Aether Realms

Steampunk Hold Cards

All 38 cards in the Steampunk Hold deck — Midrange / Control. Every turn you survive, the clock ticks further in your favor. For how the kingdom is actually played, see its deck page.

CardTypeManaPower / HealthText
Rivetman Unit 1 1 / 2 COUNTDOWN 1: Deals 1 DMG to a random enemy at the start of your next turn.
Stoker Unit 1 1 / 2 PRECISE: This unit's attacks ignore Taunt.
Cogshot Unit 1 1 / 1 CHARGE: Can attack the turn it is played.
Steam Lance Unit 2 2 / 3 VOLLEY: May choose to strike either enemy row, without risking retaliation.
Vent Gunner Unit 2 3 / 2 VOLLEY: May choose to strike either enemy row, without risking retaliation.
Chainshot Crew Unit 2 2 / 2 PRECISE: This unit's attacks ignore Taunt.
Steam Bulwark Unit 2 2 / 3 TAUNT: Enemies must attack this unit first.
Wrenchbreaker Unit 3 3 / 3 FORMATION: +1 DMG while adjacent to another Clock unit.
Boiler Rider Unit 3 3 / 3 CHARGE: Can attack the turn it is played.
Pistonfist Unit 3 3 / 3 PRECISE: This unit's attacks ignore Taunt.
Hammerworks Unit 3 3 / 3 PRECISE: This unit's attacks ignore Taunt.
Gaugekeeper Unit 4 4 / 4 COUNTDOWN 2: At the start of your second turn after this enters play, deal 2 DMG to a random enemy.
Bellowsman Unit 4 4 / 4 COUNTDOWN 1: Deals 1 DMG to a random enemy at the start of your next turn.
Sparkwright Unit 6 3 / 6 COUNTDOWN 2: At the start of your second turn after this enters play, deal 4 DMG to an enemy and draw a card.
Governor Unit 4 4 / 4 SHIELD: Fully absorbs the next combat damage this unit would take, then disappears.
Foreman Unit 5 4 / 5 FORTIFY: Gains +1 HP after surviving combat.
Plague Doctor Unit 5 4 / 5 VENOM: Any DMG this unit deals to an enemy unit destroys it.
Pressure Mortar Unit 5 4 / 5 SIEGE: A siege weapon that deals damage without risking retaliation.
Steam Ram Unit 6 4 / 7 TRAMPLE: Excess damage from a killing blow carries to the unit or castle behind it.
Air Ship Unit 6 5 / 6 VOLLEY: May choose to strike either enemy row, without risking retaliation.
Cogwalker Unit 6 5 / 6 COUNTDOWN 1: Deals 1 DMG to a random enemy at the start of your next turn.
Brass Golem Unit 7 4 / 8 SHIELD: Absorbs the next instance of combat damage entirely, then is consumed.
Iron Hound Unit 7 6 / 6 SIEGE: A siege engine that deals damage without risking retaliation.
Crawler Unit 8 7 / 7 DEMOLISH: When played, deals 1 damage to all enemy units.
The Great Engine Unit 9 6 / 9 GROWING: Gains +1 HP at the start of each of your turns. (This unit is a rare, high-impact threat.)
Boiler King Unit 10 8 / 9 GROWING: Gains +1 HP at the start of each of your turns. (This unit is a rare, high-impact threat.)
Ancient Wisdom Spell 3 Draw 2 or 3 cards.
Tick Forward Spell 1 Look at the top card of your deck. If it costs 5 or more, put it on the bottom and draw the next card instead.
Pressure Valve Spell 1 Deal 2 damage to an enemy unit.
Clockwork Shield Spell 1 Target allied unit gains Shield until your next turn.
Recalibrate Spell 2 Return an allied unit to your hand.
Delayed Fuse Spell 2 Deal 4 damage to an enemy unit at the start of your next turn.
Overwind Spell 1 Target allied unit gains +2 DMG until end of turn.
Gear Up Spell 3 Target allied unit gains +2/+2 until your next turn.
Steam Burst Spell 3 Deal 2 damage to all enemy units.
Temporal Ward Spell 4 Prevent all damage to target allied unit until your next turn.
Cog Ward Spell 1 Target allied unit gains Shield until your next turn.
Timeworn Warden Unit 4 3 / 5 REAP: Draw a card whenever an enemy unit dies.

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