself, aimed only at your hero or permanents you control.
Stinkyscape · Unit · Rare · (2) Cost
Starship Piece, Equip Activate: Summon a Rush Token that attacks an enemy Unit, Taunt Units first.
Radiant: Starship Piece, Equip Activate: Summon a Radiant Rush Token that attacks an enemy Unit, Taunt Units first.
Stinkyscape · Unit · Rare · (2) Cost
Starship Piece, Equip Activate: Choose a permanent. Cast a random Fruit on it.
Radiant: Starship Piece, Equip Activate: Choose a permanent. Cast a random Radiant Fruit on it.
Stinkyscape · Unit · Epic · (3) Cost
Starship Piece, Equip Activate: Deal 2 damage to an enemy, then gain the reward an Auspicious Rock gives.
Radiant: Starship Piece, Equip Activate 2: Deal 2 damage to an enemy, then gain the reward an Auspicious Rock gives.
Stinkyscape · Unit · Epic · (3) Cost
Starship Piece, Equip Activate: Cast a random harmful Book on an enemy. Activate: Cast a random helpful Book on an ally.
Radiant: Starship Piece, Equip Activate: Cast a random Radiant harmful Book on an enemy. Activate: Cast a random Radiant helpful Book on an ally.
Stinkyscape · Trap · Common · (1) Cost
Tradable, Flashback Reveals when one of your Starship Pieces dies: Your Starship launch costs (0).
Radiant: Tradable, Flashback Reveals when one of your Starship Pieces dies: Summon it from your graveyard. Your Starship launch costs (0).
Stinkyscape · Spell · Rare · (4) Cost
Your hero gains a random 3 to 5 Armor.
Radiant: Lucky 1 Your hero gains a random 3 to 7 Armor.
Stinkyscape · Spell · Rare · (0) Cost
Cast on draw: Freeze all Units.
Radiant: Cast on draw: Freeze all enemy Units.
Stinkyscape · Unit · Legendary · (0) Cost
Cry: For the rest of your turn, an AI helps you make the Pareto Optimal decisions. Death: Shuffle an IN33DH3 Prime into your deck.
Radiant: Cry: For the rest of your turn, an AI helps you make the Pareto Optimal decisions. Death: Shuffle a Radiant IN33DH3 Prime into your deck.
Stinkyscape · Unit · Token · (4) Cost
Cry: Summon a Wardrum Blob.
Radiant: Cry: Summon a Radiant Wardrum Blob.
Stinkyscape · Field Spell · Token · (2) Cost
Aura: An AI always helps you make the Pareto Optimal decisions. Start of turn: Do something helpful.
Radiant: Aura: An AI always helps you make the Pareto Optimal decisions. Start of turn: Do something REALLY helpful.
Stinkyscape · Field Spell · Mythic · (1) Cost
Indestructible Activate ♾️: Pay (1) to travel one node along your starscape map and gain its reward. The 20th node is the edge of the universe: reaching it adds an Edge of the Universe to your hand.
Radiant: Indestructible Your first travel each turn is free. Activate ♾️: Pay (1) to travel one node along your starscape map and gain its reward. The 20th node is the edge of the universe: reaching it adds an Edge of the Universe to your hand.
Stinkyscape · Spell · Token · (0) Cost
Escape the Universe: you win the game, and it is a draw for your opponent.
Radiant: Escape the Universe: you win the game, and you choose whether it is a draw or a loss for your opponent.
Stinkyscape · Spell · Legendary · (3) Cost
Add a random Call to Chaos to your opponent's hand. It costs (0). Then add a random Radiant Call to Chaos to your hand.
Radiant: Add a random Radiant Call to Chaos to your hand.
Stinkyscape · Spell · Legendary · (4) Cost
One random effect: Add a Radiant ETHICS and a Radiant Vanguard Coalition to your hand; add A Very Dandy Lad and an Arctic Citadel to your hand, which cost (0); summon 3 random Quest or Wincon Field Spells into your backrow; add a random Acclaimed Stinkyscape Unit to your hand and refresh as much mana as it costs; switch every enemy Unit to Attack Position and Freeze them; fill your board with random Human Stinkyscape Units; Allure every enemy Unit; for the rest of the game, whenever an Acclaimed card dies, its controller casts a random Call to Chaos; summon a Stinkyscape Golem; cast a random Call to Chaos.
Radiant: Three different random effects, resolved in the order listed: Add a Radiant ETHICS and a Radiant Vanguard Coalition to your hand; add A Very Dandy Lad and an Arctic Citadel to your hand, which cost (0); summon 3 random Quest or Wincon Field Spells into your backrow; add a random Acclaimed Stinkyscape Unit to your hand and refresh as much mana as it costs; switch every enemy Unit to Attack Position and Freeze them; fill your board with random Human Stinkyscape Units; Allure every enemy Unit; for the rest of the game, whenever an Acclaimed card dies, its controller casts a random Call to Chaos; summon a Stinkyscape Golem; cast a random Call to Chaos.
Stinkyscape · Unit · Token · (4) Cost
Starship Piece, Flying, Ranged, Rush
Radiant: Starship Piece, Flying, Ranged, Rush
Stinkyscape · Spell · Legendary · (4) Cost
One random effect: Replace your side of the field with a random Anomaly, any of the ten; summon 3 Drone Corvettes; summon the Drone Battleship; cast 2 different cards of Core System, Secure System, Unsecure System and Wild System, picked at random; add 4 random Starship Pieces to your hand, which cost (0); summon a Drone Interceptor into each of your unit zones, on top of any Unit there; fuse 4 random Starship Pieces into your Dormant Starship, then launch it; add 2 random Radiant Weapons to your hand, which cost (0); for the rest of the game, the Marketplace offers you a Call to Chaos for 20 Credits each turn; cast a random Call to Chaos.
Radiant: Three different random effects, resolved in the order listed: Replace your side of the field with a random Anomaly, any of the ten; summon 3 Drone Corvettes; summon the Drone Battleship; cast 2 different cards of Core System, Secure System, Unsecure System and Wild System, picked at random; add 4 random Starship Pieces to your hand, which cost (0); summon a Drone Interceptor into each of your unit zones, on top of any Unit there; fuse 4 random Starship Pieces into your Dormant Starship, then launch it; add 2 random Radiant Weapons to your hand, which cost (0); for the rest of the game, the Marketplace offers you a Call to Chaos for 20 Credits each turn; cast a random Call to Chaos.
Stinkyscape · Field Spell · Legendary · (4) Cost
Indestructible Aura: Every card in your deck and graveyard has Flashback.
Radiant: Indestructible Cry: Gain 4 mana. Aura: Every card in your deck and graveyard has Flashback.
Stinkyscape · Spell · Legendary · (0) Cost
Gain 1 mana. Inflation: each card in your hand and deck has a 15% chance to cost (1) more. At the end of this turn, add a Stimmycheck to your hand. Its Inflation chance goes up by 10%.
Radiant: Lucky 1 Gain 1 mana. Inflation: each card in your hand and deck has a 15% chance to cost (1) more. At the end of this turn, add a Radiant Stimmycheck to your hand. Its Inflation chance goes up by 10%.
Stinkyscape · Spell · Mythic · (0) Cost, Embiggened (1)
Roll a 100-sided die. If it lands on 67, add every Terminus card to your hand. They cost (0). End of turn: Add this back to your hand. Embiggened (1): This also gains Lucky +1 for good.
Radiant: Roll an 80-sided die twice. If either lands on 67, add every Terminus card to your hand. They cost (0). End of turn: Add this back to your hand. Embiggened (1): This also gains Lucky +1 for good.
Stinkyscape · Field Spell · Rare · (2) Cost
Crater, Brittle 1 Death: Gain 3 random Stinkyscape Resources.
Radiant: Crater, Brittle 1 Death: Gain 3 random Radiant Stinkyscape Resources.
Stinkyscape · Spell · Epic · (1) Cost
Add a random Catalyst card to your hand. Shuffle this into your deck.
Radiant: Add a random Radiant Catalyst card to your hand. Shuffle this into your deck.
Stinkyscape · Field Spell · Epic · (1) Cost
Brittle 3 The unit zones of the middle 3 lanes are trapped in a Gauntlet. Units there can attack only each other, and no other Unit can attack them.
Radiant: Brittle 3 The unit zones of the middle 3 lanes are trapped in a Gauntlet. Units there can attack only each other, and no other Unit can attack them. Activate: Choose one: give this +2 Brittle, or Tribute this.
Stinkyscape · Spell · Rare · (3) Cost
Fill your board with Stratos.
Radiant: Fill your board with Radiant Stratos.
Stinkyscape · Spell · Rare · (3) Cost
Add an iKwzki, Shockwave447, xxFreshJack, Tnack Trav, Kwzka and Tylannt to your hand.
Radiant: Add a Radiant iKwzki, Shockwave447, xxFreshJack, Tnack Trav, Kwzka and Tylannt to your hand.
Stinkyscape · Spell · Rare · (3) Cost
Add a Paragon Mk1, Paragon Mk2, Paragon-X and Falcon to your hand.
Radiant: Add a Radiant Paragon Mk1, Paragon Mk2, Paragon-X and Falcon to your hand.
Stinkyscape · Spell · Rare · (3) Cost
Add A Very Dandy Lad, Tmack Trav, Gokugains and Arctic Citadel to your hand.
Radiant: Add a Radiant A Very Dandy Lad, Tmack Trav, Gokugains and Arctic Citadel to your hand.
Stinkyscape · Spell · Rare · (3) Cost
Add a Badger, Honey Badger, Ozark, Orca and Galaxy to your hand.
Radiant: Add a Radiant Badger, Honey Badger, Ozark, Orca and Galaxy to your hand.
Stinkyscape · Spell · Rare · (1) Cost
Choose a Vanguard Coalition, ETHICS, Golden Accord, Pegasus or Star-jumper Core and add it to your hand. Exile every card you own of the four you didn't choose, wherever it is.
Radiant: Choose a Radiant Vanguard Coalition, ETHICS, Golden Accord, Pegasus or Star-jumper Core and add it to your hand. Exile every card you own of the four you didn't choose, wherever it is.
Stinkyscape · Field Spell · Epic · (2) Cost
Tradable Aura: Cards in your hand have Tradable. Whenever you Trade a card, the card you put into your deck has a 30% chance to be exiled and a 30% chance to become Radiant.
Radiant: Tradable Aura: Cards in your hand have Tradable. Whenever you Trade a card, the card you put into your deck has a 30% chance to be exiled and a 70% chance to become Radiant.
Stinkyscape · Field Spell · Rare · (1) Cost
Tradable Aura: Cards in your hand have Tradable.
Radiant: Tradable Aura: Cards in your hand have Tradable. You may Trade up to 2 cards each turn.
Stinkyscape · Spell · Common · (1) Cost
5% chance to add a Radiant Anomaly Found! to your hand. 20% chance to add an Anomaly Found! to your hand instead. Otherwise, your future Scanning Probes have +1% and +4% to these chances.
Radiant: Lucky 1 5% chance to add a Radiant Anomaly Found! to your hand. 20% chance to add an Anomaly Found! to your hand instead. Otherwise, your future Scanning Probes have +1% and +4% to these chances.
Stinkyscape · Spell · Rare · (2) Cost
Lucky 1 5% chance to add a Radiant Anomaly Found! to your hand. 20% chance to add an Anomaly Found! to your hand instead. Otherwise, your future Scanning Probes have +1% and +4% to these chances.
Radiant: Lucky 3 5% chance to add a Radiant Anomaly Found! to your hand. 20% chance to add an Anomaly Found! to your hand instead. Otherwise, your future Scanning Probes have +1% and +4% to these chances.
Stinkyscape · Field Spell · Rare · (2) Cost
Start of turn: Summon a Drone Interceptor.
Radiant: Start of turn: Summon a Radiant Drone Interceptor.
Stinkyscape · Unit · Common · (1) Cost
Can't attack Can't be in Defense Position. Death: Gain 1 random Stinkyscape Resource. Activate: Take 2 damage. Tribute this.
Radiant: Can't attack Can't be in Defense Position. Death: Gain 1 random Radiant Stinkyscape Resource. Activate: Tribute this.
Stinkyscape · Unit · Common · (1) Cost
Can't attack Can't be in Defense Position. Death: Gain 2 random Stinkyscape Resources. Activate: Take 3 damage. Tribute this.
Radiant: Can't attack Can't be in Defense Position. Death: Gain 2 random Radiant Stinkyscape Resources. Activate: Tribute this.
Stinkyscape · Unit · Rare · (3) Cost
Can't attack Can't be in Defense Position. Death: Gain 3 random Stinkyscape Resources. Activate: Take 4 damage. Tribute this.
Radiant: Can't attack Can't be in Defense Position. Death: Gain 3 random Radiant Stinkyscape Resources. Activate: Tribute this.
Stinkyscape · Unit · Epic · (4) Cost
Can't attack Can't be in Defense Position. Death: Gain 5 random Stinkyscape Resources. Activate: Take 5 damage. Tribute this.
Radiant: Can't attack Can't be in Defense Position. Death: Gain 5 random Radiant Stinkyscape Resources. Activate: Tribute this.
Stinkyscape · Unit · Rare · (3) Cost
Can't attack Can't be in Defense Position. Death: Add 3 Spices to your hand. Activate: Take 4 damage. Tribute this.
Radiant: Can't attack Can't be in Defense Position. Death: Add 3 Radiant Spices to your hand. Activate: Take 4 damage. Tribute this.
Stinkyscape · Trap · Epic · (4) Cost
30% chance to reveal when an enemy Unit attacks: Summon a Warp Disruptor, then 5 Paragon Mk1s. The attack goes on.
Radiant: 30% chance to reveal when an enemy Unit attacks: Summon a Radiant Warp Disruptor, then 5 Radiant Paragon Mk1s. The attack goes on.
Stinkyscape · Unit · Common · (1) Cost
Starship Piece, Equip Activate: Freeze an enemy Unit.
Radiant: Starship Piece, Equip Activate 2: Freeze an enemy Unit.
Stinkyscape · Unit · Legendary · (3) Cost
Dormant until it launches. Your Starship Pieces that die fuse into this. Activate: Pay (3) to launch this.
Radiant: Dormant until it launches. Your Starship Pieces that die fuse into this. Activate: Pay (3) to launch this.
Stinkyscape · Unit · Token · (1) Cost
Ranged, Flying Aura: Has 1 random combat keyword.
Radiant: Ranged, Flying Aura: Has 2 random combat keywords.
Stinkyscape · Unit · Token · (3) Cost
Ranged, Flying Aura: Has 2 random combat keywords.
Radiant: Ranged, Flying Aura: Has 4 random combat keywords.
Stinkyscape · Unit · Token · (5) Cost
Starship, Can't attack, Taunt, Armor 4 Lethal damage your hero or your other Units would take is redirected to this.
Radiant: Starship, Can't attack, Taunt, Armor 8 Lethal damage your hero or your other Units would take is redirected to this.
Stinkyscape · Unit · Token · (5) Cost
Starship, Can't attack Activate 2: Summon a Drone Interceptor. Activate: Summon a Drone Corvette.
Radiant: Starship, Can't attack Activate 2: Summon a Radiant Drone Interceptor. Activate: Summon a Radiant Drone Corvette.
Stinkyscape · Unit · Token · (5) Cost
Starship, Charge, Windfury, First Strike, Brittle 3 End of turn: This takes 6 damage.
Radiant: Starship, Charge, Windfury, First Strike, Brittle 6 End of turn: This takes 6 damage.
Stinkyscape · Spell · Token · (0) Cost
Your hero has +1 Armor until the start of your next turn.
Radiant: Your hero has +2 Armor until the start of your next turn.
Stinkyscape · Spell · Token · (0) Cost
Deal 1 damage to a random enemy.
Radiant: Echo 1 Deal 1 damage to a random enemy.
Stinkyscape · Spell · Token · (0) Cost
Heal your hero 4.
Radiant: Heal your hero 8.
Stinkyscape · Spell · Token · (0) Cost
Deal 3 damage to an enemy, with Lifesteal.
Radiant: Echo 1 Deal 3 damage to an enemy, with Lifesteal.
Stinkyscape · Spell · Token · (0) Cost
Add a random Rare card to your hand.
Radiant: Add a random Radiant Rare card to your hand.
Stinkyscape · Spell · Token · (0) Cost
Add a random Legendary or Mythic card to your hand. It costs (2) less.
Radiant: Add a random Radiant Legendary or Mythic card to your hand. It costs (0).
Stinkyscape · Spell · Token · (4) Cost
Replace your side of the field with a random Anomaly: exile every card on it, then lay that Anomaly's board in its place. Every Cry on the new board fires, with random targets and choices.
Radiant: Replace your side of the field with a random rich Anomaly: exile every card on it, then lay that Anomaly's board in its place. Every Cry on the new board fires, with random targets and choices.
Stinkyscape · Unit · Token · (1) Cost
Flying Cry: Summon a Drone Interceptor.
Radiant: Flying Cry: Summon a Radiant Drone Interceptor.
Stinkyscape · Spell · Token · (0) Cost
Gain a random Common or Rare Stinkyscape Resource.
Radiant: Gain a random Radiant Common or Rare Stinkyscape Resource.
Stinkyscape · Spell · Token · (1) Cost
Discover a Starship Piece. It costs (1) less.
Radiant: Discover a Radiant Starship Piece. It costs (1) less.
Stinkyscape · Trap · Token · (1) Cost
Reveals when an enemy Unit attacks one of your Units: Cancel the attack and Freeze the attacker.
Radiant: Reveals when an enemy Unit attacks you or one of your Units: Cancel the attack and Freeze the attacker.
Stinkyscape · Spell · Token · (1) Cost
Your Starship launch costs (1). Draw 1.
Radiant: Your Starship launch costs (0). Draw 2.
Stinkyscape · Spell · Token · (1) Cost
Add 2 Scanning Probe Mk1s to your hand. They cost (0).
Radiant: Add 2 Scanning Probe Mk2s to your hand. They cost (0).
Stinkyscape · Unit · Token · (2) Cost
Cry: Give each of your other Units a random combat keyword.
Radiant: Cry: Give each of your other Units 2 random combat keywords.
Stinkyscape · Field Spell · Token · (2) Cost
End of turn: Summon a Drone Interceptor. It gains Starship Piece.
Radiant: End of turn: Summon a Radiant Drone Interceptor. It gains Starship Piece.
Stinkyscape · Trap · Token · (1) Cost
Reveals when your opponent plays a Unit: Summon a Drone Interceptor. Give it Taunt.
Radiant: Reveals when your opponent plays a Unit: Summon 2 Drone Interceptors. Give them Taunt.
Stinkyscape · Unit · Token · (1) Cost
Starship Piece Death: Add a random Starship Piece to your hand.
Radiant: Starship Piece Death: Add a random Radiant Starship Piece to your hand.