When searching for a card with a specific ability, ensure that it is playable within your desired format. Review Modern and Wild: FAQ
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Affliction | 50% chance to apply Afflicted after a successful attack. Afflicted units cannot be healed. |
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Ambush | Takes an extra turn prior to the first round of battle. |
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Amplify | Increases damage of Retaliate, Corrosive Ward, Magic Reflect, Return Fire, and Thorns for all friendly units by 1. Does not stack. |
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Armored Strike | If armored, gains a physical attack that deals damage equal to remaining armor. |
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Backfire | When an enemy unit misses, deals 2 physical damage to them. |
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Blasphemy of Uul | Permanently gains +1 ranged power for each allied card named “Fiend.” |
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Blast | Deals an additional 50% damage (rounded up) to units adjacent to the target. |
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Blind | All enemy units receive -15% chance to hit with physical attacks. |
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Bloodlust | +1 to all stats after dealing a killing blow. |
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Camouflage | Cannot be directly targeted unless in the first position. Does not affect indirect attacks (e.g. Scattershot, Blast splash damage, or Trample) or Wingbreak. |
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Charge | Can use melee attacks from any position. |
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Cleanse | Removes all magic debuffs from the allied unit in the first position. |
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Cleanse Rearguard | Cleanses the last allied backline unit with a magic debuff. |
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Close Range | Can use ranged attacks from the first position. |
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Conscript | One extra gladiator card may be used in battle. |
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Corrosive Ward | -2 to attacker’s armor and maximum armor when hit by a melee attack. |
Corrupted Healing |
Each round, restore 70% of max health (rounded down) to other allied units. Each time a unit is healed, its max health is reduced by 1. | |
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Cripple | -1 to target's max health after each successful attack. Does not affect units with Immunity. |
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Deathblow | Deals double damage if the target is the only enemy unit remaining. |
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Demoralize | -1 melee power to all enemy units. |
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Dispel | Removes magic buffs after a successful attack. |
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Divine Shield | Ignores all damage once, after which the Divine Shield is destroyed. |
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Dodge |
+25% chance to evade physical attacks. |
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Double Strike | Attacks twice each turn. |
Echo |
Active abilities (Repair and all healing and cleansing abilities) trigger twice per round. | |
Electrified |
Deals 1 damage to all allied Units at the beginning of each round.
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Enfeeble | -1 to target's melee power after each successful attack. |
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Enrage | +50% melee power and speed (rounded up) if not at full health. |
Execute |
If the target has 2 or less health after a successful attack, perform another attack against the same unit. | |
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Expose |
80% chance to remove Forcefield, Lookout, Reflection Shield, Shield, Void, Void Armor, or Immunity after a successful attack. Expose will always remove Immunity first. |
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Flank | When in the first position, the unit in the second position gains Reach. |
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Flying | +25% chance to evade physical attacks. No effect if the attacker also has Flying. Immune to Earthquake. |
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Forcefield | Attacks dealing 5 base damage or more instead deal 1 damage. |
Force Reduction | Reduces maximum team size by 1 | |
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Fury | Deals double damage if the target has Taunt. |
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Giant Killer | Deals double damage if the target's Mana is 10 or more. |
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Halving | -50% to target's power (rounded down) after a successful attack. |
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Headwinds | -1 ranged power to all enemy units. |
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Heal | Each round, restores 1/3 of max health (rounded down). |
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Immunity | Provides immunity to magic debuffs and Cripple. |
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Impede | -1 to target's speed after each successful attack. |
Incendiary |
At the beginning of round 2 and each following round, applies Burning. Burning has a 33% chance to spread to either adjacent unit at the beginning of each round, then all Burning units lose 2 health. Burning can be cleansed.
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Inspire | +1 melee power to all allied units. |
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Kindred Spirit | At the start of the battle, adjacent units with Kindred Will gain True Strike. |
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Kindred Will | At the start of the battle, adjacent units with Kindred Spirit gain Ambush. |
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Knock Out | Deals double damage if the target is Stunned. |
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Last Stand | +50% to all stats and current health (rounded up) if no other allied units remain on the team. |
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Life Leech | Increases health and max health by 50% of damage dealt (rounded up). |
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Lookout | Adjacent units take 1 less damage from attackers with Sneak, Snipe, or Opportunity. Reduces damage from all enemy Ambush attacks by 50% (rounded down). |
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Magic Reflect | Returns 50% of damage to attacker (rounded up) when hit by a magic attack. |
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Martyr | When defeated, adjacent units gain +1 to all stats. |
Mimic |
At the beginning of round 2 and each following round, gain a random ability from the enemy team. 25% chance to gain a random ability from an attacker when hit. Dispel removes one mimicked ability in the order they were gained. Debilitations, Targeting abilities, Ambush, Weapons Training, Flank, Reach, Charge, and Taunt cannot be mimicked. | |
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Opportunity | Targets the enemy unit with the least health. |
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Oppress | Deals double damage to no-attack targets—even those with Weapons Training. |
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Phase | Magic attacks have the same chance to miss as physical attacks. |
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Phase Ward | At the start of battle, the unit in front of this unit gains Phase |
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Piercing | Damage in excess of the target's armor is applied to health. |
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Poison |
50% chance to apply Poisoned after a successful attack. Poisoned units lose 2 health at the beginning of each round. |
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Poison Burst | When defeated, 100% chance to apply Poisoned to attacker and 50% chance to apply Poisoned to units adjacent to attacker. Poisoned units lose 2 health at the beginning of each round. |
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Protect | +2 armor to all allied units. |
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Reach | Can use melee attacks from the second position. |
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Rebirth | Self-resurrects once per battle with 1 health and 100% armor. All magic debuffs are removed, and all magic buffs are reapplied. Skips turn. |
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Recharge |
Attacks every other round but deals triple damage. |
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Redemption |
When defeated, deals 1 physical damage to all enemy units. |
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Reflection Shield | 0 damage from Corrosive Ward, Magic Reflect, Thorns, Return Fire, and Blast splash damage. |
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Repair | Restores 2 armor (up to max) to the allied unit with the most damage to its armor. |
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Resurrect | Resurrects an allied unit once per battle with 1 health and 100% armor. All magic debuffs are removed, and all magic buffs are reapplied. Resurrected units skip their turn. |
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Retaliate | 50% chance to counterattack successful melee attacks, even if defeated. |
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Return Fire | Returns 50% of damage to attacker (rounded up) when hit by a ranged attack. |
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Rust | -2 armor to all enemy units. |
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Scattershot | Magic and ranged attacks target a random enemy unit. |
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Scavenger | +1 health and max health each time any unit is defeated. |
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Shatter | Successful attacks destroy the target's armor. |
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Shield | 50% less damage (rounded up) from physical attacks or 0 damage from physical attacks of 1 power. |
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Shield Ward | At the start of battle, the unit in front of this unit gains Shield. |
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Shroud of Reflection Shield | At the start of battle, units adjacent to this unit gain Reflection Shield. |
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Silence | -1 magic power to all enemy units. |
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Slow | -1 speed to all enemy units. |
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Snare | 100% chance to hit and apply Snared to targets with Flying. Snared units lose all bonuses from Flying. |
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Sneak | Targets the enemy unit in the last position. |
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Snipe | Magic and ranged attacks target the first non-melee enemy unit behind the first position. |
Soul Siphon | As long as there is a non-Weary allied unit, self-resurrects with 100% armor and 50% of max health, rounded down. All magic debuffs are removed, and all magic buffs are reapplied. Inflicts Weary on the non-Weary allied unit with the highest health and reduces their health by 50%, rounded up. | |
Spite | When defeated, 100% chance to counterattack | |
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Strengthen | +1 max health to all allied units. |
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Stun | 50% chance to apply Stunned for one round after a successful attack. Stunned units skip their turn and cannot Retaliate. |
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Swiftness | +1 speed to all allied units. |
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Tank Heal | Each round, restores 1/3 of max health (rounded down) to the allied unit in the first position. |
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Taunt | Draws the attacks of enemy units. Does not affect Reach, Scattershot, Wingbreak, or enemy units in the first position. |
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Thorns | Returns 2 physical damage to attacker when hit by a melee attack. |
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Trample | After using a melee attack to defeat a unit, performs another melee attack against the unit in the next position. |
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Triage | Each round, restores 1/3 of max health (rounded down) to the allied backline unit that has taken the most damage. |
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True Strike | Attacks will never miss. |
Untrainable | Cannot be Weapons Trained. | |
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Void | 50% less damage (rounded up) from magic attacks or 0 damage from magic attacks of 1 power. |
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Void Armor | Magic damage hits armor before health. |
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Weaken | -1 max health to all enemy units. |
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Weapons Training |
Gives attack type and power to adjacent no-attack units (max of 3 power). |
Weary |
At the beginning of round 1, Weary units have a 10% chance to become Exhausted. This chance increases by 10% every round, up to a maximum of 80%. Exhausted units skip their turn and cannot Retaliate.
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Wingbreak |
Always targets the first Flying enemy unit regardless of position, abilities, or rulesets. +2 damage if the target has Flying. |
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