Human Realm Cards
All 40 cards in the Human Realm deck — Balanced Midrange. A little bit of everything, and an answer for almost anything. For how the kingdom is actually played, see its deck page.
| Card | Type | Mana | Power / Health | Text |
|---|---|---|---|---|
| Militia | Unit | 1 | 1 / 2 | RESOLVE: Gains +1 HP after surviving combat. |
| Spearman | Unit | 1 | 1 / 2 | TAUNT: Enemies must attack this unit first. |
| Sergeant | Unit | 1 | 1 / 2 | FORMATION: +1 DMG while adjacent to another Human unit. |
| Archer | Unit | 2 | 3 / 2 | VOLLEY: May choose to strike either enemy row, without risking retaliation. |
| Crossbowman | Unit | 2 | 3 / 2 | VOLLEY: May choose to strike either enemy row, without risking retaliation. |
| Longbowman | Unit | 2 | 3 / 2 | VOLLEY: May choose to strike either enemy row, without risking retaliation. |
| Halberdier | Unit | 2 | 2 / 3 | FORMATION: +1 DMG while adjacent to another Human unit. |
| Knight | Unit | 3 | 2 / 4 | WAR CRY: When played, allied units in this row gain +1 DMG until your next turn. |
| Lancer | Unit | 3 | 3 / 3 | RESOLVE: Gains +1 HP after surviving combat. |
| Cataphract | Unit | 3 | 3 / 3 | TAUNT: Enemies must attack this unit first. |
| Duelist | Unit | 3 | 3 / 3 | FORMATION: +1 DMG while adjacent to another Human unit. |
| Cleric | Unit | 4 | 4 / 4 | MEND: Heals an allied unit for 2 when played. |
| Banneret | Unit | 4 | 4 / 4 | RESOLVE: Gains +1 HP after surviving combat. |
| Chaplain | Unit | 4 | 4 / 4 | MEND: Heals an allied unit for 2 when played. |
| Stormcaller | Unit | 4 | 4 / 4 | FORMATION: +1 DMG while adjacent to another Human unit. |
| Inquisitor | Unit | 5 | 4 / 4 | WAR CRY: When played, allied units in this row gain +1 DMG until your next turn. |
| Templar | Unit | 5 | 4 / 5 | RESOLVE: Gains +1 HP after surviving combat. |
| Paladin | Unit | 5 | 4 / 6 | ADAPTIVE: This unit has Taunt and Charge. |
| War Priest | Unit | 6 | 5 / 6 | MEND: Heals an allied unit for 2 when played. |
| Royal Bulwark | Unit | 6 | 4 / 7 | TAUNT: Enemies must attack this unit first. |
| Siege Tower | Unit | 6 | 5 / 6 | SIEGE: A siege weapon that deals damage without risking retaliation. |
| Mangonel | Unit | 7 | 6 / 6 | SIEGE: A siege weapon that deals damage without risking retaliation. |
| Trebuchet | Unit | 7 | 6 / 6 | SIEGE: A siege weapon that deals damage without risking retaliation. |
| Valkyrie | Unit | 8 | 7 / 7 | WAR CRY: When played, allied units in this row gain +1 DMG until your next turn. |
| Seraph | Unit | 9 | 7 / 8 | WAR CRY: When played, allied units in this row gain +1 DMG until your next turn. (This unit is a rare, high-impact threat.) |
| Titan | Unit | 10 | 8 / 9 | WAR CRY: When played, allied units in this row gain +1 DMG until your next turn. (This unit is a rare, high-impact threat.) |
| Ancient Wisdom | Spell | 3 | — | Draw 2 or 3 cards. |
| Rally Cry | Spell | 1 | — | Target allied unit gains +1 DMG until end of turn. |
| Guard Formation | Spell | 1 | — | Target allied unit gains +0/+2 until end of turn. |
| Muster | Spell | 1 | — | Draw a card. If you control 3 or more units, draw two instead. |
| Field Medic | Spell | 1 | — | Heal an allied unit for 3. |
| Shieldwall Order | Spell | 1 | — | Target allied unit gains Shield until your next turn. |
| Disciplined Line | Spell | 3 | — | Allied units in one row gain +1 DMG until your next turn. |
| Marked for Justice | Spell | 2 | — | Deal 2 damage to an enemy unit now. If it survives, deal 1 more damage at the start of your next turn. |
| Volley Command | Spell | 3 | — | Deal 3 damage, split as you choose between up to two enemy units. |
| Siege Bolt | Spell | 3 | — | Deal 4 damage directly to the enemy castle, without risking retaliation. |
| Quick Bandage | Spell | 1 | — | Heal an allied unit for 2. |
| Arcane Discovery | Spell | 2 | — | Discover: Look at 3 cards from your faction's pool and add one to your hand. |
| Banner Sergeant | Unit | 5 | 3 / 4 | WAR CRY: Allied units in this row gain +1 DMG until your next turn. FORMATION: +1 DMG while adjacent to another Human unit. |
| Rallying Volley | Spell | 3 | — | Deal 2 damage to all enemy units. |