Malediction
Herald Helper

Keywords & Abilities

105 abilities · Click any ability to browse cards that have it.

A

This unit gets +X Power on attacks against refreshed enemies.

Whenever a source would deal damage to an ally you own, you may discard a card to prevent up to 3 damage from that source.

During the activation of an ally you own, channels you play cost 1 fewer echo while that ally is on this terrain.

Whenever you look at one or more cards from the top of your deck, you may reveal one of them. If it is a spell, draw that card. Otherwise, place it on top of your deck and gain 2 echo.

While enemies are within 6", they get -2 Accuracy.

While other allies are within 6", they get +1 Defense.

B

An ally you own of this unit's rank or lower and within 6" performs an attack or a move (once for each ally per activation).

While this unit's health is lower than or equal to half Health, it gets +2 Power.

Other allies within 6" gain Regeneration 2. (Whenever you activate this unit, it recovers 2 health.)

This unit performs a ranged attack. On a hit, it deals 3 damage to each other unit within 3" of the defender.

Units on this terrain perform actions with +2 movement.

While performing a charge, allies you own get +2 Power and gain Knockback 5. (Whenever this unit scores a hit, it may push the defender up to 5".)

C

While an ally you own is performing attacks or being attacked, you may destroy an item equipped to it. If you do, choose one:

Search your deck for a Spellbound unit. You may play it and deploy it within 6". Otherwise, reveal it and add it to your hand. Shuffle your deck. Provokes retaliation.

Whenever you defeat an enemy, you may search your deck for a basic or elite Fallen unit. If you do, reveal it and add it to your hand, then shuffle your deck.

Whenever a defeated unit enters your discard pile, reveal the top card of your deck. If it is a spell, you may play it. Otherwise, discard it.

Whenever this unit defeats a nearby enemy with a melee attack, it may perform a free melee attack.

This unit cannot equip attachments.

Units with Ambush may use this terrain as a deploy zone.

Whenever a hit is scored against this unit, it may retaliate after the damage resolves.

For each enemy within 6", their owner loses 1 echo (up to X echo per activation). Provokes retaliation.

Whenever you discard a card, you gain 2 echo.

D

During this unit's activation, it may perform a free move.

This unit gets +1 Power on ranged attacks within half range.

When this unit is defeated, units within 3" suffer X damage.

Whenever a unit within 6" is defeated, look at the top card of your deck. You may place it on the bottom of your deck.

Whenever you activate this unit, deal 2 damage to it.

This unit deals X extra damage on critical hits.

Whenever an enemy engaged with this unit activates, that enemy suffers X damage.

Whenever a hit would be scored against this unit or a nearby ally, you may exhaust this unit. If you do, that hit becomes a critical graze instead.

Whenever you fully prevent the damage that would be dealt by an enemy attack against an ally you own, that ally may perform an attack against that enemy.

Whenever an enemy engaged with this unit activates, it cannot spend more than 1AP until the end of its activation.

During an ally's activation, whenever you play a damage-dealing spell, a non-Seeker, Fallen ally you own may perform an attack or a move after that spell resolves (once for each ally per activation).

During this unit's activation, if you played a channel from your hand you may play a second one from your hand.

E

During this unit's activation, whenever an ally unit recovers health, it recovers 1 extra health.

During this unit's activation, whenever a unit suffers damage from a spell you play, it suffers X extra damage.

Whenever this unit scores a hit that deals damage, it recovers X health.

Whenever an enemy is defeated during this unit's activation, you gain X echo.

Whenever one or more allies you own recover health from a spell you play, deal damage equal to that spell’s cost to one enemy engaged with one of those allies.

F

Non-Seeker allies you own gain Spell Strike 1. If that unit already has Spell Strike, increase it by 1 instead. (If you played a spell this activation this unit gets +1 power until the end of the activation.)

While moving, this unit can pass over any obstacle.

This unit must be activated before allies you own without Frenzied. During its activation, if this unit is not engaged, it must charge an enemy if able.

H

Whenever you play an item, you may draw a card. Whenever an item you own is destroyed, gain echo equal to its cost.

Once each activation, non-flying units entering or starting their activation on this terrain suffer 3 damage.

An ally nearby or within range recovers X health (once for each ally per activation). Provokes retaliation.

Whenever this unit defeats an enemy, it may perform a free move.

I

While other allies are within 6", they get +X Accuracy.

This unit gets +2 Defense against ranged attacks.

J

When this unit is defeated, each opponent discards a card.

K

Whenever this unit scores a hit, it may push the defender up to X".

L

Whenever a Spirit ally you own is defeated, before removing it from the battlefield, you may have it perform an action that costs up to 2AP.

Once per activation, whenever you defeat an enemy, you may play a spell and it costs 2 fewer echo.

M

This unit can equip an extra item.

When this unit is defeated, allies within 3" recover 5 health.

This unit gets +2 Power on melee attacks.

After you resolve a spell played from your discard pile, reveal the top card of your deck. If it is a spell, draw that card. Otherwise, you may place it on top of the deck or discard it.

While this unit is exhausted, whenever you resolve a basic or elite spell that affects this unit, you may repeat its effects on another unit within 6".

N

Choose a basic Fallen unit from your discard pile. Play and deploy it nearby without spending echo. Provokes retaliation.

Whenever this unit activates, you may banish a unit from any discard pile. This unit gains all the abilities of the banished unit until the end of its activation.

This unit can move without provoking retaliation.

Whenever an enemy within 6" activates, deal 2 damage to it.

O

Only units on this terrain can trace line of sight through it.

This unit performs up to three separate melee attacks.

Whenever an enemy resolves a move nearby or within range, you may exhaust this unit. If you do, it performs a basic attack with +2 Power against that enemy.

This unit performs a ranged attack. If the defender is of this unit's range or lower, exhaust the defender.

P

Whenever this unit would suffer lethal damage, you may exhaust it. If you do, it survives with 1 health.

Whenever a graze is scored against this unit, it prevents the damage.

This unit can trace line of sight through other units.

For each other ally you own within 6", gain 1 echo (up to X echo per activation). Provokes retaliation.

X times per activation, this unit may absorb damage that would be dealt to a nearby ally. Damage exceeding this unit's health is dealt to the original target.

Whenever this unit scores a ranged hit, it may pull the defender up to X".

R

While engaged, this unit can still call reinforcements.

This unit gets +X Power on ranged attacks.

This unit cannot perform melee attacks of any kind.

This unit's melee attacks can target enemies within 3".

Whenever this unit resolves an attack, deal 1 damage to it.

Choose an item of this unit's rank or lower from your discard pile. Play and equip it to an ally you own within 6" without spending echo. Provokes retaliation.

Whenever you activate this unit, it recovers X health.

Whenever you activate an ally you own, you may discard a card. If you do, that ally moves up to 3".

This unit can perform only one ranged attack per activation.

Whenever this unit scores a second melee hit against the same enemy during an activation, it deals X extra damage.

Whenever this unit is dealt damage, it suffers X fewer damage.

Whenever a graze is scored against this unit, it may retaliate after the damage resolves.

You may play basic or elite spells from your discard pile by spending 1 extra echo (whenever you could normally play that spell). After resolving its effects, banish that spell.

S

While other allies are nearby, they get +X Defense.

While this unit is refreshed, whenever it is dealt damage, it suffers 2 fewer damage.

During this unit's activation, it can only perform either move or attack actions. It may perform a free action of that kind.

This unit performs a melee attack with +2 Accuracy that deals 5 extra damage.

During this unit's activation, whenever you play a spell, you may deal damage to this unit equal to the spell's cost instead of spending echo.

Once per activation, you may choose a basic Fallen ally you own and discard a basic Fallen unit. If you do, the chosen ally gains any one

The next spell you play this activation costs 1 fewer echo.

Whenever a spell would affect this unit, it may ignore that spell.

Play a basic or elite spell from any discard pile without spending echo. After resolving its effects, banish that spell.

If you played a spell this activation, this unit gets +X Power until the end of the activation.

Another Spirit ally within 6" performs a melee attack using this unit's Accuracy, Power and abilities instead of its own.

Swap the position of this unit with a Spellbound Ally within 10", ignoring obstacles.

This unit gets +X Power on attacks against enemies engaged with another ally.

This unit performs two separate melee attacks with -2 Accuracy against two different enemies.

T

Place this unit anywhere on the battlefield. Provokes retaliation.

U

This unit costs 2 fewer echo to be played if you have at least 2 units in your discard pile.

Fallen allies you own gain Persist 1. (Whenever this unit would suffer lethal damage, you may exhaust it. If you do, it survives with 1 health.)

W

Whenever a spell you play prevents, cancels, or redirects an effect, look at the top card of your deck. Place it on the top or bottom of your deck.

This unit performs a melee attack with -2 Accuracy. On a hit, this attack deals 2 extra damage.

During this unit's activation, whenever a unit suffers damage from a spell you play, it suffers 1 extra damage. While this unit's health is lower than or equal to half its max health, increase that damage by 1.