Witcher StudentWitcher, Token
Maxii Van DekkarHuman
Deploy: Look at your deck in order from top to bottom.
You may shuffle your deck, then put a card on the bottom of it.
Draw a card with Adrenaline of your choice, then shuffle back a card from your hand to your deck. Spawn a Witcher Student on each allied row.
At the end of your turn, destroy this card if it's the only Witcher on this row.
Deploy: Boost self by 1 for every Witcher you control.
Triangle Within a TriangleSpell
Boost an ally by its provision cost or damage an enemy by its provision cost.
Order: Draw 2 cards, then shuffle 2 cards back to your deck.
Whenever you draw a card, boost self by 2.
Idarran of UlivoHuman, Mage, Mutant
The first time you Spawn a unit each turn on your side of the board, Spawn a 1-power copy of it on this row, then give it Doomed.
Cosimo MalaspinaHuman, Mage
Deploy: Transform adjacent units into random units that cost 1 provision more.
Deploy: Play a Witcher card from your deck.
Adrenaline 3: Give it Shield.
Whenever you play a Spell card, Spawn a random unit with the same provision cost on this row.
Whenever you Consume one or more units, boost self by 1.
Boost an allied unit by 4 and gain an additional effect based on the unit's category.
Insectoid - Spawn 3 Drones on the boosted unit's row.
Beast - Boost that unit by 8 instead.
Ogroid - Give all Ogroids in your hand 2 Armor.
Deathwish: At the end of your turn, if there is another Succubus in your graveyard, Summon self from your graveyard to a random row and gain Doomed.
Adrenaline 3: Don't gain Doomed.
Deploy: Consume an allied unit.
Adrenaline 4: Boost all copies of Consumed unit in that unit's row by 1.
Order: Reset this unit's power and Spawn a number of Rats in this row equal to the amount of boost it lost.
At the end of your turn, Consume a unit to the right.
Order (Adrenaline 3): Consume all Tokens on this row and gain Immunity.
Whenever you Consume one or more units, Spawn a Drone in this row.
Dol Dhu LokkeLocation
Deploy: Spawn and play Succubus, Phooca, Chimera or Hybrid.
Order: Move the highest power unit to the top of your deck and Spawn a Drone on both sides of this card.
Whenever this unit's Thrive is triggered, Spawn a Drone in this row.
Adrenaline 4: Whenever this unit's Thrive is triggered, Spawn an Endrega Larva in this row instead.
Deathwish: Shuffle Viy back to your deck then increase its base power by 3.
Viper Witcher AdeptWitcher
At the end of your turn, boost self by 1 if your opponent has more cards in the deck than you.
Damage an enemy unit by 5.
Deathblow: Banish it and Spawn a base copy of it on top of the opponent's deck.
Deploy: Give Bleeding (2) to an enemy unit.
Adrenaline 6: Spawn a base copy of that unit on top of the opponent's deck.
Viper Witcher AlchemistWitcher
Deploy: Look at the top 3 cards of your deck and put one on top, then swap the top card of your opponent's deck with yours.
Viper Witcher MentorWitcher
Deploy: Set the power of this card to match the provision cost of the top card in your opponent's deck.
Adrenaline 3: Set the power of this card to match the provision cost of the highest-cost card in your opponent's deck instead.
Warritt The All-SeeingWitcher
Deploy (Melee): Put the highest cost card in your opponent's deck on the top of it.
Deploy (Ranged): Put the lowest cost card in your opponent's deck on the top of it.
Adrenaline 2: At the end of your turn, boost self by the difference between the number of cards in players' decks.
Deploy: Spawn and play Viper Witcher Adept, Viper Witcher, Viper Witcher Mentor or Viper Witcher Alchemist.
Order: Move a card from your opponent's graveyard to the top of their deck.
At the end of the round, put this card in the opponent's graveyard.
At the end of your turn, while in graveyard, Banish the lowest-cost card from it.
If Vypper is the only card in the graveyard, give it Doomed, then Summon it to a random opponent's row.
Deploy: Swap this unit's power with an enemy unit.
Adrenaline 2: Damage an enemy unit by 4 instead.
Boost an allied unit by 4. If there is a Witcher on the boosted unit's row, also Spawn a Witcher Student on that row.
Griffin Witcher AdeptWitcher
Order: Transform an allied Witcher into a base copy of Griffin Witcher Adept.
Griffin Witcher RangerWitcher
Deploy: Boost self by 1 for every unit on an enemy row.
Order: Transfer all boosts from self to an allied unit.
Order (Melee): Damage an enemy unit by 1.
Adrenaline 3: At the end of your turn, damage a random enemy unit by 3 and Lock self.
Griffin Witcher MentorWitcher
Deploy: Draw your top unit, then shuffle a card from your hand back to your deck.
Adrenaline 4: Boost the unit you've drawn by 2.
Zeal. Order: Boost all other units with power equal to Coën's power by the amount Coën is boosted.
Resupply: Spawn a Witcher Student on this row.
Adrenaline 4: At the end of your turn, Spawn a Witcher Student on this row.
Deploy: Spawn and play Griffin Witcher Adept, Griffin Witcher, Griffin Witcher Mentor or Griffin Witcher Ranger.
Order: Boost a unit in your deck by 3.
At the end of the round, shuffle this card back to your deck, keeping its boosts.
Erland of LarvikWitcher
Deploy: Boost all units in your deck by 1.
Adrenaline 3: Also gain Immunity.
Order: Remove boosts from all units in your deck, then boost this unit by the same amount.
Making a BombBomb
Move an enemy unit to the other row, give it Bleeding (4). If it's the only unit on that row, damage it by 4 instead.
Cat Witcher AdeptWitcher
Deploy (Melee): Give an enemy unit Bleeding with duration equal to the number of units on that unit's row.
Deploy (Ranged): Give an allied unit Vitality with duration equal to the number of units on that unit's row.
Cat Witcher MentorWitcher
Deploy: Boost self by the number of the other cards on this row.
Adrenaline 4: Whenever a card appears in this row, boost self by 1.
Cat Witcher SaboteurWitcher
Deploy: Move an enemy unit to the left-most position on its row. Damage it by 1 for every card it passed.
At the end of your turn, move self to the other row and damage a random enemy on the opposite row by 1.
Adrenaline 3: Damage it by 2 instead.
Deploy: Move the other cards from this row to the other row.
Damage a random enemy unit for each card moved by 1.
Deploy: Destroy the rightmost unit on an enemy row with at least 5 units.
Adrenaline 3: Destroy the rightmost unit on an enemy row with at least 3 units instead.
Deploy: Spawn and play Cat Witcher Adept, Cat Witcher, Cat Witcher Mentor or Cat Witcher Saboteur.
Order: Move 3 allied units to the other row.
Saber-Tooth Tiger: StealthBeast
At the start of your turn, damage all enemy units that are alone on their row by 2 and transform self into Saber-Tooth Tiger.
Zeal. Order: Transform self into Saber-Tooth Tiger: Stealth.
Gezras of LeydaWitcher
Melee: At the end of your turn, move self to the Ranged row and boost a random allied unit on this row by 1.
Ranged: At the end of your turn, move self to the Melee row and damage a random enemy unit on the opposite row by 1.
Adrenaline 3: Instead of a random unit, affect all other units in a row.
Bear Witcher AdeptWitcher
Deploy: Damage self by 4.
At the end of your turn, Heal self by 1. While not damaged, gain 1 Armor instead.
Damage an enemy unit by 2.
Spawn 3 Witcher Students on the opposite row, damage them by 1, then give them 1 Armor.
Bear Witcher MentorWitcher
Deploy: Boost self by 1 for every damaged allied unit.
Adrenaline 3: Boost self by 1 for every damaged unit instead.
Bear Witcher QuartermasterWitcher
Order: Damage an allied unit by 1, then Spawn a Witcher Student on this row.
Deploy: Damage self by 3.
Adrenaline 4: Damage self and an enemy unit by 3 instead.
Deploy: Spawn a Deafening Siren on the opposite row and damage all units on that row by 1.
Adrenaline 4: Spawn a Deafening Siren on the opposite row and damage it by 1 instead.
Junod of BelhavenWitcher
Deploy: Destroy a damaged enemy unit.
Deploy: Spawn and play Bear Witcher Adept, Bear Witcher, Bear Witcher Mentor or Bear Witcher Quartermaster.
Order: Heal adjacent units by 2.
Units in this and the opposite row can't be boosted.
Deploy: Gain 1 Armor for every damaged unit.
Adrenaline 4: When your opponent plays a unit on their side of the battlefield, damage that unit by Arnaghad's power and damage Arnaghad by that unit's power.
Red MutagenCrime, Salamandra
Damage an enemy unit by 4.
Green MutagenCrime, Salamandra
Boost an allied unit by 4 and give it Veil.
Blue MutagenCrime, Salamandra
Poison an allied unit and gain 5 Coins.
Salamandra LackeyHuman, Salamandra
The first time you gain a Coin each turn, boost self by 1.
Stolen MutagensCrime, Salamandra
Pick a mutagen:
Red - Damage an enemy unit by 4.
Blue - Poison an allied unit and gain 5 Coins.
Green - Boost an allied unit by 4 and give it Veil.
If you control at least 3 Salamandra units, Profit 3.
Salamandra AbominationBeast, Mutant, Salamandra
Tribute 1: Poison self.
Whenever this unit is Poisoned, boost self by 2.
Adrenaline 6: At the end of your turn, Purify self.
Salamandra MageHuman, Salamandra
Tribute 4: Damage 3 adjacent enemy units by 2.
Whenever you pay a Tribute ability, gain 1 Coins.
Adrenaline 5: Gain 2 Coins instead.
Failed ExperimentHuman, Mutant, Salamandra
At the end of your turn, lose 1 Coin. If you have no Coins, damage self by 1 instead.
While Poisoned, disable this ability.
Gellert BleinheimHuman, Salamandra
Fee 1: Poison an allied unit and boost it by 2.
Roland BleinheimHuman, Salamandra
Whenever a unit is Poisoned, gain 2 Coins.
Adrenaline 5: Whenever an allied unit is Poisoned, gain 2 Coins instead.
Deploy: Spawn and play Failed Experiment, Salamandra Abomination, Salamandra Mage or Salamandra Lackey.
Order: Move Poison from an ally to another unit.
Deploy: Poison a unit.
Tribute 9: Poison all units on the battlefield instead.
Increase the Profit by 1 for every allied Salamandra unit.
Fallen RaylaHuman, Mutant, Salamandra
Tribute 3: Gain Veil.
Adrenaline 5: Whenever you pay a Tribute ability, boost self by that Tribute's cost.