Artifact Call to Arms cards: every card currently available in the base set

Artifact Call to Arms cards: every card currently available in the base setSome of the cards in Artifact, with Howling Mind highlighted because Dave can't believe Richard Garfield used the same card he created in Magic the Gathering but changed one letter!

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.

Some of the heroes in Artifact

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.)

Some of the spells in Artifact.

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.
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

Some of the improvements in Artifact.

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.

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

A Relentless Zombie and some of the other creeps in Artifact.

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.
Assassin’s Shadow Black 7 Attack: 15
Health: 5
Siege: 5. Assassin’s Shadow has -2 attack for each ally.
Bronze Legionnaire Red 2 Attack: 4
Armour: 2
Health: 2
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.
Cursed Satyr Red 5 Attack: 6
Health: 6
Effect: Summon a zombie for your opponent after the combat phase.
Disciple of Nevermore Black 3 Attack: 4
Armour: -2
Health: 4
Other allies have +2 attack and -2 armour.
Emissary of the Quorum Green 8 Attack: 1
Armour: 2
Health: 10
Active – 1: Modify allies with +2 attack and +2 health.
Hellbear Crippler Red 3 Attack: 3
Health: 3
When Hellbear Crippler deals battle damage to a unit, modify that unit with -1 attack.
Hound of War Black 3 Attack: 2
Health: 1
Incarnation of Selemene Blue 9 Attack: 3
Health: 11
Fully restore your tower’s mana after you play any card.
Keenfolk Golem Red 6 Attack: 13
Health: 13
Play Effect: Discard your hand.
Legion Standard Bearer Red 4 Attack: 0
Health: 6
Legion Standard Bearer’s allied neighbours have +4 attack.
Marrowfell Brawler Red 6 Attack: 6
Health: 16
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.
Oglodi Catapult Black 2 Attack: 0
Health: 4
Deal 2 piercing damage to the enemy tower before the action phase.
Oglodi Vandal Black 4 Attack: 4
Health: 4
Play Effect: Deal 4 damage to the enemy tower.
Ogre Conscript Red 6 Attack: 7
Armour: 2
Health: 7
Ogre Corpse Tosser Red 5 Attack: 2
Health: 10
Deal 2 piercing damage to the enemy tower after an allied melee creep dies.
Pit Fighter of Quoidge Black 4 Attack: 2
Health: 8
Modify Pit Fighter of Quoidge with +2 attack after an allied neighbour dies.
Plague Ward Blue 3 Attack: 1
Health: 3
Before the action phase, deal 2 piercing damage to a random enemy neighbour of Plague Ward.
Rampaging Hellbear Green 4 Attack: 2
Health: 3
Modify Rampaging Hellbear with +4 attack after the combat phase.
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.
Ravenous Mass Black 4 Attack: 1
Health: 1
Active – 1: Condemn Ravenous Mass’s allied neighbours. Modify Ravenous Mass with their attack and health.
Rebel Decoy Green 3 Attack: 2
Health: 3
Active – 1: Swap Rebel Decoy with another ally.
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.
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.
Relentless Zombie Blue 2 Attack: 2
Health: 2
Play Effect: Give Relentless Zombie a death shield.
Revtel Convoy Green 5 Attack: 0
Health: 20
Revtel Convoy has +X attack where X is equal to half your gold.
Roseleaf Rejuvenator Green 7 Attack: 7
Health: 7
Play Effect: Heal your tower 7 health.
Satyr Duelist Green 4 Attack: 3
Health: 5
Modify Satyr Duelist with +2 attack after the combat phase.
Satyr Magician Blue 5 Attack: 2
Health: 5
Active – 1: Fully restore your tower’s mana.
Selfish Cleric Green 4 Attack: 4
Health: 4
Fully heal Selfish Cleric after the combat phase.
Sister of the Veil Black 5 Attack: 4
Health: 4
Active – 1: Choose a combat target for Sister of the Veil.
Smeevil Armsmaster Red 4 Attack: 2
Health: 2
Play Effect: Modify a random allied hero with +2 attack.
Smeevil Blacksmith Green 4 Attack: 2
Health: 2
Play Effect: Modify a random allied hero with +1 armour.
Thunderhide Alpha Green 9 Attack: 25
Health: 25
Thunderhide Pack Green 8 Attack: 14
Health: 14
Siege: 6
Troll Soothsayer Blue 6 Attack: 2
Health: 8
Draw an extra card each round.
Tyler Estate Censor Black 4 Attack: 2
Health: 8
The enemy tower has -1 mana.
Untested Grunt Black 2 Attack: 4
Health: 2
Vhoul Martyr Green 2 Attack: 2
Health: 2
Death Effect: Modify allies with +1 attack and +1 health.
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

Some of the Artifact items, including one that is expensive but seems busted?

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
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.

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