Card Database

Color
Type
41 cards
IDNameColorTypeCostTCStatsKeywordsEffectsBudgetNotes
P1-BS1Defusebluespell
1Bounce set card2/2Proactive set zone disruption — resets trap setup timers and reclaims tempo
P1-BS2Premonitionbluespell
2Uncover 1, Draw 14/4Intel + selection — peek at a set card and dig deeper into your deck
P1-BT1Counterspellbluetrap
1Soft cancel (tax 2)3/2Soft counter — taxes spell resolution. Strongest when opponent is low on energy.
P1-BT2Fake Outbluetrap
1Soft cancel (tax 2)3/2Blue outsmarts traps rather than destroying them — baits the activation with a fake target, then taxes the follow-through.
P1-BT3Riptidebluetrap
1Soft bounce (tax 2)3/2Soft bounce — forces opponent to overpay or lose tempo. Softer than cancel since unit returns to hand.
P1-BT4Vanishing Actbluetrap
1Save to hand3/2Blue'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-RU1redunit
11/2Rush3/3Fast early pressure
P1-RU2redunit
12/1Equip 23/3Vanilla 2/1 — premium item carrier
P1-RU3redunit
22/2Rush5/5Immediate board impact
P1-RU4redunit
22/2Burn 15/5Guaranteed chip damage on attack
P1-RU5redunit
23/2Equip 25/5Vanilla 3/2 — premium item carrier
P1-RU6redunit
33/2First Strike7/7Wins combat against most smaller units
P1-RU7redunit
33/2Hunter7/7Targeted unit removal through combat
P1-RU8redunit
45/3Burn 19/9Aggressive mid-cost threat
P1-RU9Pyrrhos, a Dragonredunit
76/5Flying, Burn 215/15
P1-RS1Fireboltredspell
1Damage 22/2Cheap burn — removal or face damage
P1-RS2Challengeredspell
2Fight4/4Provoke-style removal that leverages your own board
P1-RS3Pillageredspell
2Damage 2, Draw 14/4Removal with conditional card advantage
P1-RS4Detonateredspell
2Destroy item, Damage 24/4Item hate with bonus damage
P1-RS5Overloadredspell
2Destroy energy, Damage 24/4Resource denial — dismantles opponent's infrastructure. Extra punishing vs Conduit.
P1-RS6Fireballredspell
3Damage 66/6Premium single-target removal
P1-RT1Retaliateredtrap
1Damage 22/2Deal 2 damage to the attacking player
P1-RT2Counterblastredtrap
2Damage 2 (unit), Damage 2 (player)4/4Split damage between attacker and controller
P1-RT3Explosive Trapredtrap
3AoE 26/6AoE retaliation trap
P1-RI1Flaming Swordreditem
2Might +2, Burn 15/5Aggressive stat stick with guaranteed chip damage
P1-GU1greenunit
11/2Equip 23/3Sturdy early body, premium item carrier
P1-GU2Sproutgreenunit
21/1Energy gen5/5Energy dork, fragile but ramps into bigger threats
P1-GU3greenunit
21/2Drain 15/5Early sustain, heals on attack and defense
P1-GU4greenunit
22/3Equip 25/5Tough body, premium item carrier
P1-GU5greenunit
32/4Recoil 17/7Defensive wall that punishes attackers
P1-GU6greenunit
33/2Drain 17/7Mid-game sustain, trades aggressively and heals
P1-GU7greenunit
33/3Endure7/7Resilient midrange body, refuses to die
P1-GU8greenunit
44/3Overkill9/9First Overkill threat, punishes chump blocks
P1-GU9greenunit
53/6Reach, Recoil 1, Conduit11/11Wall that swats fliers and chips the opponent on block, or premium energy source
P1-GU10greenunit
56/5Equip 211/11Massive body, premium item carrier
P1-GU11greenunit
66/5Drain 1, Conduit13/13Hits hard and heals, or premium early energy source
P1-GU12Dinosaurgreenunit
76/5Overkill15/15Massive trample finisher, pushes lethal through blockers
P1-GT1Ironbarkgreentrap
2Cancel4/4Conditional hard cancel — protects board investment from targeted removal. Narrow trigger compensates for unconditional cancel.
P1-KRU1black-redunit
32/1Steal Item7/7Ambush 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-RWU1Cindra, a Phoenixred-whiteunit
54/3FlyingRevival11/11Revival discounted vs Phoenix Feather (4) because it requires paying 1R1W+2
P1-RWI1Phoenix Featherred-whiteitem
2Revival5/5Return equipped unit to hand on death