Cards Portal

From Liquipedia Artifact Wiki
Card Cost Rarity Type Color Damage Armor Health Effect
...And One For Me 4 Uncommon (Call to Arms) Spell Blue Choose a hero. Put a base copy of a random item equipped by that hero into your hand.
Abaddon Uncommon (Call to Arms) Hero Green 4 9
Act of Defiance 5 Uncommon (Call to Arms) Spell Green Silence a unit this round.
Aghanim's Sanctum 4 Uncommon (Call to Arms) Improvement Blue Active: Fully restore your tower's Mana.
Allseeing One's Favor 4 Rare (Call to Arms) Spell Green Modify a green hero with "Allies have +2 Regeneration."
Altar of the Mad Moon 4 Uncommon (Call to Arms) Improvement Green Allied Melee Creeps have +2 Regeneration.
Annihilation 6 Rare (Call to Arms) Spell Blue Condemn all units
Aphotic Shield 2 Uncommon (Call to Arms) Spell Green Purge enemy effects from a unit. Give that unit +2 Armor and +2 Retaliate this round.
Apotheosis Blade 25 Rare (Call to Arms) Weapon Equipped hero has +8 Attack and +4 Siege. Condemn units equipped hero deals battle damage to. Active: Condemn enemy improvements. Condemn each item equipped by equipped hero's combat target.
Arcane Assault 4 Common (Call to Arms) Spell Blue Deal 2 damage to the tower. Draw a card.
Arcane Censure 4 Common (Call to Arms) Spell Black Modify the enemy tower with -1 Mana.
Arm the Rebellion 4 Common (Call to Arms) Spell Green Modify allied creeps with +2 Attack and +1 Armor.
Assassin's Apprentice 2 Common (Call to Arms) Creep Black 3 2 Active: Choose a combat target for Assassin's Apprentice
Assassin's Shadow 7 Rare (Call to Arms) Creep Black 15 5 Siege 5. Assassin's Shadows has -2 Attack for each ally.
Assassin's Veil 6 Uncommon (Call to Arms) Accessory Equipped hero has +4 Health.
Assassinate 7 Uncommon (Call to Arms) Spell Black Deal 10 piercing damage to a unit in any lane.
Assault Ladders 3 Uncommon (Call to Arms) Improvement Black Allies deal +2 damage when attacking a tower.
Assured Destruction 3 Rare (Call to Arms) Improvement Black All heroes have +4 Siege.
Astral Imprisonment 4 Uncommon (Call to Arms) Spell Blue Stun a unit this round. Give that unit Damage Immunity this round.
At Any Cost 3 Rare (Call to Arms) Spell Blue Deal 6 damage to every unit.
Avernus' Blessing 3 Common (Call to Arms) Spell Green Modify a unit with +2 Attack.
Axe Rare (Call to Arms) Hero Red 7 2 11
Ball Lightning 3 Rare (Call to Arms) Spell Black Move an allied black hero to an empty combat position in any lane.
Barbed Mail 6 Rare (Call to Arms) Armor Equipped hero has +1 Armor and +2 Retaliate.
Barracks 5 Uncommon (Call to Arms) Improvement Blue Summon a Melee Creep into this lane each deployment phase.
Battlefield Control 1 Basic (Base Set) Spell Blue Choose a unit. Choose a combat target for it.
Beastmaster Common (Call to Arms) Hero Red 5 12
Bellow 2 Common (Call to Arms) Spell Green Move a creep to a random other lane.
Berserker's Call 6 Rare (Call to Arms) Spell Red Choose an allied red hero. It battles its enemy neighbors.
Better Late Than Never 3 Common (Call to Arms) Spell Blue Summon a Melee Creep into any lane.
Bitter Enemies 2 Rare (Call to Arms) Improvement Black After the combat phase, remove a charge from Bitter Enemies. Before the action phase, if there are zero charges on Bitter Enemies, deal 6 damage to both towers.
Blade of the Vigil 7 Common (Call to Arms) Weapon Equipped hero has +2 Attack and +2 Cleave.
Blink Dagger 7 Uncommon (Call to Arms) Weapon Equipped hero has +2 Attack.
Blood Rage 5 Common (Call to Arms) Spell Black Silence a unit this round. Give that unit +4 Attack this round.
Bloodseeker Common (Call to Arms) Hero Black 7 6
Bolt of Damocles 10 Rare (Call to Arms) Spell Blue Deal 20 damage to the enemy tower.
Book of the Dead 10 Common (Call to Arms) Accessory Equipped hero has +4 Health. Add a charge to Book of the Dead after an allied Melee Creep dies. Active: Summon a Zombie for each charge and remove all charges.
Bounty Hunter Common (Call to Arms) Hero Black 7 7
Bracers of Sacrifice 8 Rare (Call to Arms) Armor Equipped hero has +2 Armor. Active: Deal 6 damage to equipped hero's enemy neighbors and condem equipped hero.
Bristleback Common (Call to Arms) Hero Red 8 12
Broadsword 7 Common (Call to Arms) Weapon Equipped hero has +4 Attack.
Bronze Legionnaire 2 Common (Call to Arms) Creep Red 4 2 2
Burning Oil 1 Uncommon (Call to Arms) Improvement Red Your tower has +2 Retaliate.
Buying Time 3 Common (Call to Arms) Spell Blue Give two random cards in opponent's hand +2 Lock.
Call the Reserves 6 Uncommon (Call to Arms) Spell Blue Summon two Melee Creeps into any lane.
Caught Unprepared 4 Rare (Call to Arms) Spell Green Stun a hero until they equip an item.
Centaur Hunter 5 Basic (Call to Arms) Creep Red 4 8
Centaur Warrunner Rare (Call to Arms) Hero Red 4 14
Chain Frost 7 Rare (Call to Arms) Spell Black Deal 3 damage to a unit. Repeat 7 times: Deal 3 damage to a random unit to its left or right.
Chainmail 7 Common (Call to Arms) Armor Equipped hero has +2 Armor.
Champion of the Ancient 7 Rare (Call to Arms) Creep Green 2 6 Play Effect: Modify Champion of the Ancient with +1 Attack, +1 Health, and +1 Cleave for each enemy.
Cheating Death 5 Rare (Call to Arms) Improvement Green If there is an allied green hero in this lane, allies have a 50% chance of surviving with 1 Health when they would die.
Chen Rare (Call to Arms) Hero Green 4 9
Claszureme Hourglass 10 Uncommon (Call to Arms) Accessory Equipped hero has +4 Health. Whenever opponent draws a card, give that card +1 Lock if equipped hero is in any lane.
Claymore 15 Uncommon (Call to Arms) Weapon Equipped hero has +8 Attack.
Cleansing Rite 4 Uncommon (Call to Arms) Spell Green Purge your opponent's effects from a hero.
Clear the Deck 4 Common (Call to Arms) Spell Red Give allied heroes +4 Cleave this round.
Cloak of Endless Carnage 13 Rare (Call to Arms) Accessory Equipped hero has +8 Health. Draw a card after an allied neighbor of equipped hero dies.
Collateral Damage 4 Common (Call to Arms) Spell Black Modify a black hero with +3 Siege.
Combat Training 3 Common (Call to Arms) Spell Red Modify a hero with +2 Attack.
Compel 3 Uncommon (Call to Arms) Spell Blue Choose a unit. Choose a combat target for it. Draw a card.
Conflagration 5 Rare (Call to Arms) Improvement Blue Deal 2 damage to each enemy before the action phase.
Coordinated Assault 4 Rare (Call to Arms) Spell Black Modify a black hero with "After you play a black card, give this hero and its allied neighbors +2 Attack this round."
Corrosive Mist 5 Rare (Call to Arms) Spell Green Condemn all equipped items.
Coup de Grace 6 Common (Call to Arms) Spell Black Discard a random card. Condemn a hero.
Crippling Blow 4 Common (Call to Arms) Spell Red Modify a hero with -2 Attack.
Crystal Maiden Common (Call to Arms) Hero Blue 2 5
Cunning Plan 2 Common (Call to Arms) Spell Blue Swap a unit with one of its allied neighbors. Draw a card.
Curse of Atrophy 6 Rare (Call to Arms) Spell Green Modify enemy heroes with -2 Attack.
Cursed Satyr 5 Uncommon (Call to Arms) Creep Red 6 6 Summon a Zombie for your opponent after the combat phase.
Dark Seer Common (Call to Arms) Hero Green 5 9
Debbi the Cunning Basic (Base Set) Hero Black 7 5
Defend the Weak 2 Uncommon (Call to Arms) Spell Green Modify a unit with "This unit's allied neighbors have +2 Armor."
Defensive Bloom 4 Uncommon (Call to Arms) Spell Green Summon two Roseleaf Walls.
Defensive Stance 2 Common (Call to Arms) Spell Red Give a hero +3 Armor this round.
Demagicking Maul 5 Uncommon (Call to Arms) Weapon Equipped hero has +2 Attack. Active: Condemn a random enemy improvement. May only be used if equipped hero is unblocked.
Diabolic Revelation 1 Uncommon (Call to Arms) Spell Blue Draw 2 cards. Deal 2 damage to allies in all lanes.
Dimensional Portal 4 Common (Call to Arms) Spell Blue Summon three Melee Creeps.
Dirty Deeds 3 Uncommon (Call to Arms) Spell Black Deal 2 damage to the enemy tower for each of its improvements.
Disciple of Nevermore 3 Common (Call to Arms) Creep Black 4 -2 4 Other allies have +2 Attack and -2 Armor.
Divided We Stand 4 Rare (Call to Arms) Spell Blue Summon a Meepo.
Divine Intervention 5 Uncommon (Call to Arms) Spell Green Give allies Damage Immunity this round.
Divine Purpose 7 Rare (Call to Arms) Spell Green Modify a unit with Damage Immunity.
Double Edge 1 Rare (Call to Arms) Spell Red Give a red hero +8 Attack and -8 Armor this round.
Drow Ranger Rare (Call to Arms) Hero Green 4 7
Duel 2 Uncommon (Call to Arms) Spell Red Choose an allied red hero and another unit. They battle each other.
Earthshaker Rare (Call to Arms) Hero Blue 2 7
Echo Slam 7 Rare (Call to Arms) Spell Blue Deal damage to each enemy equal to the number of enemies.
Eclipse 6 Uncommon (Call to Arms) Spell Blue Repeat one time for each charge: Deal 3 piercing damage to a random enemy.
Emissary of the Quorum 8 Rare (Call to Arms) Creep Green 1 2 10 Active: Modify allies with +2 Attack and +2 Health.
Empower 4 Common (Call to Arms) Spell Green Modify a unit with +3 Attack and +3 Cleave.
Enchantress Common (Call to Arms) Hero Green 4 8
Enough Magic! 5 Uncommon (Call to Arms) Spell Red Proceed to the combat phase.
Enrage 4 Common (Call to Arms) Spell Red Give a red hero +4 Attack and +4 Armor this round.
Escape Route 1 Rare (Call to Arms) Improvement Black Active: Return an allied hero to the Fountain.
Farvhan the Dreamer Basic (Base Set) Hero Green 4 11
Fight Through the Pain 1 Common (Call to Arms) Spell Red Give a red hero +2 Armor this round.
Fighting Instinct 5 Basic (Base Set) Spell Red Modify a red hero with +1 Attack and +1 Armor.
Fog of War 4 Rare (Call to Arms) Spell Blue Each enemy has a 50% chance of being disarmed this round.
Foresight 4 Common (Call to Arms) Spell Blue Draw 2 cards.
Forward Charge 3 Uncommon (Call to Arms) Spell Black Give allies +2 Siege this round. Allies change their combat target to the unit or tower across from them.
Fountain Flask 4 Basic (Base Set) Consumable Fully heal a unit.
Fractured Timeline 2 Rare (Call to Arms) Improvement Blue Before the action phase, give a random card in opponent's had +1 Lock.
Friendly Fire 6 Uncommon (Call to Arms) Spell Blue Choose two enemies. They battle each other.
Frostbite 3 Common (Call to Arms) Spell Blue Deal 2 damage to a unit and disarm it this round.
Fur-lined Mantle 7 Common (Call to Arms) Accessory Equipped hero has +8 Health.
Gank 4 Uncommon (Call to Arms) Spell Black Choose an allied black hero. Choose another unit in any lane. They battle each other.
Glyph of Confusion 6 Rare (Call to Arms) Improvement Blue Whenever any unit enters this lane, stun it this round.
God's Strength 6 Common (Call to Arms) Spell Red Modify a red hero with +4 Attack.
Golden Ticket 7 Uncommon (Call to Arms) Consumable Get a random item from the Secret Shop.
Grand Melee 3 Rare (Call to Arms) Improvement Red If there is an allied red hero in this lane, all heroes have +2 Cleave.
Grazing Shot 1 Common (Call to Arms) Spell Black Deal 2 damage to a unit in any lane.
Gust 4 Rare (Call to Arms) Spell Green Silence enemy heroes this round.
Hand of God 7 Rare (Call to Arms) Spell Green Fully heal each ally. Give allies Damage Immunity this round.
Healing Salve 3 Basic (Base Set) Consumable Heal a unit 6.
Heartstopper Aura 4 Common (Call to Arms) Spell Black Modify a black hero with "Deal 2 piercing damage to this hero's enemy neighbors before the action phase."
Hellbear Crippler 3 Common (Call to Arms) Creep Red 3 3 When Hellbear Crippler deals battle damage to a unit, modify that unity with -1 Attack.
Helm of the Dominator 19 Uncommon (Call to Arms) Armor Equipped hero has +3 Armor. Active: Get control of an enemy creep.
Hero's Cape 15 Uncommon (Call to Arms) Accessory Equipped hero has +16 Health.
Heroic Resolve 2 Rare (Call to Arms) Spell Red Modify a red hero with "After you play a non-item card costing 2 or less, modify this hero with +2 Health."
Hip Fire 4 Common (Call to Arms) Spell Black Deal 4 damage to a unit. Get initiative.
Homefield Advantage 4 Uncommon (Call to Arms) Improvement Green Before the action phase disarm a random enemy this round.
Horde Catapult 2 Uncommon (Call to Arms) Creep Black 0 4 Deal 2 piercing damage to the enemy tower before the action phase.
Horn of the Alpha 25 Rare (Call to Arms) Accessory Equipped hero has +4 Health. Active: Summon a Thunderhide Pack.
Hound of War 3 Basic (Call to Arms) Creep Black 2 1
Howling Mind 3 Uncommon (Call to Arms) Improvement Blue You and your opponent draw an extra card each round.
Ignite 3 Common (Call to Arms) Improvement Blue Deal 1 piercing damage to each enemy before the action phase.
Incarnation of Selemene 9 Rare (Call to Arms) Creep Blue 3 11 Fully restore your towers Mana after you play any card.
Intimidation 5 Common (Call to Arms) Spell Green Move a unit to a random other lane.
Ion Shell 4 Common (Call to Arms) Spell Green Modify a unit with +3 Retaliate.
Iron Branch Protection 2 Uncommon (Call to Arms) Spell Green Give a unit in any lane +3 Armor until end of its next combat phase.
Iron Fog Goldmine 3 Common (Call to Arms) Improvement Black Get 3 gold after the combat phase.
J'Muy the Wise Basic (Base Set) Hero Blue 3 8
Jasper Daggers 7 Uncommon (Call to Arms) Weapon Equipped hero has +2 Attack and Pierce.
Juke 1 Common (Call to Arms) Spell Green Swap an ally with one of its allied neighbors.
Kanna Rare (Call to Arms) Hero Blue 2 12
Keefe the Bold Basic (Base Set) Hero Red 6 1 11
Keenfolk Golem 6 Rare (Call to Arms) Creep Red 13 13 Play Effect: Discard your hand.
Keenfolk Musket 7 Common (Call to Arms) Weapon Equipped hero has +2 Attack. Active: Deal 2 damage to a unit.
Keenfolk Plate 8 Uncommon (Call to Arms) Armor Equipped hero has +1 Armor. Equipped hero has +1 Armor for each of its attackers.
Keenfolk Turret 4 Uncommon (Call to Arms) Improvement Black Active: Deal 2 piercing damage to a unit.
Kraken Shell 1 Uncommon (Call to Arms) Spell Red Modify a red hero with +1 Armor. Get initiative.
Leather Armor 3 Basic (Base Set) Armor Equipped hero has +1 Armor.
Legion Commander Uncommon (Call to Arms) Hero Red 6 1 8
Legion Standard Bearer 4 Uncommon (Call to Arms) Creep Red 0 6 Legion Standard Bearer's allied neighbors have +4 Attack.
Lich Rare (Call to Arms) Hero Black 5 9
Lightning Strike 2 Common (Call to Arms) Spell Blue Deal 6 damage to the enemy tower.
Lion Common (Call to Arms) Hero Black 6 5
Lodestone Demolition 3 Uncommon (Call to Arms) Spell Black Deal damage to the enemy tower equal to the total Armor on enemies.
Lost in Time 6 Uncommon (Call to Arms) Spell Blue Give three random cards in opponent's hand +3 Lock.
Loyal Beast 3 Basic (Call to Arms) Creep Red 3 1 3 When Loyal Beast deals battle damage to a unit, modify that unit with -1 Attack.
Luna Uncommon (Call to Arms) Hero Blue 3 8
Lycan Common (Call to Arms) Hero Green 4 10
Magnus Common (Call to Arms) Hero Green 4 1 9
Mana Drain 2 Common (Call to Arms) Spell Black Give the enemy tower -2 Mana this round and give your tower +2 Mana this round.
March of the Machines 5 Rare (Call to Arms) Improvement Black Before the action phase, if there are charges on March of the Machines, remove one and deal 2 damage to the enemy tower and 2 damage to each enemy.
Marrowfell Brawler 6 Rare (Call to Arms) Creep Red 6 16
Mazzie Common (Call to Arms) Hero Red 6 3 6
Meepo Rare (Call to Arms) Hero Blue 4 5
Melee Creep Basic (Base Set) Creep 2 4
Mercenary Exiles 3 Rare (Call to Arms) Creep Red 2 1 4 Active: Spend all your gold. Modify Mercenary Exiles with +X Attack and +X Health where X is half the gold spent.
Messenger Rookery 1 Common (Call to Arms) Improvement Blue Active: Choose an ally. Choose a combat target for it.
Mist of Avernus 3 Uncommon (Call to Arms) Improvement Green Modify allies with +1 Attack before the action phase.
Murder Plot 4 Uncommon (Call to Arms) Spell Black Give a black hero +8 Attack this round. Choose a combat target for it.
Mystic Flare 6 Common (Call to Arms) Spell Blue Deal 12 damage evenly divided among a unit and its allied neighbors.
Necrophos Common (Call to Arms) Hero Black 5 7
Nether Ward 4 Rare (Call to Arms) Improvement Red After opponent plays a spell, deal 3 damage to the enemy tower.
New Orders 1 Common (Call to Arms) Spell Red Choose an ally. Choose a combat target for it.
No Accident 3 Basic (Base Set) Spell Black Deal 2 damage to a unit.
Nyctasha's Guard 25 Rare (Call to Arms) Armor Equipped hero has +1 Armor. Active: Move equipped hero's enemy neighbors to random other lanes.
Obliterating Orb 10 Uncommon (Call to Arms) Consumable Condemn an improvement.
Oglodi Vandal 4 Common (Call to Arms) Creep Black 4 4 Play Effect: Deal 4 damage to the enemy tower.
Ogre Conscript 6 Common (Call to Arms) Creep Red 7 2 7
Ogre Corpse Tosser 5 Rare (Call to Arms) Creep Red 2 10 Deal 2 piercing damage to the enemy tower after an allied Melee Creep dies.
Ogre Magi Common (Call to Arms) Hero Blue 3 7
Omniknight Rare (Call to Arms) Hero Green 5 12
Outworld Devourer Uncommon (Call to Arms) Hero Blue 4 6
Path of the Bold 3 Rare (Call to Arms) Improvement Red After you play a red card, modify a random ally with +1 Attack.
Path of the Cunning 3 Rare (Call to Arms) Improvement Black After you play a black card, modify a random ally with +1 Siege.
Path of the Dreamer 3 Rare (Call to Arms) Improvement Green After you play green card, give your tower +3 Regeneration until end of round.
Path of the Wise 3 Rare (Call to Arms) Improvement Blue After you play a blue card, deal 1 piercing damage to a random enemy.
Payday 3 Common (Call to Arms) Spell Black Double your gold.
Phantom Assassin Common (Call to Arms) Hero Black 6 8
Phase Boots 6 Uncommon (Call to Arms) Accessory Equipped hero has +4 Health. Active: Swap equipped hero with another ally.
Pick Off 4 Uncommon (Call to Arms) Spell Black Deal 4 damage to a unit in any lane.
Pick a Fight 2 Common (Call to Arms) Spell Red Choose an allied hero. It taunts. Choose a combat target for it.
Pit Fighter of Quoidge 4 Rare (Call to Arms) Creep Black 2 8 Modify Pit Fighter of Quoidge with +2 Attack after an allied neighbor dies.
Plague Ward 3 Basic (Call to Arms) Creep Blue 1 3 Before the action phase, deal 2 piercing damage to a random enemy neighbor of Plague Ward.
Platemail 15 Uncommon (Call to Arms) Armor Equipped hero has +4 Armor.
Poaching Knife 8 Rare (Call to Arms) Weapon Equipped hero has +2 Attack. Get 5 gold after an enemy hero dies. Get 1 gold after an enemy creep dies.
Poised to Strike 1 Rare (Call to Arms) Spell Red Give a red hero +4 Attack this round.
Potion of Knowledge 5 Basic (Base Set) Consumable Draw a card.
Prellex Uncommon (Call to Arms) Hero Blue 3 5
Prey on the Weak 4 Rare (Call to Arms) Spell Blue Summon a Hound of War for every damaged unit.
Primal Roar 7 Common (Call to Arms) Spell Red Stun a unit blocking an allied red hero this round. Move that unit's allied neighbors to random other lanes.
Prowler Vanguard 4 Basic (Base Set) Creep Green 0 8 Prowler Vanguard's allied neighbors have +1 Armor.
Pugna Rare (Call to Arms) Hero Red 6 9
Rampaging Hellbear 4 Rare (Call to Arms) Creep Green 2 3 Modify Rampaging Hellbear with +4 Attack after the combat phase.
Ravenhook 6 Rare (Call to Arms) Creep Black 3 6 Active: Condemn a random item equipped by the unit blocking Ravehook. Get gold equal to the base coast of that item.
Ravenous Mass 4 Rare (Call to Arms) Creep Black 1 1 Active: Condemn Ravenous Mass's allied neighbors. Modify Ravenous Mass with their Attack and Health.
Raze 5 Rare (Call to Arms) Spell Red Condemn all enemy improvements.
Rebel Decoy 3 Common (Call to Arms) Creep Green 2 3 Active: Swap Rebel Decoy with another ally.
Rebel Instigator 4 Uncommon (Call to Arms) Creep Red 2 3 After the combat phase, if Rebel Instigator dealt battle damage to a creep this round, summon a Rebel Instigator.
Red Mist Maul 10 Common (Call to Arms) Weapon Equipped hero has +2 Attack and +5 Siege.
Red Mist Pillager 5 Uncommon (Call to Arms) Creep Red 4 2 After the combat phase, if Red Mist Pillager dealt battle damage to a tower this round, summon a Red Mist Pillager.
Relentless Pursuit 1 Uncommon (Call to Arms) Spell Black Choose a unit in another lane. Move a random allied black hero from this lane to that lane. Deal 2 damage to the chosen unit.
Relentless Zombie 2 Common (Call to Arms) Creep Blue 2 2 Play Effect: Give Relentless Zombie a Death Shield.
Remote Detonation 6 Rare (Call to Arms) Spell Blue Deal 5 damage to each enemy across from an empty combat position
Rend Armor 3 Uncommon (Call to Arms) Spell Red Modify a unit with -X Armor where X is its Armor.
Restoration Effort 4 Uncommon (Call to Arms) Spell Green Heal your tower 8.
Revtel Convoy 5 Rare (Call to Arms) Creep Green 0 2 Revtel Convoy has +X Attack where X is equal to half your gold.
Revtel Investments 3 Rare (Call to Arms) Improvement Black Add a charge to Revtel Investments after the combat phase. Active: Get 4 gold for each charge. Condemn Revtel Investments.
Revtel Signet Ring 4 Uncommon (Call to Arms) Accessory Equipped hero has +4 Health and -3 Bounty.
Ring of Tarrasque 12 Common (Call to Arms) Accessory Equipped hero has +4 Health and +6 Regeneration.
Rising Anger 2 Rare (Call to Arms) Spell Red Modify a red hero with "After you play a non-item card costing 2 or less, modify this hero with +1 Attack."
Ristul Emblem 4 Rare (Call to Arms) Accessory Equipped hero has +4 Health and -2 Armor. The unit blocking equipped hero has -2 Armor.
Rix Uncommon (Call to Arms) Hero Green 3 7
Rolling Storm 3 Uncommon (Call to Arms) Spell Blue Deal 2 damage to all towers in all lanes.
Roseleaf Druid 4 Common (Call to Arms) Creep Green 2 6
Roseleaf Rejuvenator 7 Common (Call to Arms) Creep Green 7 7 Play Effect: Heal your tower 7.
Roseleaf Wall 3 Basic (Call to Arms) Creep Green 0 8
Routed 6 Rare (Call to Arms) Spell Red Modify enemy heroes at the Fountain with -X Attack where X is half their Attack. Modify them with "Your tower has -1 Mana."
Rumusque Blessing 3 Common (Call to Arms) Spell Green Choose a lane. Modify allies in that lane with +3 Health.
Rumusque Vestments 9 Common (Call to Arms) Armor Equipped hero has +1 Armor. Active: Heal a unit 4.
Satyr Duelist 4 Common (Call to Arms) Creep Green 3 5 Modify Satyr Duelist with +2 Attack after the combat phase.
Satyr Magician 5 Uncommon (Call to Arms) Creep Blue 2 5 Active: Fully restore your tower's Mana.
Savage Wolf 4 Common (Call to Arms) Creep Green 3 3 Modify Savage Wolf with +1 Attack and +2 Health after the combat phase.
Selemene's Favor 4 Common (Call to Arms) Improvement Green Your tower has +2 Mana.
Self Sabotage 4 Uncommon (Call to Arms) Spell Blue Modify two random cards in opponent's hand with "Deal 6 damage to a random allied tower in any lane."
Selfish Cleric 4 Common (Call to Arms) Creep Green 4 4 Fully heal Selfish Cleric after the combat phase.
Seraphim Shield 13 Rare (Call to Arms) Armor Equipped hero has +2 Armor. All units have -2 Attack.
Shield of Aquila 10 Rare (Call to Arms) Armor Equipped hero has +2 Armor. Equipped hero's allied neighbors have +3 Armor.
Shield of Basilius 8 Common (Call to Arms) Armor Equipped hero has +2 Armor. Equipped hero's allied neighbors have +1 Armor.
Shiva's Guard 16 Rare (Call to Arms) Armor Equipped hero has +2 Armor. Active: Modify a unit and its allied neighbors with -2 Attack.
Shop Deed 22 Rare (Call to Arms) Consumable Each item in your Secret Shop costs X less gold, where X is equal to its base cost.
Short Sword 3 Basic (Base Set) Weapon Equipped hero has +2 Attack.
Sister of the Veil 5 Uncommon (Call to Arms) Creep Black 4 5 Active: Choose a combat target for Sister of the Veil.
Skywrath Mage Common (Call to Arms) Hero Blue 3 6
Slay 3 Common (Call to Arms) Spell Black Condemn a creep.
Smash Their Defenses! 3 Uncommon (Call to Arms) Spell Red Condemn an improvement. Draw a card.
Smeevil Armsmaster 4 Uncommon (Call to Arms) Creep Red 2 2 Play Effect: Modify a random allied hero with +2 Attack.
Smeevil Blacksmith 4 Uncommon (Call to Arms) Creep Green 2 2 Play Effect: Modify a random allied hero with +1 Armor.
Sniper Uncommon (Call to Arms) Hero Black 5 6
Sorla Khan Uncommon (Call to Arms) Hero Black 8 6
Soul of Spring 4 Rare (Call to Arms) Spell Green Modify a hero with "After you play a green card, give this hero and its allied neighbors +4 Regeneration this round."
Sow Venom 4 Common (Call to Arms) Spell Blue Summon two Plague Wards.
Spot Weakness 3 Uncommon (Call to Arms) Spell Red Give a hero and its allied neighbors Pierce this round. Draw a card.
Spring the Trap 7 Rare (Call to Arms) Spell Red Summon two Centaur Hunters into any lane.
Stars Align 1 Uncommon (Call to Arms) Spell Green Give your tower +3 Mana this round.
Steal Strength 4 Uncommon (Call to Arms) Spell Green Give a unit -4 Attack this round and give another unit +4 Attack this round.
Steam Cannon 7 Rare (Call to Arms) Improvement Black Active: Deal 4 piercing damage to a unit in any lane.
Steel Reinforcement 4 Common (Call to Arms) Improvement Red Your tower has +1 Armor.
Stonehall Cloak 5 Common (Call to Arms) Accessory Equipped hero has +4 Health. Modify Stonehall Cloak with "Equipped hero has +2 Health" after the combat phase.
Stonehall Elite 4 Uncommon (Call to Arms) Creep Red 4 2 2 Modify Stonehall with +2 Attack and +2 Health after a unit blocking it dies.
Stonehall Pike 6 Common (Call to Arms) Weapon Equipped hero has +2 Attack. Modify Stonehall Pike with "Equipped hero has +1 Attack" after the combat phase.
Stonehall Plate 6 Common (Call to Arms) Armor Equipped hero has +1 Armor. Modify Stonehall Plate with "Equipped hero has +1 Armor" after the combat phase.
Storm Spirit Rare (Call to Arms) Hero Black 4 6
Strafing Run 1 Common (Call to Arms) Spell Blue Deal 2 damage to each enemy creep.
Sucker Punch 4 Common (Call to Arms) Spell Red Stun a unit blocking an allied red hero this round. Deal 2 damage to that unit.
Sven Common (Call to Arms) Hero Red 5 11
Temple of War 3 Uncommon (Call to Arms) Improvement Red All equipped heroes have +2 Attack and +1 Armor.
The Cover of Night 7 Rare (Call to Arms) Spell Black Move an allied black hero to another lane. Give that hero +4 Attack and +7 Siege until end of its next combat phase.
The Oath 3 Rare (Call to Arms) Improvement Black You can not play spells or creeps while this is the active lane. If there is an allied black hero in this lane, allies have +4 Attack.
The Omexe Arena 6 Uncommon (Call to Arms) Improvement Red Draw a card after a hero dies.
The Tyler Estate 4 Uncommon (Call to Arms) Improvement Black Both towers have -2 Mana.
Thundergod's Wrath 7 Common (Call to Arms) Spell Blue Deal 4 piercing damage to each enemy hero in all lanes.
Thunderhide Alpha 25 Rare (Call to Arms) Creep Green 25 2
Thunderhide Pack 8 Common (Call to Arms) Creep Green 14 14 Siege 6.
Thunderstorm 6 Uncommon (Call to Arms) Spell Blue Deal 4 damage to each enemy.
Tidehunter Uncommon (Call to Arms) Hero Red 2 1 18
Timbersaw Uncommon (Call to Arms) Hero Red 4 11
Time of Triumph 8 Rare (Call to Arms) Spell Red Modify allied heroes with +4 Attack, +4 Armor, +4 Health, +4 Cleave, +4 Retaliate, and +4 Siege.
Tinker Rare (Call to Arms) Hero Black 7 5
Tower Barrage 3 Common (Call to Arms) Spell Blue Deal 2 damage to each enemy.
Town Portal Scroll 3 Basic (Base Set) Consumable Return an allied hero to the Fountain.
Track 3 Common (Call to Arms) Spell Black Give a hero +10 Bounty until it dies.
Traveler's Cloak 3 Basic (Base Set) Accessory Equipped hero has +4 Health.
Treant Protector Common (Call to Arms) Hero Green 4 10
Trebuchets 1 Common (Call to Arms) Improvement Black Deal 2 piercing damage to the enemy tower before the action phase.
Tresdin's Standards 4 Rare (Call to Arms) Spell Red Modify a red hero with "After you play a red card, give this hero and its allied neighbors +1 Attack and +1 Armor this round."
Troll Soothsayer 6 Uncommon (Call to Arms) Creep Blue 2 8 Draw an extra card each round.
Tyler Estate Censor 4 Uncommon (Call to Arms) Creep Black 2 8 The enemy tower has -1 Mana.
Unearthed Secrets 3 Rare (Call to Arms) Improvement Green Draw a card after the combat phase if your tower was dealt damage this round.
Unsupervised Artillery 2 Uncommon (Call to Arms) Improvement Black Active: Deal 4 piercing damage to the enemy tower. May only be used if there are no unblocked enemies.
Untested Grunt 2 Common (Call to Arms) Creep Black 4 2
Ursa Common (Call to Arms) Hero Red 7 10
Venomancer Common (Call to Arms) Hero Blue 2 6
Ventriloquy 1 Common (Call to Arms) Spell Blue Choose a unit. It taunts.
Verdant Refuge 5 Common (Call to Arms) Improvement Green Allies have +1 Armor
Vesture of the Tyrant 19 Rare (Call to Arms) Armor Equipped hero has +3 Armor and Rapid Deployment. Your tower has +3 Armor.
Vhoul Martyr 2 Common (Call to Arms) Creep Green 2 2 Death Effect: Modify allies with +1 Attack and +1 Health.
Viper Uncommon (Call to Arms) Hero Green 4 10
Viper Strike 3 Uncommon (Call to Arms) Spell Green Give a unit "Deal 2 piercing damage to this unit before the action phase" until it dies.
Viscous Nasal Goo 4 Common (Call to Arms) Spell Red Modify a unit with -2 Armor.
Watchtower 1 Rare (Call to Arms) Improvement Blue Whenever an enemy improvement enters this lane, draw a card.
Whirling Death 2 Uncommon (Call to Arms) Spell Red Choose an allied red hero. Deal 2 damage to its enemy neighbors and give them -2 Attack this round.
Whispers of Madness 2 Rare (Call to Arms) Spell Blue Stun an enemy this round and stun allied heroes in all lanes this round.
Wingfall Hammer 19 Rare (Call to Arms) Weapon Equipped hero has +4 Attack. Active: Give equipped hero and its allied neighbors +X Regeneration this round where X is half its Attack.
Winter Wyvern Uncommon (Call to Arms) Hero Black 6 6
Winter's Curse 6 Uncommon (Call to Arms) Spell Black Disarm a unit until end of round. That unit's allied neighbors battle it.
Wrath of Gold 3 Rare (Call to Arms) Spell Blue Spend all your gold. Repeat one time for each gold spent: Deal 4 damage to a random ally or enemy.
Zeus Common (Call to Arms) Hero Blue 3 7
Zombie 1 Basic (Base Set) Creep Black 2 2