Almanac

Every JackiOh card of Core, Classic, Classic+, Meditative, Meditative+, tokens included, with its base and Radiant text.

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.

Bigot

Core · Unit · Common · (2) Cost

Cry: Destroy an enemy non-Human Unit.

Radiant: Cry: Destroy all enemy non-Human Units.

Right-house defender

Core · Unit · Common · (1) Cost

Taunt, Divine Shield, Reborn

Radiant: Taunt, Divine Shield, Reborn Death: Summon a base Right-house defender.

Gary the Gambler

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.

Stockpile

Core · Spell · Common · (1) Cost

Draw 2. Heal your hero 2.

Radiant: Draw 4. Heal your hero 4.

Mana Well

Core · Field Spell · Common · (3) Cost

Start of turn: Gain 1 mana.

Radiant: Start of turn: Gain 2 mana.

Jewelosco Scarab

Core · Unit · Rare · (1) Cost

Cry: Discover a (2) Cost card.

Radiant: Cry: Discover a (3) Cost card. It costs (1) less.

Mr. Vanilla

Core · Unit · Common · (1) Cost

Moths to the Flame

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.

Rapid Replenish

Core · Spell · Common · (0) Cost

Combo 3: Draw 3.

Radiant: Combo 3: Draw 6.

Tempo Timmy

Core · Unit · Common · (1) Cost

Rush, First Strike

Radiant: Charge, First Strike

Duplicating Felinors

Core · Unit · Rare · (2) Cost

Cry: Summon a copy of this.

Radiant: Cry: Summon a copy of this.

Jlockeed Shredder-10

Core · Unit · Common · (3) Cost

End of turn: Deal 2 damage to each enemy.

Radiant: End of turn: Deal 4 damage to each enemy.

Jlockeed's Weapons

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.

Me and Mr Token

Core · Unit · Common · (1) Cost

Cry: Summon a Rush Token.

Radiant: Cry: Summon 3 Rush Tokens.

Hit Job

Core · Spell · Common · (3) Cost

Destroy a Unit.

Radiant: Destroy a Unit and the Units adjacent to it.

Flood

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.

Bread and Butter

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.

Midrange Menace

Core · Unit · Common · (3) Cost

Taunt End of turn: Heal this to full.

Radiant: Taunt, Immutable End of turn: Heal this to full.

Pointmaster

Core · Unit · Common · (2) Cost

First Strike

Radiant: First Strike, Divine Shield

Hinder

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.

Carnivorous Cube

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.

Reoccurring Dream

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.

Efficiency Dividend

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.

4-mana 7/7

Core · Unit · Common · (4) Cost

Armor 7

Radiant: Armor 7, Reborn

Glowy Jelly Bean

Core · Spell · Rare · (3) Cost

Make a card in your hand Radiant.

Radiant: Make 2 cards in your hand Radiant.

Blood Ridden Glowy Jelly Bean

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.

Knockoff Temu Glowy Jelly Bean

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.

GIGA Glowy Jelly Bean

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.

Archivist

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.

KY's Math Equation

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).

Prem Panther

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.

Unstable Clone Machine

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.

Collateral Damage

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.

Lunar Eclipse

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.

Magic Jammed

Core · Spell · Rare · (1) Cost

Destroy a backrow card. Lock its zone.

Radiant: Steal a backrow card. Lock the zone it was in.

Gravedigger

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.

Quickstriker

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.

Recycling Initiative

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.

Echoes of the Forgotten

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.

Sheepish

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).

Eugenics

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.

Big Felinor

Core · Unit · Rare · (4) Cost

Cry: Destroy all non-Felinor Units.

Radiant: Cry: Destroy all enemy non-Felinor Units.

True Strike

Core · Spell · Common · (1) Cost

Pierce Deal 4 damage. Exile this.

Radiant: Pierce Deal 8 damage. Exile this.

Deft Duelist

Core · Unit · Rare · (2) Cost

Charge, Deft

Radiant: Charge, Armor 1, Deft

Suppressive Aura

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.

Fig of Life

Core · Spell · Common · (3) Cost

Heal a target 20.

Radiant: Heal a target 40.

5pek Controller

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.

Snom Bunny Mind Control

Core · Spell · Rare · (4) Cost

Steal an enemy Unit.

Radiant: Steal an enemy Unit. Make it Radiant.

K-Pop Fanatic

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.

KY's Private Tutor

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.

KY's Empty Notebook

Core · Spell · Token · (1) Cost

Draw 1.

Radiant: Draw 2.

Silly Silas

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).

Reno

Core · Unit · Common · (3) Cost

Cry: Heal your hero up to 30 health.

Radiant: Cry: Heal your hero up to 60 health.

Straaza

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).

Lava Golem

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.

Jilliax

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.

Conjure KY

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.

Rush Token Farm

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.

Unbiased Immigration

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).

Bear Honeypot

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.

Prejudiced Postdoc

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.

Friend of Felinors

Core · Spell · Common · (1) Cost

Fill your board with Felinor Tokens.

Radiant: Fill your board with Felinor Tokens. Give your Units +2/+2.

Plastic Surgery

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.

Gifted Program

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.

Masochism Mask

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.

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.

The Rock

Core · Unit · Common · (4) Cost

Tribute 1, Indestructible

Radiant: Tribute 1, Indestructible, Immutable

Zoomerbin Oomen

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.

Twisted Sorcerer

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.

Call to Arms

Core · Spell · Common · (2) Cost

Recruit 3 Units of (1) Cost or less.

Radiant: Recruit 3 Units of (2) Cost or less.

Spiteful Stab

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.

Intern Stimmy

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.

Reminisce

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.

Anti-oneshot Armor

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.

Adaptive UI

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.

Infinite Reserves

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.

Field of Dreams

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.

Professor Curvature

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.

/fullsend

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.

Twinspell

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.

Zao Gao

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.

Radiant Saintess

Core · Unit · Epic · (1) Cost

Death: Make your other Units Radiant.

Radiant: Death: Make your other Units and every card in your hand Radiant.

KY's Trial

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).

Transmogulate

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.

Going Long

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.

Unlicensed Experimentation

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.

"Miss" Mrow

Core · Unit · Epic · (1) Cost

Can't attack Death: Steal the Unit that destroyed this.

Radiant: Rush Death: Steal the Unit that destroyed this.

Pocket Chaos

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.

Twisting Nether

Core · Spell · Epic · (4) Cost

Destroy all permanents.

Radiant: Choose one: Destroy all enemy permanents, or all permanents.

Corpse Eater

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.

CN-Viral Injection

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.

CN-Virus

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.

Fed Fauci

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.

Felinor Fiender

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.

Combo-Index

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.

Combo-Fodder

Core · Spell · Token · (0) Cost

Lifesteal Deal 2 damage.

Radiant: Lifesteal Deal 4 damage.

Genn's Greed

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.

Call to Chaos (Core Edition)

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.

Chaos Golem

Core · Unit · Token · (4) Cost

Rush, Lifesteal, Divine Shield, First Strike

Radiant: Charge, Lifesteal, Divine Shield, First Strike

My Pawn

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.

Zephyrs

Core · Spell · Mythic · (1) Cost

Discover the "perfect" card. Exile this.

Radiant: Discover the "perfect" Radiant card. Exile this.

Heroic Power

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.

Craft a Card

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).

Ceaseless Void

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.

Rush Token

Core · Unit · Token · (1) Cost

Rush

Radiant: Rush, Cleave

Sheep Token

Core · Unit · Token · (1) Cost

Worth 2 Tributes.

Radiant: Worth 3 Tributes.

Felinor Token

Core · Unit · Token · (1) Cost

Radiant: Rush

Bread Token

Core · Unit · Token · (0) Cost

Radiant: Armor X

The Coin

Core · Spell · Token · (0) Cost

Gain 1 mana this turn.

Radiant: Gain 2 mana this turn.

Ghoul Token

Core · Unit · Token · (0) Cost

Pierce

Radiant: Pierce

Curse of the Forgotten Classic

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.

The Trickster

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).

Book of Heal

Classic · Spell · Epic · (1) Cost

Heal a target 9.

Radiant: Heal a target 18.

Palantir

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.

Tesla

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.

Cloaked Toe Cracker

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.

InfiniScepter

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.

Pickle

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.

Income Tax

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.

Exile

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.

Mind Melt

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.

Book of Blood

Classic · Spell · Epic · (1) Cost

Lifesteal Deal 4 damage to a Unit.

Radiant: Lifesteal Deal 8 damage to a Unit.

Boots on the Ground

Classic · Unit · Common · (1) Cost

Charge After this attacks, draw 1.

Radiant: Charge After this attacks, Recruit 1 card.

Shadowstep

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).

Nose Hunter

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.

Book of Flame

Classic · Spell · Epic · (1) Cost

Trample Deal 4 damage.

Radiant: Trample Deal 8 damage.

Counterspell

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).

Glitch in the System

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.

Lizard's Breath

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.

The Power to Punish

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.

Turtinator

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.

Mid Runner

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.

Devil's Pact

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.

Book of Knowledge

Classic · Spell · Epic · (1) Cost

Draw 3.

Radiant: Draw 6.

Lag in the System

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.

Rapid Draw

Classic · Spell · Common · (0) Cost

Draw 4. Then discard 4 random cards.

Radiant: Draw 5. Then discard 4 random cards.

Pestilent Slime

Classic · Unit · Common · (0) Cost

Plague Counters placed on this are multiplied by 2.

Radiant: Plague Counters placed on this are multiplied by 3.

Second Wind

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.

Book of Vital Kill

Classic · Spell · Epic · (1) Cost

Set health of a hero to 13. End the turn.

Radiant: Set health of a hero to 13.

Recycle

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.

Cookie Guild

Classic · Unit · Common · (2) Cost

Cry: Recruit 1 Unit of (2) Cost or less.

Radiant: Cry: Recruit 2 Units of (2) Cost or less.

Felinor Feelings

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.

Joro

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.

Ancient Acquisition

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.

Prep

Classic · Spell · Common · (0) Cost

Your next Spell this turn costs (2) less.

Radiant: Your next Spell this turn costs (4) less.

Burn

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.

Last Hurrah

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.

Jackiestan Auctioneer

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.

Outbreak

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.

MC Tech

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.

State of the Game

Classic · Unit · Common · (1) Cost

Indestructible

Radiant: Indestructible, Lifesteal

Transmutable Toxins

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.

Plague Nuke

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.

Back from the GY

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.

Nature Titan

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.

Divine Favor

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.

Recurring Felinor

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).

Hired Shrimp

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.

Anti-Greed Machine

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.

Voidwalker

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.

Back Breaker

Classic · Unit · Common · (1) Cost

Stack Death: Destroy every backrow card.

Radiant: Stack Death: Destroy every enemy backrow card.

Final Gambit

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.

Plague Crawler

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.

Rewind

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.

Book of Wildfire

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.

Spell Tyrant

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.

Echo

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.

Common Resources

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.

Plague Doctor

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.

Pile On

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.

Plague Bringer Goliath

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.

Living Bomb

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.

Crop Dusting

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.

Malzahar's Recycler

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.

Ace in the Hole

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.

EU Striker

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.

Felinor Feeler

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.

Small Card Lobbyist

Classic · Unit · Common · (4) Cost

Aura: (3)+ Cost cards cost (1) more.

Radiant: Aura: Your opponent can't play (3)+ Cost cards.

Plague Charger

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.

Book of Plague

Classic · Spell · Epic · (1) Cost

Place 5 Plague Counters.

Radiant: Place 10 Plague Counters.

Lane Eater

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.

Grand Counterspell

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.

Nurse Cleaver

Classic · Unit · Common · (2) Cost

Rush, Cleave, Lifesteal

Radiant: Charge, Cleave, Lifesteal

Corpse Plantation

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.

Argusland

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.

Plague Bringer

Classic · Unit · Rare · (2) Cost

Rush Cry: Place 2 Plague Counters. Draw 1.

Radiant: Rush Cry: Place 4 Plague Counters. Draw 2.

Anti-Magic Monkey

Classic · Unit · Common · (2) Cost

Stack Aura: Spells cost (1) more.

Radiant: Stack Aura: Spells cost (2) more.

Mutate Spell

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.

Risky Die

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).

BOOM! Big Max

Classic · Unit · Legendary · (4) Cost

Tribute 3, Rush, Trample, Indestructible

Radiant: Tribute 3, Charge, Trample, Indestructible

The Power to Thrive

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).

Sheeople

Classic · Unit · Common · (1) Cost

Worth 2 Tributes. Death: Draw 2.

Radiant: Worth 3 Tributes. Death: Draw 3.

Flame Lance

Classic · Spell · Common · (3) Cost

Trample Deal 10 damage to a Unit.

Radiant: Trample Deal 20 damage to a Unit.

Lockdown

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.

King Wagtoggle

Classic · Unit · Legendary · (4) Cost

Cry: Swap decks with your opponent.

Radiant: Cry: Swap decks with your opponent. Then Recruit 1 card.

Genn

Classic · Unit · Common · (4) Cost

Plague Chalice

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.

Siphon Squad

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.

Paul Allen's Ghost

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.

In Too Deep

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.

Doom Shroom

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.

Groom Shroom

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.

Second Amendment Snake

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.

Juhan Biggest Bat

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.

Guy Att

Classic+ · Unit · Common · (2) Cost

Cry: Destroy every backrow card you control.

Radiant: Cry: Destroy every backrow card.

Wrong-House Attacker

Classic+ · Unit · Common · (1) Cost

Rush, Lifesteal, Poisonous

Radiant: Rush, Lifesteal, Poisonous, Reborn

The House

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.

Withering Storm

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.

Silence

Classic+ · Spell · Common · (0) Cost

Vanilla a Unit.

Radiant: Vanilla a permanent.

New Wraps

Classic+ · Spell · Common · (0) Cost

Give a Unit Reborn.

Radiant: Give a Unit Reborn. Make it Radiant.

Anime Armor

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.

The Mother Pancake

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.

Devour

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.

Death Boil

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.

Fluffy Grip

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.

Powder Spray

Classic+ · Spell · Token · (1) Cost

Deal 3 damage to each enemy.

Radiant: Deal 6 damage to each enemy.

Anti-Waffle Shell

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.

Frozen Wastes

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.

Legion of the Hungry

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.

Frostspatula

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.

Mommy Barker

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.

Forever&

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)."

Conjure Rush Token

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.

Conjure Rush Token+

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.

Conjure Rush Token++

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.

Gullible Treatler

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.

League of Losers

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.

Top Loser

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.

Jungle Loser

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.

Mid Loser

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.

Support Loser

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.

Bot Loser

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.

Mushroom Power

Classic+ · Unit · Common · (1) Cost

Cry: Give the Units adjacent to this +2/+2.

Radiant: Cry: Give the Units adjacent to this +4/+4.

Whirlwind

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.

Blood Moon

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.

Dropshipping

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).

Crushing Walls

Classic+ · Spell · Epic · (3) Cost

Destroy every card in lanes 1 and 5.

Radiant: Destroy every enemy card in lanes 1 and 5.

Soul Shot

Classic+ · Spell · Common · (2) Cost

Destroy a random enemy Unit.

Radiant: Lucky 1 Destroy a random enemy Unit.

Tommy Tempo

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.

Zephrys Zealotism

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.

Nuestro hogar, nuestras tumbas

Classic+ · Unit · Common · (2) Cost

Taunt, Reborn Death: Heal your hero 3.

Radiant: Taunt, Reborn, Divine Shield Death: Heal your hero 6.

Portal to the Past

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).

Felinor Fuser

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.

Fusion Lab

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.

Otherworldly Removal

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.

Execute

Classic+ · Spell · Token · (1) Cost

Destroy a damaged Unit.

Radiant: Destroy every damaged enemy Unit.

Brawl

Classic+ · Spell · Token · (3) Cost

Destroy all Units but one chosen at random.

Radiant: Destroy all Units but one of your choice.

Blade Storm

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.

Ivory Tower

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.

Memory Leak

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.

Rollback

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.

Conjure Bones

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.

Bone Storm

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.

Wardrum

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.

Solarius

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.

Solarius Prime

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.

Book Worm

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.

Appropriations

Classic+ · Spell · Epic · (X) Cost

Choose one: Military, Education, Culture, or Healthcare.

Radiant: Choose one: Military, Education, Culture, or Healthcare. Greater effects.

KY's Constant

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.

KY's Test

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.

KY's Gift

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).

AI Slop

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).

Simplicity Audit

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.

Complexity Audit

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.

Felinor Flagbearer

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.

Felinor Flagbearer Prime

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.

Jogg's Box

Classic+ · Spell · Legendary · (4) Cost

Cast 10 random Spells.

Radiant: Echo 1 Cast 10 random Spells.

Jlockeed's Lobbyist

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).

Jay Fungus

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.

Adaptive Growth

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.

Jlockeed's J15 Fighter

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.

Jlockeed's Permanent Defense Contract

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.

Book of Tokens

Classic+ · Spell · Epic · (1) Cost

Summon 1-2 Rush Tokens.

Radiant: Lucky 1 Summon 1-2 Radiant Rush Tokens.

Book of Books

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.

Book of Greed

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.

Book of Pain

Classic+ · Spell · Epic · (1) Cost

Your opponent discards 2 random cards.

Radiant: Your opponent discards 4 random cards.

Book of Stats

Classic+ · Spell · Epic · (1) Cost

Give a Unit +5/+5.

Radiant: Give a Unit +10/+10.

Fruit Basket

Classic+ · Spell · Rare · (1) Cost

Add 3 random Fruits to your hand.

Radiant: Add 3 random Radiant Fruits to your hand.

All Purpose Apple

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.

Doctors Orders

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.

Bauble Bubble

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).

KY's Papaya

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).

Fruit Tree

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).

Mulch Muncher

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.

Two Grapes

Classic+ · Spell · Rare · (1) Cost

Add 2 Grapes to your hand.

Radiant: Lucky 1 Add 2 Radiant Grapes to your hand.

Rotten Grape

Classic+ · Spell · Token · (1) Cost

Lose 5 health.

Radiant: Lose 1 health.

Normal Grape

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.

Large Grape

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).

Golden Grape

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.

Mythic Grape

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).

Vine of Grapes

Classic+ · Spell · Rare · (3) Cost

Add 5 Grapes to your hand.

Radiant: Lucky 1 Add 5 Radiant Grapes to your hand.

Pear

Classic+ · Spell · Rare · (2) Cost

Summon 2 random (1) Cost Common Units.

Radiant: Summon 2 random Radiant (1) Cost Common Units.

Organic Produce

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.

Buff Billy

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.

Chaos Machine

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.

Book of Buff

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.

Book of Nerf

Classic+ · Spell · Epic · (1) Cost

Nerf a permanent 5 times.

Radiant: Nerf a card 10 times. It may be a card in your hand.

Call to Chaos (Classic+ Edition)

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 Golem

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.

Twice Forward One Step Backwards

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.

J-lease J-Jungle EX-plorer

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.

J-lease J-Jungle EX-plorer Pack

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).

Brother Lar

Classic+ · Unit · Rare · (1) Cost

Death: Summon a Brother Ping.

Radiant: Death: Summon a Radiant Brother Ping.

Brother Ping

Classic+ · Unit · Token · (2) Cost

Pierce Activate: Deal 1 damage.

Radiant: Pierce Activate 2: Deal 1 damage.

Anti-Softlock

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.

Claude's Datacenter

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).

Helpful Assistant

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.

Scaling Law

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.

Hallucination

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.

Chain of Thought

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.

Autocomplete

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).

Datacenter Fire

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.

Alignment Tax

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.

Rate Limit

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.

Refusal

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.

Fine-Tuning

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.

Disruptive Disruptor

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.

Rampaging Rhino

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.

Jlockwork Machine

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.

Juicy Kumquat Melon

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.

Death by 1000 cuts

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.

Me no Likey

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.

Introspection

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.

Reach the Summit

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.

Joint Filing

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.

Double Counting

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.

Double Header

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).

Fear Mongerer

Meditative · Unit · Epic · (2) Cost

Cry: Trigger your End of turn effects.

Radiant: Cry: Trigger your End of turn effects 2 times.

Gatling Pea

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.

Prime Time

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.

Smelly Steven

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.

Trenful Trickster

Meditative · Unit · Rare · (2) Cost

End of turn: Summon 1 random Trap.

Radiant: End of turn: Summon 2 random Traps.

True Craft a Card

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.

Expedition12

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.

Expedition123

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.

Temporal Rift

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.

Aestheticize the 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.

API Key Fishing

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.

Mind Games

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.

Fortify Mind

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.

Golly Bob Howdy

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.

Polymorph

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.

Blue-Eyes White Felinor

Meditative · Unit · Rare · (1) Cost

Tribute 2, Immune to tribal tag based hate

Radiant: Tribute 2, Immutable, Immune to tribal tag based hate

Alternate Fate

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.

Clip-Farming Lawyer

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.

Shade-iris

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.

Ancient Curse

Meditative · Spell · Token · (2) Cost

Cast on draw: Take 7 damage.

Radiant: Pierce Cast on draw: Take 7 damage.

Forbiddenous Factory

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.

Fickle E-Kitten

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.

Love Bomb

Meditative · Spell · Token · (1) Cost

Cast on draw: Heal your hero 7.

Radiant: Cast on draw: Heal your hero 14.

The Conductor

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.

Spiritually 中国

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。

First Day of 学校

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.

高考

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.

RCTA (CN)

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.

CN Peptides

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.

CN in a Bottle

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).

H1B Printer

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).

赌石 Addict

Meditative · Unit · Rare · (2) Cost

Cry: Add an Auspicious Rock to your hand.

Radiant: Cry: Add a Radiant Auspicious Rock to your hand.

Auspicious Rock

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%).

Jade

Meditative · Spell · Token · (0) Cost

Add 1 to your Jade Counter. Gain 1 mana.

Radiant: Add 2 to your Jade Counter. Gain 2 mana.

Dud

Meditative · Spell · Token · (0) Cost

Deal 2 damage.

Radiant: Deal 4 damage.

Red Jade

Meditative · Spell · Token · (0) Cost

Add 5 to your Jade Counter.

Radiant: Add 10 to your Jade Counter.

Jade Beauty

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.

Feng Shui

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.

CN Smuggler

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.

CN Flea Market

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.

CN Jade Market

Meditative · Spell · Rare · (X) Cost

Add X Auspicious Rocks to your hand.

Radiant: Add X Radiant Auspicious Rocks to your hand.

CN Jade Well

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.

Knowledge Breaker

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.

Knowledge Breaker Prime

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.

Conjure Intellect

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).

饕餮

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.

Tranquility

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.

YileGPT Tamed

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.

YileGPT Unleashed

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.

Yile's Virus

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.

AI Girlfriend

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.

CN Tech

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.

Devin Bot

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.

Economic Anxiety

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.

Prestige

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.

Money Machine

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.

Dragon Fruit

Meditative · Spell · Rare · (2) Cost

Add 1 random Prime card to your hand.

Radiant: Add 1 random Radiant Prime card to your hand.

House Party

Meditative · Spell · Common · (3) Cost

Fill your board with Right-house defenders.

Radiant: Fill your board with Radiant Right-house defenders.

Clip-Farming Critikal

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.

Permanent Underclassman

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."

Permanent Upperclassman

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."

Eschews

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.

Joon Jorker

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.

Small Time Recruits

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.

Skull of J'Nari

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.

Traitorous Blood

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.

Keymaster Keenus

Meditative · Unit · Legendary · (4) Cost

Equip Aura: Has 5 random combat keywords.

Radiant: Equip Aura: Has 10 random combat keywords.

Fiery Waraxe

Meditative · Field Spell · Common · (2) Cost

Animated on your turn, First Strike

Radiant: Animated on your turn, Pierce, First Strike

Sentient Cat Ears

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.

Catnip

Meditative · Field Trap · Rare · (1) Cost

Animated Reveals after your opponent plays a Spell.

Radiant: Animated, Taunt Reveals after your opponent plays a Spell.

The Maestro

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.

I'M WILL BE YOUR DOOM

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.

Ready… I'm

Meditative · Unit · Token · (1) Cost

Poisonous

Radiant: Poisonous, Divine Shield

Pareto Optimality

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.

The Cane

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.

The Banisher

Meditative · Unit · Common · (1) Cost

Whenever this damages a Unit, exile that Unit.

Radiant: Cleave Whenever this damages a Unit, exile that Unit.

Plate Packer

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.

Montaña Giant

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.

Ever Growing Tree

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.

Do or Die

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.

Bulk Booster

Meditative · Spell · Common · (3) Cost

Fill your hand with random Common cards.

Radiant: Fill your hand with random Radiant Common cards.

Occidentless Mandate

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.

Touched by KY

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.

Aluneth

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.

Deadman's Hand

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.

Medina Outfitter

Meditative · Unit · Common · (1) Cost

Cry: Buff every card in your hand.

Radiant: Cry: Buff every card in your hand 3 times.

Medina Enforcer

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.

Volatility

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.

Playtester

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.

Mayor Medinamogger

Meditative · Unit · Legendary · (2) Cost

Aura: All targets are chosen at random.

Radiant: Lucky 1 Aura: All targets are chosen at random.

Tatches the Totem

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.

The True Sheep

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).

Jlarna

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.

Spell Basket

Meditative · Spell · Common · (1) Cost

Add 3 random Spells to your hand.

Radiant: Add 3 random Radiant Spells to your hand.

Windfast

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.

Windfurious Prime

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.

Unan

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.

Growing Felinor

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.

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.

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.

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.

Shrinking Felinor

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.

Call to Chaos (Meditative Edition)

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.

CN Golem

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 Journey

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.

Journey Complete

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.

Jlockeed's Evil Blueprints

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.

Empty Plot

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.

Wishing Well

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.

School

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.

Mega Church

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.

Bunker

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.

University

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.

The Great Wall

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.

Prison

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.

Jlockeed's Headquarters

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.

Showdown

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.

Paranoia

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.

Greaser

Meditative · Unit · Common · (2) Cost

Gachaholic

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.

Catboy Maid SSR+

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.

Bob's Plan

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.

Base Camp

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.

Spa Day

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.

NA Tech

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).

Wondrous Wand

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.

Supply Drop

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.

Spirit Lash

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.

Bloodbloom

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.

Life Mage

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.

Arch Mage

Meditative+ · Unit · Common · (2) Cost

Spell Damage +3

Radiant: Spell Damage +6

Magic Amplifier

Meditative+ · Field Spell · Common · (1) Cost

Aura: Both players have Spell Damage +2.

Radiant: Aura: Both players have Spell Damage +4.

Medina Grifter

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).

Living Mana Potion

Meditative+ · Unit · Rare · (1) Cost

Activate: Tribute this. You have Spell Damage +5 this turn.

Radiant: Activate: You have Spell Damage +5 this turn.

Living Armor Potion

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.

Living Health Potion

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.

Potion Pouch

Meditative+ · Spell · Rare · (1) Cost

Add 2 random Potion cards to your hand.

Radiant: Add 2 random Radiant Potion cards to your hand.

Book of Potions

Meditative+ · Spell · Epic · (1) Cost

Add 1 random Radiant Potion card to your hand.

Radiant: Add 2 random Radiant Potion cards to your hand.

Jazakus

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.

Jazakus Prime

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).

Dogpile

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.

Cognitive Offloading

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.

Grubby Gloves

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.

KY's Competition

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.

Lil' Kenny

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.

Harmony Spirit

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.

Mountaintop Garden

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.

Enormous Elderberry

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.

Bob, Wisconsin's Strongest Soldier

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.

KY's Intuition

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).

Scratch Pad

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.