Aether Realms

Orc Horde Cards

All 40 cards in the Orc Horde deck — Pure Aggro. Hit first, hit harder, hit again. For how the kingdom is actually played, see its deck page.

CardTypeManaPower / HealthText
Grunt Unit 1 1 / 2 RAGE: The first time this takes damage and survives, gain +1 DMG.
Conscript Unit 1 1 / 2 TRAMPLE: Excess damage from a killing blow carries to the unit or castle behind it.
Slinger Unit 1 2 / 1 VOLLEY: May choose to strike either enemy row, without risking retaliation.
Javelineer Unit 2 3 / 3 VOLLEY: May choose to strike either enemy row, without risking retaliation.
Spike Hurler Unit 2 3 / 2 VOLLEY: May choose to strike either enemy row, without risking retaliation.
Maceman Unit 2 2 / 3 TRAMPLE: Excess damage from a killing blow carries to the unit or castle behind it.
Tusk Breaker Unit 2 2 / 3 BLOODPRICE: When played, deal 1 DMG to your own castle. Draw a card.
Wolf Rider Unit 3 3 / 3 CHARGE: Can attack the turn it is played.
Boar Rider Unit 3 3 / 3 CHARGE: Can attack the turn it is played.
Ravager Unit 3 3 / 3 TRAMPLE: Excess damage from a killing blow carries to the unit or castle behind it.
Raider Unit 3 3 / 3 BLOODPRICE: When played, deal 1 DMG to your own castle. Draw a card.
Marauder Unit 4 4 / 4 SLAYER: Whenever this destroys an enemy unit in combat, permanently gain +1 DMG.
Berserker Unit 4 6 / 3 RAGE: Whenever it takes damage and survives, permanently gain +2 DMG.
Warhorn Bearer Unit 4 4 / 4 TRAMPLE: Excess damage from a killing blow carries to the unit or castle behind it.
Blood Shaman Unit 4 4 / 4 MEND: Heals an allied unit for 2 when played.
Plaguebringer Unit 5 4 / 5 VENOM: Any DMG this unit deals to an enemy unit destroys it.
Sand Mage Unit 5 6 / 3 RAGE: The first time this takes damage and survives, gain +1 DMG.
Hexer Unit 5 4 / 5 TRAMPLE: Excess damage from a killing blow carries to the unit or castle behind it.
Warlord Unit 6 5 / 6 BLOODPRICE: When played, deal 1 DMG to your own castle. Draw a card.
Battering Ram Unit 6 4 / 7 SIEGE: A siege weapon that deals damage without risking retaliation.
Catapult Unit 6 5 / 6 SIEGE: A siege weapon that deals damage without risking retaliation.
Ogre Unit 7 4 / 8 TAUNT: Enemies must attack this unit first. TRAMPLE: Excess damage from a killing blow carries to the unit or castle behind it.
Wyvern Unit 7 8 / 4 VENOM: Any DMG this unit deals to an enemy unit destroys it.
Wyrm Unit 8 9 / 5 SLAYER: Whenever this destroys an enemy unit in combat, permanently gain +1 DMG.
Cyclops Unit 9 7 / 8 TRAMPLE: Excess damage from a killing blow carries to the unit or castle behind it.
Fire Giant Unit 10 11 / 6 SLAYER: Whenever this destroys an enemy unit in combat, permanently gain +1 DMG. (This unit is a rare, high-impact threat.)
Ancient Wisdom Spell 3 Draw 2 or 3 cards.
Reckless Swing Spell 1 Deal 1 damage to your own castle. Deal 2 damage to an enemy unit.
War Paint Spell 1 Target allied unit gains +2 DMG until end of turn.
Firebrand Spell 2 Deal 3 damage to an enemy unit.
Blood Frenzy Spell 2 Deal 1 damage to your own castle. Draw a card.
Frenzy Spell 2 Target allied unit gains +2 DMG this turn. If it deals damage this turn, it keeps +1 DMG until your next turn.
Warpath Spell 3 Deal 2 damage to the enemy castle. Deal 4 instead if any of your units attacked last turn.
Siege Barrage Spell 3 Deal 4 damage directly to the enemy castle, without risking retaliation.
Bloodlust Spell 3 Deal 2 damage to your own castle. All allied units gain +1 DMG until end of turn.
Crushing Blow Spell 4 Deal 2 damage to your own castle. Destroy target enemy unit with 5 or less DMG.
Thick Hide Spell 1 Target allied unit gains +0/+2 until end of turn.
Frenzied Raider Unit 3 2 / 4 WINDFURY: This unit may attack twice each turn.
Bloodfang Berserker Unit 5 4 / 5 BLOODHUNT: +1 DMG for each enemy unit that died this turn. TRAMPLE: Excess damage carries to the unit or castle behind it.
Warband Frenzy Spell 4 Deal 2 damage to your own castle. Deal 2 damage to all enemy units.

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