Aspects · The Card Game
Browse the community card pool across every world.

Choose one: draw 2 cards or deal 2 damage to your opponent's Life.
The current decides what comes back.

Draw 2 cards. If your Pool contains 4+ aspects (Scattered), draw 1 more.
The sea brings what it owes.

Action spells cost 1 less to cast.
Maps end here. Memory does not.

Whenever you cast a spell, draw a card.
When the surf joins the song, even the dead hum along.

Vigilant: does not exhaust when attacking.
Every wave was practice for this rising.

If this has 3 or more +1/+1 marks, deal 3 damage to your opponent's Life.
She came back wrong, and she came back winning.

Endurance +1 while a Field is in play.
A storm in mortal shape, choosing its own course.

Whenever you cast a spell, add a +1/+1 mark to this.
Her melody is the harbor mouth opening.

Flight: can only be blocked by units with Flight.
Where her shadow falls, the bottom is closer than it looks.

Whenever you cast a spell, draw a card.
She bargains with the surf, politely.

Cannot be blocked the turn it is played.
She steps between heartbeats.

When this enters, gain 1 aspect of any kind next turn.
The first lesson is to listen to the surf.

If you control 5 or more Stonekin cards across all zones, you win the match.
He drove his hammer into the earth. The earth held.

If five or more Action cards are in your discard, draw 2 cards.
They were here before the world remembered to be flat.

Negate target Action card as it resolves.
Speak the law. The mountain listens.

Until end of turn, target friendly Stonekin gains +0/+3 Endurance.
When mountains move, they do so deliberately.

Deal 2 damage to a target Unit or to your opponent's Life.
The stone keeps a tally of broken oaths.

Whenever you cast a spell, add a shield mark to this.
Every footstep here is met halfway.

Action spells cost 1 less to cast.
Walls remember every siege they have weathered.

Endurance +1 while a Field is in play.
He answers to weather, only.

Vigilant: does not exhaust when attacking.
His order has held the gap for a thousand winters.

If this has 3 or more shield marks, deal 3 damage to your opponent's Life.
Each stone in him is a name kept.

Add a shield mark to this.
Patience is the first stone laid.

Endurance +1 while a Field is in play.
His shield remembers every blow.