Dwarven Clans Cards
All 38 cards in the Dwarven Clans deck — Control / Wall. Outlast anything — nothing in the game hits harder than a Dwarf blocks. For how the kingdom is actually played, see its deck page.
| Card | Type | Mana | Power / Health | Text |
|---|---|---|---|---|
| Clan Miner | Unit | 1 | 1 / 2 | STALWART: Takes 1 less DMG from attacks. |
| Footman | Unit | 1 | 1 / 2 | FORTIFY: Gains +1 HP after surviving combat. |
| Axe Thrower | Unit | 1 | 1 / 2 | FORMATION: +1 DMG while adjacent to another Dwarf unit. |
| Arbalest | Unit | 2 | 2 / 3 | VOLLEY: May choose to strike either enemy row, without risking retaliation. |
| Frost Archer | Unit | 2 | 3 / 2 | VOLLEY: May choose to strike either enemy row, without risking retaliation. |
| Hand Cannon | Unit | 2 | 3 / 2 | VOLLEY: May choose to strike either enemy row, without risking retaliation. |
| Gyrocopter | Unit | 2 | 2 / 3 | FORMATION: +1 DMG while adjacent to another Dwarf unit. |
| Pikeman | Unit | 3 | 3 / 3 | STALWART: Takes 1 less DMG from attacks. |
| Shieldbreaker | Unit | 3 | 2 / 4 | STALWART: Takes 1 less DMG from attacks. |
| Sapper | Unit | 3 | 3 / 3 | FORTIFY: Gains +1 HP after surviving combat. |
| Executioner | Unit | 3 | 3 / 3 | FORMATION: +1 DMG while adjacent to another Dwarf unit. |
| Standard Bearer | Unit | 4 | 4 / 4 | WAR CRY: When played, allied units in this row gain +1 DMG until your next turn. |
| Field Surgeon | Unit | 4 | 4 / 4 | MEND: Heals an allied unit for 2 when played. |
| Runesmith | Unit | 4 | 4 / 4 | FORTIFY: Gains +1 HP after surviving combat. |
| Frost Mage | Unit | 4 | 5 / 3 | FORMATION: +1 DMG while adjacent to another Dwarf unit. |
| Geomancer | Unit | 5 | 4 / 5 | BASTION: When played, grants your castle 2 Shield. |
| Warden | Unit | 4 | 2 / 6 | TAUNT: Enemies must attack this unit first. FORTIFY: Gains +1 HP whenever it blocks an attack. |
| Vanguard | Unit | 5 | 3 / 6 | TAUNT: Enemies must attack this unit first. |
| Onager | Unit | 6 | 5 / 6 | FORMATION: +1 DMG while adjacent to another Dwarf unit. |
| Bombard | Unit | 6 | 5 / 6 | SIEGE: A siege engine that deals damage without risking retaliation. |
| Stone Golem | Unit | 6 | 4 / 7 | SHIELD: Absorbs the next instance of combat damage entirely, then is consumed. |
| Iron Golem | Unit | 7 | 4 / 8 | SHIELD: Absorbs the next instance of combat damage entirely, then is consumed. |
| Dreadnought | Unit | 7 | 4 / 8 | TRAMPLE: Excess damage from a killing blow carries to the unit or castle behind it. |
| Colossus | Unit | 8 | 5 / 9 | TRAMPLE: Excess damage from a killing blow carries to the unit or castle behind it. |
| Mountain Giant | Unit | 9 | 6 / 9 | VIGIL: Heals 1 HP at the start of your turn. (This unit is a rare, high-impact threat.) |
| Frost Giant | Unit | 10 | 6 / 11 | VIGIL: Heals 1 HP at the start of your turn. (This unit is a rare, high-impact threat.) |
| Ancient Wisdom | Spell | 3 | — | Draw 2 or 3 cards. |
| Stonebrew Tonic | Spell | 1 | — | Heal an allied unit for 2. |
| Reinforced Plating | Spell | 1 | — | Target allied unit gains Shield until your next turn. |
| Vigilant Watch | Spell | 1 | — | Heal your castle for 1 at the start of each of your next two turns. |
| Hold the Line | Spell | 2 | — | Target allied unit gains +0/+3 until end of turn. |
| Runic Ward | Spell | 2 | — | Prevent the next 3 damage that would be dealt to your castle until your next turn. |
| Pickaxe Strike | Spell | 2 | — | Deal 3 damage to an enemy unit with 3 or less DMG. |
| Forge Repair | Spell | 2 | — | Heal all your units for 1. |
| Bulwark Stance | Spell | 2 | — | Your units take 1 less damage from all sources until your next turn. |
| Earthshaker | Spell | 3 | — | Deal 2 damage to all enemy units. |
| Hammer Strike | Spell | 1 | — | Target allied unit gains +2 DMG until end of turn. |
| Runeward Sentinel | Unit | 5 | 3 / 6 | WARD: Negates the first enemy spell that would target this unit each turn. |