Aether Realms

Elven Court Cards

All 40 cards in the Elven Court deck — Aggro / Glass Cannon. The hardest-hitting stat lines in the game — if you can survive long enough to swing. For how the kingdom is actually played, see its deck page.

CardTypeManaPower / HealthText
Thornshield Unit 1 1 / 2 TAUNT: Enemies must attack this unit first.
Wyld Scout Unit 1 1 / 2 FORMATION: +1 DMG while adjacent to another Elf unit.
Marksman Unit 1 1 / 2 LIFESTEAL: Heals your castle for the DMG this unit deals in combat.
Huntress Unit 2 2 / 3 DESPERATE: Gains +2 DMG while your castle is below half HP.
Sharpshooter Unit 3 4 / 3 VOLLEY: May choose to strike either enemy row, without risking retaliation. Ignores Taunt entirely.
Halberd Lord Unit 2 2 / 3 FORMATION: +1 DMG while adjacent to another Elf unit.
Outrider Unit 2 2 / 3 CHARGE: Can attack the turn it is played.
Stag Rider Unit 3 3 / 3 CHARGE: Can attack the turn it is played.
Myrmidon Unit 3 3 / 3 PRECISE: This unit's attacks ignore Taunt.
Moonblade Unit 3 4 / 3 FORMATION: +1 DMG while adjacent to another Elf unit.
Spellblade Unit 3 4 / 3 LIFESTEAL: Heals your castle for the DMG this unit deals in combat.
Shadowblade Unit 4 5 / 4 DESPERATE: Gains +2 DMG while your castle is below half HP.
War Piper Unit 4 4 / 4 PRECISE: This unit's attacks ignore Taunt.
Druid Unit 4 4 / 4 MEND: Heals an allied unit for 2 when played.
Enchanter Unit 4 4 / 4 LIFESTEAL: Heals your castle for the DMG this unit deals in combat.
Tempest Unit 5 4 / 5 DESPERATE: Gains +2 DMG while your castle is below half HP.
Wispcaller Unit 5 4 / 5 PRECISE: This unit's attacks ignore Taunt.
Sentinel Unit 5 3 / 6 TAUNT: Enemies must attack this unit first.
War Maiden Unit 6 5 / 6 LIFESTEAL: Heals your castle for the DMG this unit deals in combat.
Ballista Unit 6 5 / 6 SIEGE: A siege weapon that deals damage without risking retaliation.
Heartwood Ram Unit 6 4 / 7 PRECISE: This unit's attacks ignore Taunt.
Griffon Rider Unit 7 6 / 6 CHARGE: Can attack the turn it is played.
Phoenix Unit 7 8 / 4 LIFESTEAL: Heals your castle for the DMG this unit deals in combat.
Archmage Unit 8 9 / 5 DESPERATE: Gains +2 DMG while your castle is below half HP.
Elder Treant Unit 9 6 / 9 DESPERATE: Gains +2 DMG while your castle is below half HP. (This unit is a rare, high-impact threat.)
Storm Giant Unit 10 6 / 11 DESPERATE: Gains +2 DMG while your castle is below half HP. (This unit is a rare, high-impact threat.)
Ancient Wisdom Spell 3 Draw 2 or 3 cards.
Hunter's Mark Spell 1 Target enemy unit takes +1 damage from all sources until end of turn.
Quick Draw Spell 1 Deal 2 damage to an enemy unit.
Sylvan Reflexes Spell 1 Target allied unit gains +2 DMG until end of turn.
Moonlit Step Spell 2 Return target allied unit to your hand.
Woodland Ward Spell 2 Target allied unit gains +0/+3 until your next turn.
Piercing Shot Spell 3 Deal 3 damage to an enemy unit. If your castle is below half HP, deal 5 instead.
Elder Renewal Spell 2 Heal your castle for 4.
Twin Fang Spell 3 Deal 2 damage to two different enemy units.
Second Wind Spell 4 Draw 2 cards. If your castle is below half HP, draw 3 instead.
Fleetfoot Ward Spell 1 Target allied unit gains +0/+2 until your next turn.
Elven Duelist Unit 2 2 / 2 FIRST STRIKE: This unit deals its combat damage before the defender can retaliate.
Bloodletting Duelist Unit 5 5 / 4 DESPERATE: +2 DMG while your castle is below half HP. LIFESTEAL: Heals your castle for the DMG this unit deals in combat.
Reckless Barrage Spell 4 Deal 2 damage to all enemy units. If your castle is below half HP, deal 4 instead.

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