Card Database
Color
Type
41 cards
| ID | Name | Color | Type | Cost | TC | Stats | Keywords | Effects | Budget | Notes | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| P1-BS1 | Defuse | blue | spell | 1 | — | — | Bounce set card | 2/2 | Proactive set zone disruption — resets trap setup timers and reclaims tempo | ||
| P1-BS2 | Premonition | blue | spell | 2 | — | — | Uncover 1, Draw 1 | 4/4 | Intel + selection — peek at a set card and dig deeper into your deck | ||
| P1-BT1 | Counterspell | blue | trap | 1 | — | — | Soft cancel (tax 2) | 3/2 | Soft counter — taxes spell resolution. Strongest when opponent is low on energy. | ||
| P1-BT2 | Fake Out | blue | trap | 1 | — | — | Soft cancel (tax 2) | 3/2 | Blue outsmarts traps rather than destroying them — baits the activation with a fake target, then taxes the follow-through. | ||
| P1-BT3 | Riptide | blue | trap | 1 | — | — | Soft bounce (tax 2) | 3/2 | Soft bounce — forces opponent to overpay or lose tempo. Softer than cancel since unit returns to hand. | ||
| P1-BT4 | Vanishing Act | blue | trap | 1 | — | — | Save to hand | 3/2 | Blue's save mechanic — the unit escapes but leaves the board. Opponent's removal is wasted, but you lose tempo and must re-spend energy to replay. | ||
| P1-RU1 | — | red | unit | 1 | 1/2 | Rush | — | 3/3 | Fast early pressure | ||
| P1-RU2 | — | red | unit | 1 | 2/1 | Equip 2 | — | 3/3 | Vanilla 2/1 — premium item carrier | ||
| P1-RU3 | — | red | unit | 2 | 2/2 | Rush | — | 5/5 | Immediate board impact | ||
| P1-RU4 | — | red | unit | 2 | 2/2 | Burn 1 | — | 5/5 | Guaranteed chip damage on attack | ||
| P1-RU5 | — | red | unit | 2 | 3/2 | Equip 2 | — | 5/5 | Vanilla 3/2 — premium item carrier | ||
| P1-RU6 | — | red | unit | 3 | 3/2 | First Strike | — | 7/7 | Wins combat against most smaller units | ||
| P1-RU7 | — | red | unit | 3 | 3/2 | Hunter | — | 7/7 | Targeted unit removal through combat | ||
| P1-RU8 | — | red | unit | 4 | 5/3 | Burn 1 | — | 9/9 | Aggressive mid-cost threat | ||
| P1-RU9 | Pyrrhos, a Dragon | red | unit | 7 | 6/5 | Flying, Burn 2 | — | 15/15 | |||
| P1-RS1 | Firebolt | red | spell | 1 | — | — | Damage 2 | 2/2 | Cheap burn — removal or face damage | ||
| P1-RS2 | Challenge | red | spell | 2 | — | — | Fight | 4/4 | Provoke-style removal that leverages your own board | ||
| P1-RS3 | Pillage | red | spell | 2 | — | — | Damage 2, Draw 1 | 4/4 | Removal with conditional card advantage | ||
| P1-RS4 | Detonate | red | spell | 2 | — | — | Destroy item, Damage 2 | 4/4 | Item hate with bonus damage | ||
| P1-RS5 | Overload | red | spell | 2 | — | — | Destroy energy, Damage 2 | 4/4 | Resource denial — dismantles opponent's infrastructure. Extra punishing vs Conduit. | ||
| P1-RS6 | Fireball | red | spell | 3 | — | — | Damage 6 | 6/6 | Premium single-target removal | ||
| P1-RT1 | Retaliate | red | trap | 1 | — | — | Damage 2 | 2/2 | Deal 2 damage to the attacking player | ||
| P1-RT2 | Counterblast | red | trap | 2 | — | — | Damage 2 (unit), Damage 2 (player) | 4/4 | Split damage between attacker and controller | ||
| P1-RT3 | Explosive Trap | red | trap | 3 | — | — | AoE 2 | 6/6 | AoE retaliation trap | ||
| P1-RI1 | Flaming Sword | red | item | 2 | — | — | Might +2, Burn 1 | 5/5 | Aggressive stat stick with guaranteed chip damage | ||
| P1-GU1 | — | green | unit | 1 | 1/2 | Equip 2 | — | 3/3 | Sturdy early body, premium item carrier | ||
| P1-GU2 | Sprout | green | unit | 2 | 1/1 | — | Energy gen | 5/5 | Energy dork, fragile but ramps into bigger threats | ||
| P1-GU3 | — | green | unit | 2 | 1/2 | Drain 1 | — | 5/5 | Early sustain, heals on attack and defense | ||
| P1-GU4 | — | green | unit | 2 | 2/3 | Equip 2 | — | 5/5 | Tough body, premium item carrier | ||
| P1-GU5 | — | green | unit | 3 | 2/4 | Recoil 1 | — | 7/7 | Defensive wall that punishes attackers | ||
| P1-GU6 | — | green | unit | 3 | 3/2 | Drain 1 | — | 7/7 | Mid-game sustain, trades aggressively and heals | ||
| P1-GU7 | — | green | unit | 3 | 3/3 | Endure | — | 7/7 | Resilient midrange body, refuses to die | ||
| P1-GU8 | — | green | unit | 4 | 4/3 | Overkill | — | 9/9 | First Overkill threat, punishes chump blocks | ||
| P1-GU9 | — | green | unit | 5 | 3/6 | Reach, Recoil 1, Conduit | — | 11/11 | Wall that swats fliers and chips the opponent on block, or premium energy source | ||
| P1-GU10 | — | green | unit | 5 | 6/5 | Equip 2 | — | 11/11 | Massive body, premium item carrier | ||
| P1-GU11 | — | green | unit | 6 | 6/5 | Drain 1, Conduit | — | 13/13 | Hits hard and heals, or premium early energy source | ||
| P1-GU12 | Dinosaur | green | unit | 7 | 6/5 | Overkill | — | 15/15 | Massive trample finisher, pushes lethal through blockers | ||
| P1-GT1 | Ironbark | green | trap | 2 | — | — | Cancel | 4/4 | Conditional hard cancel — protects board investment from targeted removal. Narrow trigger compensates for unconditional cancel. | ||
| P1-KRU1 | — | black-red | unit | 3 | 2/1 | — | Steal Item | 7/7 | Ambush steal — rewards setting over direct play. The tempo cost of setting is the price for the theft. Normal play is a vanilla 2/1. | ||
| P1-RWU1 | Cindra, a Phoenix | red-white | unit | 5 | 4/3 | Flying | Revival | 11/11 | Revival discounted vs Phoenix Feather (4) because it requires paying 1R1W+2 | ||
| P1-RWI1 | Phoenix Feather | red-white | item | 2 | — | — | Revival | 5/5 | Return equipped unit to hand on death |