Aether Realms

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.

CardTypeManaPower / HealthText
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.

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