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.
| Card | Type | Mana | Power / Health | Text |
|---|---|---|---|---|
| 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. |