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