Guide / Card Sets
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.

A mosaic of Legendary and Mythic card art from every set

All sets at a glance

#SetCardsElementsHow to get it
1Aetherfall71All sixPacks, crafting
2Shadows of the Sundered Crown51All sixPacks, crafting
3Ember & Tide30All sixPacks, crafting
4The Shifting Verge53All sixPacks, crafting
5After Hours52All sixPacks, crafting
6Down on the Farm50All sixPacks, crafting
7Goblin Panic50All sixPacks, crafting
8Ashen Vow66All FirePacks, crafting
9Tideborn Depths52All WaterPacks, crafting
10Primeval Saurians53All EarthPacks, crafting
11Blightfen51All ShadowPacks, crafting
12Lost Lanterns56All LightPacks, crafting
13Birdwell53All WindPacks, crafting
14Fate's Gambit55All sixPacks, crafting
15The Covenant6All sixCovenant track
16No Logout55All sixPacks, crafting
17Ninefold Dawn100All sixPacks, crafting
18Overburden104All sixPacks, crafting
19Stillwinter54All sixPacks, crafting
20The Chronicle4All sixStory mastery
21Sealed Promos3All sixCollector's Tins
22Hallow30All sixPacks, crafting
23Wyrmroost54All sixPacks, crafting
24Dunemere56All sixPacks, 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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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 →

21. Sealed Promos

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.

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.

See all 56 Dunemere cards →