Deploy: Boost self by 1 for each boosted ally.
Deploy: Deal 1 damage to enemy. If it dies, damage another enemy by 3.
Whenever you play Order unit, boost self by 1.
Order: Damage unit by 1. Charges 1.
Whenever you play a card with Order gain 1 Charge.
Order: Damage unit by 1. If Landsknechts are boosted, damage unit by 3 instead. Reach: 2
Deploy: Destroy opponent's Artifact.
Deploy: Move unit to different row. Range: 2
Destroy 2 allied units of the same tier, then create and play unit of that tier
Deploy Melee: Boost self by 0-11 power.
Deploy.Ranged: Swap your graveyard with your deck.
Spying. Deploy: Play random gold card from your deck.
Deploy Melee: Destroy enemy with Order.
Deploy: If you are holding Dragon, gain Zeal.Order: Destroy enemy with 8 or more power.
Zeal. Order: Boost unit by 1. Charges: 1 Gain 1 charge whenever player plays a card.
Deploy: Destroy all 1 power units, for each unit destroyed, boost self by 2.
Deploy: Damage enemy by 1 for each human you control. Reach: 2
Order: Play random artifact from enemy deck.
Melee: Whenever enemy is damaged, boost self by 1.
DeployMelee: Deal 3 damage to enemy and all its copies. Reach: 2
Deploy: Look at top 3 cards of your opponent's deck, you may put one of them into their graveyard.
At the end of your turn, if boosted, boost adjacent allies by 1.
Deploy: Spawn either Mahakam Ale or Foul Ale.
Whenever you play unit with Charges, give it additional charge.
OrderMelee: Deal 2 damage to enemy. Charges: 1 G
Gain 1 charge whenever you play a witcher.
Order Ranged: Look at the top card from each deck. Keep one and give other to the opponent.
Deploy.Melee: Banish all cards in enemy graveyard.Ranged: Banish all cards in your graveyard.
Melee: At the end of your turn, destroy weakest power unit, for the player with highest number of units on the board.
Deploy: Boost allied Elf, Dwarf and Dryad by 2.
Move to the row with the highest power unit on the board at turn end.
Order: Boost unit in your hand by 8.
Order: Give 1 charge to a unit. Cooldown 2.
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