Aether Realms

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.

CardTypeManaPower / HealthText
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.

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