Every set, in release order
Card Sets
There are 24 sets and 1,209 cards. Twenty-one sets are in every pack and can be crafted; three small sets are earned instead. There is no set rotation, so every card you own stays playable.
All sets at a glance
# Set Cards Elements How to get it
1 Aetherfall 71 All six Packs, crafting
2 Shadows of the Sundered Crown 51 All six Packs, crafting
3 Ember & Tide 30 All six Packs, crafting
4 The Shifting Verge 53 All six Packs, crafting
5 After Hours 52 All six Packs, crafting
6 Down on the Farm 50 All six Packs, crafting
7 Goblin Panic 50 All six Packs, crafting
8 Ashen Vow 66 All Fire Packs, crafting
9 Tideborn Depths 52 All Water Packs, crafting
10 Primeval Saurians 53 All Earth Packs, crafting
11 Blightfen 51 All Shadow Packs, crafting
12 Lost Lanterns 56 All Light Packs, crafting
13 Birdwell 53 All Wind Packs, crafting
14 Fate's Gambit 55 All six Packs, crafting
15 The Covenant 6 All six Covenant track
16 No Logout 55 All six Packs, crafting
17 Ninefold Dawn 100 All six Packs, crafting
18 Overburden 104 All six Packs, crafting
19 Stillwinter 54 All six Packs, crafting
20 The Chronicle 4 All six Story mastery
21 Sealed Promos 3 All six Collector's Tins
22 Hallow 30 All six Packs, crafting
23 Wyrmroost 54 All six Packs, crafting
24 Dunemere 56 All six Packs, crafting
1. Aetherfall
71 cards · 47 Summons, 12 Spells, 6 Events, 6 Sigils
The founding cataclysm. When the Aether spire shattered, the six elemental courts answered. The core set introduces each element's baseline identity: Fire's Vanguard rushers of the Ashen Vow, Earth's Bulwark walls, Water's healing and Shield, Wind's Unseen and Pierce, Shadow's Requiem and removal, Light's Augury and support.
Signature mechanics: The foundational keywords: Invocation, Bulwark, Vanguard, Shield, Pierce and Unseen.
Elements: Fire 12, Water 12, Earth 13, Wind 12, Light 11, Shadow 11. Rarity: 34 Common, 18 Uncommon, 12 Rare, 6 Epic, 1 Mythic.
The Worldroot Warden mythic earth Summon · 7 Aether · 4/6/10
Bulwark, Bramble. Invocation: its lane becomes Stoneward and each other lane becomes Thicket. (Stoneward: +1 HP on entry. Thicket: +1 DEF on entry. Terrain helps both…
Warmaster Vaerion of Vael epic fire Summon · 7 Aether · 6/3/6
Invocation: deal 2 damage to all enemy summons. Vaerion answers every silence with a roar.
Graven King Orvath epic earth Summon · 8 Aether · 6/6/8
Invocation: your other Summons gain +1/+1 permanently. King of the underland: buried, then crowned again. Bulwark, Bramble, Guard. The hill rises with him.
Azurine, the Deepvoice epic water Summon · 7 Aether · 5/4/8
Invocation: restore 5 health to all friendly Summons, then deal 2 damage to all enemy Summons. The reef speaks through her teeth. Bulwark, Shield, Drain: the sea…
Sun-Decree uncommon light Spell · 4 Aether
Silence a target enemy Summon, deal 2 damage to it, and draw a card. The dawn is not a debate.
See all 71 Aetherfall cards →
2. Shadows of the Sundered Crown
51 cards · 32 Summons, 9 Spells, 6 Events, 4 Sigils
Civil war after the king is broken across his own throne. Pretenders, conspirators and court relics: "The crown could not be mended. The fragments were knighted." Several story characters, including Vyrran, Erevos and Vesper, appear as Legendaries.
Signature mechanics: Take-control effects, silence, Unseen, Drain and political Decrees.
Elements: Fire 8, Water 7, Earth 8, Wind 7, Light 10, Shadow 11. Rarity: 19 Common, 10 Uncommon, 11 Rare, 5 Epic, 5 Legendary, 1 Mythic.
See all 51 Shadows of the Sundered Crown cards →
3. Ember & Tide
30 cards · 22 Summons, 3 Spells, 3 Events, 2 Sigils
Fire and water bound by an unfinished pact. A small set of pact-keepers ("A pyromancer in oath to the reef. They burn nothing without permission"), and the home of two story Mythics.
Signature mechanics: Bane paired with Drain, plus big healing and burn swings.
Elements: Fire 11, Water 9, Earth 3, Wind 2, Light 2, Shadow 3. Rarity: 7 Common, 9 Uncommon, 7 Rare, 4 Epic, 1 Legendary, 2 Mythic.
See all 30 Ember & Tide cards →
4. The Shifting Verge
53 cards · 29 Summons, 8 Spells, 8 Events, 8 Sigils
The moving edge of the drowned world, where the dead are buried and hauled up, lines are stacked and lanes change hands. The showcase set for the lane and burial keywords, with extra Decrees and Sigils.
Signature mechanics: Wake, Bedrock, Resurface and Crest, Maneuver tricks and Eclipse play.
Elements: Fire 2, Water 4, Earth 10, Wind 16, Light 12, Shadow 9. Rarity: 20 Common, 13 Uncommon, 10 Rare, 5 Epic, 3 Legendary, 2 Mythic.
Aeripha of the Crossroads mythic wind Summon · 8 Aether · 7/4/8
Vanguard. Invocation: your other Summons may each Maneuver again this turn. While she stands, your Maneuvers cost 0 Aether and do not exhaust. Every road is hers, and…
Galend Draco, the Living Gale mythic wind Summon · 9 Aether · 8/4/7
Invocation: destroy the enemy's standing Event; if one was destroyed, deal 5 damage to the enemy's Soul Points; then return all Wind spells in your discard pile to…
Wind Blade Storm legendary wind Spell · 6 Aether
Deal 6 damage to a target Summon; excess damage is dealt to the enemy's Soul Points. A thousand edges, one will. What the line does not stop, the sky finishes.
Empress of the Unbroken Line legendary light Summon · 8 Aether · 6/5/10
Invocation: restore 4 health to all friendly Summons and draw 2 cards. The line has not broken because she has not let it. Crest, Shield, Augury.
The Thrice-Drowned epic shadow Summon · 8 Aether · 5/4/5
Invocation: deal 3 damage split among enemy Summons (damage with nowhere to land hits their Soul Points), then restore 3 Soul Points. Sunk thrice, risen thrice, owed…
See all 53 The Shifting Verge cards →
5. After Hours
52 cards · 24 Summons, 20 Spells, 4 Events, 4 Sigils
A comedy set: the elemental courts reskinned as office departments. Facilities and Bureaucracy (Earth), Deadlines and Burnout (Fire), Comms and Chaos (Wind), Breakroom and Coffee (Water), Corporate Politics (Shadow) and Morale (Light).
Signature mechanics: Spell-heavy: bounce (return to hand) and mass effects.
Elements: Fire 9, Water 8, Earth 9, Wind 9, Light 8, Shadow 9. Rarity: 15 Common, 13 Uncommon, 13 Rare, 7 Epic, 3 Legendary, 1 Mythic.
See all 52 After Hours cards →
6. Down on the Farm
50 cards · 25 Summons, 17 Spells, 5 Events, 3 Sigils
A haunted-but-wholesome fantasy farm: a cow as a world-beast, a rooster as a feathered paladin, and the long night coming for the henhouse.
Signature mechanics: Growth (+1/+1 each turn, up to +6), tokens such as Chicks, and Cull.
Elements: Fire 8, Water 8, Earth 9, Wind 8, Light 8, Shadow 9. Rarity: 15 Common, 12 Uncommon, 12 Rare, 7 Epic, 3 Legendary, 1 Mythic.
See all 50 Down on the Farm cards →
7. Goblin Panic
50 cards · 33 Summons, 11 Spells, 3 Events, 3 Sigils
Portals tear open and a whole goblin civilization spills through, fleeing, not invading. Comedy on the surface, dread underneath: something chased them here.
Signature mechanics: Cheap swarms, Panicked Gobling tokens, Requiem payoffs and portal tricks.
Elements: Fire 8, Water 8, Earth 9, Wind 9, Light 7, Shadow 9. Rarity: 17 Common, 12 Uncommon, 12 Rare, 6 Epic, 2 Legendary, 1 Mythic.
Gobby the Goblin mythic wind Summon · 7 Aether · 6/2/5
Invocation: summon a Panicked Gobling (2/0/1, Vanguard) in each of your other lanes. Whenever Gobby Resurfaces he rises with +2/+2 and, at the start of your turn, his…
What They Fled From legendary shadow Summon · 9 Aether · 8/4/7
Invocation: deal 2 damage to every other Summon, both sides. It did not chase them. It followed. Bane, Requiem.
Warren-Queen Gnasha legendary earth Summon · 8 Aether · 7/6/9
Invocation: silence the enemy Summon with the highest ATK: she takes the biggest crown first. Bulwark. Solitary: a queen of empty halls keeps them empty.
Red-Door Rite epic shadow Event · 6 Aether
At the start of each of your turns, a Panicked Gobling (2/0/1, Vanguard) arrives in an empty lane, already running. The portals open faster than the warrens can empty.
The Panic Pulse epic wind Spell · 3 Aether
Deal 2 damage to ALL Summons in one lane, both sides: even the Unseen. One small goblin refuses to run, and the whole world is shoved.
See all 50 Goblin Panic cards →
8. Ashen Vow
66 cards · 44 Summons, 14 Spells, 4 Events, 4 Sigils
An ascetic order of self-immolating fire-priests sets the whole enemy board burning, protects itself behind smouldering walls, then cashes the flames in as damage. All Fire.
Signature mechanics: Burn on the enemy board, payoffs that count Burning enemies, and Tithe.
Elements: Fire 66. Rarity: 17 Common, 16 Uncommon, 17 Rare, 9 Epic, 6 Legendary, 1 Mythic.
See all 66 Ashen Vow cards →
9. Tideborn Depths
52 cards · 38 Summons, 8 Spells, 3 Events, 3 Sigils
Mermaids, sirens and beasts of a sunken court rise from the drowned dark: bioluminescent coral, drowned gold and the cold majesty of the deep. All Water.
Signature mechanics: Undertow, court scaling for each Water Summon, and direct Soul damage.
Elements: Water 52. Rarity: 16 Common, 13 Uncommon, 13 Rare, 6 Epic, 2 Legendary, 2 Mythic.
Nereida, Sovereign of the Drowned Deep mythic water Summon · 10 Aether · 8/5/11
Invocation: return the two weakest enemy Summons to their owners' hands and deal 1 Soul Point damage for each. While she stands, your Water Summons enter with…
Sirelle, the Tide's Answer mythic water Summon · 9 Aether · 5/4/9
Augury. Invocation: conjure a Reflection in an empty lane: a Water Summon copying the strongest enemy Summon's ATK, DEF, HP, and keywords. Ask the sea what you are,…
Azurea, the Tide-Queen legendary water Summon · 8 Aether · 6/4/9
Invocation: return all enemy Summons with 3 or less ATK to their owners' hands, then deal 1 Soul Point damage for each returned. Undertow, Drain, Unseen.
Deepcourt Admiral epic water Summon · 7 Aether · 5/4/7
Invocation: friendly Water Summons gain +1/+0 for each other friendly Water Summon you control. Vanguard, Drain.
The Drowned Chorus epic water Summon · 7 Aether · 4/3/8
Invocation: deal 1 damage to enemy Soul Points for each other friendly Water Summon you control. Unseen, Drain.
See all 52 Tideborn Depths cards →
10. Primeval Saurians
53 cards · 38 Summons, 9 Spells, 3 Events, 3 Sigils
A lost valley of thunder-lizards: big stomping saurians, herd synergies and slow but inevitable bedrock walls, in a dark fantasy of jungle, tar and bone. All Earth.
Signature mechanics: Stampede (overkill spills into Soul Points), Bramble, Pierce and Bedrock.
Elements: Earth 53. Rarity: 15 Common, 15 Uncommon, 13 Rare, 7 Epic, 2 Legendary, 1 Mythic.
Grakathar, the Apex Tyrant mythic earth Summon · 10 Aether · 8/5/9
Vanguard, Bramble, Pierce. Invocation: destroy a target enemy Summon, then deal 4 damage to the enemy's Soul Points. Stampede: when it destroys a Summon by attacking,…
Thornscale Warbringer legendary earth Summon · 8 Aether · 7/4/8
Vanguard, Bramble, Bulwark. Invocation: your Earth Summons gain Stampede this turn: excess from their kills carries to the enemy's Soul Points. Stampede. When it…
The Tarbound Elder legendary earth Summon · 8 Aether · 5/5/9
Resurface, Bedrock, Bramble. Invocation: restore 4 HP to all your Earth Summons and draw a card. Drowned in tar a hundred times, it remembers each rising.
The Great Trample epic earth Spell · 7 Aether
Deal 3 damage to all enemy Summons; for each one destroyed, deal 2 damage to the enemy's Soul Points. There is no around. There is only through.
Warhorn of the Lost Valley epic earth Sigil · 4 Aether
Equip: +2 ATK, Vanguard, and Stampede: excess damage from a kill the bearer makes carries over to the enemy's Soul Points. One blast, and the floor of the world tilts…
See all 53 Primeval Saurians cards →
11. Blightfen
51 cards · 31 Summons, 10 Spells, 5 Events, 5 Sigils
A rotting marsh cult built entirely around poison. The Verdigris faithful drag the fen across the battlefield in sickly green miasma. All Shadow.
Signature mechanics: Toxin stacks and the payoffs that read them.
Elements: Shadow 51. Rarity: 16 Common, 14 Uncommon, 12 Rare, 6 Epic, 2 Legendary, 1 Mythic.
Verdigris, the Plague-Mother mythic shadow Summon · 10 Aether · 7/5/8
The fen made flesh, mother of all rot. Invocation: apply 2 Toxin to every enemy Summon, then each poisoned enemy Summon takes damage equal to its Toxin. While she…
Sister Pellagra, Keeper of the Pools legendary shadow Summon · 8 Aether · 5/5/6
She tends the stagnant pools where the faithful are reborn. Invocation: apply 2 Toxin to all enemy Summons. While she lives, whenever a poisoned enemy Summon dies,…
Archvenom Prelate epic shadow Summon · 6 Aether · 4/3/4
The cult's high voice, drowned in its own sacrament. Invocation: triple the Toxin on one enemy Summon. Drain.
The Weeping Fen epic shadow Event · 6 Aether
The whole marsh mourns by killing. At end of each of your turns, every poisoned enemy Summon gains 2 Toxin; whenever one dies, restore 3 Soul Points.
Marshmaw Behemoth epic shadow Summon · 7 Aether · 5/4/5
The bog's hunger given teeth. Bane. When it attacks, it consumes all Toxin on the target and deals that much extra damage.
See all 51 Blightfen cards →
12. Lost Lanterns
56 cards · 35 Summons, 9 Spells, 6 Events, 6 Sigils
Adorable little holy lanterns with two glowing-dot eyes, sweet in tone and real in power. Keep your hand full so the lanterns stay bright. All Light.
Signature mechanics: Radiance (Attack equals your hand size), card draw, Shield and Guard.
Elements: Light 56. Rarity: 19 Common, 15 Uncommon, 11 Rare, 7 Epic, 2 Legendary, 2 Mythic.
The First Lantern mythic light Summon · 9 Aether · 0/5/12
The eldest light, from which every small lantern was lit. Radiance, Shield, Guard, Augury. Invocation: draw 3 cards; for the rest of the game, at the start of each of…
Halcyra, the Undimmed mythic light Summon · 8 Aether · 3/5/12
Shield, Radiance, Guard. Invocation: raise your maximum Soul Points by 5 and restore 5. While she stands, restore 1 Soul Point at the end of your turn. No dark has…
More Light For Us epic light Event · 6 Aether
Decree: as it is played, draw 2 cards. While it stands, your hand may hold up to 10 cards. Throw the shutters wide and call every wick home; there is always room for…
Radiant Procession epic light Spell · 6 Aether
Deal damage to enemy Soul Points equal to the number of cards in your hand, then draw a card. The whole glowing column marches on the gate.
Saint of Small Lights epic light Summon · 7 Aether · 4/4/10
Invocation: your other Summons gain Radiance and Shield. Guard. She blesses every little lantern at once.
See all 56 Lost Lanterns cards →
13. Birdwell
53 cards · 32 Summons, 15 Spells, 3 Events, 3 Sigils
A storybook aviary where birds form a band, each on a different instrument, under the baton of Miss Birdwell, the Aviary Maestra. All Wind.
Signature mechanics: Go-wide band payoffs: Ensemble and "full flock" bonuses, plus a little Wager.
Elements: Wind 53. Rarity: 16 Common, 15 Uncommon, 13 Rare, 6 Epic, 2 Legendary, 1 Mythic.
Miss Birdwell, the Aviary Maestra mythic wind Summon · 8 Aether · 5/4/9
Invocation: summon two Fledgling Players (1/0/1, Wake) into empty lanes, then your other Summons gain +1/+2 HP. While she stands, at the start of each of your turns…
The Everlasting Encore legendary wind Event · 7 Aether
Decree: at the end of each of your turns, summon a Fledgling Player (1/0/1, Wake); if it joins two other Summons (a full flock), your Summons gain +1 ATK. The…
Conductor of the Clouds legendary wind Summon · 8 Aether · 6/3/7
Invocation: your other Summons gain +2 ATK and Wake. At the start of each of your turns, your Summons with Unseen gain Pierce. He raises both wings and the weather…
The Full Ensemble epic wind Spell · 6 Aether
Your Summons each gain +1 ATK, plus +1 more for every other Summon you control. They also gain Pierce if you control a full flock (two other Summons). Every chair…
The Thunder Percussionist epic wind Summon · 7 Aether · 5/3/7
Invocation: deal 1 damage to all enemy Summons for each other Summon you control. The biggest drum in the sky, and the whole storm keeps its time. Vanguard.
See all 53 Birdwell cards →
14. Fate's Gambit
55 cards · 36 Summons, 12 Spells, 4 Events, 3 Sigils
A carnival of fate across all six elements: masked croupiers, weighted coins, painted dice, and the house that always, eventually, collects.
Signature mechanics: Dice: Wager, Loaded, Duel, Misfire, Hot Streak and Jackpot.
Elements: Fire 9, Water 9, Earth 10, Wind 9, Light 9, Shadow 9. Rarity: 19 Common, 15 Uncommon, 12 Rare, 6 Epic, 2 Legendary, 1 Mythic.
The House Eternal mythic fire Summon · 9 Aether · 5/4/8
Vanguard, Bane, Drain. Invocation, WAGER roll twice take the higher: 1-2 deal 3 to enemy Soul Points; 3-4 deal 5; 5-6 deal 6 and destroy an enemy Summon. The House…
Saint Verity of the Doubled Dawn legendary light Summon · 8 Aether · 5/4/10
Shield, Radiance. Invocation, JACKPOT: roll two Aether dice. Doubles: restore 6 Soul Points, restore all friendly Summons to full health, and draw two cards.…
Vael, the Stormrigged Corsair legendary wind Summon · 7 Aether · 6/3/5
Pierce, Unseen, Vanguard, LOADED. Invocation, WAGER: roll an Aether die. 1-2 deal 2 to the enemy Summon facing it; 3-4 deal 3; 5-6 deal 4 and steal an enemy Summon…
Cinderjack, the Powder Saint epic fire Summon · 6 Aether · 5/2/5
Vanguard. Invocation, MISFIRE (roll twice, take the higher): on 1 the whole keg goes: destroy this Summon. 2-4 deal 4 to an enemy Summon; 5-6 deal 5 and 2 to enemy…
Madame Meridienne, Wheel-Seer epic water Summon · 6 Aether · 4/4/7
Augury, LOADED. While in play, your dice reroll a natural 1 once. Invocation, WAGER: 1-2 draw a card; 3-4 draw two; 5-6 draw two and restore 3 Soul Points. She has…
See all 55 Fate's Gambit cards →
15. The Covenant
6 cards · 5 Summons, 1 Sigils
One Legendary per Covenant season, earned at level 50 of the premium track. Deliberately within the normal Legendary power band, so ranked never needs the pass: "the Covenant sells prestige, not power."
Signature mechanics: One card per element, released season by season.
How to get it Earned only, through the Covenant season track. Not in packs and can't be crafted. Season 1's card is Kaelis.
Elements: Fire 1, Water 1, Earth 1, Wind 1, Light 1, Shadow 1. Rarity: 6 Legendary.
Kaelis, Storm Covenant legendary wind Summon · 7 Aether · 6/3/5
Invocation: deal 3 damage to the Summon facing this lane. She swore her oath at the first crack of the rising Aether, and the storm has kept it since. Vanguard, Pierce.
Morveth, Umbral Covenant legendary shadow Summon · 7 Aether · 6/3/5
Invocation: summon two 2/1/2 Wraiths with Unseen. The tide went out and something older walked back in, wearing the crown's shadow. Unseen, Bane.
Harrow, Harvest Covenant legendary earth Summon · 7 Aether · 4/6/7
Bulwark, Guard. Invocation: give all friendly Summons +2 Health. Tithe 2: pay 2 Soul Points to summon her for 5. She was promised the field before the field was sown,…
The Tide Keeps Its Word legendary water Sigil · 5 Aether
Equip: target Summon gains +1 ATK, +1 DEF, +4 HP, and Undertow. Every oath sworn on water is kept eventually, and none of them are kept gently.
Vess, Ember Covenant legendary fire Summon · 3 Aether · 3/1/3
Vanguard, Burn. Invocation: deal 2 damage to a target enemy Summon. She swore the shortest oath anyone has ever sworn, and she swore it while already running.
See all 6 The Covenant cards →
16. No Logout
55 cards · 42 Summons, 6 Spells, 6 Events, 1 Sigils
Gamers pulled into the world, called Interlopers. Half meme, half badass, with the elemental courts reskinned as class builds. "Death is just a loading screen."
Signature mechanics: Respawn (comes back to your hand when destroyed), Unseen and Pierce.
Elements: Fire 10, Water 8, Earth 9, Wind 10, Light 8, Shadow 10. Rarity: 19 Common, 16 Uncommon, 11 Rare, 4 Epic, 2 Legendary, 3 Mythic.
See all 55 No Logout cards →
17. Ninefold Dawn
100 cards · 62 Summons, 20 Spells, 10 Events, 8 Sigils
The Ferocious Defenders (cats) and the Kept (their humans) hold a night watch against the Long Quiet, an absence that eats unlived days. "They are small. They are not soft." The setting of Story Chapter 4.
Signature mechanics: Shelter, Hopeling tokens and six Hearths, one per element.
Elements: Fire 15, Water 18, Earth 17, Wind 16, Light 17, Shadow 17. Rarity: 34 Common, 29 Uncommon, 20 Rare, 8 Epic, 5 Legendary, 4 Mythic.
Asti, Who Keeps the Windowsill mythic light Summon · 7 Aether · 6/4/11
While Asti stands, your Summons have Shelter, an absorbed hit is stopped instead of dealt to the Summon that takes it, and she gains +1/+1 permanently each time (up…
Peeks mythic wind Summon · 5 Aether · 6/2/5
Peeks Maneuvers at no Aether cost each turn (it still exhausts her), gains +1/+1 permanently each time she does (up to +6/+6, once per move), and leaves a Hopeling in…
Sonju, the Alley's Long Answer mythic shadow Summon · 6 Aether · 6/1/4
When Sonju destroys a Summon by attacking, he gains +1/+0 permanently (up to +6) and returns to Unseen at the end of your turn. One blind eye, one sharp one, and a…
Emi of the Rainroof mythic water Summon · 6 Aether · 4/3/8
Invocation: heal your Soul Points 3 and give every ally +0/+2. While Emi stands, at the end of your turn restore 2 Soul Points and heal each damaged ally 1. She loses…
Biscuit, Who Holds the Floor legendary earth Summon · 7 Aether · 4/6/8
While Biscuit stands, Shelter absorbs every point of Soul damage each turn, not just the first. He is taking the whole weight and he intends to keep taking it.…
See all 100 Ninefold Dawn cards →
18. Overburden
104 cards · 66 Summons, 21 Spells, 9 Events, 8 Sigils
A deep dig, and a company hauling up something that should have stayed buried. The Crew, the Owners who set the quota, and the Seam the dig woke. The mine asks: what can you carry out?
Signature mechanics: Pinch (shrinks the enemy hand), plus the hand-size keywords Radiance, Undertow, Respawn and Ephemeral.
Elements: Fire 16, Water 18, Earth 16, Wind 18, Light 18, Shadow 18. Rarity: 35 Common, 27 Uncommon, 23 Rare, 11 Epic, 5 Legendary, 3 Mythic.
Verrin of the Black Seam mythic shadow Summon · 7 Aether · 4/4/5
Invocation: apply 1 Toxin to every enemy Summon. He pinches with both hands: while he stands the enemy hand holds two fewer cards, not one. The seam grew through him…
Odile, Who Trims the Wicks mythic light Summon · 7 Aether · 0/4/11
Invocation: restore every friendly Summon to the Health of your healthiest; if that heals no one, draw 2 cards instead. Six hundred lamps go down every morning and…
Ilse of the Upcast Shaft mythic wind Summon · 7 Aether · 5/3/8
Invocation: reveal the top card of your deck; if it is a Summon, put it into an empty lane for free. She stands where the whole mine exhales and knows, before the fan…
The Overman Who Stayed Down legendary shadow Summon · 7 Aether · 5/3/4
He is holding the lamp but he has not lit it. Invocation: your opponent discards down to their hand limit. Respawn, Pinch, Requiem.
The Last One Down legendary fire Summon · 8 Aether · 7/2/10
While this stands, enemy Summons enter play Burning. Everyone else went up. This one is still walking, and still burning. Solitary, Bane, Burn, Requiem.
See all 104 Overburden cards →
19. Stillwinter
54 cards · 36 Summons, 7 Spells, 6 Events, 5 Sigils
A winter that stopped moving on. The passes shut, the roads went under, and the only people still alive are the ones who kept moving. The Column rides; the Still waits in the white.
Signature mechanics: Maneuver tricks, Wake and Crest, lane terrain, and the game's first golems.
Elements: Fire 9, Water 9, Earth 9, Wind 9, Light 9, Shadow 9. Rarity: 17 Common, 14 Uncommon, 12 Rare, 6 Epic, 3 Legendary, 2 Mythic.
The Whiteout Itself mythic shadow Summon · 8 Aether · 5/3/6
While this stands, the enemy cannot Maneuver at all. Invocation: silence the two enemy Summons with the highest Attack. It is not in the weather. It is the weather,…
The Ice That Waits mythic water Summon · 8 Aether · 6/4/9
While this stands, enemy Summons that Maneuver take 2 damage. Invocation: return the enemy Summon with the highest Attack to its owner's hand. It does not hunt. It is…
The Rider Who Never Dismounted legendary wind Summon · 7 Aether · 7/2/6
While this stands, it Maneuvers free every turn and stays ready. Sixty years in the saddle and not one of them spent getting down. Wake, Crest, Pierce, Vanguard.
The Fire That Kept Pace legendary fire Summon · 7 Aether · 6/3/6
Invocation: your Summons lose Burn, then deal 2 damage to each enemy Summon. Nobody lit it and nobody could put it out. It simply walked with them. Vanguard, Shelter,…
Gale-Golem of the Pass epic wind Summon · 6 Aether · 6/2/5
Invocation: deal 2 damage to every enemy Summon. Snow with a shape and a direction, and it has picked yours. Wake, Crest, Pierce.
See all 54 Stillwinter cards →
20. The Chronicle
4 cards · 4 Summons
Story keepsakes written to you, about your journey: "You picked it up somewhere on the road east and never once put it down." One card per chapter, a prize to own rather than a staple to chase.
Signature mechanics: Support bodies: Guard, Shelter, healing and draw.
How to get it Earned only, by mastering a Story chapter (every star on its required trials). Not in packs and can't be crafted.
Elements: Fire 1, Water 1, Wind 1, Light 1. Rarity: 4 Legendary.
See all 4 The Chronicle cards →
3 cards · 3 Summons
Three named beasts, one inside each Collector's Tin. Strong and playable, in the same power band as the Covenant cards.
Signature mechanics: Always foil.
How to get it Only inside a Collector's Tin (500 gems). Not in packs and can't be crafted. Some in-game screens mislabel these as Covenant cards; they come from Tins.
Elements: Fire 1, Light 1, Shadow 1. Rarity: 3 Legendary.
See all 3 Sealed Promos cards →
22. Hallow
30 cards · 30 Summons
"The procession carries what the dead leave behind." An autumn release of amber lanterns, indigo paths, fallen leaves and gentle spirits, built alongside the Hallowfall event.
Signature mechanics: "When destroyed" rewards: Aether (Fire), cards (Water), growth (Earth), Shield (Wind), Soul Points (Shadow) and healing (Light).
How to get it In packs and craftable all year. The Hallowfall event's alt arts and playmats are the seasonal part.
Elements: Fire 5, Water 5, Earth 5, Wind 5, Light 5, Shadow 5. Rarity: 12 Common, 6 Uncommon, 6 Rare, 2 Epic, 2 Legendary, 2 Mythic.
See all 30 Hallow cards →
23. Wyrmroost
54 cards · 36 Summons, 7 Spells, 6 Events, 5 Sigils
"A fantasy card game with no dragons." Then the dragons came home. The Clutch (eggs, wyrmlings, keepers and robbers) is never alone; the grown Wyrms are always alone. The hoard is Sigils.
Signature mechanics: Solitary on every Epic, Legendary and Mythic Summon, board-clearing Invocations, Wyrm Egg tokens and Sigil synergies.
How to get it New at launch. In packs and craftable. Comes with the free Wyrm Hoard Chest deck box.
Elements: Fire 9, Water 9, Earth 9, Wind 9, Light 9, Shadow 9. Rarity: 17 Common, 14 Uncommon, 12 Rare, 6 Epic, 3 Legendary, 2 Mythic.
Nythraxis, Who Ate the Sun mythic shadow Summon · 10 Aether · 10/4/10
Invocation: destroy every other Summon, on both sides. The eclipse that year lasted nine days. Solitary, Unseen, Requiem, Drain.
Thalassor, the Tide That Sleeps mythic water Summon · 9 Aether · 9/5/11
Invocation: return every other Summon, on both sides, to its owner's hand. When it wakes, the sea goes out. Solitary, Undertow, Bulwark, Drain.
Karvaxis, the Kiln Tyrant legendary fire Summon · 8 Aether · 8/3/8
Invocation: destroy every other friendly Summon; this gains +2/+2 for each. The keepers raised him. He remembers them fondly. Solitary, Vanguard, Drain.
Kilnmother Vessra rare fire Summon · 5 Aether · 4/2/5
Invocation: lay a Wyrm Egg in an empty lane. It hatches if left alone. Guard.
Take Wing common wind Spell · 1 Aether
A friendly Summon Maneuvers free this turn. The ledge was never the point.
See all 54 Wyrmroost cards →
24. Dunemere
56 cards · 37 Summons, 7 Spells, 6 Events, 6 Sigils
"A fantasy card game with no desert." The Dunemere is a lake that is only there at noon. Mirages walk out of the heat by day and are gone by dusk, and something under the sand rises every time they leave.
Signature mechanics: The mirage-on-tomb loop: play an Ephemeral mirage onto your own Resurface body each turn; the mirage returns to hand and the tomb rises with +1/+1. Sand Scarab tokens.
How to get it New at launch. In packs and craftable.
Elements: Fire 9, Water 9, Earth 9, Wind 9, Light 11, Shadow 9. Rarity: 17 Common, 14 Uncommon, 12 Rare, 6 Epic, 3 Legendary, 4 Mythic.
Asharet, Queen Under the Dunes mythic earth Summon · 9 Aether · 7/4/9
Invocation: bury a Sand Scarab beneath each other friendly Summon that has nothing buried. She was buried with her whole court, and she kept them. Resurface, Bedrock,…
Imarrah, the Noon Mirage mythic light Summon · 8 Aether · 9/2/11
Invocation: deal 2 damage to each enemy Summon. She is the lake, and the light on it, and the thirst that sees her. Ephemeral, Unseen, Pierce.
Solenne, Who Sends Them Home mythic light Summon · 8 Aether · 6/4/11
While this remains on the field, whenever another friendly Light Summon would be destroyed, put it into your deck second from the top instead. She walks the fallen…
Return To The Light mythic light Spell · 9 Aether
Put every non-Light Summon on both sides on the bottom of its owner's deck. Light Summons stay. At noon, only what is made of light casts no shadow to hide in.
Qassimar, the Glassmaker legendary fire Summon · 7 Aether · 7/2/6
Invocation: every enemy Summon gains Burn. He works the furnace the sun built, and he works it bare-handed. Vanguard, Bane.
See all 56 Dunemere cards →