Spell Cards

From Liquipedia Artifact Wiki

Spell Cards are cards played to trigger an effect. They are one-time usable cards that disappear from the board after being used but their effect may remain on other cards. A spell card can only be used if a hero with the same color is already in the lane you are playing the spell in.

List[edit]

Card Cost Rarity Color Effect
...And One For Me 4 Uncommon Blue Choose a hero. Put a base copy of a random item equipped by that hero into your hand.
Act of Defiance 5 Uncommon Green Silence a unit this round.
Allseeing One's Favor 4 Rare Green Modify a green hero with "Allies have +2 Regeneration."
Annihilation 6 Rare Blue Condemn all units
Aphotic Shield 2 Uncommon Green Purge enemy effects from a unit. Give that unit +2 Armor and +2 Retaliate this round.
Arcane Assault 4 Common Blue Deal 2 damage to the tower. Draw a card.
Arcane Censure 4 Common Black Modify the enemy tower with -1 Mana.
Arm the Rebellion 4 Common Green Modify allied creeps with +2 Attack and +1 Armor.
Assassinate 7 Uncommon Black Deal 10 piercing damage to a unit in any lane.
Astral Imprisonment 4 Uncommon Blue Stun a unit this round. Give that unit Damage Immunity this round.
At Any Cost 3 Rare Blue Deal 6 damage to every unit.
Avernus' Blessing 3 Common Green Modify a unit with +2 Attack.
Ball Lightning 3 Rare Black Move an allied black hero to an empty combat position in any lane.
Battlefield Control 1 Basic Blue Choose a unit. Choose a combat target for it.
Bellow 2 Common Green Move a creep to a random other lane.
Berserker's Call 6 Rare Red Choose an allied red hero. It battles its enemy neighbors.
Better Late Than Never 3 Common Blue Summon a Melee Creep into any lane.
Blood Rage 5 Common Black Silence a unit this round. Give that unit +4 Attack this round.
Bolt of Damocles 10 Rare Blue Deal 20 damage to the enemy tower.
Buying Time 3 Common Blue Give two random cards in opponent's hand +2 Lock.
Call the Reserves 6 Uncommon Blue Summon two Melee Creeps into any lane.
Caught Unprepared 4 Rare Green Stun a hero until they equip an item.
Chain Frost 7 Rare Black Deal 3 damage to a unit. Repeat 7 times: Deal 3 damage to a random unit to its left or right.
Cleansing Rite 4 Uncommon Green Purge your opponent's effects from a hero.
Clear the Deck 4 Common Red Give allied heroes +4 Cleave this round.
Collateral Damage 4 Common Black Modify a black hero with +3 Siege.
Combat Training 3 Common Red Modify a hero with +2 Attack.
Compel 3 Uncommon Blue Choose a unit. Choose a combat target for it. Draw a card.
Coordinated Assault 4 Rare 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 Green Condemn all equipped items.
Coup de Grace 6 Common Black Discard a random card. Condemn a hero.
Crippling Blow 4 Common Red Modify a hero with -2 Attack.
Cunning Plan 2 Common Blue Swap a unit with one of its allied neighbors. Draw a card.
Curse of Atrophy 6 Rare Green Modify enemy heroes with -2 Attack.
Defend the Weak 2 Uncommon Green Modify a unit with "This unit's allied neighbors have +2 Armor."
Defensive Bloom 4 Uncommon Green Summon two Roseleaf Walls.
Defensive Stance 2 Common Red Give a hero +3 Armor this round.
Diabolic Revelation 1 Uncommon Blue Draw 2 cards. Deal 2 damage to allies in all lanes.
Dimensional Portal 4 Common Blue Summon three Melee Creeps.
Dirty Deeds 3 Uncommon Black Deal 2 damage to the enemy tower for each of its improvements.
Divided We Stand 4 Rare Blue Summon a Meepo.
Divine Intervention 5 Uncommon Green Give allies Damage Immunity this round.
Divine Purpose 7 Rare Green Modify a unit with Damage Immunity.
Double Edge 1 Rare Red Give a red hero +8 Attack and -8 Armor this round.
Duel 2 Uncommon Red Choose an allied red hero and another unit. They battle each other.
Echo Slam 7 Rare Blue Deal damage to each enemy equal to the number of enemies.
Eclipse 6 Uncommon Blue Repeat one time for each charge: Deal 3 piercing damage to a random enemy.
Empower 4 Common Green Modify a unit with +3 Attack and +3 Cleave.
Enough Magic! 5 Uncommon Red Proceed to the combat phase.
Enrage 4 Common Red Give a red hero +4 Attack and +4 Armor this round.
Fight Through the Pain 1 Common Red Give a red hero +2 Armor this round.
Fighting Instinct 5 Basic Red Modify a red hero with +1 Attack and +1 Armor.
Fog of War 4 Rare Blue Each enemy has a 50% chance of being disarmed this round.
Foresight 4 Common Blue Draw 2 cards.
Forward Charge 3 Uncommon Black Give allies +2 Siege this round. Allies change their combat target to the unit or tower across from them.
Friendly Fire 6 Uncommon Blue Choose two enemies. They battle each other.
Frostbite 3 Common Blue Deal 2 damage to a unit and disarm it this round.
Gank 4 Uncommon Black Choose an allied black hero. Choose another unit in any lane. They battle each other.
God's Strength 6 Common Red Modify a red hero with +4 Attack.
Grazing Shot 1 Common Black Deal 2 damage to a unit in any lane.
Gust 4 Rare Green Silence enemy heroes this round.
Hand of God 7 Rare Green Fully heal each ally. Give allies Damage Immunity this round.
Heartstopper Aura 4 Common Black Modify a black hero with "Deal 2 piercing damage to this hero's enemy neighbors before the action phase."
Heroic Resolve 2 Rare 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 Black Deal 4 damage to a unit. Get initiative.
Intimidation 5 Common Green Move a unit to a random other lane.
Ion Shell 4 Common Green Modify a unit with +3 Retaliate.
Iron Branch Protection 2 Uncommon Green Give a unit in any lane +3 Armor until end of its next combat phase.
Juke 1 Common Green Swap an ally with one of its allied neighbors.
Kraken Shell 1 Uncommon Red Modify a red hero with +1 Armor. Get initiative.
Lightning Strike 2 Common Blue Deal 6 damage to the enemy tower.
Lodestone Demolition 3 Uncommon Black Deal damage to the enemy tower equal to the total Armor on enemies.
Lost in Time 6 Uncommon Blue Give three random cards in opponent's hand +3 Lock.
Mana Drain 2 Common Black Give the enemy tower -2 Mana this round and give your tower +2 Mana this round.
Murder Plot 4 Uncommon Black Give a black hero +8 Attack this round. Choose a combat target for it.
Mystic Flare 6 Common Blue Deal 12 damage evenly divided among a unit and its allied neighbors.
New Orders 1 Common Red Choose an ally. Choose a combat target for it.
No Accident 3 Basic Black Deal 2 damage to a unit.
Payday 3 Common Black Double your gold.
Pick Off 4 Uncommon Black Deal 4 damage to a unit in any lane.
Pick a Fight 2 Common Red Choose an allied hero. It taunts. Choose a combat target for it.
Poised to Strike 1 Rare Red Give a red hero +4 Attack this round.
Prey on the Weak 4 Rare Blue Summon a Hound of War for every damaged unit.
Primal Roar 7 Common Red Stun a unit blocking an allied red hero this round. Move that unit's allied neighbors to random other lanes.
Raze 5 Rare Red Condemn all enemy improvements.
Relentless Pursuit 1 Uncommon 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.
Remote Detonation 6 Rare Blue Deal 5 damage to each enemy across from an empty combat position
Rend Armor 3 Uncommon Red Modify a unit with -X Armor where X is its Armor.
Restoration Effort 4 Uncommon Green Heal your tower 8.
Rising Anger 2 Rare Red Modify a red hero with "After you play a non-item card costing 2 or less, modify this hero with +1 Attack."
Rolling Storm 3 Uncommon Blue Deal 2 damage to all towers in all lanes.
Routed 6 Rare 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 Green Choose a lane. Modify allies in that lane with +3 Health.
Self Sabotage 4 Uncommon Blue Modify two random cards in opponent's hand with "Deal 6 damage to a random allied tower in any lane."
Slay 3 Common Black Condemn a creep.
Smash Their Defenses! 3 Uncommon Red Condemn an improvement. Draw a card.
Soul of Spring 4 Rare 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 Blue Summon two Plague Wards.
Spot Weakness 3 Uncommon Red Give a hero and its allied neighbors Pierce this round. Draw a card.
Spring the Trap 7 Rare Red Summon two Centaur Hunters into any lane.
Stars Align 1 Uncommon Green Give your tower +3 Mana this round.
Steal Strength 4 Uncommon Green Give a unit -4 Attack this round and give another unit +4 Attack this round.
Strafing Run 1 Common Blue Deal 2 damage to each enemy creep.
Sucker Punch 4 Common Red Stun a unit blocking an allied red hero this round. Deal 2 damage to that unit.
The Cover of Night 7 Rare Black Move an allied black hero to another lane. Give that hero +4 Attack and +7 Siege until end of its next combat phase.
Thundergod's Wrath 7 Common Blue Deal 4 piercing damage to each enemy hero in all lanes.
Thunderstorm 6 Uncommon Blue Deal 4 damage to each enemy.
Time of Triumph 8 Rare Red Modify allied heroes with +4 Attack, +4 Armor, +4 Health, +4 Cleave, +4 Retaliate, and +4 Siege.
Tower Barrage 3 Common Blue Deal 2 damage to each enemy.
Track 3 Common Black Give a hero +10 Bounty until it dies.
Tresdin's Standards 4 Rare 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."
Ventriloquy 1 Common Blue Choose a unit. It taunts.
Viper Strike 3 Uncommon Green Give a unit "Deal 2 piercing damage to this unit before the action phase" until it dies.
Viscous Nasal Goo 4 Common Red Modify a unit with -2 Armor.
Whirling Death 2 Uncommon 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 Blue Stun an enemy this round and stun allied heroes in all lanes this round.
Winter's Curse 6 Uncommon Black Disarm a unit until end of round. That unit's allied neighbors battle it.
Wrath of Gold 3 Rare Blue Spend all your gold. Repeat one time for each gold spent: Deal 4 damage to a random ally or enemy.

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