Like all trading card games, the bread and butter of every deck are cards that are first introduced. There’s a reason why the Power Nine were so revered in Magic the Gathering, and to some degree still are. In Artifact, the base set that will be released is called the “Call to Arms” set and will include a whole host of cards for each of the five different types. This guide has all the currently known cards in the set, along with a brief explanation of what each card type is.
Artifact Call to Arms set card guide
Making your first deck is one thing, but our Artifact guide hub is there for you to be able to understand more about how the game works, what the colours mean, for more on how to play the game, as well as a rundown on the colours and the types of cards that you can play.
Hero cards
Each deck can have up to five hero cards. Not all are in play at the beginning of the game. More come in at the beginning of each round and they appear at random until all the heroes have been placed. You can place the heroes in lanes when they appear. Heroes have attack, health, and sometimes armour (this can go to negative numbers and work exactly how you’d expect – attacks will deal more damage!), but can be upgraded to increase all three attributes. They can also have skills that act as passive abilities.
Each one comes with their own values for attacking and health. Some excel in melee combat, coming with starting armour and skills to suit it. Others have abilities that trigger multiple times via the pulse key term. All of them are associated with a particular colour and come with their own signature spells, creeps, or improvements that you can cast. On top of this, they’re also a bit of a restriction on the kind of cards you can cast in each lane. For example, if you have Phantom Assassin in row 1 and Zeus in row 3, but nothing in row 2; then you can only play black cards in row 1, nothing in row 2, and blue cards in row 3.
Should a hero be killed, they’re out of the game for the rest of the round and the entirety of the following round, but return at the beginning of the second full round that they’re not present. You can change which lane a hero is put in at this stage. When a hero is out of the game, there is an indicator at the top left of the screen to show how many turns they have until they return.
Heroes have icons above them which are slots to equip items. You retain these even if the hero dies, though you can replace the item with another of its type should you wish. Here are the three slots in detail:
- Two Swords crossed – Weapon slot to increase attack.
- Hexagonal shape – Shield slot to increase armour.
- Heart shape – Item slot to increase health.
Here are all the currently available heroes in Artifact. Since this is a long list, you can search for your favourite hero using the search bar at the top of the table, which will bring up more information about the hero.
Card Name | Hero colour | Base stats | Related Cards | Abilities |
---|---|---|---|---|
Abaddon | Green | Attack: 4 Health: 9 |
Aphotic Shield (Green) | Borrowed Time (Active – 2: Fully heal Abaddon and give it damage immunity this round.) |
Axe | Red | Attack: 7 Armour: 2 Health: 11 |
Berserker’s Call (Red) | None |
Beastmaster | Red | Attack: 5 Health: 12 |
Primal Roar (Red) Loyal Beast (Red) |
Call of the Wild (Active – 3: Summon a Loyal Beast.) |
Bloodseeker | Black | Attack: 7 Health: 6 |
Blood Rage (Black) | Blood Bath (Passive: Fully heal Bloodseeker after a unit blocking it dies.) |
Bounty Hunter | Black | Attack: 7 Health: 7 |
Track (Black) | Jinada (Passive: Before the action phase, there is a 50% to give Bounty Hunter +4 attack this round.) |
Bristleback | Red | Attack: 8 Health: 12 |
Viscous Nasal Goo (Red) | Bar Room Brawler (Passive: Modify Bristleback with +2 armour after a hero blocking it dies.) |
Centaur Warrunner | Red | Attack: 4 Health: 14 |
Double Edge (Red) | Return (Continuous: Centaur Warrunner has +2 retaliate) |
Chen | Green | Attack: 4 Health: 9 |
Hand of God (Green) | Holy Persuasion (Active – 4: Take control of an enemy creep.) |
Crystal Maiden | Blue | Attack: 2 Health: 5 |
Frostbite (Blue) | Arcane Aura (Passive – After the first time an allied spell is played in each lane, restore 2 mana to the tower in that lane.) |
Dark Seer | Green | Attack: 5 Health: 9 |
Ion Shell (Green) | Surge (Active – 2: Move another ally to another lane.) |
Debbi the Cunning | Black | Attack: 7 Health: 5 |
No Accident (Black) | Meticulous Planner (Debbi the Cunning deals +2 damage when attacking a hero or tower.) |
Drow Ranger | Green | Attack: 4 Health: 7 |
Gust (Green) | Precision Aura (Continuous – Other allies in all lanes have +1 attack.) |
Earthshaker | Blue | Attack: 2 Health: 7 |
Echo Slam (Blue) | Fissure (Active – 4: Stun Earthshaker’s neighbours for one round.) |
Enchantress | Green | Attack: 4 Health: 8 |
Verdant Refuge (Green) | Nature’s Attendants (Continuous – Enchantress has +2 regeneration. Enchantress’s allied neighbours have +2 regeneration.) |
Farvhan the Dreamer | Green | Attack: 4 Health: 10 |
Prowler Vanguard (Green) | Pack Leadership (Continuous – Farvhan the Dreamer’s allied neighbours have +1 armour.) |
J’Muy the Wise | Blue | Attack: 3 Health: 8 |
Battlefield Control (Blue) | Wisdom of the Elders (Active – 4: Draw a card.) |
Kanna | Blue | Attack: 2 Health: 12 |
Prey on the Weak (Blue) Hound of War (Black) |
Bringer of Conquest (Continuous: The random allied Melee Creeps are deployed into Kanna’s lane.) |
Keefe the Bold | Red | Attack: 6 Armour: 1 Health: 11 |
Fighting Instinct (Red) | None |
Legion Commander | Red | Attack: 6 Armour: 1 Health: 8 |
Duel (Red) | Moment of Courage (Continuous: Legion Commander has +2 retaliate) |
Lich | Black | Attack: 5 Health: 9 |
Chain Frost (Black) | Sacrifice (Active – 2: Condemn another ally and draw a card. If that ally has 6 or more attack, draw an extra card.) |
Lion | Black | Attack: 6 Health: 5 |
Mana Drain (Black) | Finger of Death (Active – 4: Deal 8 piercing damage to a unit.) |
Luna | Blue | Attack: 3 Health: 8 |
Eclipse (Blue) | Lucent Beam (Passive – Before the action phase, deal 1 piercing damage to a random enemy and add a charge to each Eclipse card in your hand or deck.) |
Lycan | Green | Attack: 4 Health: 10 |
Savage Wolf (Green) | Feral Impulse (Continuous: Lycan’s allied neighbours have +2 attack.) |
Magnus | Green | Attack: 4 Armour: 1 Health: 9 |
Empower (Green) | None |
Mazzie | Red | Attack: 6 Armour: 3 Health: 6 |
Steel Reinforcement (Red) | None |
Meepo | Blue | Attack: 4 Health: 5 |
Divided we Stand (Blue) | Poof (Active – 2: Move Meepo to an allied Meepo’s lane. Deal 2 damage to its neighbours.) United we Fall (Continuous: If Meepo dies, other allied Meepos in every lane also die, ignoring death shields.) |
Necrophos | Black | Attack: 5 Health: 6 |
Heartstopper Aura (Black) | Sadist (Passive: Modify Necrophos with +1 health after an enemy neighbour dies.) |
Ogre Magi | Blue | Attack: 3 Health: 7 |
Ignite (Blue) | Multicast (Passive – After you play a blue spell, there is a 25% chance to put a base copy of that card into your hand.) |
Omniknight | Green | Attack: 5 Health: 12 |
Allseeing One’s Favour (Green) | Purification (Active – 2: Heal a unit for 3 health.) |
Outworld Devourer | Blue | Attack: 4 Health: 6 |
Astral Imprisonment (Blue) | Essence Aura (Passive – After you play a blue card, there is a 50% chance to restore 2 mana.) |
Phantom Assassin | Black | Attack: 6 Health: 8 |
Coup de Grace (Black) | Efficient Killer (Continuous – Phantom Assassin deals +4 damage when attacking a hero.) |
Prellex | Blue | Attack: 3 Health: 5 |
Barracks (Blue) | Bringer of the Faithful (Passive: Summon a Melee Creep into Prellex’s lane each deployment phase.) |
Pugna | Red | Attack: 6 Health: 9 |
Nether Ward (Red) | Nether Blast (Active – 3: Condemn a random enemy improvement.) |
Rix | Green | Attack: 3 Health: 7 |
Truth to Power (Green) | Relentless Rebel (Continuous – Rix has rapid deployment.) |
Skywrath Mage | Blue | Attack: 3 Health: 6 |
Mystic Flare (Blue) | Concussive Shot (Active – 2: Give a hero and its allied neighbours -2 armour this round.) |
Sniper | Black | Attack: 5 Health: 6 |
Assassinate (Black) | Headshot (Active – 2: Deal 5 damage to a unit.) |
Sorla Khan | Black | Attack: 8 Health: 6 |
Assault Ladders (Black) | Warmonger (Continuous – Sorla Khan deals +4 damage when attacking a tower.) |
Storm Spirit | Black | Attack: 4 Health: 6 |
Ball Lightning (Black) | Overload (Passive – Give Storm Spirit +2 attack until the end of its next combat phase after you play a Black card in any lane.) |
Sven | Red | Attack: 5 Health: 11 |
God’s Strength (Red) | Great Cleave (Sven has +X cleave where X is equal to half its attack.) |
Tidehunter | Red | Attack: 2 Armour: 1 Health: 18 |
Kraken Shell (Red) | Ravage (Active – 4: Stun Tidehunter’s enemy neighbours this round and each other enemy has a 50% change of being stunned this round.) |
Timbersaw | Red | Attack: 4 Health: 11 |
Whirling Death (Red) | Reactive Armour (Continuous – Timbersaw has +1 armour for each of his attackers.) |
Tinker | Black | Attack: 7 Health: 5 |
March of the Machines (Black) | Laser (Active – 3: Deal 3 damage to a unit and disarm it this round.) |
Treant Protector | Green | Attack: 4 Health: 10 |
Roseleaf Druid (Green) | Branches of Iron (Continuous – Treant Protector’s allied neighbours have +2 armour.) |
Ursa | Red | Attack: 7 Health: 10 |
Enrage (Red) | Fury Swipes (Passive – When Ursa deals battle damage to a unit, modify that unit with -1 armour.) |
Venomancer | Blue | Attack: 2 Health: 6 |
Sow Venom (Blue) Plague Ward (Blue) |
Venomous Nature (Passive – Summon a Plague Ward into Venomancer’s lane every deployment phase.) |
Viper | Green | Attack: 4 Health: 10 |
Viper Strike (Green) | Corrosive Skin (Passive – When a unit deals battle damage to Viper, modify that unit with -1 attack.) |
Winter Wyvern | Black | Attack: 6 Health: 6 |
Winter’s Curse (Black) | Arctic Burn (Active – 2: Move Winter Wyvern to an empty combat position and give it +4 attack this round. |
Zeus | Blue | Attack: 3 Health: 7 |
Thunder God’s Wrath (Blue) | Static Field (Passive – Deal 1 piercing damage to Zeus’s enemy neighbours after you play a blue spell.) |
Spell cards
Spells work exactly like you’d imagine them to, in that they cost mana and can affect the game board. You can only cast spells during each of the lane phases, so there’s none of the “Instants” you can wield in Magic the Gathering, and they can affect either their own lane, another lane, or every lane. There are exceptions of course, which are always indicated on the card as to where you can play the spell. Below are all the ones in the game at this time.
Card Name | Colour | Mana cost | Effect | Related Heroes |
---|---|---|---|---|
…And One For Me | Blue | 4 | Choose a hero. Put a base copy of a random item equipped by that hero into your hand. | |
Annihilation | Blue | 6 | Condemn all units. | |
Arcane Assault | Blue | 4 | Deal 2 damage to the enemy tower. Draw a card. Get initiative. |
|
Arcane Censure | Black | 4 | Modify the enemy tower with -1 mana. | |
Arm the Rebellion | Green | 4 | Modify allied creeps with +2 attack and +1 armour. | |
At Any Cost | Blue | 3 | Deal 6 damage to every unit. | |
Avernus’ Blessing | Green | 3 | Modify a unit with +2 attack. | |
Bellow | Green | 2 | Move a creep to a random other lane. | |
Better Late Than Never | Blue | 3 | Summon a Melee Creep into any lane. | |
Bolt of Damocles | Blue | 10 | Deal 20 damage to the enemy tower. | |
Buying Time | Blue | 3 | Give two random cards in opponent’s hand +2 lock. | |
Call the Reserves | Blue | 6 | Summon two melee creeps into any lane. | |
Caught Unprepared | Green | 4 | Stun a hero until they equip an item. | |
Cleansing Rite | Green | 4 | Purge your opponent’s effects from a hero. | |
Clear the Deck | Red | 4 | Give allied heroes +4 cleave this round. | |
Collateral Damage | Black | 4 | Modify a black hero with +3 siege. | |
Combat Training | Red | 3 | Modify a hero with +2 attack. | |
Compel | Blue | 3 | Choose a unit. Choose a combat target for it. Draw a card. | |
Coordinated Assault | Black | 4 | Modify a black hero with “After you play a black card, give this hero and its allied neighbours +2 attack this round.” | |
Corrosive Mist | Green | 5 | Condemn all equipped items. | |
Crippling Blow | Red | 4 | Modify a hero with -2 attack. | |
Cunning Plan | Blue | 2 | Swap a unit with one of its allied neighbours. Draw a card. | |
Curse of Atrophy | Green | 6 | Modify enemy heroes with -2 attack. | |
Defend the Weak | Green | 2 | Modify a unit with “This unit’s allied neighbours have +2 armour. | |
Defensive Bloom | Green | 4 | Summon two Roseleaf Walls. | |
Diabolic Revelation | Blue | 1 | Draw 2 cards. Deal 2 damage to allies in all lanes. | |
Dimensional Portal | Blue | 4 | Summon three Melee Creeps. | |
Dirty Deeds | Black | 3 | Deal 2 damage to the enemy tower for each of its improvements. | |
Divine Intervention | Green | 5 | Give allies damage immunity this round. | |
Divine Purpose | Green | 7 | Modify a unit with damage immunity. | |
Enough Magic! | Red | 5 | Proceed to the combat phase. | |
Fight Through the Pain | Red | 1 | Give a red hero +2 armour this round. Get Initiative |
|
Fog of War | Blue | 4 | Each enemy has a 50% chance of being disarmed this round. | |
Foresight | Blue | 4 | Draw 2 cards. | |
Forward Charge | Black | 3 | Give allies +2 siege this round. Allies change their combat target to the unit or tower across from them. | |
Friendly Fire | Blue | 6 | Choose two enemies. They battle each other. | |
Gank | Black | 4 | Choose an allied black hero. Choose another unit in any lane. They battle each other. | |
Grazing shot | Black | 1 | Deal 2 damage to a unit in any lane. | |
Heroic Resolve | Red | 2 | Modify a red hero with “After you play a non-item card costing 2 or less, modify this hero with +2 health.” | |
Hip Fire | Black | 4 | Deal 4 damage to a unit. Get initiative. |
|
Intimidation | Green | 5 | Move a unit to a random other lane. | |
Iron Branch Protection | Green | 2 | Give a unit in any lane +3 armour until end of its next combat phase. | |
Juke | Green | 1 | Swap an ally with one of its allied neighbours. | |
Lightning Strike | Blue | 2 | Deal 6 damage to the enemy tower. | |
Lodestone Demolition | Black | 3 | Deal damage to the enemy tower equal to the total armour on enemies. | |
Lost in Time | Blue | 6 | Give three random cards in opponent’s hand +3 lock. | |
Murder Plot | Black | 4 | Give a black hero +8 attack this round. Choose a combat target for it. | |
New Orders | Red | 1 | Choose an ally. Chose a combat target for it. | |
Payday | Black | 3 | Double your gold. | |
Pick a Fight | Red | 2 | Choose an allied hero. It taunts. Choose a combat target for it. | |
Pick Off | Black | 4 | Deal 4 damage to a unit in any lane. | |
Poised to Strike | Red | 1 | Give a red hero +4 attack this round. | |
Raze | Red | 5 | Condemn all enemy improvements. | |
Relentless Pursuit | Black | 1 | Choose a unit in another lane. Move a random allied black hero from this lane to that lane. Pulse: Deal 2 damage to the chosen unit. |
|
Remote Detonation | Blue | 6 | Deal 5 damage to each enemy across from an empty combat position. | |
Rend Armour | Red | 3 | Modify a unit with -X armour, where X is its armour. | |
Restoration Effort | Green | 4 | Heal your tower 8 health. | |
Rising Anger | Red | 2 | Modify a red hero with “After you play a non-item card costing 2 or less, modify this hero with +1 attack.” | |
Rolling Storm | Blue | 3 | Deal 2 damage to all towers in all lanes. | |
Routed | Red | 6 | Modify enemy heroes at the Fountain with -X attack where X is half their attack. Modify them with “Your tower has -1 mana.” | |
Rumusque Blessing | Green | 3 | Choose a lane. Modify allies in that lane with +3 health. | |
Self Sabotage | Blue | 4 | Modify two random cards in opponent’s hand with “Pulse: Deal 6 damage to a random allied tower in any lane.” | |
Slay | Black | 3 | Condemn a creep. | |
Smash Their Defences! | Red | 3 | Condemn an improvement. Pulse: Draw a card. |
|
Soul of Spring | Green | 4 | Modify a hero with “After you play a green card, give this hero and its allied neighbours +4 Regeneration this round.” | |
Spot Weakness | Red | 3 | Give a hero and its allied neighbours pierce this round. Draw a card. | |
Spring the Trap | Red | 7 | Summon two Centaur Hunters into any lane. | |
Stars Align | Green | 1 | Give your tower +3 mana this round. | |
Steal Strength | Green | 4 | Give a unit -4 attack this round and give another unit +4 attack this round. | |
Strafing Run | Blue | 1 | Deal 2 damage to each enemy creep. | |
Sucker Punch | Red | 4 | Stun a unit blocking an allied red hero this round. Deal 2 damage to that unit. | |
The Cover of Night | Black | 7 | Move an allied black hero to another lane. Give that hero +4 attack and +7 siege until the end of its next combat phase. | |
Thunderstorm | Blue | 6 | Deal 4 damage to each enemy. | |
Time of Triumph | Red | 8 | Modify allied heroes with +4 attack, +4 armour, +4 health, +4 cleave, +4 retaliate, and +4 siege. | |
Tower Barrage | Blue | 3 | Deal 2 damage to each enemy. | |
Wrath of Gold | Blue | 3 | Spend all your gold. Repeat one time for each gold spent. Pulse: Deal 4 damage to a random ally or enemy. |
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Aphotic Shield | Green | 2 | Purge enemy effects from a unit. Give that unit +2 armour and +2 retaliate this round. | Abaddon |
Berserker’s Call | Red | 6 | Choose an allied red hero. It battles its enemy neighbours. | Axe |
Primal Roar | Red | 7 | Stun a unit blocking an allied red hero this round. Move that unit’s allied neighbours to random other lanes. | Beastmaster |
Blood Rage | Black | 5 | Silence a unit this round. Give that unit +4 attack this round. | Bloodseeker |
Track | Black | 3 | Give a hero +10 bounty until it dies. | Bounty Hunter |
Viscous Nasal Goo | Red | 4 | Modify a unit with -2 armour. | Bristleback |
Double Edge | Red | 1 | Give a red hero +8 attack and -8 armour this round. | Centaur Warrunner |
Hand of God | Green | 7 | Fully heal each ally. Give allies damage immunity this round. | Chen |
Frostbite | Blue | 3 | Deal 2 damage to a unit and disarm it this round. | Crystal Maiden |
Ion Shell | Green | 4 | Modify a unit with +3 retaliate. | Dark Seer |
No Accident | Black | 3 | Deal 3 damage to a unit. | Debbi the Cunning |
Gust | Green | 4 | Silence enemy heroes this round. | Drow Ranger |
Echo Slam | Blue | 7 | Deal damage to each enemy equal to the number of enemies. | Earthshaker |
Battlefield Control | Blue | 1 | Choose a unit. Choose a combat target for it. | J’Muy the Wise |
Prey on the Weak | Blue | 4 | Summon a Hound of War for every damaged unit. | Kanna |
Fighting Instinct | Red | 5 | Modify a red hero with +1 attack and +1 armour. | Keefe the Bold |
Duel | Red | 2 | Choose an allied red hero and another unit. They battle each other. | Legion Commander |
Chain Frost | Black | 7 | Deal 3 damage to a unit. Repeat 7 times: Pulse: Deal 3 damage to a random unit to its left or right. Get initiative. |
Lich |
Mana Drain | Black | 2 | Give the enemy tower -2 mana this round and give your tower +2 mana this round. | Lion |
Eclipse | Blue | 6 | Repeat one time for each charge. Pulse: Deal 3 piercing damage to a random enemy. Comes into play with 2 charges. |
Luna |
Empower | Green | 4 | Modify a unit with +3 attack and +3 cleave. | Magnus |
Divided we Stand | Blue | 4 | Summon a Meepo. | Meepo |
Heartstopper Aura | Black | 4 | Modify a black hero with “Deal 2 piercing damage to this hero’s enemy neighbours before the action phase.” | Necrophos |
Allseeing One’s Favour | Green | 4 | Modify a green hero with “Allies have +2 regeneration.” | Omniknight |
Astral Imprisonment | Blue | 4 | Stun a unit this round. Give that unit Damage Immunity this round. | Outworld Devourer |
Coup de Grace | Black | 6 | Discard a random card. Condemn a hero. | Phantom Assassin |
Truth to Power | Green | 5 | Silence a unit this round. | Rix |
Mystic Flare | Blue | 6 | Deal 12 damage evenly divided among a unit and its allied neighbours. | Skywrath Mage |
Assassinate | Black | 7 | Deal 10 piercing damage to a unit in any lane. | Sniper |
Ball Lightning | Black | 3 | Move an allied black hero to an empty combat position | Storm Spirit |
God’s Strength | Red | 6 | Modify a red hero with +4 attack. | Sven |
Kraken Shell | Red | 1 | Modify a red hero with +2 armour. Get Initiative. |
Tidehunter |
Whirling Death | Red | 2 | Choose an allied red hero. Deal 2 damage to its enemy neighbours and give them -2 attack this round. | Timbersaw |
Enrage | Red | 4 | Give a red hero +4 attack and +4 armour this round. | Ursa |
Sow Venom | Blue | 4 | Summon two Plague Wards. | Venomancer |
Viper Strike | Green | 3 | Give a unit “Deal 2 piercing damage to this unit before the action phase” until it does. | Viper |
Winter’s Curse | Black | 6 | Disarm a unit until the end of the round. That unit’s neighbours battle it. | Winter Wyvern |
Thunder God’s Wrath | Blue | 7 | Deal 4 piercing damage to each enemy hero in all lanes. Health: 7 |
Zeus |
Improvement cards
Improvement cards are semi-permanent buffs that you can apply to each lane. They can be removed with some condemn effects, but they either give an affect that triggers at the beginning of that phase, or an active ability that uses mana to trigger it. Below are the improvements that you can augment your lanes with.
Card Name | Colour | Mana cost | Effect | Related Heroes |
---|---|---|---|---|
Aghanim’s Sanctum | Blue | 4 | Active – 1: Fully restore your tower’s mana. | |
Altar of the Mad Moon | Green | 4 | Allied Melee Creeps have +2 regeneration. | |
Assured Destruction | Black | 3 | All heroes have +4 siege. | |
Bitter Enemies | Black | 3 | After the combat phase, remove a charge from Bitter Enemies. Before the action phase, if there are zero charges on Bitter Enemies, deal 6 damage to both towers. Comes with 3 charges. |
|
Burning Oil | Red | 1 | Your tower has +2 retaliate. | |
Cheating Death | Green | 5 | If there is an allied green hero in this lane, allies have a 50% chance to surviving with 1 health when they would die. | |
Conflaguration | Blue | 5 | Deal 2 damage to each enemy before the action phase. | |
Escape Route | Black | 1 | Active – 1: Return an allied hero to the fountain. | |
Fractured Timeline | Blue | 2 | Before the action phase, give a random card in opponent’s hand +1 lock. | |
Glyph of Confusion | Blue | 6 | Whenever any unit enters this lane, stun it this round. | |
Grand Melee | Red | 3 | If there is an allied red hero in this lane, all heroes have +2 cleave. | |
Homefield Advantage | Green | 4 | Before the action phase, disarm a random enemy this round. | |
Howling Mind | Blue | 3 | You and your opponent draw an extra card each round. | |
Iron Fog Goldmine | Black | 3 | Get 3 gold after the combat phase. | |
Keenfolk Turret | Black | 4 | Active – 1: Deal 2 piercing damage to a unit. | |
Messenger Rookery | Blue | 1 | Active – 1: Choose an ally. Choose a combat target for it. | |
Mist of Avernus | Green | 3 | Modify allies with +1 attack before the action phase. | |
Path of the Bold | Red | 3 | After you play a red card, modify a random ally with +1 attack. | |
Path of the Cunning | Black | 3 | After you play a black card, modify a random ally with +1 siege. | |
Path of the Dreamer | Green | 3 | After you play a green card, give your tower+3 regeneration until end of the round. | |
Path of the Wise | Blue | 3 | After you play a blue card, deal 1 piercing damage to a random enemy. | |
Revtel Investments | Black | 3 | Add a charge to Revtel Investments after the combat phase.
Active 1: Get 4 gold for each charge. Condemn Revtel Investments. |
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Selemene’s Favour | Green | 4 | Your tower has +2 mana. | |
Steam Cannon | Black | 7 | Active – 1: Deal 4 piercing damage to a unit in any lane. | |
Temple of War | Red | 3 | All equipped heroes have +2 attack and +1 armour. | |
The Oath | Black | 3 | You can not play spells or creeps while this is the active lane. If there is an allied black hero in this lane, allies have +4 attack. | |
The Omexe Arena | Red | 6 | Draw a card after a hero dies. | |
The Tyler Estate | Black | 4 | Both towers have -2 mana. | |
Trebuchets | Black | 1 | Deal 2 piercing damage to the enemy tower before the action phase. | |
Unearthed Secrets | Green | 3 | Draw a card after the combat phase if your tower was dealt damage this round. | |
Unsupervised Artillery | Black | 2 | Active – 1: Deal 4 piercing damage to the enemy tower. May only be used if there are no unblocked enemies. | |
Watchtower | Blue | 1 | Whenever an enemy improvement enters this lane, draw a card. | |
Verdant Refuge | Green | 5 | Allies have +1 armour. | Enchantress |
Steel Reinforcement | Red | 4 | Your tower has +1 armour. | Mazzie |
Ignite | Blue | 3 | Deal 1 piercing damage to each enemy before the action phase. | Ogre Magi |
Barracks | Blue | 5 | Summon a Melee Creep into this lane each deployment phase. | Prellex |
Nether Ward | Red | 4 | After opponent plays a spell, deal 3 damage to the enemy tower. | Pugna |
Assault Ladders | Black | 3 | Allies deal +2 damage when attacking a tower. | Sorla Khan |
March of the Machines | Black | 5 | Before the action phase, if there are charges on March of the Machines, remove one and deal two damage to the enemy tower and two damage to each enemy. Charges: 3 |
Tinker |
Creep cards
Finally in the main decks, you can put in creeps. They’re basic allies that have the same attack and health stats as heroes do. These do not come back once condemned and cannot have items equipped to them to make them stronger. Each one has a creep type indicated by the symbol on the top left, as well as a casting cost. All non-basic creeps have a casting cost, even those that come into the lane via spells. These are different from the generic creeps in that they come with abilities that can help or hinder units throughout their assigned lane. While not being able to equip them is a bit of a bummer, they can be targeted with any spell that targets units rather than just heroes. Below are the currently known creeps that are in the game.
Card Name | Colour | Mana cost | Attack/Health Effect |
Related Heroes |
---|---|---|---|---|
Assassin’s Apprentice | Black | 2 | Attack: 3 Health: 2 Active – 1: Choose a combat target for Assassin’s Apprentice. |
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Assassin’s Shadow | Black | 7 | Attack: 15 Health: 5 Siege: 5. Assassin’s Shadow has -2 attack for each ally. |
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Bronze Legionnaire | Red | 2 | Attack: 4 Armour: 2 Health: 2 |
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Champion of the Ancient | Green | 7 | Attack: 2 Health: 6 Play Effect: Modify Champion of the Ancient with +1 attack, +1 health, and +1 cleave for each enemy. |
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Cursed Satyr | Red | 5 | Attack: 6 Health: 6 Effect: Summon a zombie for your opponent after the combat phase. |
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Disciple of Nevermore | Black | 3 | Attack: 4 Armour: -2 Health: 4 Other allies have +2 attack and -2 armour. |
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Emissary of the Quorum | Green | 8 | Attack: 1 Armour: 2 Health: 10 Active – 1: Modify allies with +2 attack and +2 health. |
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Hellbear Crippler | Red | 3 | Attack: 3 Health: 3 When Hellbear Crippler deals battle damage to a unit, modify that unit with -1 attack. |
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Hound of War | Black | 3 | Attack: 2 Health: 1 |
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Incarnation of Selemene | Blue | 9 | Attack: 3 Health: 11 Fully restore your tower’s mana after you play any card. |
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Keenfolk Golem | Red | 6 | Attack: 13 Health: 13 Play Effect: Discard your hand. |
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Legion Standard Bearer | Red | 4 | Attack: 0 Health: 6 Legion Standard Bearer’s allied neighbours have +4 attack. |
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Marrowfell Brawler | Red | 6 | Attack: 6 Health: 16 |
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Mercenary Exiles | Red | 3 | Attack: 2 Armour: 1 Health: 4 Active – 2: Spend all your gold. Modify Mercenary Exiles with +X attack and +X health where X is half the gold spent. |
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Oglodi Catapult | Black | 2 | Attack: 0 Health: 4 Deal 2 piercing damage to the enemy tower before the action phase. |
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Oglodi Vandal | Black | 4 | Attack: 4 Health: 4 Play Effect: Deal 4 damage to the enemy tower. |
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Ogre Conscript | Red | 6 | Attack: 7 Armour: 2 Health: 7 |
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Ogre Corpse Tosser | Red | 5 | Attack: 2 Health: 10 Deal 2 piercing damage to the enemy tower after an allied melee creep dies. |
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Pit Fighter of Quoidge | Black | 4 | Attack: 2 Health: 8 Modify Pit Fighter of Quoidge with +2 attack after an allied neighbour dies. |
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Plague Ward | Blue | 3 | Attack: 1 Health: 3 Before the action phase, deal 2 piercing damage to a random enemy neighbour of Plague Ward. |
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Rampaging Hellbear | Green | 4 | Attack: 2 Health: 3 Modify Rampaging Hellbear with +4 attack after the combat phase. |
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Ravenhook | Black | 6 | Attack: 3 Health: 6 Active – 1: Condemn a random item equipped by the unit blocking Ravenhook. Get gold equal to the base cost of the item. |
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Ravenous Mass | Black | 4 | Attack: 1 Health: 1 Active – 1: Condemn Ravenous Mass’s allied neighbours. Modify Ravenous Mass with their attack and health. |
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Rebel Decoy | Green | 3 | Attack: 2 Health: 3 Active – 1: Swap Rebel Decoy with another ally. |
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Rebel Insitgator | Red | 4 | Attack: 2 Health: 3 After the combat phase, if Rebel Instigator dealt battle damage to a creep this round, summon a Rebel Instigator. |
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Red Mist Pillager | Red | 5 | Attack: 4 Health: 2 After the combat phase, if Red Mist Pillager dealt battle damage to a tower this round, summon a Red Mist Pillager. |
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Relentless Zombie | Blue | 2 | Attack: 2 Health: 2 Play Effect: Give Relentless Zombie a death shield. |
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Revtel Convoy | Green | 5 | Attack: 0 Health: 20 Revtel Convoy has +X attack where X is equal to half your gold. |
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Roseleaf Rejuvenator | Green | 7 | Attack: 7 Health: 7 Play Effect: Heal your tower 7 health. |
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Satyr Duelist | Green | 4 | Attack: 3 Health: 5 Modify Satyr Duelist with +2 attack after the combat phase. |
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Satyr Magician | Blue | 5 | Attack: 2 Health: 5 Active – 1: Fully restore your tower’s mana. |
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Selfish Cleric | Green | 4 | Attack: 4 Health: 4 Fully heal Selfish Cleric after the combat phase. |
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Sister of the Veil | Black | 5 | Attack: 4 Health: 4 Active – 1: Choose a combat target for Sister of the Veil. |
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Smeevil Armsmaster | Red | 4 | Attack: 2 Health: 2 Play Effect: Modify a random allied hero with +2 attack. |
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Smeevil Blacksmith | Green | 4 | Attack: 2 Health: 2 Play Effect: Modify a random allied hero with +1 armour. |
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Thunderhide Alpha | Green | 9 | Attack: 25 Health: 25 |
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Thunderhide Pack | Green | 8 | Attack: 14 Health: 14 Siege: 6 |
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Troll Soothsayer | Blue | 6 | Attack: 2 Health: 8 Draw an extra card each round. |
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Tyler Estate Censor | Black | 4 | Attack: 2 Health: 8 The enemy tower has -1 mana. |
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Untested Grunt | Black | 2 | Attack: 4 Health: 2 |
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Vhoul Martyr | Green | 2 | Attack: 2 Health: 2 Death Effect: Modify allies with +1 attack and +1 health. |
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Prowler Guard | Green | 4 | Attack: 0 Health: 6 Prowler Vanguard’s allied neighbours have +1 Armour. |
Farvhan the Dreamer |
Savage Wolf | Green | 4 | Attack: 3 Health: 3 Modify Savage Wolf with +1 attack and +2 health after the combat phase. |
Lycan |
Roseleaf Druid | Green | 4 | Attack: 2 Health: 6 Your tower has +1 mana. |
Treant Protector |
Item cards in Artifact
Items are gold lined cards that are obtained at the end of each round. You’ll have the choice to buy cards out of a selection of three per round, which does get refreshed with a new card from the item deck when you buy a card. In order to draw them, you’ll need to pay the cost in the bottom right hand corner.
Coins are accrued by killing things, so for killing creeps you get one gold, and heroes net you five gold. These can then be equipped to heroes for free, so ones with heart icons for example can be equipped to the heart slot. These are equipped and remain on the hero even after death. Some items also have activated abilities that can be triggered during the lane phases.
Items are the only cards that are not colour dependent and are split into four categories: Weapons, Armour, Health, and Consumables. Below are the ones currently in the game.
Card Name | Gold cost | Effect | Active Abilities |
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Apotheosis Blade | 25 | Equipped hero has +8 attack and +4 siege. Condemn units equipped hero deals battle damage to. | 1: Condemn enemy improvements. Condemn each item equipped by equipped hero’s combat target. |
Barbed Mail | 6 | Equipped hero has +1 armour and +2 retaliate. | N/A |
Blink Dagger | 7 | Equipped hero has +2 attack. | N/A |
Book of the Dead | 10 | Equipped hero has +4 health. Ad a charge to Book of the Dead after an allied Melee Creep dies. | 2: Summon a zombie for each charge and remove all charges. |
Broadsword | 7 | Equipped hero has +4 attack. | N/A |
Chainmail | 7 | Equipped hero has +2 armour. | N/A |
Claymore | 15 | Equipped hero has +8 attack. | N/A |
Fountain Flask | 4 | Fully heal a unit. | N/A |
Fur-Lined Mantle | 7 | Equipped hero has +8 health. | N/A |
Golden Ticket | 7 | Get a random item from the Secret Shop. | N/A |
Healing Salve | 3 | Heal a unit for 6 health. | N/A |
Helm of the Dominator | 19 | Equipped hero has +3 armour. | 2: Get control of an enemy creep. |
Hero’s Cape | 15 | Equipped hero has +16 health. | N/A |
Horn of the Alpha | 25 | Equipped hero has +4 health. | 2: Summon a Thunderhide Pack. |
Keenfolk Musket | 7 | Equipped hero has +2 attack. | 2: Deal 2 damage to a unit. |
Keenfolk Plate | 8 | Equipped hero has +1 armour. Equipped hero has +1 armour for each of its attackers. | N/A |
Leather Armour | 3 | Equipped hero has +1 armour. | N/A |
Nyctasha’s Guard | 25 | Equipped hero has +1 armour. | 1: Move equipped hero’s enemy neighbours to random other lanes. |
Obliterating Orb | 10 | Condemn an improvement. | N/A |
Phase Boots | 6 | Equipped hero has +4 health. | 2: Swap equipped hero with another ally. |
Platemail | 15 | Equipped hero has +4 armour. | N/A |
Poaching Knife | 8 | Equipped hero has +2 attack. Get 5 gold after an enemy hero dies. Get 1 gold after an enemy creep dies. |
N/A |
Red Mist Maul | 10 | Equipped hero has +2 attack and +5 siege. | N/A |
Ristful Emblem | 4 | Equipped hero has +4 health and -2 armour. The unit blocking equipped hero has -2 armour. |
N/A |
Seraphim Shield | 13 | Equipped hero has +2 armour. All units have -2 attack. |
N/A |
Shop Deed | 22 | Each item in your Secret Shop costs X less gold, where X is equal to its base cost. | N/A |
Town Portal Scroll | 3 | Return an allied hero to the Fountain. | N/A |
Vesture of the Tyrant | 19 | Equipped hero has +3 armour and rapid deployment. Your tower has +3 armour. | N/A |
Assassin’s Veil | 6 | Equipped hero has +4 health. | 2: Choose a combat target for equipped hero. |
Blade of the Vigil | 7 | Equipped hero has +2 attack and +2 cleave. | |
Bracers of Sacrifice | 8 | Equipped hero has +2 armour. | 1: Deal 6 damage to equipped hero’s enemy neighbours and condemn equipped hero. |
Claszureme Hourglass | 10 | Equipped hero has +4 health. Whenever opponent draws a card, give that card +1 lock if equipped hero is in any lane. | |
Cloak of Endless Carnage | 13 | Equipped hero has +8 health. Draw a card after an allied neighbour of equipped hero dies. | |
Demigicking Maul | 5 | Equipped hero has +2 attack. | 1: Condemn a random enemy improvement. May only be used if equipped hero is unblocked. |
Helm of the Dominator | 19 | Equipped hero has +3 armour. | 2: Get control of an enemy creep. |
Jasper Daggers | 7 | Equipped hero has +2 attack and pierce. | |
Revtel Signet Ring | 4 | Equipped hero has +4 health and -3 bounty. | |
Ring of Tarrasque | 12 | Equipped hero has +4 health and +6 regeneration. | |
Rumusque Vestments | 9 | Equipped hero has +1 armour. | 2: Heal a unit 4. |
Shield of Aquila | 10 | Equipped hero has +2 armour. Equipped hero’s allied neighbours have +3 armour. | |
Shield of Basilius | 8 | Equipped hero has +2 armour. Equipped hero’s allied neighbours have +1 armour. | |
Shiva’s Guard | 16 | Equipped hero has +2 armour. | 2: Modify a unit and its allied neighbours with -2 attack. |
Short Sword | 3 | Equipped hero has +2 attack. | |
Stonehall Cloak | 5 | Equipped hero has +4 health. Modify Stonehall Cloak with “Equipped hero has +2 health after the combat phase.” | |
Stonehall Pike | 6 | Equipped hero has +2 attack. Modify Stonehall Pike with “Equipped hero has +1 attack after the combat phase.” | |
Stonehall Plate | 6 | Equipped hero has +1 armour. Modify Stonehall Plate with “Equipped hero has +1 armour after the combat phase.” | |
Traveler’s Cloak | 3 | Equipped hero has +4 health. | |
Wingfall Hammer | 19 | Equipped hero has +4 attack. | 1: Give equipped hero and its allied neighbours +X Regeneration this round where X is half its attack. |
With all the keywords now explained, you’ll probably want to get a list of the best decks and how some of the keywords are used to the player’s advantage. Head over to our Artifiact best decks guide to find them.