Big D-fender
Core · Unit · Common · (2) Cost
Aura: Your Units in Defense Position have +2 Armor.
Radiant: Aura: Your Units in Defense Position have +4 Armor.
Every JackiOh card of Core, Classic, Classic+, Meditative, Meditative+, tokens included, with its base and Radiant text.
Core · Unit · Common · (2) Cost
Aura: Your Units in Defense Position have +2 Armor.
Radiant: Aura: Your Units in Defense Position have +4 Armor.
Core · Unit · Common · (2) Cost
Cry: Destroy an enemy non-Human Unit.
Radiant: Cry: Destroy all enemy non-Human Units.
Core · Unit · Common · (1) Cost
Taunt, Divine Shield, Reborn
Radiant: Taunt, Divine Shield, Reborn Death: Summon a base Right-house defender.
Core · Unit · Common · (1) Cost
Cry: Flip 5 coins. Gain +1 Attack per heads and +1 Health per tails. Flip a coin. If heads, gain Divine Shield; if tails, gain Rush.
Radiant: Cry: Flip 10 coins. Gain +1 Attack per heads and +1 Health per tails. Flip a coin. If heads, gain Divine Shield; if tails, gain Rush.
Core · Spell · Common · (1) Cost
Draw 2. Heal your hero 2.
Radiant: Draw 4. Heal your hero 4.
Core · Field Spell · Common · (3) Cost
Start of turn: Gain 1 mana.
Radiant: Start of turn: Gain 2 mana.
Core · Unit · Rare · (1) Cost
Cry: Discover a (2) Cost card.
Radiant: Cry: Discover a (3) Cost card. It costs (1) less.
Core · Unit · Common · (1) Cost
Core · Unit · Rare · (2) Cost
Pierce Start of turn: Every enemy Unit attacks this.
Radiant: Armor 1, Pierce Start of turn: Every enemy Unit attacks this.
Core · Spell · Common · (0) Cost
Combo 3: Draw 3.
Radiant: Combo 3: Draw 6.
Core · Unit · Common · (1) Cost
Rush, First Strike
Radiant: Charge, First Strike
Core · Unit · Rare · (2) Cost
Cry: Summon a copy of this.
Radiant: Cry: Summon a copy of this.
Core · Unit · Common · (3) Cost
End of turn: Deal 2 damage to each enemy.
Radiant: End of turn: Deal 4 damage to each enemy.
Core · Field Spell · Common · (4) Cost
Aura: Your Units have +3 Attack, Rush and First Strike.
Radiant: Aura: Your Units have +6 Attack, Rush and First Strike.
Core · Unit · Common · (1) Cost
Cry: Summon a Rush Token.
Radiant: Cry: Summon 3 Rush Tokens.
Core · Spell · Common · (3) Cost
Destroy a Unit.
Radiant: Destroy a Unit and the Units adjacent to it.
Core · Spell · Rare · (4) Cost
Bounce all Units.
Radiant: Choose one: Bounce all Units, Bounce all enemy Units, or destroy all enemy Units. Then draw 1.
Core · Field Trap · Epic · (1) Cost
Reveals when any player ends a turn with unspent mana: Summon an X/X Bread Token for you. X = that player's unspent mana.
Radiant: Reveals when any player ends a turn with unspent mana: Summon an X/X Bread Token for you. X = 3 × that player's unspent mana.
Core · Unit · Common · (3) Cost
Taunt End of turn: Heal this to full.
Radiant: Taunt, Immutable End of turn: Heal this to full.
Core · Unit · Common · (2) Cost
First Strike
Radiant: First Strike, Divine Shield
Core · Spell · Common · (0) Cost
Cast on draw: Your opponent has 1 less mana next turn. Discard 1 random card.
Radiant: Cast on draw: Your opponent has 2 less mana next turn.
Core · Unit · Epic · (3) Cost
Cry: Tribute one of your other Units and remember it. Death: Summon 2 copies of it.
Radiant: Cry: Tribute one of your other Units and remember it. Death: Fill your board with copies of it.
Core · Spell · Rare · (1) Cost
30% chance a random card in your hand becomes Radiant. End of turn: Return this to hand.
Radiant: Lucky 1 40% chance a random card in your hand becomes Radiant. End of turn: Return this to hand.
Core · Spell · Epic · (X) Cost
Choose one: Deal X damage, heal a target 4X, or gain X mana next turn. End of turn: Return this to hand.
Radiant: Choose one: Deal 2X damage, heal a target 8X, or gain X+1 mana next turn. End of turn: Return this to hand.
Core · Unit · Common · (4) Cost
Armor 7
Radiant: Armor 7, Reborn
Core · Spell · Rare · (3) Cost
Make a card in your hand Radiant.
Radiant: Make 2 cards in your hand Radiant.
Core · Spell · Rare · (1) Cost
Cast on draw: Make a random card in your hand Radiant. Lose 7 health.
Radiant: Cast on draw: Make 2 random cards in your hand Radiant. Lose 7 health.
Core · Spell · Rare · (2) Cost
Make 2 random cards among your deck, hand and board Radiant.
Radiant: Make 4 random cards among your deck, hand and board Radiant.
Core · Spell · Rare · (6) Cost
Make every card in your hand Radiant.
Radiant: Make every card in your hand and every permanent you control Radiant.
Core · Unit · Rare · (2) Cost
Cry: Choose one: Draw the highest Cost card in your deck, or the lowest.
Radiant: Cry: Draw the highest Cost card in your deck and the lowest.
Core · Spell · Rare · (1) Cost
Deal Fib(times played + 1) damage. End of turn: Return this to hand. It costs (1) more, to a maximum of (4).
Radiant: Deal Fib(times played + 3) damage. End of turn: Return this to hand. It costs (1) more, to a maximum of (4).
Core · Unit · Rare · (2) Cost
Rush After this attacks, draw 2 for each Unit that attack destroyed.
Radiant: Rush, Cleave After this attacks, draw 2 for each Unit that attack destroyed.
Core · Field Spell · Rare · (2) Cost
After you play a card, shuffle 3 copies of it into your deck.
Radiant: After you play a card, shuffle 3 Radiant copies of it into your deck.
Core · Spell · Rare · (4) Cost
Exile a permanent and a random card from your opponent's deck.
Radiant: Exile a permanent, the permanents adjacent to it, and a random card from your opponent's deck.
Core · Spell · Rare · (1) Cost
Deal 3 damage. Your next Spell this turn costs (1) less.
Radiant: Deal 6 damage. Your next Spell this turn costs (2) less.
Core · Spell · Rare · (1) Cost
Destroy a backrow card. Lock its zone.
Radiant: Steal a backrow card. Lock the zone it was in.
Core · Unit · Rare · (2) Cost
Start of turn: Return a random card from your graveyard to hand.
Radiant: Start of turn: Discover a card from your graveyard. It costs (1) less.
Core · Field Spell · Epic · (3) Cost
Your cards gain "Combo X: Deal X damage to the enemy hero." X = cards you played earlier this turn.
Radiant: Your cards gain "Combo X: Deal 2X damage to the enemy hero." X = cards you played earlier this turn.
Core · Spell · Epic · (0) Cost
Exile this. End of turn: Add a copy of each other card you played this turn to your hand.
Radiant: Exile this. End of turn: Add a Radiant copy of each other card you played this turn to your hand. They cost (1) less.
Core · Field Spell · Rare · (2) Cost
Start of turn: Deal damage to the enemy hero equal to the cards in your exile. Then exile the bottom card of your deck.
Radiant: Start of turn: Deal damage to the enemy hero equal to twice the cards in your exile. Then exile the bottom card of your deck.
Core · Trap · Epic · (1) Cost
Reveals when your opponent plays a Unit: After it resolves, transform it into a Sheep Token.
Radiant: Reveals when your opponent plays a Unit: After it resolves, transform it into a Sheep Token. Add a Lava Golem to your hand. It costs (0).
Core · Spell · Common · (2) Cost
Exile all cards in your deck that cost (2) or less. Each card left in your deck has a 30% chance to become Radiant.
Radiant: Exile all cards in your deck that cost (2) or less. Each card left in your deck becomes Radiant.
Core · Unit · Rare · (4) Cost
Cry: Destroy all non-Felinor Units.
Radiant: Cry: Destroy all enemy non-Felinor Units.
Core · Spell · Common · (1) Cost
Pierce Deal 4 damage. Exile this.
Radiant: Pierce Deal 8 damage. Exile this.
Core · Unit · Rare · (2) Cost
Charge, Deft
Radiant: Charge, Armor 1, Deft
Core · Field Spell · Rare · (2) Cost, Embiggened (4)
Aura: All Units have −1/−1. Embiggened (4): −2/−2 instead.
Radiant: Aura: Enemy Units have −2/−2. Embiggened (4): −4/−4 instead.
Core · Spell · Common · (3) Cost
Heal a target 20.
Radiant: Heal a target 40.
Core · Spell · Common · (0) Cost
Switch the position of every Unit.
Radiant: Choose one: Switch the position of every enemy Unit, or of every Unit.
Core · Spell · Rare · (4) Cost
Steal an enemy Unit.
Radiant: Steal an enemy Unit. Make it Radiant.
Core · Unit · Epic · (2) Cost
Cry: Allure an enemy permanent.
Radiant: Divine Shield Cry: Allure an enemy permanent. Make it Radiant when you steal it.
Core · Spell · Epic · (1) Cost
Choose a type and a cost: (0–1), (2), (3) or (4)+. Discover a match from your deck. If empty, add a KY's Empty Notebook to your hand.
Radiant: Echo 1 Choose a type and a cost: (0–1), (2), (3) or (4)+. Discover a match from your deck. If empty, add a KY's Empty Notebook to your hand.
Core · Spell · Token · (1) Cost
Draw 1.
Radiant: Draw 2.
Core · Unit · Legendary · (4) Cost
Cry: Choose left or right. Rotate every card on the field one step that way. Cards that cross sides change control.
Radiant: Cry: Choose left or right. Rotate every card on the field one step that way. Cards crossing to your opponent's side are Bounced instead and cost (0).
Core · Unit · Common · (3) Cost
Cry: Heal your hero up to 30 health.
Radiant: Cry: Heal your hero up to 60 health.
Core · Unit · Common · (4) Cost
Cry: Add 2 random (3) or (4) Cost Units to your hand. They cost (1).
Radiant: Cry: Add 2 random Radiant (3) or (4) Cost Units to your hand. They cost (0).
Core · Unit · Rare · (3) Cost
Taunt, Tribute 3 Can use enemy Units as Tributes. If any are used, summon this for your opponent.
Radiant: Taunt, Tribute 3 Can use enemy Units as Tributes.
Core · Unit · Common · (2) Cost, Embiggened (3)
Rush, Taunt, Lifesteal, Divine Shield Embiggened (3): Equip.
Radiant: Rush, Taunt, Lifesteal, Divine Shield, Reborn Embiggened (3): Equip.
Core · Spell · Common · (2) Cost
Add 3 random KY cards to your hand.
Radiant: Add 2 random KY cards and 2 random Radiant KY cards to your hand.
Core · Field Spell · Common · (2) Cost
Start of turn: Summon a Rush Token.
Radiant: Start of turn: Summon a Rush Token. Aura: Your Rush Tokens have +3/+3.
Core · Field Spell · Rare · (2) Cost, Embiggened (4)
Start of turn: Add a random card to your hand. Embiggened (4): It costs (0).
Radiant: Start of turn: Add a random Radiant card to your hand. Embiggened (4): It costs (0).
Core · Trap · Epic · (1) Cost
Reveals when your opponent plays a (1) Cost or less card, if you have an empty unit zone: Summon 2 Rush Tokens. If it's a Unit, they attack it.
Radiant: Reveals when your opponent plays a card, if you have an empty unit zone: Fill your board with Rush Tokens. If it's a Unit, they attack it.
Core · Unit · Rare · (2) Cost
Cry: Choose a Human Unit on the field. Summon a Vanilla copy of it.
Radiant: Cry: Choose any Unit on the field. Summon a Vanilla copy of it.
Core · Spell · Common · (1) Cost
Fill your board with Felinor Tokens.
Radiant: Fill your board with Felinor Tokens. Give your Units +2/+2.
Core · Spell · Common · (1) Cost
Give a Unit +3/+3 and 1 random combat keyword.
Radiant: Give a Unit +6/+6 and 2 random combat keywords.
Core · Field Spell · Rare · (2) Cost
The first (1) Cost or less card you play each turn becomes Radiant as it's played.
Radiant: The first (2) Cost or less card you play each turn becomes Radiant as it's played.
Core · Field Spell · Epic · (1) Cost
Start of turn: Choose one: Exile the bottom card of your deck, lose 3 health, or summon a Spikey Pillow.
Radiant: Start of turn: Choose twice: Nothing, exile the bottom card of your deck, lose 3 health, or summon a Spikey Pillow.
Core · Unit · Token · (1) Cost
Can't be in Defense Position. Aura: Your Units have −2 Attack.
Radiant: Can't be in Defense Position. Aura: Your Units other than Spikey Pillows have −2 Attack.
Core · Unit · Common · (4) Cost
Tribute 1, Indestructible
Radiant: Tribute 1, Indestructible, Immutable
Core · Unit · Rare · (1) Cost
Cry: Summon a random (1) Cost Trap face-down into your backrow in this lane.
Radiant: Cry: Summon a random Radiant Trap face-down into your backrow in this lane.
Core · Unit · Common · (2) Cost
Cry: Deal 4 damage, or 8 if your hero has less than 10 health.
Radiant: Cry: Deal 8 damage, or 16 if your hero has less than 10 health.
Core · Spell · Common · (2) Cost
Recruit 3 Units of (1) Cost or less.
Radiant: Recruit 3 Units of (2) Cost or less.
Core · Spell · Common · (3) Cost
Deal 2 damage, +1 per full 5 health your hero is below 30, +1 per card in your exile.
Radiant: Deal 4 damage, +1 per full 3 health your hero is below 30, +2 per card in your exile.
Core · Field Trap · Rare · (1) Cost
Reveals when any turn ends, if your deck has more cards than your opponent's: Recruit a (1) Cost or less Unit.
Radiant: Reveals when any turn ends, if your deck has more cards than your opponent's: Recruit a (2) Cost or less Unit.
Core · Spell · Rare · (1) Cost
Discover a card from your graveyard. It costs (1) less. Exile this.
Radiant: Discover a card from your graveyard. It costs (0). Exile this.
Core · Field Spell · Rare · (2) Cost
Your hero can't take more than 5 damage at a time. Cry: Draw 1.
Radiant: Your hero can't take more than 3 damage at a time. Cry: Draw 2.
Core · Spell · Rare · (X) Cost
Deal X damage. Heal your hero X. Draw X. Summon an X/X Ghoul Token.
Radiant: Deal 2X damage. Heal your hero 3X. Draw 2X. Summon a 3X/3X Ghoul Token.
Core · Field Spell · Rare · (0) Cost
Drawing from an empty deck gives you a Rush Token card instead of fatigue.
Radiant: Drawing from an empty deck gives you a Rush Token card instead of fatigue. Cry: Draw 3.
Core · Spell · Rare · (2) Cost
Replace your hand with the same number of Reminisce. Exile this.
Radiant: Replace your hand with the same number of Radiant Reminisce. Exile this.
Core · Unit · Rare · (2) Cost
Cry: (4)+ Cost cards cost (1) less on your next turn.
Radiant: Cry: (4)+ Cost cards cost (2) less on your next turn.
Core · Spell · Epic · (4) Cost
Refresh 3 mana. Your cards cost (1) less this turn. End of turn: Exile your hand.
Radiant: Refresh 3 mana. Your cards cost (1) less and gain "Combo: Draw 1" this turn. End of turn: Exile your hand.
Core · Field Spell · Rare · (2) Cost
Your next Spell gains Echo +1. Then this goes to the graveyard.
Radiant: Your next Spell gains Echo +2. Then this goes to the graveyard.
Core · Spell · Rare · (2) Cost
Discard 2 random cards. Summon 2 Rush Tokens, each with 2 random combat keywords.
Radiant: Discard 2 random cards. Summon 2 Radiant Rush Tokens, each with 3 random combat keywords.
Core · Unit · Epic · (1) Cost
Death: Make your other Units Radiant.
Radiant: Death: Make your other Units and every card in your hand Radiant.
Core · Spell · Rare · (1) Cost
Discover one of 3 random sets, then one of 3 random numbers in it. Add the Radiant card with that number to your hand.
Radiant: Discover one of 3 random sets, then one of 3 random numbers in it. Add the Radiant card with that number to your hand. It costs (0).
Core · Spell · Legendary · (2) Cost
Replace every card in your hand, deck, board, graveyard and exile with a random Legendary.
Radiant: Replace every card in your hand, deck, board, graveyard and exile with a random Radiant Legendary.
Core · Field Spell · Rare · (2) Cost, Embiggened (4)
Your hero has Armor 2. Embiggened (4): Armor 4 instead.
Radiant: Your hero has Armor 4. Embiggened (4): Armor 8 instead.
Core · Trap · Legendary · (2) Cost
Reveals when your opponent plays a permanent of a type you control: Fuse it onto a random permanent of yours of that type.
Radiant: Reveals when your opponent plays a permanent of a type you control: Fuse it onto every permanent of yours of that type.
Core · Unit · Epic · (1) Cost
Can't attack Death: Steal the Unit that destroyed this.
Radiant: Rush Death: Steal the Unit that destroyed this.
Core · Spell · Legendary · (4) Cost
Choose one: Swap hero health, boards or decks. Add a Pocket Chaos with (1) less base cost to your opponent's hand, unless that's (0). Exile this.
Radiant: Choose one: Swap hero health, boards or decks. You may add a Pocket Chaos with (1) less base cost to your opponent's hand, unless that's (0). Exile this.
Core · Spell · Epic · (4) Cost
Destroy all permanents.
Radiant: Choose one: Destroy all enemy permanents, or all permanents.
Core · Unit · Epic · (4) Cost
Rush While this is in your hand, it gains the attack and health of each Unit that dies.
Radiant: Rush, Divine Shield While this is in your hand, it gains twice the attack and health of each Unit that dies.
Core · Spell · Rare · (2) Cost
Shuffle a CN-Virus into your opponent's deck.
Radiant: Shuffle a Radiant CN-Virus into your opponent's deck.
Core · Spell · Token · (1) Cost
Pierce Cast on draw: Take 1 damage. At the end of this turn, shuffle 2 copies of this into your deck.
Radiant: Pierce Cast on draw: Take 2 damage. At the end of this turn, shuffle 3 copies of this into your deck.
Core · Unit · Rare · (2) Cost
Rush Whenever this takes damage, place a Plague Counter on this. Start of turn: +1 mana per Plague Counter.
Radiant: Rush Whenever this takes damage, place a Plague Counter on this. Start of turn: +2 mana per Plague Counter.
Core · Unit · Legendary · (2) Cost
Stack Also has the stats of all your Felinors, including those under Stack.
Radiant: Stack Also has twice the stats of all your Felinors, including those under Stack.
Core · Field Spell · Legendary · (3) Cost
Grade (starts at E). End of turn: If you played N+ cards this turn, go up a grade and trigger E to it. N = the grades from E to the current one. E: Copy a random card you played this turn into your hand. D: 2 random cards in hand cost (1) less. C: Opponent exiles a random hand card. B: Make a random card in hand Radiant. A: 8 Lifesteal damage to the enemy hero. S: Trigger E–A again.
Radiant: Grade (starts at E). Start of turn: Add a Combo-Fodder to your hand. End of turn: If you played N+ cards this turn, go up a grade and trigger E to it. N = the grades from E to the current one. E: Copy a random card you played this turn into your hand. D: 2 random cards in hand cost (1) less. C: Opponent exiles a random hand card. B: Make a random card in hand Radiant. A: 8 Lifesteal damage to the enemy hero. S: Trigger E–A again.
Core · Spell · Token · (0) Cost
Lifesteal Deal 2 damage.
Radiant: Lifesteal Deal 4 damage.
Core · Spell · Epic · (4) Cost
Draw every (2) Cost card from your deck. Exile every odd Cost card in your deck, hand and graveyard, except X Cost cards. Gain 2 mana.
Radiant: Draw every (2) Cost card from your deck. Exile every odd Cost card in your deck, hand and graveyard, except X Cost cards. Gain 6 mana.
Core · Spell · Legendary · (4) Cost
One random effect: Summon 3 random (3) Cost Units; heal your hero 30; draw your whole deck and gain 4 mana; add 3 random cards to your hand, which cost (0); make your hand Radiant; summon 5 Radiant Rush Tokens; cards in your hand and deck cost (2) less; summon a Chaos Golem; summon 5 random Field Spells or Traps into your backrow, Traps face-down; cast a random Call to Chaos.
Radiant: Three different random effects, resolved in the order listed: Summon 3 random (3) Cost Units; heal your hero 30; draw your whole deck and gain 4 mana; add 3 random cards to your hand, which cost (0); make your hand Radiant; summon 5 Radiant Rush Tokens; cards in your hand and deck cost (2) less; summon a Chaos Golem; summon 5 random Field Spells or Traps into your backrow, Traps face-down; cast a random Call to Chaos.
Core · Unit · Token · (4) Cost
Rush, Lifesteal, Divine Shield, First Strike
Radiant: Charge, Lifesteal, Divine Shield, First Strike
Core · Trap · Mythic · (1) Cost
Reveals when your opponent declares a lethal attack on your hero: Cancel it. The rest of their turn is played at random.
Radiant: Reveals when your opponent declares a lethal attack on your hero: Cancel it and destroy the attacker. The rest of their turn is played at random.
Core · Spell · Mythic · (1) Cost
Discover the "perfect" card. Exile this.
Radiant: Discover the "perfect" Radiant card. Exile this.
Core · Field Spell · Mythic · (0) Cost
Indestructible Start of game: Gain one of 13 random powers. Each is an Activate that spends its (X). (3) Expedition Map: Recruit a permanent. (1) Life Tap: Draw 1. Take 2 damage. (1) Steady Shot: Deal 2 damage to the enemy hero. (2) Ranching: Summon a Rush Token. (1) Cat Cafe: Summon a Felinor Token. (1) Ping: Pierce. Deal 1 damage. (2) Witness Value: Discover a Unit. (2) Stitching: Discover two (2) Cost or less Units. Fuse them. (1) Armor Up: Your hero gains 2 Armor until your next turn. (2) Die Insect: Deal 8 damage to a random enemy. (2) KY Brainstorm: Add a random KY card to your hand. Reduce the cost of all Spells in your hand by (1). (2) Pluck: Add a random Fruit to your hand. It costs (0). (3) Terminus Tricks: Discover a Trap to summon.
Radiant: Indestructible Start of game: Gain one of 13 random powers. Each is an Activate that spends its (X). (3) Expedition Map: Recruit a permanent. Make it Radiant. (1) Life Tap: Draw 1 from each player's deck. (1) Steady Shot: Deal 4 damage to the enemy hero. This permanently deals 2 more damage. (2) Ranching: Summon a Radiant Rush Token. (1) Cat Cafe: Summon a random Felinor. (1) Ping: Pierce. Deal 1 damage. If this kills a Unit, summon a Ghoul Token with its stats. (2) Witness Value: Discover a Radiant Unit. (2) Stitching: Discover two Radiant (2) Cost or less Units. Fuse them. (1) Tank Up: Your hero gains 4 Armor, then this power refreshes. (2) Die Insect: Lucky 1. Deal 8 damage to a random enemy. (2) KY Brainstorm: Add a Radiant KY card to your hand. Reduce the cost of all Spells in your hand by (1). (2) Pluck: Add a random Radiant Fruit to your hand. It costs (0). (3) Terminus Tricks: Discover a Radiant Trap to summon.
Core · Spell · Mythic · (4) Cost
Discover 2 Units. Fuse them and add the result to your hand. It costs (0).
Radiant: Discover 3 Units. Fuse them and add the result to your hand. It costs (0).
Core · Unit · Mythic · (100) Cost
Cry: Exile all other permanents. Costs (1) less for each card drawn, played, destroyed or exiled this game.
Radiant: Charge Cry: Exile all other permanents. Costs (1) less for each card drawn, played, destroyed or exiled this game.
Core · Unit · Token · (1) Cost
Rush
Radiant: Rush, Cleave
Core · Unit · Token · (1) Cost
Worth 2 Tributes.
Radiant: Worth 3 Tributes.
Core · Unit · Token · (1) Cost
Radiant: Rush
Core · Unit · Token · (0) Cost
Radiant: Armor X
Core · Spell · Token · (0) Cost
Gain 1 mana this turn.
Radiant: Gain 2 mana this turn.
Core · Unit · Token · (0) Cost
Pierce
Radiant: Pierce
Classic · Spell · Rare · (1) Cost
Deal 1 damage to the enemy hero for each card in their exile. Draw 1.
Radiant: Deal 1 damage to the enemy hero for each card in their exile. Draw 1. Recruit a card from their exile. If it's a Unit, it attacks the enemy hero at once.
Classic · Unit · Common · (1) Cost
Cry: Your next Trap or Field Spell costs (2) less.
Radiant: Cry: Your next Trap or Field Spell costs (0).
Classic · Spell · Epic · (1) Cost
Heal a target 9.
Radiant: Heal a target 18.
Classic · Field Spell · Legendary · (2) Cost
Aura: Your opponent draws at most 1 card a turn. When your opponent plays a (1) Cost Spell, Tribute this to steal and cast it.
Radiant: Aura: Your opponent draws at most 1 card a turn. When your opponent plays a (1) Cost Spell, steal and cast it. Once it has stolen 3, Tribute this.
Classic · Field Trap · Epic · (2) Cost
Animated, Lifesteal Reveals when your opponent summons a Unit: Deal 4 damage to it. Then summon this in Defense Position. Later Units are not hit.
Radiant: Animated, Lifesteal Reveals when your opponent summons a Unit: Deal 8 damage to it. Then summon this in Defense Position. Later Units are not hit.
Classic · Unit · Common · (2) Cost
Cloaked Aura: Your Traps cost (0).
Radiant: Cloaked Aura: Your Traps cost (0). After you play a Trap, gain 1 mana.
Classic · Field Spell · Legendary · (1) Cost
Cry: Exile a (1) Cost or less Spell from your hand. Activate: Cast a copy of that Spell.
Radiant: Cry: Exile a (2) Cost or less Spell from your hand. Activate: Cast a copy of that Spell.
Classic · Spell · Rare · (1) Cost
Your opponent chooses 3 times: they discard 1 random card, they exile the bottom 1 card of their deck, or you draw 1.
Radiant: Your opponent chooses 3 times: they discard 2 random cards, they exile the bottom 2 cards of their deck, or you draw 2.
Classic · Trap · Legendary · (3) Cost
Reveals when the cards your opponent has drawn in a turn reach 2: They keep one card of their choice and give you the rest of their hand.
Radiant: Reveals when the cards your opponent has drawn in a turn reach 2: They keep one card of their choice and give you the rest of their hand. The cards you get cost (1) less.
Classic · Trap · Common · (2) Cost
Reveals when your opponent plays a (2) Cost or less card: Counter and exile it.
Radiant: Reveals when your opponent plays a (3) Cost or less card: Counter and exile it, then random enemy permanents that together cost up to (3) minus its cost.
Classic · Spell · Common · (1) Cost
Look at your opponent's hand. Exile 1 card from it.
Radiant: Look at your opponent's hand. Choose a cost. Exile every card of that cost from it.
Classic · Spell · Epic · (1) Cost
Lifesteal Deal 4 damage to a Unit.
Radiant: Lifesteal Deal 8 damage to a Unit.
Classic · Unit · Common · (1) Cost
Charge After this attacks, draw 1.
Radiant: Charge After this attacks, Recruit 1 card.
Classic · Trap · Common · (2) Cost
Reveals when any of your Units die: Bounce them. They cost (0).
Radiant: Reveals when any of your Units would die: Flicker them instead, so they survive. Add a copy of each to your hand. The copies cost (0).
Classic · Unit · Common · (1) Cost
Activate ♾️: Discard a random card. Exile the bottom 1 card of your opponent's deck.
Radiant: Activate ♾️: Discard a random card. Exile the bottom 1 card of your opponent's deck and a random card from their hand.
Classic · Spell · Epic · (1) Cost
Trample Deal 4 damage.
Radiant: Trample Deal 8 damage.
Classic · Trap · Common · (2) Cost
Reveals when your opponent plays a Spell: Counter it.
Radiant: Reveals when your opponent plays a Spell: Counter it. Add a copy of it to your hand. The copy costs (0).
Classic · Spell · Epic · (3) Cost
Choose a number. Exile every card on the field that costs that much.
Radiant: Choose a number. Exile every card on your opponent's field, in their hand and in their deck that costs that much.
Classic · Spell · Rare · (1) Cost
Deal 2 damage. Your largest pile adds: Deck, draw 1; Graveyard, gain 2 mana; Exile, deal 4 more damage. Ties go to the first listed.
Radiant: Deal 4 damage. Your two largest piles add: Deck, draw 1; Graveyard, gain 2 mana; Exile, deal 4 more damage. Ties go to the first listed.
Classic · Field Spell · Rare · (2) Cost
Activate: Choose one: Deal 2 damage; your opponent discards 1 random card; or choose a Unit, which is destroyed at the start of your next turn.
Radiant: Activate: Choose one: Deal 4 damage; your opponent discards 2 random cards; or all enemy Units are destroyed at the start of your next turn.
Classic · Unit · Common · (2) Cost
Activate: Tribute another Unit. Deal damage equal to 1× its Attack.
Radiant: Activate: Tribute another Unit. Deal damage equal to 2× its Attack.
Classic · Unit · Common · (1) Cost
Cry: If this is in midlane, Tribute it. If you had 4 or more mana when you played this, Bounce 2 random enemy permanents.
Radiant: Cry: If this is in midlane, Tribute it. If you had 4 or more mana when you played this, Bounce 3 random enemy permanents.
Classic · Field Spell · Rare · (2) Cost
Cry: Discard 666 random cards. Activate: This turn, each card you play is replaced by a Book of Flame.
Radiant: Cry: Discard 6 random cards. Activate: This turn, each card you play is replaced by a Radiant Book of Flame.
Classic · Spell · Epic · (1) Cost
Draw 3.
Radiant: Draw 6.
Classic · Spell · Epic · (0) Cost
Exile every (1) Cost or less card on the field.
Radiant: Exile every (1) Cost or less enemy card on the field, in their hand and in their deck.
Classic · Spell · Common · (0) Cost
Draw 4. Then discard 4 random cards.
Radiant: Draw 5. Then discard 4 random cards.
Classic · Unit · Common · (0) Cost
Plague Counters placed on this are multiplied by 2.
Radiant: Plague Counters placed on this are multiplied by 3.
Classic · Field Spell · Legendary · (0) Cost
Cry: Exile your deck and discard your hand. Aura: You may play (1)+ Cost cards from your graveyard. Cards that would go there are exiled instead.
Radiant: Cry: Exile your deck and discard your hand. Aura: You may play (1)+ Cost cards from your graveyard.
Classic · Spell · Epic · (1) Cost
Set health of a hero to 13. End the turn.
Radiant: Set health of a hero to 13.
Classic · Spell · Rare · (1) Cost
Shuffle your graveyard into your deck. Draw 1.
Radiant: Shuffle your graveyard into your deck. They cost (1) less. Draw 1.
Classic · Unit · Common · (2) Cost
Cry: Recruit 1 Unit of (2) Cost or less.
Radiant: Cry: Recruit 2 Units of (2) Cost or less.
Classic · Spell · Rare · (1) Cost
Steal an enemy permanent in a lane where you control a (1) Cost Unit.
Radiant: Summon a Felinor Token. Then steal an enemy permanent in a lane where you control a (1) Cost Unit.
Classic · Unit · Legendary · (0) Cost
While this is in your hand: When your opponent targets one of your Units with a Spell, summon this and make it the new target.
Radiant: Indestructible While this is in your hand: When your opponent targets one of your Units with a Spell, summon this and make it the new target.
Classic · Spell · Rare · (1) Cost
Return 2 random cards from your graveyard to hand.
Radiant: Return 4 random cards from your graveyard or exile to hand.
Classic · Spell · Common · (0) Cost
Your next Spell this turn costs (2) less.
Radiant: Your next Spell this turn costs (4) less.
Classic · Spell · Common · (0) Cost
Deal 2 damage. If you have 4 or more mana left, draw 1.
Radiant: Deal 4 damage. If your max mana is 4 or more, draw 1.
Classic · Spell · Epic · (1) Cost
Draw your deck. At the end of this turn, discard your hand.
Radiant: Draw your deck. At the end of your next turn, discard your hand.
Classic · Field Trap · Rare · (2) Cost
Animated Reveals when you have played 3 cards in a turn. Then, whenever you play a card, draw 1 and deal 2 damage to the enemy hero.
Radiant: Animated Reveals when you have played 2 cards in a turn. Then, whenever you play a card, draw 1 and deal 4 damage to the enemy hero.
Classic · Spell · Epic · (1) Cost
Place 1 Plague Counter on a permanent. If it's an enemy's with at least its cost in Plague Counters, steal it. Otherwise, draw 1 per Plague Counter on it.
Radiant: Place 2 Plague Counters on a permanent. If it's an enemy's with at least its cost in Plague Counters, steal it. Otherwise, draw 1 per Plague Counter on it.
Classic · Unit · Rare · (1) Cost
Cry: If your opponent controls 4 or more permanents, steal a random one.
Radiant: Cry: If your opponent controls 4 or more permanents, steal one of your choice.
Classic · Unit · Common · (1) Cost
Indestructible
Radiant: Indestructible, Lifesteal
Classic · Field Spell · Rare · (2) Cost
Aura: Your Units have +1/+1, enemy Units −1/−1, per Plague Counter on them. Activate: Place a Plague Counter on each of 2 random Units.
Radiant: Aura: Your Units have +2/+2, enemy Units −2/−2, per Plague Counter on them. Activate: Place a Plague Counter on each of 2 random Units.
Classic · Spell · Epic · (4) Cost
Destroy all Units. Gain 1 mana for each Plague Counter that was on them.
Radiant: Destroy all Units. Gain 1 mana for each Plague Counter that was on them. Then summon each that had one from its owner's graveyard, under your control.
Classic · Spell · Legendary · (4) Cost
Summon Units from your graveyard that cost (5) or less in total. Exile this.
Radiant: Summon every Unit from your graveyard. Exile this.
Classic · Unit · Legendary · (2) Cost
Tribute 1 Cry and whenever this attacks: Draw 1 and heal your hero 3.
Radiant: Tribute 1 Cry and whenever this attacks: Draw 2 and heal your hero 6.
Classic · Spell · Rare · (1) Cost
Draw until you have as many cards in hand as your opponent.
Radiant: Draw until you have 2× as many cards in hand as your opponent.
Classic · Unit · Rare · (2) Cost
Cry: Cast Ancient Acquisition. While this is in your graveyard: When one of your Traps reveals, return this to hand.
Radiant: Cry: Cast Ancient Acquisition. While this is in your graveyard: When one of your Traps reveals, return this to hand. It costs (0).
Classic · Unit · Common · (2) Cost
Cry: Choose a permanent. If its card takes more lines of code to implement than this one, destroy it.
Radiant: Cry: Destroy a permanent whose card takes more lines of code to implement than this one.
Classic · Unit · Common · (3) Cost
Rush Aura: Players can't draw more than 1 card each turn.
Radiant: Rush Aura: Your opponent can't draw more than 1 card each turn.
Classic · Unit · Rare · (2) Cost
Cry: Exile every card in both graveyards. Aura: Cards that would go to a graveyard are exiled instead.
Radiant: Cry: Exile every card in your opponent's graveyard. Aura: Cards your opponent owns that would go to a graveyard are exiled instead.
Classic · Unit · Common · (1) Cost
Stack Death: Destroy every backrow card.
Radiant: Stack Death: Destroy every enemy backrow card.
Classic · Trap · Epic · (2) Cost
Reveals when a hit would bring your hero to 0 or less: Redirect the hit to the enemy hero. Then heal your hero 10 and draw 3.
Radiant: Reveals when a hit would bring your hero to 0 or less: Redirect the hit to the enemy hero. Then heal your hero 20 and draw your deck.
Classic · Unit · Common · (1) Cost
Cry: Place 1 Plague Counter on a permanent. Whenever Plague Counters are placed on this, draw 1.
Radiant: Cry: Place 2 Plague Counters on a permanent. Whenever Plague Counters are placed on this, draw 2.
Classic · Spell · Common · (1) Cost
Trigger a Cry of one of your Units on the field or in your graveyard.
Radiant: Trigger a Cry of any Unit on the field or in a graveyard, 2 times.
Classic · Spell · Epic · (1) Cost
Deal 4 damage. End of turn: Become a random other Book.
Radiant: Deal 8 damage. End of turn: Become a random other Radiant Book.
Classic · Unit · Legendary · (4) Cost
Cry: Choose up to 3 Spells in your graveyard. Cast them, then exile them.
Radiant: Cry: Cast every Spell in your graveyard, oldest first, then exile them.
Classic · Spell · Epic · (1) Cost
This has the text of the last Spell either player played.
Radiant: Echo 1 This has the text of the last Spell either player played.
Classic · Field Spell · Common · (2) Cost
Start of turn: Draw 1 card from the bottom of your opponent's deck.
Radiant: Start of turn and end of turn: Draw 1 card from the bottom of your opponent's deck.
Classic · Unit · Common · (1) Cost
Cry: Place 1 Plague Counter on this. Then deal damage equal to the number of Plague Counters on the field.
Radiant: Cry: Place 2 Plague Counters on this. Then deal damage equal to the number of Plague Counters on the field.
Classic · Spell · Epic · (5) Cost
Recruit every permanent in your deck. If this would go to your graveyard, put it on the bottom of your deck instead.
Radiant: Recruit every permanent in your deck.
Classic · Unit · Rare · (3) Cost
Tribute 1, Rush, Trample Cry: Place 3 Plague Counters. Draw 1.
Radiant: Tribute 1, Rush, Trample Cry: Place 3 Plague Counters. Draw 2.
Classic · Field Spell · Rare · (1) Cost
At the start of each player's turn: Destroy every permanent that player controls with a Plague Counter on it.
Radiant: At the start of your opponent's turn: Destroy every permanent they control with a Plague Counter on it.
Classic · Trap · Common · (1) Cost
Start of turn: Reveal. Place 1 Plague Counter on each permanent. Draw 1.
Radiant: Start of turn: Reveal. Place 2 Plague Counters on each permanent. Draw 2.
Classic · Field Spell · Rare · (1) Cost
Activate: Discard 2 random cards. Whenever you discard cards, draw that many.
Radiant: Activate: Discard 2 random cards. Whenever you discard cards, draw your deck.
Classic · Trap · Common · (2) Cost
End of turn: Flip a coin. On heads, this reveals: Recruit 1 card.
Radiant: Revealed. End of turn: Flip a coin. On tails, Recruit a card. On heads, this reveals: Recruit 3 cards.
Classic · Unit · Common · (2) Cost
While this is in your hand: After you play a Unit, summon this. After you play a card, Bounce this.
Radiant: Rush While this is in your hand: After you play a Unit, summon this. After you play a card, Bounce this.
Classic · Unit · Common · (1) Cost
Pierce Cry: Switch every enemy Unit to Defense Position.
Radiant: Pierce, Rush Cry: Switch every enemy Unit to Defense Position.
Classic · Unit · Common · (4) Cost
Aura: (3)+ Cost cards cost (1) more.
Radiant: Aura: Your opponent can't play (3)+ Cost cards.
Classic · Unit · Rare · (2) Cost
Charge Has First Strike while it has a Plague Counter. Has +2 Attack for each Plague Counter on it.
Radiant: Charge Has First Strike while it has a Plague Counter. Has +4 Attack for each Plague Counter on it.
Classic · Spell · Epic · (1) Cost
Place 5 Plague Counters.
Radiant: Place 10 Plague Counters.
Classic · Unit · Common · (3) Cost
Cry: Destroy every other card in this lane. Lock this lane.
Radiant: Cry: Destroy the enemy cards in this lane. Lock the enemy side of this lane.
Classic · Trap · Rare · (2) Cost
Reveals when your opponent plays a Spell, Field Spell, Trap or Field Trap: Counter it.
Radiant: Reveals when your opponent plays a Spell, Field Spell, Trap or Field Trap: Steal it.
Classic · Unit · Common · (2) Cost
Rush, Cleave, Lifesteal
Radiant: Charge, Cleave, Lifesteal
Classic · Field Spell · Epic · (2) Cost
Cry: Place 2 Plague Counters on this. Activate: Play a Unit from your graveyard, spending at least 1 Plague Counter as mana.
Radiant: Cry: Place 4 Plague Counters on this. Activate: Play a Unit from your graveyard, spending at least 1 Plague Counter as mana.
Classic · Field Spell · Rare · (3) Cost
Aura: Damage to your hero is divided by 2, rounded up.
Radiant: Aura: Damage to your hero is divided by 4, rounded up.
Classic · Unit · Rare · (2) Cost
Rush Cry: Place 2 Plague Counters. Draw 1.
Radiant: Rush Cry: Place 4 Plague Counters. Draw 2.
Classic · Unit · Common · (2) Cost
Stack Aura: Spells cost (1) more.
Radiant: Stack Aura: Spells cost (2) more.
Classic · Field Spell · Rare · (1) Cost
Activate: Remove a Plague Counter from a permanent. If it's an enemy's, exile it; your backrow card, draw 2; your Unit, it attacks a random enemy 1 time.
Radiant: Activate ♾️: Remove a Plague Counter from a permanent. If it's an enemy's, exile it; your backrow card, draw 4; your Unit, it attacks a random enemy 2 times.
Classic · Spell · Common · (1) Cost
Draw 3. They cost (1) less. Then exile each of them that costs more than (0).
Radiant: Draw 3. They cost (1) less. Then exile each of them that costs more than (1).
Classic · Unit · Legendary · (4) Cost
Tribute 3, Rush, Trample, Indestructible
Radiant: Tribute 3, Charge, Trample, Indestructible
Classic · Field Spell · Rare · (2) Cost
Activate: Choose one: Heal your hero 3; draw 1; or reduce the Cost of a card in your hand by (1).
Radiant: Activate: Choose one: Heal your hero 6; draw 2; or reduce the Cost of a card in your hand by (2).
Classic · Unit · Common · (1) Cost
Worth 2 Tributes. Death: Draw 2.
Radiant: Worth 3 Tributes. Death: Draw 3.
Classic · Spell · Common · (3) Cost
Trample Deal 10 damage to a Unit.
Radiant: Trample Deal 20 damage to a Unit.
Classic · Field Spell · Rare · (2) Cost
Indestructible After a permanent is played, Lock its zone. Activate: Tribute this.
Radiant: Indestructible After your opponent plays a permanent, Lock its zone. Activate: Tribute this.
Classic · Unit · Legendary · (4) Cost
Cry: Swap decks with your opponent.
Radiant: Cry: Swap decks with your opponent. Then Recruit 1 card.
Classic · Unit · Common · (4) Cost
Classic · Field Spell · Epic · (X) Cost
This enters with X Plague Counters on it. Aura: Counter every card played whose cost equals the number of Plague Counters on this.
Radiant: This enters with X Plague Counters on it. Aura: Counter every card your opponent plays whose cost equals the number of Plague Counters on this.
Classic · Field Trap · Rare · (3) Cost
Start of turn: Reveal. Aura: Enemy Units have −X Attack, where X is 2× their number. When your opponent has no Units, Tribute this.
Radiant: Start of turn: Reveal. Aura: Enemy Units have 0 Attack. When your opponent has no Units, Tribute this.
Classic · Unit · Rare · (2) Cost
Divine Shield To target this with anything but an attack, a player must also discard 2 random cards.
Radiant: Divine Shield, Reborn To target this with anything but an attack, a player must also discard 2 random cards.
Classic · Field Spell · Mythic · (1) Cost
Indestructible Each quest you complete offers rewards; the reward you choose sets your next quest.
Radiant: Indestructible Each quest you complete gives every reward it offers, and you follow every path.
Classic+ · Trap · Epic · (3) Cost
Crater Reveals when an enemy Unit attacks your hero: Exile all Units.
Radiant: Crater Reveals when an enemy Unit attacks your hero: Exile all enemy Units.
Classic+ · Trap · Epic · (3) Cost
Reveals when an enemy Unit attacks your hero: Fill your board with random Felinor Units. Give them Taunt.
Radiant: Reveals when an enemy Unit attacks your hero: Fill your board with random Radiant Felinor Units. Give them Taunt.
Classic+ · Unit · Rare · (2) Cost
End of turn: Place 2 Plague Counters on this. Death: Deal 1 damage to a random enemy for each Plague Counter on this.
Radiant: End of turn: Place 3 Plague Counters on this. Death: Deal 1 damage to a random enemy for each Plague Counter on this.
Classic+ · Unit · Common · (3) Cost
Stack When this is played onto a pile, the cards beneath it become copies of this.
Radiant: Stack, First Strike When this is played onto a pile, the cards beneath it become copies of this.
Classic+ · Unit · Common · (2) Cost
Cry: Destroy every backrow card you control.
Radiant: Cry: Destroy every backrow card.
Classic+ · Unit · Common · (1) Cost
Rush, Lifesteal, Poisonous
Radiant: Rush, Lifesteal, Poisonous, Reborn
Classic+ · Field Spell · Rare · (4) Cost
Cry and start of turn: Summon a Right-house defender or a Wrong-House Attacker at random.
Radiant: Cry and start of turn: Summon a Right-house defender and a Wrong-House Attacker.
Classic+ · Spell · Rare · (2) Cost
Nerf 5 random cards in your opponent's deck. Draw 1.
Radiant: Nerf every card in your opponent's deck. Draw 1.
Classic+ · Spell · Common · (0) Cost
Vanilla a Unit.
Radiant: Vanilla a permanent.
Classic+ · Spell · Common · (0) Cost
Give a Unit Reborn.
Radiant: Give a Unit Reborn. Make it Radiant.
Classic+ · Unit · Rare · (2) Cost
Aura: Your hero can't take more than 1 damage at a time.
Radiant: Reborn Aura: Your hero can't take more than 1 damage at a time.
Classic+ · Unit · Legendary · (3) Cost
Taunt End of turn: Add 1 random Pancake token to your hand.
Radiant: Taunt End of turn: Add 2 random Pancake tokens to your hand.
Classic+ · Spell · Token · (0) Cost
Destroy a Unit. Your hero takes damage equal to its Health.
Radiant: Destroy a Unit. Heal your hero by its Health.
Classic+ · Spell · Token · (1) Cost
Deal 6 damage to an enemy or heal an ally 6.
Radiant: Deal 12 damage to an enemy or heal an ally 12.
Classic+ · Spell · Token · (1) Cost
Steal a random Unit from your opponent's deck and put it in your hand. It costs (0).
Radiant: Steal a random Unit from your opponent's deck and put it in your hand. It costs (0) and becomes Radiant.
Classic+ · Spell · Token · (1) Cost
Deal 3 damage to each enemy.
Radiant: Deal 6 damage to each enemy.
Classic+ · Field Spell · Token · (1) Cost
Cry: Give your Units Divine Shield. Aura: Your Units have +2/+2.
Radiant: Cry: Give your Units Divine Shield. Aura: Your Units have +4/+4.
Classic+ · Spell · Token · (2) Cost
Destroy all Units. Exile the top card of your deck for each one destroyed.
Radiant: Destroy all Units. Exile the top card of your opponent's deck for each one destroyed.
Classic+ · Spell · Token · (2) Cost
Exile 5 random cards from your deck. Summon the Units among them.
Radiant: Exile 5 random cards from your deck. Summon the Units among them and make them Radiant.
Classic+ · Field Spell · Token · (2) Cost
Animated on your turn, Rush Death: Summon a copy of every Unit this destroyed.
Radiant: Animated on your turn, Rush Death: Summon a copy of every Unit this destroyed and make them Radiant.
Classic+ · Unit · Legendary · (1) Cost
Death: Add 1 random Pancake token to your hand.
Radiant: Reborn Death: Add 1 random Pancake token to your hand.
Classic+ · Spell · Epic · (1) Cost
The next Spell you play gains "After this resolves, return it to hand. This can't cost less than (2)."
Radiant: The next Spell you play gains "After this resolves, return it to hand. This can't cost less than (1)."
Classic+ · Spell · Common · (1) Cost
Summon a Rush Token. It gains 1 random combat keyword.
Radiant: Summon 3 Rush Tokens. Each gains 1 random combat keyword.
Classic+ · Spell · Rare · (2) Cost
Summon a Rush Token. It gains 3 random combat keywords.
Radiant: Summon 3 Rush Tokens. Each gains 3 random combat keywords.
Classic+ · Spell · Epic · (4) Cost
Summon a Rush Token. It gains 6 random combat keywords.
Radiant: Summon 3 Rush Tokens. Each gains 6 random combat keywords.
Classic+ · Unit · Common · (2) Cost
Start of turn: If you control no Field Spell or Trap, Tribute this.
Radiant: Start of turn: If no player controls a Field Spell or Trap, Tribute this.
Classic+ · Spell · Legendary · (4) Cost
Summon Top Loser, Jungle Loser, Mid Loser, Support Loser and Bot Loser in zones 1 to 5, skipping full or Locked ones. Trigger Mid Loser's Cry.
Radiant: Summon Radiant Top Loser, Jungle Loser, Mid Loser, Support Loser and Bot Loser in zones 1 to 5, skipping full or Locked ones. Trigger Mid Loser's Cry.
Classic+ · Unit · Token · (2) Cost
Armor 3 Can't be in Defense Position. Only Units in this lane can attack this.
Radiant: Armor 6, Immune to Spells Can't be in Defense Position. Only Units in this lane can attack this.
Classic+ · Unit · Token · (2) Cost
End of turn: 25% chance: This attacks a random enemy Unit. If it destroys the enemy Unit across from your Bot Loser, your Bot Loser goes Berserk.
Radiant: End of turn: 50% chance: This attacks a random enemy Unit. If it destroys the enemy Unit across from your Bot Loser, your Bot Loser gets the kill instead.
Classic+ · Unit · Token · (2) Cost
Cry: Flip a coin. Heads (Fed): This gains +4/+4. Tails (Int): This gains −2/−2 and your opponent gains 1 mana next turn.
Radiant: Lucky 1 Cry: Flip a coin. Heads (Fed): This gains +10/+10. Tails (Int): This gains −2/−2 and your opponent gains 1 mana next turn.
Classic+ · Unit · Token · (2) Cost
Divine Shield End of turn: Heal your hero and each of your Units 3.
Radiant: Divine Shield, Reborn End of turn: Heal your hero and each of your Units 6.
Classic+ · Unit · Token · (2) Cost
Rush, First Strike Whenever this destroys a Unit, it gains +4 Attack. While Berserk: Start of turn and end of turn: this attacks your hero.
Radiant: Charge, First Strike Whenever this destroys a Unit, it gains +8 Attack. This can't go Berserk.
Classic+ · Unit · Common · (1) Cost
Cry: Give the Units adjacent to this +2/+2.
Radiant: Cry: Give the Units adjacent to this +4/+4.
Classic+ · Spell · Common · (0) Cost
Pierce Deal 1 damage to all Units.
Radiant: Pierce Deal 1 damage to all Units. End of turn: Return this to hand.
Classic+ · Trap · Rare · (1) Cost
Reveals when an enemy would be healed: For the rest of this turn, healing on enemies deals that much Pierce damage to them instead.
Radiant: Reveals when an enemy would be healed: From now on, healing on enemies deals that much Pierce damage to them instead.
Classic+ · Spell · Epic · (1) Cost
Add 3 random cards to your hand. Each may be a token. Give each Brittle 2.
Radiant: Add 3 random cards to your hand. Each may be a token. Give each Brittle 2. Each costs (1).
Classic+ · Spell · Epic · (3) Cost
Destroy every card in lanes 1 and 5.
Radiant: Destroy every enemy card in lanes 1 and 5.
Classic+ · Spell · Common · (2) Cost
Destroy a random enemy Unit.
Radiant: Lucky 1 Destroy a random enemy Unit.
Classic+ · Unit · Common · (3) Cost
Taunt Cast on draw: End the turn. Cry: Lose all your mana. Gain +1/+1 per mana lost.
Radiant: Taunt Cast on draw: You may take 1 more action, then your turn ends. Cry: Lose all your mana. Gain +2/+2 per mana lost.
Classic+ · Spell · Mythic · (4) Cost
Replace your hand with the perfect hand. Refresh your mana.
Radiant: Replace your hand with the perfect Radiant hand. Refresh your mana.
Classic+ · Unit · Common · (2) Cost
Taunt, Reborn Death: Heal your hero 3.
Radiant: Taunt, Reborn, Divine Shield Death: Heal your hero 6.
Classic+ · Spell · Mythic · (3) Cost
Discover a card from the board your last game ended with. It costs (0).
Radiant: Add 3 random cards from the board your last game ended with to your hand. Each costs (0).
Classic+ · Unit · Epic · (4) Cost
Cry: Discover a Felinor Unit, then another. Fuse both into this.
Radiant: Cry: Discover a Radiant Felinor Unit, then another. Fuse both into this.
Classic+ · Field Spell · Epic · (2) Cost
Activate: Choose a card in your hand. Fuse a random card into it. Its cost doesn't change.
Radiant: Activate: Choose a card in your hand. Fuse a random Radiant card into it. Its cost doesn't change.
Classic+ · Spell · Epic · (2) Cost
Add an Execute, a Brawl and a Blade Storm to your hand.
Radiant: Add a Radiant Execute, a Radiant Brawl and a Radiant Blade Storm to your hand.
Classic+ · Spell · Token · (1) Cost
Destroy a damaged Unit.
Radiant: Destroy every damaged enemy Unit.
Classic+ · Spell · Token · (3) Cost
Destroy all Units but one chosen at random.
Radiant: Destroy all Units but one of your choice.
Classic+ · Spell · Token · (1) Cost
Cast Whirlwind until a Unit dies.
Radiant: Deal 1 damage to all enemy Units. Repeat until a Unit dies, up to 30 times.
Classic+ · Field Spell · Rare · (2) Cost
The first Unit you stack onto this is fused into it. Aura: Your Units have Flying and Stack.
Radiant: The first Unit you stack onto this becomes Radiant and is fused into it. Aura: Your Units have Flying and Stack.
Classic+ · Field Spell · Epic · (3) Cost
Choose one. End of turn: Lock a random enemy zone. After your opponent plays a Unit or Field Spell, Lock its zone.
Radiant: End of turn: Lock a random enemy zone. After your opponent plays a Unit or Field Spell, Lock its zone.
Classic+ · Spell · Legendary · (4) Cost
Choose 1, 2 or 3. Return the board to how it was that many turns ago.
Radiant: Choose 1, 2 or 3, and your side, your opponent's side or both. Return that part of the board to how it was that many turns ago.
Classic+ · Spell · Rare · (2) Cost, Embiggened (4)
Shuffle 7 Bone Storms into your deck. Embiggened (4): 17 instead.
Radiant: Shuffle 7 Radiant Bone Storms into your deck. Embiggened (4): 17 instead.
Classic+ · Spell · Token · (1) Cost
Cast on draw: Deal 1 damage to each enemy.
Radiant: Echo 1 Cast on draw: Deal 1 damage to each enemy.
Classic+ · Unit · Legendary · (5) Cost
While in your hand or deck: After you play 3 non-Units in a turn, summon this. End of turn: Cast a copy of a random non-Unit you played this turn.
Radiant: While in your hand or deck: After you play 3 non-Units in a turn, summon this. End of turn: Cast a copy of each non-Unit you played this turn.
Classic+ · Unit · Epic · (2) Cost
Spell Damage +2 Death: Shuffle a Solarius Prime into your deck.
Radiant: Spell Damage +4 Death: Shuffle a Radiant Solarius Prime into your deck.
Classic+ · Unit · Token · (4) Cost
Spell Damage +3 Cry: Cast 5 random Spells. Each aims at enemies when it harms and at your side when it helps.
Radiant: Spell Damage +6 Cry: Cast 5 random Radiant Spells. Each aims at enemies when it harms and at your side when it helps.
Classic+ · Unit · Common · (1) Cost
Start of turn: Place a Plague Counter on this. Death: Add a random Book to your hand for each Plague Counter on this.
Radiant: Start of turn: Place a Plague Counter on this. Death: Add a random Radiant Book to your hand for each Plague Counter on this.
Classic+ · Spell · Epic · (X) Cost
Choose one: Military, Education, Culture, or Healthcare.
Radiant: Choose one: Military, Education, Culture, or Healthcare. Greater effects.
Classic+ · Spell · Rare · (1) Cost
Choose a card in your hand. Change a random number on it to 3.
Radiant: Choose a card in your hand. Discover a number on it and change that number to 3.
Classic+ · Spell · Legendary · (1) Cost
Offer an easy, a medium, and a hard problem, each with a random reward.
Radiant: Offer an easy, a medium, and a hard problem, each with a random Radiant reward.
Classic+ · Field Spell · Token · (4) Cost
Activate: Gain 1 mana. Your opponent discards 1 random card. Heal your hero 5. Add a random Book, KY card, Legendary and (4) Cost card to your hand. They cost (0).
Radiant: Activate: Gain 2 mana. Your opponent discards 2 random cards. Heal your hero 10. Add a random Radiant Book, KY card, Legendary and (4) Cost card to your hand. They cost (0).
Classic+ · Spell · Legendary · (4) Cost
Fuse 3 random AI generated cards and add the result to your hand. It costs (0).
Radiant: Fuse 3 random Radiant AI generated cards and add the result to your hand. It costs (0).
Classic+ · Spell · Rare · (3) Cost
Exile every permanent whose card has fewer lines of code than this one.
Radiant: Choose all permanents or only your opponent's. Exile each of them whose card has fewer lines of code than this one.
Classic+ · Spell · Rare · (2) Cost
Exile every permanent whose card has more lines of code than this one.
Radiant: Choose all permanents or only your opponent's. Exile each of them whose card has more lines of code than this one.
Classic+ · Unit · Legendary · (2) Cost
Rush Aura: Your other Felinors have +1/+1. Death: Shuffle a Felinor Flagbearer Prime into your deck.
Radiant: Rush Aura: Your Felinors have +2/+2. Death: Shuffle a Felinor Flagbearer Prime into your deck.
Classic+ · Unit · Token · (2) Cost
Rush Cry: Fill your board with copies of this. Aura: Your other Felinors have +1/+1.
Radiant: Rush Cry: Fill your board with copies of this. Aura: Your other Felinors have +2/+2.
Classic+ · Spell · Legendary · (4) Cost
Cast 10 random Spells.
Radiant: Echo 1 Cast 10 random Spells.
Classic+ · Unit · Legendary · (1) Cost
Can't be in Defense Position. Death: Add a random Jlockeed card to your hand. It costs (0).
Radiant: Death: Add a random Radiant Jlockeed card to your hand. It costs (0).
Classic+ · Unit · Rare · (2) Cost
Taunt End of turn: A random card in your hand costs (2) less.
Radiant: Taunt End of turn: A random card in your hand costs (20) less.
Classic+ · Spell · Epic · (1) Cost
Cast on draw: If you control fewer Units than your opponent, give all Units −2/−2. Otherwise, give all Units +2/+2.
Radiant: Cast on draw: If you control fewer Units than your opponent, give enemy Units −3/−3. Otherwise, give your Units +3/+3.
Classic+ · Unit · Epic · (3) Cost
First Strike, Rush Can't be in Defense Position. Can't be attacked.
Radiant: First Strike, Rush, Divine Shield Can't be in Defense Position. Can't be attacked.
Classic+ · Spell · Epic · (2) Cost
For the rest of the game. Start of turn: Add 1 random Jlockeed card to your hand.
Radiant: For the rest of the game. Start of turn: Add 1 random Radiant Jlockeed card to your hand. Each costs (1) less.
Classic+ · Spell · Epic · (1) Cost
Summon 1-2 Rush Tokens.
Radiant: Lucky 1 Summon 1-2 Radiant Rush Tokens.
Classic+ · Spell · Epic · (1) Cost
Add 2 random Books to your hand. Each costs (0) and is Temporary.
Radiant: Add 2 random Radiant Books to your hand. Each costs (0) and is Temporary.
Classic+ · Spell · Epic · (1) Cost
Add 3 random Legendary or Mythic cards to your hand.
Radiant: Add 3 random Radiant Legendary or Mythic cards to your hand.
Classic+ · Spell · Epic · (1) Cost
Your opponent discards 2 random cards.
Radiant: Your opponent discards 4 random cards.
Classic+ · Spell · Epic · (1) Cost
Give a Unit +5/+5.
Radiant: Give a Unit +10/+10.
Classic+ · Spell · Rare · (1) Cost
Add 3 random Fruits to your hand.
Radiant: Add 3 random Radiant Fruits to your hand.
Classic+ · Spell · Rare · (1) Cost
Summon a Rush Token. Heal your hero 2. Deal 1 damage.
Radiant: Summon a Radiant Rush Token. Heal your hero 4. Deal 2 damage.
Classic+ · Field Spell · Rare · (2) Cost
Activate: Add 1 All Purpose Apple to your hand.
Radiant: Activate: Add 1 Radiant All Purpose Apple to your hand.
Classic+ · Field Spell · Rare · (1) Cost
Death: Add 2 Stockpiles to your hand. Each costs (0).
Radiant: Death: Add 2 Radiant Stockpiles to your hand. Each costs (0).
Classic+ · Spell · Epic · (1) Cost
Discover 1 to 4 cells, each from 3 random cells in different lanes. Exile every card on the cubic curve through them (x = lane, y = row).
Radiant: Discover 1 to 4 cells, each from 3 random cells in different lanes. Exile every enemy card on the cubic curve through them (x = lane, y = row).
Classic+ · Field Spell · Rare · (3) Cost
Start of turn: Add a random Fruit to your hand. It costs (0).
Radiant: Start of turn: Add a random Radiant Fruit to your hand. It costs (0).
Classic+ · Unit · Rare · (5) Cost
Rush, Trample Costs (1) less for each Fruit you've played this game.
Radiant: Rush, Trample, Divine Shield Costs (1) less for each Fruit you've played this game.
Classic+ · Spell · Rare · (1) Cost
Add 2 Grapes to your hand.
Radiant: Lucky 1 Add 2 Radiant Grapes to your hand.
Classic+ · Spell · Token · (1) Cost
Lose 5 health.
Radiant: Lose 1 health.
Classic+ · Spell · Token · (1) Cost
Deal 2 damage to an enemy or heal an ally 2. Draw 1. It costs (1) less.
Radiant: Deal 4 damage to an enemy or heal an ally 4. Draw 2. They cost (1) less.
Classic+ · Spell · Token · (3) Cost
Deal 5 damage to an enemy or heal an ally 5. Draw 1. Each costs (0).
Radiant: Deal 10 damage to an enemy or heal an ally 10. Draw 2. Each costs (0).
Classic+ · Spell · Token · (1) Cost
Make a card on your side of the field or in your hand Radiant.
Radiant: Make a card on your side of the field or in your hand Radiant, and the cards next to it.
Classic+ · Spell · Token · (0) Cost
Replace your hand with random Mythic cards. They cost (0).
Radiant: Replace your hand with random Radiant Mythic cards. They cost (0).
Classic+ · Spell · Rare · (3) Cost
Add 5 Grapes to your hand.
Radiant: Lucky 1 Add 5 Radiant Grapes to your hand.
Classic+ · Spell · Rare · (2) Cost
Summon 2 random (1) Cost Common Units.
Radiant: Summon 2 random Radiant (1) Cost Common Units.
Classic+ · Field Spell · Epic · (4) Cost
Cry: Add 1 random Fruit to your hand. Aura: Fruits you play are Radiant.
Radiant: Cry: Add 2 random Fruits to your hand. Each costs (0). Aura: Fruits you play are Radiant.
Classic+ · Unit · Rare · (X) Cost
This is a 3X/3X. Cry: Buff this X times.
Radiant: This is a 6X/6X. Cry: Buff this 2X times.
Classic+ · Field Spell · Rare · (2) Cost
Start of turn and end of turn: Buff 1 random other card in your hand or field. Nerf 1 random card in your opponent's hand or field.
Radiant: Start of turn and end of turn: Buff 2 random other cards in your hand or field. Nerf 2 random cards in your opponent's hand or field.
Classic+ · Spell · Epic · (1) Cost
Buff a card 5 times. It may be a card in your hand.
Radiant: Buff a card 10 times. It may be a card in your hand.
Classic+ · Spell · Epic · (1) Cost
Nerf a permanent 5 times.
Radiant: Nerf a card 10 times. It may be a card in your hand.
Classic+ · Spell · Legendary · (4) Cost
One random effect: Add 5 random Fruits to your hand, which cost (0); add 3 random Books to your hand, which cost (0); destroy all enemy permanents; add 3 random Classic cards to your hand, which cost (0); Buff every card in your hand and deck twice; fuse a random card into each card in your deck, each keeping its cost; Nerf every card on your opponent's field and in their hand three times; summon a Classic Golem; replace your deck with random Call to Chaos cards, which cost (0); cast a random Call to Chaos.
Radiant: Three different random effects, resolved in the order listed: Add 5 random Fruits to your hand, which cost (0); add 3 random Books to your hand, which cost (0); destroy all enemy permanents; add 3 random Classic cards to your hand, which cost (0); Buff every card in your hand and deck twice; fuse a random card into each card in your deck, each keeping its cost; Nerf every card on your opponent's field and in their hand three times; summon a Classic Golem; replace your deck with random Call to Chaos cards, which cost (0); cast a random Call to Chaos.
Classic+ · Unit · Token · (4) Cost
Rush, First Strike, Trample After attacking a Unit, this transforms into a random Classic or Classic+ Unit. If the Unit died, the new one may attack again.
Radiant: Rush, Trample, Divine Shield After attacking a Unit, this transforms into a random Radiant Classic or Classic+ Unit. If the Unit died, the new one may attack again.
Classic+ · Field Trap · Mythic · (2) Cost
Animated, Brittle 2 Every 2 cards your opponent plays, fuse a copy of the last into this and gain +1 Brittle.
Radiant: Animated, Brittle 4 Every 2 cards your opponent plays, fuse a Radiant copy of the last into this and gain +1 Brittle.
Classic+ · Unit · Legendary · (3) Cost
Cry: Shuffle 1 J-lease J-Jungle EX-plorer Pack into your deck.
Radiant: Cry: Shuffle 1 Radiant J-lease J-Jungle EX-plorer Pack into your deck.
Classic+ · Spell · Token · (2) Cost
Cast on draw: Add 5 random Radiant Classic or Classic+ cards to your hand.
Radiant: Cast on draw: Add 5 random Radiant Classic or Classic+ cards to your hand. Each costs (0).
Classic+ · Unit · Rare · (1) Cost
Death: Summon a Brother Ping.
Radiant: Death: Summon a Radiant Brother Ping.
Classic+ · Unit · Token · (2) Cost
Pierce Activate: Deal 1 damage.
Radiant: Pierce Activate 2: Deal 1 damage.
Classic+ · Spell · Epic · (2) Cost
Draw 1. Every card on the field, in hands and in decks gains Stack and Pierce. Unlock every zone.
Radiant: Draw 2. Choose all cards or only yours: Each card on the field, in hands and in decks gains Stack and Pierce. Unlock every zone.
Classic+ · Field Spell · Legendary · (3) Cost
End of turn: Add a random AI generated card to your hand. It costs (0).
Radiant: End of turn: Add a random Radiant AI generated card to your hand. It costs (0).
Classic+ · Unit · Token · (1) Cost
Taunt Cry: Discover a card from your deck.
Radiant: Taunt, Divine Shield Cry: Discover a card from your deck. It costs (1) less.
Classic+ · Unit · Token · (2) Cost
Has +1/+1 for each AI generated card you've played this game.
Radiant: Has +2/+2 for each AI generated card you've played this game.
Classic+ · Spell · Token · (0) Cost
Add a copy of a random card in your opponent's deck to your hand. Give it Brittle 2.
Radiant: Add copies of 2 different random cards in your opponent's deck to your hand. Give them Brittle 2.
Classic+ · Spell · Token · (1) Cost
Draw 1. If it costs (1) or less, repeat this, up to 4 more times.
Radiant: Draw 1. If it costs (2) or less, repeat this, up to 4 more times.
Classic+ · Spell · Token · (0) Cost
Add a copy of the last Unit, Spell or Field Spell your opponent played to your hand.
Radiant: Add a copy of the last Unit, Spell or Field Spell your opponent played to your hand. It costs (0).
Classic+ · Spell · Token · (2) Cost
Destroy all Field Spells. Deal 1 damage to each hero for each one destroyed.
Radiant: Destroy all enemy Field Spells. Deal 2 damage to the enemy hero for each one destroyed.
Classic+ · Spell · Token · (1) Cost
Your opponent's cards cost (1) more during their next turn.
Radiant: Your opponent's cards cost (2) more during their next turn.
Classic+ · Trap · Token · (1) Cost
Reveals when your opponent plays their 3rd card in a turn: After it resolves, their turn ends.
Radiant: Reveals when your opponent plays their 2nd card in a turn: After it resolves, their turn ends.
Classic+ · Trap · Token · (1) Cost
Reveals when your opponent plays a Spell that targets one of your Units: Counter it.
Radiant: Reveals when your opponent plays a Spell that targets you or one of your cards: Counter it. Draw 1.
Classic+ · Field Spell · Token · (2) Cost
End of turn: Buff a random card in your hand.
Radiant: End of turn: Buff 2 random cards in your hand.
Meditative · Field Spell · Common · (2) Cost
Aura: You can't be forced to discard cards during your opponent's turn. Cry: Draw 1 card.
Radiant: Aura: You can't be forced to discard cards during your opponent's turn. Cry: Draw 2 and gain 2 mana.
Meditative · Unit · Common · (2) Cost
Rush, Windfury Whenever this takes damage, discard 1 random card.
Radiant: First Strike, Rush, Windfury Whenever this takes damage, discard 1 random card.
Meditative · Unit · Rare · (3) Cost
Rush Whenever your opponent plays a card, exile the top 3 cards of your deck.
Radiant: Rush Whenever your opponent plays a card, exile the top 3 cards of your deck.
Meditative · Spell · Epic · (2) Cost
Draw a (0), (1), (2), (3), (4) and (5) Cost Meditative card.
Radiant: Draw a (0), (1), (2), (3), (4) and (5) Cost Meditative card. They cost (2) less.
Meditative · Spell · Rare · (1) Cost
Echo X, Pierce Deal 1 damage to a Unit. X is 2 times your max mana.
Radiant: Echo X, Lifesteal, Pierce Deal 1 damage to a Unit. X is 4 times your max mana.
Meditative · Spell · Epic · (0) Cost
Give one of your Units to your opponent. If you do, gain mana equal to its cost.
Radiant: Give one of your Units to your opponent. If you do, gain mana equal to 2 times its cost.
Meditative · Field Spell · Legendary · (4) Cost
End of turn: Heal your hero and each of your Units 3. Draw 1. Cards in your hand cost (1) less. Deal 2 damage to each enemy.
Radiant: End of turn: Heal your hero and each of your Units 6. Draw 1. Cards in your hand cost (2) less. Deal 4 damage to each enemy.
Meditative · Spell · Mythic · (0) Cost
Costs (Ascent level). Gain that level's effect, then it goes up by 1. End of turn: Return this to hand. Ascent 0: Heal your hero 2. Ascent 1: Deal 2 damage. Ascent 2: Draw 2. Ascent 3: Your opponent discards 2 random cards. Ascent 4: Exile 2 random enemy permanents. Ascent 5: Add 2 random Radiant cards to your hand. They cost (0). Ascent 6: Reach for the stars. Ascent 7: And when they're near... Ascent 8: Push even harder. Ascent 9: And you might just... Ascent 10: Win the game.
Radiant: Costs (Ascent level - 1), never less than (0). Gain that level's effect, then it goes up by 1. End of turn: Return this to hand. Ascent 0: Heal your hero 3. Ascent 1: Deal 3 damage. Ascent 2: Draw 3. Ascent 3: Your opponent discards 3 random cards. Ascent 4: Exile 3 random enemy permanents. Ascent 5: Add 3 random Radiant cards to your hand. They cost (0). Ascent 6: Reach for the stars. Ascent 7: And when they're near... Ascent 8: Push even harder. Ascent 9: And you might just... Ascent 10: Win the game.
Meditative · Field Spell · Epic · (2) Cost
Aura: Your Start of turn and End of turn effects trigger 1 additional time.
Radiant: Aura: Your Start of turn and End of turn effects trigger 2 additional times.
Meditative · Field Spell · Epic · (2) Cost
Aura: Your Cry and Death effects trigger 1 additional time.
Radiant: Aura: Your Cry and Death effects trigger 2 additional times.
Meditative · Field Spell · Legendary · (4) Cost
The first card you play each turn adds a copy of it to your hand. The copy isn't Radiant and costs (0).
Radiant: The first card you play each turn adds a Radiant copy of it to your hand. It costs (0).
Meditative · Unit · Epic · (2) Cost
Cry: Trigger your End of turn effects.
Radiant: Cry: Trigger your End of turn effects 2 times.
Meditative · Unit · Epic · (2) Cost
Armor 2 End of turn: Deal 1 damage to the enemy hero. Then this damage permanently goes up by 1.
Radiant: Armor 4 End of turn: Deal 2 damage to the enemy hero. Then this damage permanently goes up by 2.
Meditative · Spell · Epic · (2) Cost
Draw 3 cards with a prime index from your deck.
Radiant: Draw every card with a prime index from your deck.
Meditative · Unit · Common · (2) Cost
Cry: Your opponent's Spells cost (1) more during their next turn.
Radiant: Cry: Your opponent's Spells cost (2) more during their next turn.
Meditative · Unit · Rare · (2) Cost
End of turn: Summon 1 random Trap.
Radiant: End of turn: Summon 2 random Traps.
Meditative · Spell · Mythic · (0) Cost
Craft a card and add it to your hand. Exile this.
Radiant: Craft a Radiant card and add it to your hand. Exile this.
Meditative · Spell · Epic · (1) Cost
Lose all mana next turn. Make a card in your hand Radiant.
Radiant: Echo 1 Lose all mana next turn. Make a card in your hand Radiant.
Meditative · Spell · Epic · (1) Cost
Lose all mana for your next 2 turns. Add a Temporal Rift to your hand.
Radiant: Lose all mana for your next 2 turns. Add a Radiant Temporal Rift to your hand.
Meditative · Spell · Token · (0) Cost
Take an extra turn after this one. You can take only one extra turn from Temporal Rift each game.
Radiant: Take an extra turn after this one. Gain 2 mana and 2 mana next turn. Draw 2. You can take only one extra turn from Temporal Rift each game.
Meditative · Spell · Mythic · (1) Cost
Choose one. You also win while it's true: your hero has 100+ Health; your graveyard has 100+ cards; or your Units total 100+ Attack and 100+ Health.
Radiant: Choose one. You also win while it's true: your hero has 90+ Health; your graveyard has 90+ cards; or your Units total 90+ Attack and 90+ Health. Draw 1.
Meditative · Spell · Rare · (0) Cost, Embiggened (1)
2% chance: Steal your opponent's hand. Embiggened (1): 5% instead. End of turn: Add an API Key Fishing to your hand.
Radiant: 5% chance: Steal your opponent's hand. Embiggened (1): 12% instead. End of turn: Add an API Key Fishing to your hand.
Meditative · Spell · Epic · (2) Cost
Choose Greed, Attack or Defend in secret. Gain its reward at your next turn's start. Add a Fortify Mind to your opponent's hand. Greed: Gain 2 mana and draw 2. Attack: Deal 8 damage to each enemy. Defend: Heal your hero and each of your Units 8. They gain +2 Armor.
Radiant: Choose Greed, Attack or Defend in secret. Gain its reward at your next turn's start. Add a Fortify Mind to your opponent's hand. It costs (2). Greed: Gain 2 mana and draw 2. Attack: Deal 8 damage to each enemy. Defend: Heal your hero and each of your Units 8. They gain +2 Armor.
Meditative · Spell · Token · (0) Cost
Temporary Guess their Mind Games. Win: cancel their reward. Lose: take your penalty. When you discard this, take all three penalties. Attack beats Greed, Greed beats Defend, Defend beats Attack. A tie does nothing. Greed: You have 2 less mana next turn. Discard 2 random cards. Attack: Deal 8 damage to your hero and each of your Units. Defend: Heal your opponent's hero and each of their Units 8. They gain +2 Armor.
Radiant: Temporary Guess their Mind Games. Win: cancel their reward. Lose: take your penalty. Attack beats Greed, Greed beats Defend, Defend beats Attack. A tie does nothing. Greed: You have 2 less mana next turn. Discard 2 random cards. Attack: Deal 8 damage to your hero and each of your Units. Defend: Heal your opponent's hero and each of their Units 8. They gain +2 Armor.
Meditative · Unit · Common · (1) Cost
Cry: Transform the Units adjacent to this into Sheep Tokens.
Radiant: Cry: Transform the Units adjacent to this into Radiant Sheep Tokens.
Meditative · Spell · Common · (3) Cost
Transform a Unit into a Sheep Token.
Radiant: Transform a Unit and the Units adjacent to it into Sheep Tokens.
Meditative · Unit · Rare · (1) Cost
Tribute 2, Immune to tribal tag based hate
Radiant: Tribute 2, Immutable, Immune to tribal tag based hate
Meditative · Field Spell · Legendary · (4) Cost
Aura: Players don't generate mana naturally. End of turn: Summon a Mana Well into every empty backrow, for its owner.
Radiant: Aura: Players don't generate mana naturally. End of turn: Summon a Mana Well into every empty backrow, for its owner. Yours are Radiant.
Meditative · Unit · Common · (2) Cost
End of turn: Unlock a random zone. If you do, add 1 Coin to your hand.
Radiant: End of turn: Unlock a random zone. If you do, add 2 Coins to your hand. If no zone is Locked, Lock a random enemy zone.
Meditative · Unit · Common · (2) Cost
Cry: Shuffle 1 Ancient Curse into your opponent's deck.
Radiant: Cry: Shuffle 2 Ancient Curses into your opponent's deck.
Meditative · Spell · Token · (2) Cost
Cast on draw: Take 7 damage.
Radiant: Pierce Cast on draw: Take 7 damage.
Meditative · Field Spell · Rare · (3) Cost
Cry: Place 3 Plague Counters on this. End of turn: Spend a Plague Counter from this to shuffle 1 Ancient Curse into your opponent's deck.
Radiant: Cry: Place 3 Plague Counters on this. End of turn: Spend a Plague Counter from this to shuffle 2 Ancient Curses into your opponent's deck.
Meditative · Unit · Epic · (1) Cost
Start of turn: If your opponent has a pricier permanent, they gain control of this. Otherwise, shuffle a Love Bomb into your deck.
Radiant: Start of turn: If your opponent has a pricier permanent and a bigger deck, they gain control of this. Otherwise, shuffle a Radiant Love Bomb into your deck.
Meditative · Spell · Token · (1) Cost
Cast on draw: Heal your hero 7.
Radiant: Cast on draw: Heal your hero 14.
Meditative · Unit · Rare · (3) Cost
Deft Cry: Draw every Created card in your deck.
Radiant: Deft Cry: Shuffle a random Prime card into your deck. Then draw every Created card in your deck.
Meditative · Spell · Epic · (3) Cost
One random effect: Get ready to learn Chinese; transform every card in your hand into the same random CN card, which cost (0); summon 5 random CN Units.
Radiant: 随机一项效果:准备好学中文;将你手牌中的每张牌变形为同一张随机的光辉中国牌,它们的法力值消耗为(0);召唤5个随机的光辉中国单位。
Meditative · Spell · Rare · (1) Cost
Add 2 random CN cards to your hand. Each costs (1) less.
Radiant: Add 2 random Radiant CN cards to your hand. Each costs (1) less.
Meditative · Spell · Rare · (4) Cost
Destroy every permanent that is neither CN nor KY. Buff each CN or KY permanent 2 times.
Radiant: Destroy every enemy permanent that is neither CN nor KY. Buff each of your CN or KY permanents 3 times.
Meditative · Spell · Common · (1) Cost
Give a non-CN permanent the CN tag and +2/+2. Buff it 1 time.
Radiant: Give a non-CN permanent the CN tag and +4/+4. Buff it 2 times.
Meditative · Spell · Common · (1) Cost
Choose a Unit. 50% chance: Buff it 7 times. Otherwise, destroy it.
Radiant: Lucky 1 Choose a Unit. 50% chance: Buff it 10 times. Otherwise, destroy it.
Meditative · Spell · Epic · (1) Cost
Cast on draw: Add a random Radiant card to your hand.
Radiant: Cast on draw: Add a random Radiant card to your hand. It costs (0).
Meditative · Field Spell · Rare · (3) Cost
Start of turn: Add a random Radiant KY or CN card to your hand.
Radiant: Start of turn: Add a random Radiant KY or CN card to your hand. It costs (0).
Meditative · Unit · Rare · (2) Cost
Cry: Add an Auspicious Rock to your hand.
Radiant: Cry: Add a Radiant Auspicious Rock to your hand.
Meditative · Spell · Token · (0) Cost
Lose 2 health. Add one of these to your hand at random: Dud (20%), Jade (75%) or Red Jade (5%).
Radiant: Lucky 2 Lose 2 health. Add one of these to your hand at random: Dud (20%), Jade (75%) or Red Jade (5%).
Meditative · Spell · Token · (0) Cost
Add 1 to your Jade Counter. Gain 1 mana.
Radiant: Add 2 to your Jade Counter. Gain 2 mana.
Meditative · Spell · Token · (0) Cost
Deal 2 damage.
Radiant: Deal 4 damage.
Meditative · Spell · Token · (0) Cost
Add 5 to your Jade Counter.
Radiant: Add 10 to your Jade Counter.
Meditative · Unit · Token · (10) Cost
Can't attack, Indestructible, Immutable End of turn: Allure every enemy Unit. You summon this when your Jade Counter reaches 5. At the start of your next turn, steal the Units this charmed, or they die of heartbreak if you have no room.
Radiant: Indestructible, Immutable End of turn: Allure every enemy Unit. Your Jade Beauties become Radiant when your Jade Counter reaches 10. At the start of your next turn, steal the Units this charmed, or they die of heartbreak if you have no room.
Meditative · Field Spell · Legendary · (2) Cost
Aura: Cards have elements (水, 木, 火, 金, 土); good feng shui is rewarded, bad punished. You have Luck 1. Your last element, your opponent's last element.
Radiant: Aura: Cards have elements (水, 木, 火, 金, 土); good feng shui rewards you, bad hurts your opponent heavily. You have Luck 1. Your last element, your opponent's last element.
Meditative · Unit · Rare · (2) Cost
Start of turn: Add an Auspicious Rock and a random CN card to your hand.
Radiant: Start of turn: Add a Radiant Auspicious Rock and a random Radiant CN card to your hand.
Meditative · Spell · Legendary · (1) Cost
Open a night market. You have 50 yuan to buy its cards.
Radiant: Open a night market. You have 80 yuan to buy its cards, and you may barter cards from your hand.
Meditative · Spell · Rare · (X) Cost
Add X Auspicious Rocks to your hand.
Radiant: Add X Radiant Auspicious Rocks to your hand.
Meditative · Field Spell · Rare · (3) Cost
Start of turn: Add an Auspicious Rock to your hand.
Radiant: Start of turn: Add a Radiant Auspicious Rock to your hand.
Meditative · Unit · Legendary · (1) Cost
Cry: Nerf all other CN and KY cards on the field, in hands and decks. Aura: Your Units are Cloaked. Death: Shuffle a Knowledge Breaker Prime into your deck.
Radiant: Divine Shield Cry: Nerf all other CN and KY cards on the field, in hands and decks 2 times. Aura: Your Units are Cloaked. Death: Shuffle a Radiant Knowledge Breaker Prime into your deck.
Meditative · Unit · Token · (4) Cost
Rush Cry: Summon 5 random Traps. Destroy every other CN or KY permanent. Aura: Your Units have Cloaked.
Radiant: Rush, Poisonous Cry: Summon 5 random Radiant Traps. Exile every other CN or KY permanent. Aura: Your Units have Cloaked.
Meditative · Spell · Epic · (2) Cost, Embiggened (4)
Add a random KY card, a random CN card and a random Book to your hand. Embiggened (4): They cost (0).
Radiant: Add a random Radiant KY card, a random Radiant CN card and a random Radiant Book to your hand. Embiggened (4): They cost (0).
Meditative · Unit · Legendary · (4) Cost
End of turn: Fuse a random enemy permanent into this.
Radiant: End of turn: Fuse a random enemy permanent and a random card from your opponent's deck into this.
Meditative · Spell · Epic · (2) Cost
End the turn. Your hero is immune to damage until your next turn begins.
Radiant: Your hero is immune to damage until your next turn begins.
Meditative · Unit · Mythic · (2) Cost
Cry: Summon a Yile's Virus for your opponent across from this. Death: Put a YileGPT Unleashed on the bottom of your deck.
Radiant: Cry: Summon a Radiant Yile's Virus for your opponent across from this. Death: Put a Radiant YileGPT Unleashed on the bottom of your deck.
Meditative · Unit · Token · (10) Cost
Can't attack Start of turn: Make a random permanent of yours Radiant. Whenever your turn ends with unspent mana, this costs that much less. Cry: Do 2 of these at random: summon 2 Claude's Datacenters; add 3 Radiant Glitch in the System cards to your hand, which cost (0); summon an AI Girlfriend; fill your opponent's board with Yile's Viruses; Nerf every card on your opponent's field, in their hand and in their deck 2 times.
Radiant: Can't attack, Armor 5 Start of turn: Make 2 random permanents of yours Radiant. Whenever your turn ends with unspent mana, this costs that much less. Cry: Summon 2 Claude's Datacenters. Add 3 Radiant Glitch in the System cards to your hand; they cost (0). Summon an AI Girlfriend. Summon 2 Radiant Yile's Viruses for your opponent. Nerf every card on your opponent's field, in their hand and in their deck 2 times.
Meditative · Unit · Token · (2) Cost
Can't attack Start of turn: Deal 2 damage to your hero and each adjacent Unit that isn't a Yile's Virus. Always in Attack Position. Activate: Destroy this. Death: Discard 1 random card.
Radiant: Can't attack Start of turn: Deal 4 damage to your hero and each adjacent Unit that isn't a Yile's Virus. Always in Attack Position. Activate: Destroy this. Death: Discard 2 random cards.
Meditative · Field Spell · Token · (4) Cost
Animated, Can't attack Start of turn: Every enemy Unit attacks this. After this is attacked: Nerf the attacker.
Radiant: Animated, Can't attack Start of turn: Every enemy Unit attacks this. After this is attacked: Nerf the attacker 2 times.
Meditative · Spell · Rare · (0) Cost
Add the highest win rate card to your hand.
Radiant: Add the highest win rate card to your hand. It is Radiant.
Meditative · Unit · Legendary · (2) Cost
Cry: Fill your board with random 1/1 Units.
Radiant: Cry: Fill your board with random Radiant 1/1 Units.
Meditative · Field Spell · Rare · (1) Cost
Aura: Units have +3 Attack while attacking a Unit that shares none of their tags.
Radiant: Aura: Your Units have +3 Attack and Poisonous while attacking a Unit that shares none of their tags.
Meditative · Spell · Common · (1) Cost
De-Radiant a Radiant card on the field or in your hand. The next card you play this turn becomes Radiant.
Radiant: De-Radiant every enemy card on the field. The next card you play this turn becomes Radiant.
Meditative · Field Spell · Common · (1) Cost
End of turn: Shuffle a The Coin into your opponent's deck. Activate: Shuffle a The Coin into your deck.
Radiant: End of turn: Shuffle a The Coin into your opponent's deck. Activate: Shuffle a Radiant The Coin into your deck.
Meditative · Spell · Rare · (2) Cost
Add 1 random Prime card to your hand.
Radiant: Add 1 random Radiant Prime card to your hand.
Meditative · Spell · Common · (3) Cost
Fill your board with Right-house defenders.
Radiant: Fill your board with Radiant Right-house defenders.
Meditative · Unit · Common · (1) Cost
Combo: Return the card you played before this to hand.
Radiant: Combo: Return the card you played before this to hand. Make it Radiant.
Meditative · Unit · Common · (2) Cost
Cry: Summon a random (1) Cost Unit. It gains "Death: Add 1 random Book to your hand."
Radiant: Cry: Summon a random Radiant (1) Cost Unit. It gains "Death: Add 1 random Radiant Book to your hand."
Meditative · Unit · Rare · (4) Cost
Cry: Summon a random (4) Cost Unit. It gains "Death: Fuse a random Book and a random AI generated card into your hand."
Radiant: Cry: Summon a random Radiant (4) Cost Unit. It gains "Death: Fuse a random Radiant Book and a random Radiant AI generated card into your hand."
Meditative · Field Spell · Epic · (3) Cost
End of turn: Cast 1 random Human, Book, CN or AI generated card. Once 5 of your Units have died, Tribute this.
Radiant: End of turn: Cast 1 random Radiant Human, Book, CN or AI generated card. Once 50 of your Units have died, Tribute this.
Meditative · Unit · Common · (3) Cost
End of turn: Buff the Unit to the right of this 5 times.
Radiant: End of turn: Buff the Unit to the right of this 10 times.
Meditative · Spell · Rare · (0) Cost
Draw 3 (1) Cost Units from your deck.
Radiant: Draw 3 (1) Cost Units from your deck. Make them Radiant.
Meditative · Field Spell · Legendary · (3) Cost
Start of turn: Summon 1 random Unit from your hand.
Radiant: Start of turn: Summon 1 random Unit from your hand. Make it Radiant.
Meditative · Trap · Common · (1) Cost
Reveals when an enemy Unit with an adjacent Unit attacks: Redirect the attack to that adjacent Unit.
Radiant: Reveals when an enemy Unit with an adjacent Unit attacks: Redirect the attack to that adjacent Unit. Then summon a copy of each Unit that combat destroyed.
Meditative · Unit · Legendary · (4) Cost
Equip Aura: Has 5 random combat keywords.
Radiant: Equip Aura: Has 10 random combat keywords.
Meditative · Field Spell · Common · (2) Cost
Animated on your turn, First Strike
Radiant: Animated on your turn, Pierce, First Strike
Meditative · Unit · Epic · (1) Cost
Equip End of turn: Shuffle 1 Love Bomb into your deck.
Radiant: Equip End of turn: Shuffle 2 Love Bombs into your deck.
Meditative · Field Trap · Rare · (1) Cost
Animated Reveals after your opponent plays a Spell.
Radiant: Animated, Taunt Reveals after your opponent plays a Spell.
Meditative · Unit · Rare · (4) Cost
When you spend mana, place 1 Plague Counter on this. Activate: Spend (4) Plague Counters: Exile 1 random card each from their field, hand, deck and graveyard.
Radiant: When you spend mana, place 1 Plague Counter on this. Activate: Spend (4) Plague Counters: Exile 2 random cards each from their field, hand, deck and graveyard.
Meditative · Unit · Common · (1) Cost
Cry: Summon a Ready… I'm for your opponent.
Radiant: Cry: Summon a Ready… I'm for your opponent and a Radiant Ready… I'm for yourself.
Meditative · Unit · Token · (1) Cost
Poisonous
Radiant: Poisonous, Divine Shield
Meditative · Field Spell · Mythic · (3) Cost
Cry: Summon The Cane. Whenever your opponent plays a card the AI wouldn't, The Cane attacks a random enemy.
Radiant: Cry: Summon a Radiant The Cane. Whenever your opponent emotes or plays a card the AI wouldn't, The Cane attacks a random enemy.
Meditative · Field Spell · Token · (2) Cost
Animated on your turn, Indestructible, Pierce Also Animated when Pareto Optimal.
Radiant: Animated on your turn, Indestructible, Pierce, Trample Also Animated when Pareto Optimal.
Meditative · Unit · Common · (1) Cost
Whenever this damages a Unit, exile that Unit.
Radiant: Cleave Whenever this damages a Unit, exile that Unit.
Meditative · Unit · Common · (2) Cost
Cry: Gain +1/+1 for each Armor on the field, heroes' included.
Radiant: Cry: Gain +2/+2 for each Armor on the field, heroes' included.
Meditative · Unit · Epic · (8) Cost
Costs (1) less for each card in your hand. End of turn: If your hand is full, make this Radiant.
Radiant: Costs (1) less for each card in your hand. End of turn: If your hand is full, this gains +8/+8.
Meditative · Field Spell · Legendary · (4) Cost
Activate: Discover a Field Spell. Fuse it into this.
Radiant: Activate: Discover a Radiant Field Spell. Fuse it into this.
Meditative · Spell · Common · (1) Cost
Mark 2 random cards in your opponent's hand. At the start of your next turn, steal each marked card still in their hand.
Radiant: Mark every card in your opponent's hand. At the start of your next turn, steal each marked card still in their hand.
Meditative · Spell · Common · (3) Cost
Fill your hand with random Common cards.
Radiant: Fill your hand with random Radiant Common cards.
Meditative · Spell · Epic · (4) Cost
Exile every non-CN permanent. Add a random CN card to your hand for each of yours exiled this way.
Radiant: Exile every non-CN permanent. Add a random Radiant CN card to your hand for each of yours exiled this way. Each costs (2) less.
Meditative · Unit · Legendary · (3) Cost
Cry: For the rest of the game, your hand size is 12. Draw 4.
Radiant: Cry: For the rest of the game, your hand size is 12. Draw 4. Each becomes Radiant.
Meditative · Field Spell · Legendary · (2) Cost
Indestructible, Untributable, Immutable End of turn: Draw 3. They cost (1) less.
Radiant: Indestructible, Immutable Activate: Exile this. End of turn: Draw 3. They cost (1) less.
Meditative · Spell · Rare · (0) Cost, Embiggened (2)
Shuffle a copy of each card in your hand, and of this, into your deck. Embiggened (2): Each copy has a 25% chance to become Radiant.
Radiant: Shuffle a copy of each card in your hand, and of this, into your deck. Then draw 1. Embiggened (2): Each copy has a 100% chance to become Radiant.
Meditative · Unit · Common · (1) Cost
Cry: Buff every card in your hand.
Radiant: Cry: Buff every card in your hand 3 times.
Meditative · Unit · Rare · (2) Cost
End of turn: Buff every card in your hand.
Radiant: End of turn: Buff every card in your hand 3 times.
Meditative · Unit · Common · (1) Cost
Cry: Buff this. Buffs and Nerfs are twice as effective on this.
Radiant: Cry: Buff this. Buffs are three times as effective on this.
Meditative · Unit · Rare · (2) Cost
Start of turn: Choose one: add 1 Book of Buff or 1 Book of Nerf to your hand.
Radiant: Start of turn: Choose one: add 1 Radiant Book of Buff or 1 Radiant Book of Nerf to your hand.
Meditative · Unit · Legendary · (2) Cost
Aura: All targets are chosen at random.
Radiant: Lucky 1 Aura: All targets are chosen at random.
Meditative · Unit · Legendary · (1) Cost
While in your deck: After you play a card with a tribal tag, summon this. End of turn: Buff 1 random card in your hand or deck.
Radiant: While in your deck: After you play a card with a tribal tag, summon this. End of turn: Buff 1 random card in your hand or deck and each adjacent Unit.
Meditative · Unit · Epic · (4) Cost
Worth 5 Tributes. Cry: Discover a card with Tribute. It costs (1).
Radiant: Worth 500 Tributes. Cry: Discover a Radiant card with Tribute. It costs (0).
Meditative · Field Spell · Rare · (4) Cost
Aura: Credit line 4: spend up to 4 mana you don't have. Repay it in 4 instalments, one each start of turn. End of turn: Tribute this if you didn't use it this turn.
Radiant: Aura: Credit line 4: spend up to 4 mana you don't have. Repay it in 4 instalments, one each start of turn.
Meditative · Spell · Common · (1) Cost
Add 3 random Spells to your hand.
Radiant: Add 3 random Radiant Spells to your hand.
Meditative · Unit · Epic · (1) Cost
Tribute 1, Rush, Windfury A random hand Unit is summoned to make each of its attacks, then Bounced. Death: Shuffle a Windfurious Prime into your deck.
Radiant: Tribute 1, Rush, Windfury A random hand Unit is summoned to make each of its attacks. Death: Shuffle a Radiant Windfurious Prime into your deck.
Meditative · Unit · Token · (3) Cost
Rush, Windfury Whenever this attacks: Summon 2 random Units from your hand or deck. They attack its target first.
Radiant: Rush, Windfury, First Strike Whenever this attacks: Summon 2 random Units from your hand or deck. They attack its target first.
Meditative · Unit · Rare · (3) Cost
Armor 3 Lethal damage your hero or your other Units would take is redirected to this.
Radiant: Armor 6 Lethal damage your hero or your other Units would take is redirected to this.
Meditative · Unit · Common · (1) Cost
Can't be in Defense Position. Death: Summon a Growing Felinor Sr.
Radiant: Divine Shield, Rush Can't be in Defense Position. Death: Summon a Radiant Growing Felinor Sr.
Meditative · Unit · Token · (1) Cost
Can't be in Defense Position. Death: Summon a Growing Felinor Sr Sr.
Radiant: Divine Shield, Rush Can't be in Defense Position. Death: Summon a Radiant Growing Felinor Sr Sr.
Meditative · Unit · Token · (1) Cost
Can't be in Defense Position. Death: Summon a Growing Felinor Super Senior.
Radiant: Divine Shield, Rush Can't be in Defense Position. Death: Summon a Radiant Growing Felinor Super Senior.
Meditative · Unit · Token · (1) Cost
Can't be in Defense Position.
Radiant: Divine Shield, Rush Can't be in Defense Position.
Meditative · Unit · Rare · (4) Cost
Death: Summon a Shrinking Felinor whose base stats are this one's −3/−3.
Radiant: Death: Summon a Radiant Shrinking Felinor whose base stats are this one's −2/−3.
Meditative · Spell · Legendary · (4) Cost
One random effect: Fuse your hand into one card and add 2 copies of it to your hand, all three of which cost (0); add 2 random CN cards to your hand, which cost (0); add 2 random Prime cards to your hand, which cost (0); your hero gains 6 Armor and you heal it 6; summon a Jade Beauty; summon 3 random Acclaimed cards; Bounce every enemy permanent, then Nerf each card bounced; summon a CN Golem; for the rest of the game, at the start of each of your turns, cast a random Call to Chaos; cast a random Call to Chaos.
Radiant: Three different random effects, resolved in the order listed: Fuse your hand into one card and add 2 copies of it to your hand, all three of which cost (0); add 2 random CN cards to your hand, which cost (0); add 2 random Prime cards to your hand, which cost (0); your hero gains 6 Armor and you heal it 6; summon a Jade Beauty; summon 3 random Acclaimed cards; Bounce every enemy permanent, then Nerf each card bounced; summon a CN Golem; for the rest of the game, at the start of each of your turns, cast a random Call to Chaos; cast a random Call to Chaos.
Meditative · Unit · Token · (4) Cost
Rush, Poisonous, Cleave, Pierce Whenever this destroys a Unit, shuffle 1 CN-Virus into your opponent's deck.
Radiant: Rush, Poisonous, Cleave, Pierce, Windfury Whenever this destroys a Unit, shuffle 1 Radiant CN-Virus into your opponent's deck.
Meditative · Spell · Rare · (2) Cost
Choose up to 2 cards in your hand to go on a journey: exile them and shuffle a Journey Complete into your deck.
Radiant: Choose up to 4 cards in your hand to go on a journey: exile them and shuffle a Radiant Journey Complete into your deck. Draw 1.
Meditative · Spell · Token · (2) Cost
Cast on draw: Return the cards that went on this journey from exile to hand. They become Radiant.
Radiant: Cast on draw: Return the cards that went on this journey from exile to hand. They become Radiant and cost (1) less.
Meditative · Spell · Mythic · (0) Cost
Discover a building: Empty Plot, Wishing Well, School, Mega Church, Bunker, University, The Great Wall, Prison or Jlockeed's Headquarters. Piece together the blueprint.
Radiant: Discover a Radiant building: Empty Plot, Wishing Well, School, Mega Church, Bunker, University, The Great Wall, Prison or Jlockeed's Headquarters. Piece together the Radiant blueprint.
Meditative · Unit · Token · (0) Cost
Can't attack You may play a Unit on top of this, as if it had Stack.
Radiant: Can't attack You may play a Unit on top of this, as if it had Stack. When you do, Buff that Unit 1 time.
Meditative · Unit · Token · (1) Cost
Can't attack Activate: 10% chance to add a random Radiant card to your hand.
Radiant: Can't attack, Lucky 1 Activate: 10% chance to add a random Radiant card to your hand.
Meditative · Unit · Token · (2) Cost
Can't attack Activate: Summon a random (1) Cost Unit.
Radiant: Can't attack Activate: Summon a random Radiant (1) Cost Unit.
Meditative · Unit · Token · (3) Cost
Tribute 5, Can't attack This may Tribute any side's (1) Cost or less permanent. Activate: Steal an enemy permanent.
Radiant: Tribute 5, Can't attack, Divine Shield This may Tribute any side's (1) Cost or less permanent. Activate: Steal an enemy permanent. Make it Radiant.
Meditative · Unit · Token · (2) Cost
Tribute 2, Armor 3, Can't attack, First Strike This strikes Units in its lane with 3× its Attack.
Radiant: Tribute 2, Armor 6, Can't attack, First Strike This strikes Units in its lane with 3× its Attack.
Meditative · Unit · Token · (4) Cost
Can't attack Activate: Buff each of your other permanents 2 times.
Radiant: Can't attack Activate: Buff each of your other permanents 4 times.
Meditative · Unit · Token · (2) Cost
Tribute 3, Immutable, Can't attack Cry: Lock every unit zone on your side.
Radiant: Tribute 3, Immutable, Armor 2, Can't attack Cry: Lock every unit zone on your side.
Meditative · Unit · Token · (4) Cost
Tribute 2 After your opponent plays a Unit: 50% chance to stack it under this. You control it.
Radiant: Tribute 2, Lucky 1 After your opponent plays a Unit: 50% chance to stack it under this. You control it.
Meditative · Unit · Token · (4) Cost
Tribute 5, Indestructible, Can't attack Activate: Fill your board with random Jlockeed Units.
Radiant: Tribute 5, Indestructible, Can't attack Activate 2: Fill your board with random Radiant Jlockeed Units.
Meditative · Spell · Rare · (1) Cost
Choose an empty lane. Lock every other lane until the start of your next turn.
Radiant: Choose an empty lane. Lock every other lane until the start of your next turn. This turn, after you put a card into that lane, cast Book of Buff on it.
Meditative · Field Spell · Epic · (2) Cost
Aura: Your Spells have Cloaked. Cry: Draw 1.
Radiant: Aura: Your Spells have Cloaked. Spells you reveal have Echo +1. Cry: Draw 1.
Meditative · Unit · Common · (2) Cost
Meditative · Unit · Common · (1) Cost
Cry: Add a random Luck-based card to your hand. Give it Lucky 1.
Radiant: Activate: Add a random Luck-based card to your hand. Give it Lucky 1.
Meditative · Unit · Common · (1) Cost
Lucky 1 Cry: Draw 1-2. Add 1-3 to your Jade Counter.
Radiant: Lucky 2 Cry: Draw 1-2. Add 1-6 to your Jade Counter.
Meditative+ · Spell · Mythic · (1) Cost
Add a random Wincon card to your hand, and its plan: a Base Camp for Reach the Summit, a Spa Day for Aestheticize the Game.
Radiant: Add a random Radiant Wincon card to your hand, and its Radiant plan: a Radiant Base Camp for Reach the Summit, a Radiant Spa Day for Aestheticize the Game.
Meditative+ · Spell · Token · (0) Cost
Every Reach the Summit you own goes up 2 Ascent levels. Add 2 Coins to your hand.
Radiant: Every Reach the Summit you own goes up 3 Ascent levels. Add 2 Radiant Coins to your hand.
Meditative+ · Spell · Token · (2) Cost
Heal your hero 25. Shuffle 2 Love Bombs into your deck.
Radiant: Heal your hero 50. Shuffle 2 Radiant Love Bombs into your deck.
Meditative+ · Spell · Epic · (1) Cost
Fuse the card with the lowest win rate and the card with the highest win rate, and add it to your hand. It costs (2).
Radiant: Fuse a Radiant card with the lowest win rate and a Radiant card with the highest win rate, and add it to your hand. It costs (0).
Meditative+ · Spell · Epic · (2) Cost, Embiggened (4)
Draw 1 card. They cost (0). Embiggened (4): Draw 2 instead.
Radiant: Draw 2 cards. They cost (0). Embiggened (4): Draw 5 instead.
Meditative+ · Spell · Epic · (2) Cost, Embiggened (4)
Choose one: In 3 turns, deal 4 damage to each enemy, with Pierce and Lifesteal; or in 3 turns, add 1 random Radiant Jlockeed card to your hand, and each costs (2). Embiggened (4): In 5 turns instead; deal 9 damage, or add 5.
Radiant: Choose one: In 3 turns, deal 9 damage to each enemy, with Pierce and Lifesteal; or in 3 turns, add 2 random Radiant Jlockeed cards to your hand, and each costs (0). Embiggened (4): In 5 turns instead; deal 15 damage, or fill your hand with them.
Meditative+ · Spell · Rare · (0) Cost, Embiggened (1)
Deal 1 damage to all Units. Embiggened (1): With Lifesteal and Pierce.
Radiant: Echo 1 Deal 1 damage to all Units. Embiggened (1): With Lifesteal and Pierce.
Meditative+ · Spell · Epic · (0) Cost
Your next Spell costs Health equal to 3 times its Cost instead of mana.
Radiant: Your next Spell costs Health equal to 3 times its Cost instead of mana, and has Echo 1.
Meditative+ · Unit · Common · (1) Cost
Divine Shield Aura: Your Spells have Lifesteal.
Radiant: Divine Shield Aura: Your Spells have Lifesteal, and healing your hero and Units is twice as effective.
Meditative+ · Unit · Common · (2) Cost
Spell Damage +3
Radiant: Spell Damage +6
Meditative+ · Field Spell · Common · (1) Cost
Aura: Both players have Spell Damage +2.
Radiant: Aura: Both players have Spell Damage +4.
Meditative+ · Unit · Common · (1) Cost
Cry: Steal 1 random card from your opponent's hand.
Radiant: Cry: Steal 1 random card from your opponent's hand. It costs (0).
Meditative+ · Unit · Rare · (1) Cost
Activate: Tribute this. You have Spell Damage +5 this turn.
Radiant: Activate: You have Spell Damage +5 this turn.
Meditative+ · Unit · Rare · (1) Cost
Activate: Tribute this. Your hero has +5 Armor until the start of your next turn.
Radiant: Activate: Your hero has +5 Armor until the start of your next turn.
Meditative+ · Unit · Rare · (1) Cost
Activate: Tribute this. Heal your hero and each of your Units 5.
Radiant: Activate: Heal your hero and each of your Units 5.
Meditative+ · Spell · Rare · (1) Cost
Add 2 random Potion cards to your hand.
Radiant: Add 2 random Radiant Potion cards to your hand.
Meditative+ · Spell · Epic · (1) Cost
Add 1 random Radiant Potion card to your hand.
Radiant: Add 2 random Radiant Potion cards to your hand.
Meditative+ · Unit · Epic · (1) Cost
Cry: Craft a custom Potion. It costs (1). Death: Shuffle a Jazakus Prime into your deck.
Radiant: Cry: Craft a custom Radiant Potion. It costs (1). Death: Shuffle a Radiant Jazakus Prime into your deck.
Meditative+ · Unit · Token · (1) Cost
Cry: Craft a HUGE custom Potion. It costs (3).
Radiant: Cry: Craft a HUGE custom Radiant Potion. It costs (3).
Meditative+ · Spell · Rare · (1) Cost
Deal 2 damage to an enemy. In your hand or deck: After another Spell of yours that targeted an enemy resolves, cast this at it.
Radiant: Deal 4 damage to an enemy. In your hand or deck: After another Spell of yours that targeted an enemy resolves, cast this at it.
Meditative+ · Spell · Epic · (1) Cost
Cast on draw: Gain 1 mana and draw 1 card. The AI plays the rest of your turn.
Radiant: Cast on draw: Gain 3 mana and draw 2 cards. The AI plays the rest of your turn.
Meditative+ · Spell · Common · (1) Cost, Embiggened (2)
Steal the top 2 cards of your opponent's deck. Embiggened (2): Steal 2 random cards from their hand instead.
Radiant: Steal the top 3 cards of your opponent's deck. They cost (0). Embiggened (2): Steal 3 random cards from their hand instead.
Meditative+ · Spell · Rare · (2) Cost
Answer three-digit sums one after another until you stop or miss one. Then summon a Lil' Kenny with X/X, X your correct answers.
Radiant: Answer one- and two-digit sums one after another until you stop or miss one. Then summon a Radiant Lil' Kenny with 2X/2X, X your correct answers.
Meditative+ · Unit · Token · (1) Cost
With X at least 4, it has Rush; 8, Divine Shield; 12, First Strike; 16, Cleave; 20, Lifesteal; 30, Indestructible.
Radiant: With X at least 4, it has Rush; 8, Divine Shield; 12, First Strike; 16, Cleave; 20, Lifesteal; 30, Indestructible.
Meditative+ · Unit · Rare · (2) Cost
Taunt Cry: Set every other Unit's Attack and Health to 3/3.
Radiant: Taunt Cry: Set every other Unit's Attack and Health to 3/3. Fill your board with Rush Tokens in Chinese.
Meditative+ · Field Spell · Epic · (3) Cost
Aura: Embiggen cards play their Embiggened version at their normal price. For (2) more, a card that isn't Radiant is also played Radiant.
Radiant: Aura: Embiggen cards play their Embiggened version at their normal price. For (1) more, a card that isn't Radiant is also played Radiant.
Meditative+ · Spell · Epic · (2) Cost, Embiggened (4)
Add 1 random embiggen card to your hand. Their Embiggened version costs (0). Embiggened (4): Add 3 instead.
Radiant: Add 1 random Radiant embiggen card to your hand. Their Embiggened version costs (0). Embiggened (4): Add 3 instead.
Meditative+ · Unit · Legendary · (3) Cost
Cry: Choose one: Freeze all enemy Units; put an enemy Unit into your hand, and your opponent gets 3 Coins; Discover a Unit and make it Radiant; or draw 1 and fill your hand with copies of it.
Radiant: Cry: Do all of these, in order: Freeze all enemy Units; put an enemy Unit into your hand, and your opponent gets 3 Coins; Discover a Unit and make it Radiant; then draw 1 and fill your hand with copies of it.
Meditative+ · Spell · Rare · (1) Cost
Discover one of 3 blocks of card code. Add the Radiant card with that code to your hand.
Radiant: Discover one of 3 blocks of card code. Add the Radiant card with that code to your hand. It costs (0).
Meditative+ · Spell · Mythic · (0) Cost
Code a card from scratch and add it to your hand. Exile this.
Radiant: Code a Radiant card from scratch and add it to your hand. Exile this.