Artifact, the next game from juggernaut developer Valve Software, is nearly upon us. The collectible card game set in the Dota 2 universe promises more than 280 cards at release. While we haven’t seen quite that many yet, there’s still a lot of information out there for discerning duelers to pore over. So we’ve compiled all of the Artifact cards and their stats in one handy dandy list. Take a look!
Heroes
Heroes are the most powerful class of card in Artifact. Each team plays three of them automatically at the start of battle. As such, heroes don’t cost mana or gold like spells and items. They do, however, have their own attack, armor, and health stats. Most even have special abilities that can turn the tide of battle.
Those abilities often include certain keywords that repeat between cards. The ones we’ve seen so far are:
- Retaliate: Deals the specified amount of damage back to attackers.
- Active: Requires a certain number of turns before it can be used again. E.g., an Active 4 skill takes four turns to cool down.
- Continuous: A passive skill that’s always in effect.
- Stun: Stunned targets can’t act.
- Condemn: Instantly destroy the target card.
- Regenerate: Heals the specified amount of damage when attacked—possibly negating, or even healing more than the original damage.
- Piercing Damage: Damage that ignores armor.
- Reactive: Takes effect at a specified stage of the turn.
- Rapid Deployment: Heroes with Rapid Deployment can be played again on the turn after they are killed.
With that out of the way, let’s take a look at all the Heroes in Artifact so far.
Abaddon [Green]
Attack: 4 Armor: 0 Health: 9
No known abilities.
Axe [Red]
Attack: 7 Armor: 2 Health: 11
No known abilities.
Beastmaster [Red]
Attack: 5 Armor: 0 Health: 12
Call of the Wild: Active 3. Summon a loyal beast.
Bloodseeker [Black]
Attack: 7 Armor: 0 Health: 6
Blood Bath: Reactive Ability. Fully heal Bloodseeker after a unit blocking it dies.
Bounty Hunter [Black]
Attack: 7 Armor: 0 Health: 7
Jinada: Reactive Ability. Before the action phase, there is a 50% chance to give Bounty Hunter +4 Attack this round.
Bristleback [Red]
Attack: 8 Armor: 0 Health: 12
Barroom Brawler: Reactive Ability. Gain 2 armor each time Bristleback kills an enemy hero.
Centaur Warrunner [Red]
Attack: 4 Armor: 0 Health: 14
Return: Continuous Ability. Centaur Warrunner has +2 Retaliate.
Chen [Green]
Attack: 4 Armor: 0 Health: 9
Holy Persuasion: Active 4. Take control of an enemy creep.
Crystal Maiden [Blue]
Attack: 2 Armor: 0 Health: 5
Arcane Aura: Continuous Ability. 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 Armor: 0 Health: 9
Surge: Active 2. Move another ally to another lane.
Drow Ranger [Green]
Attack: 4 Armor: 0 Health: 7
No known abilities.
Earthshaker [Blue]
Attack: 2 Armor: 0 Health: 7
Fissure: Active 4. Stun Earthshaker’s neighbors for one round.
Enchantress [Green]
Attack: 4 Armor: 0 Health: 8
Nature’s Attendants: Continuous Effect. Enchantress has +2 Regeneration. Enchantress’s allied neighbors have +2 Regeneration.
Fahrvhan the Dreamer [Green]
Attack: 4 Armor: 0 Health: 11
Pack Leadership: Continuous Ability. Fahrvhan the Dreamer’s neighbors have +1 Armor.
J’Muy the Wise [Blue]
Attack: 3 Armor: 0 Health: 8
Wisdom of the Elders: Active 4: Draw a card.
Kanna [Blue]
Attack: 2 Armor: 0 Health: 12
Bringer of Conquest: Continuous Ability. The random allied Melee Creeps are deployed in Kanna’s lane.
Keefe the Bold [Red]
Attack: 6 Armor: 1 Health: 11
No known abilities.
Legion Commander [Red]
Attack: 6 Armor: 1 Health: 7
Moment of Courage: Continuous Ability. Legion Commander has +2 Retaliate.
Lich [Black]
Attack: 5 Armor: 0 Health: 9
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 Armor: 0 Health: 5
No known abilities.
Luna [Blue]
Attack: 3 Armor: 0 Health: 7
Lucent Beam: Reactive Ability. 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 Armor: 0 Health: 10
Feral Impulse: Continuous Ability. Lycan’s allied neighbors have +2 attack.
Magnus [Green]
Attack: 4 Armor: 1 Health: 9
No known abilities.
Mazzie [Red]
Attack: 6 Armor: 3 Health: 6
No known abilities.
Meepo [Blue]
Attack: 4 Armor: 0 Health: 5
Poof: Active 2. Move Meepo to an allied Meepo’s lane. Deal 2 damage to the new enemy neighbors.
United We Fall: Continuous Ability. If Meepo dies, other allied Meepos in every lane also die, ignoring Death Shields.
Necrophos [Black]
Attack: 5 Armor: 0 Health: 6
Sadist: Reactive Ability. Modify Necrophos with +1 Health after an enemy neighbor dies.
Ogre Magi [Unknown]
No known abilities.
Omniknight [Green]
Attack: 5 Armor: 0 Health: 12
Purification: Active 2. Heal a unit 3.
Phantom Assassin [Black]
Attack: 6 Armor: 0 Health: 8
Efficient Killer: Continuous Ability. Phantom Assassin deals +4 damage when attacking a hero.
Prellex [Blue]
Attack: 3 Armor: 0 Health: 5
Bringer of the Faithful: Reactive Ability. Summon a Melee Creep into Prellex’s lane each deployment phase.
Pugna [Red]
Attack: 6 Armor: 0 Health: 9
Nether Blast: Active 3. Condemn a random enemy improvement.
Riley the Cunning [Black]
Attack: 7 Armor: 0 Health: 5
Work the Knife: Continuous Ability. Riley the Cunning deals +2 damage when attacking a hero or tower.
Rix [Green]
Attack: 3 Armor: 0 Health: 6
Relentless Rebel: Rapid Deployment.
Skywrath Mage [Blue]
Attack: 3 Armor: 0 Health: 6
Concussive Shot: Active 2. Give a hero and its allied neighbors -2 Armor this round.
Sniper [Black]
Attack: 5 Armor: 0 Health: 6
No known abilities.
Sorla Khan [Black]
Attack: 8 Armor: 0 Health: 6
Warmonger: Continuous Ability. Sorla Khan deals +4 damage when attacking a tower.
Sven [Red]
Attack: 5 Armor: 0 Health: 11
No known abilities.
Tidehunter [Red]
Attack: 2 Armor: 1 Health: 18
Ravage: Active 4. Stun Tidehunter’s neighbors this round and each other enemy has a 50% chance to be stunned this round.
Timbersaw [Unknown]
No known abilities.
Treant Protector [Green]
Attack: 4 Armor: 0 Health: 10
Branches of Iron: Continuous Effect. Treant Protector’s allied neighbors have +2 Armor.
Ursa [Red]
Attack: 7 Armor: 0 Health: 10
Fury Swipes: Reactive Ability. When Ursa deals battle damage to a unit, modify that unit with -1 Armor.
Winter Wyvern [Black]
Attack: 6 Armor: 0 Health: 6
No known abilities.
Zeus [Blue]
Attack: 3 Armor: 0 Health: 7
Static Field: Reactive Ability. Deal 1 Piercing Damage to Zeus’s neighbors after you play a Blue spell.
Items are a special kind of artifact that you don’t play with mana, but with their own resource: gold. The trade-off is that items are extremely powerful. Most come in three basic flavors—weapons, armor, and accessories—and one of each type can be equipped to each hero for a permanent upgrade. There are also consumable items. True to their name, these cards are consumed upon use, just like spells. Here are all the items we know about.
Apotheosis Blade [Weapon]
Gold Cost: 25
Text: Equipped hero has +8 Attack and +4 Siege.
Ability: Active 1. Condemn units equipped hero does battle damage to. Condemn each item equipped by the unit blocking equipped hero. Condemn enemy improvements.
Assassin’s Veil [Accessory]
Gold Cost: 6
Text: Equipped hero has +4 Health.
Ability: Choose a combat target for equipped hero.
Barbed Mail [Armor]
Gold Cost: 6
Text: Equipped hero has +1 Armor and +2 Retaliate.
Blade of the Vigil [Weapon]
Gold Cost: 7
Text: Equipped hero has +2 Attack and +2 Cleave [Cleave deals its damage value to enemies directly left and right of the card being attacked].
Blink Dagger [Weapon]
Gold Cost: 7
Text: Equipped hero has +2 Attack.
Ability: Active 1. Move equipped hero to another lane.
Broadsword [Weapon]
Gold Cost: 7
Text: Equipped hero has +4 Attack.
Chainmail [Armor]
Gold Cost: 7
Text Equipped hero has +2 Armor.
Claymore [Weapon]
Gold Cost: 15
Text: Equipped hero has +8 Attack.
Fountain Flask [Consumable]
Gold Cost: 4
Fully heal a unit.
Fur-lined Mantle [Armor]
Gold Cost: 7
Text: Equipped hero has +8 Health.
Golden Ticket [Consumable]
Gold Cost: 7
Text: Get a random item from the Secret Shop.
Healing Salve [Consumable]
Gold Cost: 3
Text: Heal a unit 6.
Helm of the Dominator [Armor]
Gold Cost: 19
Text: Equipped hero has +3 Armor.
Ability: Active 2: Gain control of an enemy creep.
Hero’s Cape [Accessory]
Gold Cost: 15
Text: Equipped hero has +16 Health.
Horn of the Alpha [Accessory]
Gold Cost: 25
Text: Equipped hero has +4 Health.
Ability: Active 2: Summon a Thunderhide Pack.
Keenfolk Musket [Weapon]
Gold Cost: 7
Text: Equipped hero has +2 Attack.
Keenfolk Plate [Armor]
Gold Cost: 8
Text: Equipped hero has +1 Armor. Equipped hero has +1 for each of its attackers.
Leather Armor [Armor]
Gold Cost: 3
Text: Equipped hero has +1 Armor.
Nyctasha’s Guard [Armor]
Gold Cost: 5
Text: Equipped hero has +1 Armor.
Ability: Active 1: Move equipped hero’s enemy neighbors to random other lanes.
Obliterating Orb [Consumable]
Gold Cost: 10
Text: Condemn an improvement.
Phase Boots [Accessory]
Gold Cost: 6
Text: Equipped hero has +4 Health.
Ability: Swap equipped hero with another ally.
Platemail [Armor]
Gold Cost: 8
Text: Equipped hero has +4 Armor.
Poaching Knife [Weapon]
Gold Cost: 8
Text: Equipped hero has +2 Attack. Get 5 gold after an enemy hero dies. Get 1 gold after an enemy creep dies.
Potion of Knowledge [Consumable]
Gold Cost: 5
Text: Draw a card.
Red Mist Maul [Weapon]
Gold Cost: 10
Text: Equipped Hero has +2 Attack and +5 Siege.
Ristul Emblem [Accessory]
Gold Cost: 4
Text: Equipped hero has +4 Health and -2 Armor. The unit blocking equipped hero has -2 Armor.
Rumusque Vestments [Armor]
Gold Cost: 9
Text: Equipped hero has +1 Armor.
Ability: Active 2: Heal a unit 4.
Seraphim Shield [Armor]
Gold Cost: 13
Text: Equipped hero has +2 Armor. All units have -2 Attack.
Shield of Basilius [Armor]
Gold Cost: 8
Text: Equipped hero has +2 Armor. Equipped hero’s allied neighbors have +1 Armor.
Shiva’s Guard [Armor]
Gold Cost: 16
Text: Equipped hero has +2 Armor.
Ability: Active 2: Modify a unit and its allied neighbors with -2 Attack.
Shop Deed [Secret Shop Item]
Gold Cost: 22
Text: Each item in your Secret Shop costs X less gold, where X is equal to its base cost.
Short Sword [Weapon]
Gold Cost: 3
Text: Equipped hero has +2 Attack.
Stonehall Cloak [Accessory]
Gold Cost: 5
Text: Equipped hero has +4 Health. Modify Stonehall Cloak with “Equipped hero has +2 Health” after the combat phase.
Stonehall Pike [Weapon]
Gold Cost: 6
Text: Equipped hero has +2 Attack. Modify Stonehall Pike with “Equipped hero has +1 Attack” after the combat phase.
Stonehall Plate [Armor]
Gold Cost: 6
Text: Equipped hero has +1 Armor. Modify Stonehall Plate with “Equipped hero has +1 Armor” after the combat phase.
Town Portal Scroll [Consumable]
Gold Cost: 3
Text: Return an allied hero to the fountain.
Traveler’s Cloak [Accessory]
Gold Cost: 3
Text: Equipped hero has +4 Health.
Vesture of the Tyrant [Armor]
Gold Cost: 19
Text: Equipped hero has +3 Armor and Rapid Deployment. Your tower has +3 Armor.
Wingfall Hammer [Weapon]
Gold Cost: 19
Text: Equipped hero has +4 Attack.
Ability: Active 1: Give equipped hero and its allied neighbors +X Regeneration this round where X is half its Attack [Regeneration heals damage dealt to a unit when it’s attacked, potentially negating or even healing more than the attack damage].
Spells are cards with especially powerful one-time-use effects. They typically modify, damage, or destroy permanent cards. Here’s every spell Valve has shown so far.
…And One For Me [Blue]
Mana Cost: 4
Text: Choose a hero. Put a base copy of a random item equipped by that hero into your hand.
Act of Defiance [Green]
Mana Cost: 4
Text: Modify allied creeps with +2 Attack and +1 Armor.
Allseeing One’s Favor [Green]
Mana Cost: 4
Text: Modify a green hero with “Allies have +2 Regeneration.”
Annihilation [Blue]
Mana Cost: 6
Text: Condemn all units.
Aphotic Shield [Green]
Mana Cost: 2
Text: Purge enemy effects from a unit. Give that unit +2 Armor and +2 Retaliate this round.
Arcane Censure [Black]
Mana Cost: 4
Text: Modify the enemy tower with -1 Mana.
Assassinate [Black]
Mana Cost: 7
Text: Deal 10 piercing damage to a unit in any lane.
Ball Lightning
Details unknown.
Battlefield Control [Blue]
Mana Cost: 1
Text: Choose a unit. Choose a combat target for it.
Berserker’s Call [Red]
Mana Cost: 6
Text: Choose an allied Red hero. It battles its enemy neighbors.
Better Late Than Never [Blue]
Mana Cost: 3
Text: Summon a Melee Creep into any lane.
Blood Rage [Black]
Mana Cost: 5
Text: Silence a unit this round. Give that unit +4 Attack this round.
Chain Frost [Black]
Mana Cost: 7
Text: Deal 3 damage to a unit. Repeat 7 times: Deal 3 damage to a random unit to its left or right. Get initiative.
Clear The Deck [Red]
Mana Cost: 4
Text: Give allied heroes +4 Cleave this round.
Combat Training [Red]
Mana Cost: 3
Text: Modify a hero with +2 Attack.
Compel [Blue]
Mana Cost: 3
Text: Choose a unit. Choose a combat target for it. Draw a card.
Corrosive Mist [Green]
Mana Cost: 5
Text: Condemn all equipped items.
Coup de Grace [Black]
Mana Cost: 6
Text: Condemn a hero. Discard a random card.
The Cover of Night [Black]
Mana Cost: 7
Text: Move an allied black hero to another lane. Give that hero +4 Attack and +7 Siege until end of its next combat phase.
Coordinated Assault [Black]
Mana Cost: 4
Text: Modify a black hero with “After you play a black card, give this hero and its allied neighbors +2 Attack this round.”
Cunning Plan [Black]
Mana Cost: 2
Text: Swap a unit with one of its allied neighbors. Draw a card.
Defensive Bloom [Green]
Mana Cost: 4
Text: Summon two Roseleaf Walls.
Defensive Stance [Red]
Mana Cost: 2
Details unknown.
Diabolic Revelation [Blue]
Mana Cost: 1
Text: Draw 2 cards. Deal 2 damage to allies in all lanes.
Dimensional Portal [Blue]
Mana Cost: 4
Text: Summon three Melee Creeps.
Divided We Stand [Blue]
Mana Cost: 4
Text: Summon a Meepo.
Divine Purpose [Green]
Mana Cost: 7
Text: Modify a unit with Damage Immunity.
Double Edge [Red]
Mana Cost: 1
Text: Give a Red Hero +8 Attack and -8 Armor this round.
Duel [Red]
Mana Cost: 2
Text: Choose an allied Red Hero and another unit. They battle each other.
Echo Slam [Blue]
Mana Cost: 7
Text: Deal damage to each enemy equal to the number of enemies.
Eclipse [Blue]
Mana Cost: 6
Text: Repeat one time for each charge: Deal 3 piercing damage to a random enemy.
Empower [Green]
Mana Cost: 4
Text: Modify a unit with +3 Attack and +3 Cleave.
Enough Magic! [Red]
Mana Cost: 5
Text: Proceed to the combat phase.
Enrage [Red]
Mana Cost: 4
Text: Give a Red hero +4 Attack and +4 Armor this round.
Fighting Instinct [Red]
Mana Cost: 5
Text: Modify a Red hero with +1 attack and +1 armor.
Foresight [Blue]
Mana Cost: 4
Text: Draw 2 cards.
Friendly Fire [Blue]
Mana Cost: 6
Text: Choose two enemies. They battle each other.
Frostbite [Blue]
Mana Cost: 3
Text: Deal 2 damage to a unit and Disarm it this round [Disarmed units can’t fight during the combat phase].
Gank [Black]
Mana Cost: 4
Text: Choose an allied Black hero. Choose another unit in any lane. They battle each other.
God’s Strength [Red]
Mana Cost: 6
Details unknown.
Grazing Shot [Black]
Mana Cost: 1
Text: Deal 2 damage to any unit in any lane.
Hand of God [Green]
Mana Cost: 7
Text: Fully heal each ally. Give allies Damage Immunity this round.
Heartstopper Aura [Black]
Mana Cost: 4
Text: Modify a Black hero with “Deal 2 piercing damage to this hero’s enemy neighbors before the action phase.”
Hip Fire [Black]
Mana Cost: 4
Text: Deal 4 damage to a unit. Get initiative.
Ion Shell [Green]
Mana Cost: 4
Text: Modify a unit with +3 Retaliate.
Intimidation [Green]
Mana Cost: 5
Text: Move a unit to a random other lane.
Kraken Shell [Red]
Mana Cost: 1
Text: Modify a Red Hero with +1 Armor. Gain Initiative.
Mana Drain [Black]
Mana Cost: 2
Text: Give the enemy tower -2 Mana this round and give your tower +2 Mana this round.
Mystic Flare [Blue]
Mana Cost: 6
Text: Deal 12 damage evenly divided among a unit and its allied neighbors.
New Orders [Red]
Mana Cost: 1
Text: Choose an ally. Choose a combat target for it.
No Accident [Blue]
Mana Cost: 3
Text: Deal 3 damage to a unit.
Payday [Black]
Mana Cost: 3
Text: Double your gold.
Pick Off [Black]
Mana Cost: 4
Text: Deal 4 damage to a unit on any lane.
Poised to Strike
Mana Cost: 1
Text: Give a Red Hero +4 Attack this round.
Prey on the Weak [Blue]
Mana Cost: 4
Text: Summon a Hound of War for each damaged unit.
Primal Roar [Red]
Mana Cost: 7
Text: Stun a unit blocking an allied red hero this round. Move that unit’s allied neighbors to random other lanes.
Restoration Effort [Green]
Mana Cost: 4
Text: Heal your tower 8.
Rumusque Blessing [Green]
Mana Cost: 4
Text: Choose a lane. Modify allies in that lane with +3 Health.
Slay [Black]
Mana Cost: 3
Text: Condemn a creep.
Strafing Run [Blue]
Mana Cost: 1
Text: Deal 2 damage to each enemy creep.
Sucker Punch [Red]
Mana Cost: 4
Stun a unit blocking an allied red hero this round. Deal 2 damage to that unit.
Thunder God’s Wrath [Blue]
Mana Cost: 7
Text: Deal 4 piercing damage to each enemy hero in all lanes.
Time of Triumph [Red]
Mana Cost: 8
Text: Modify allied heroes with +4 Attack, +Armor, +4 Health, +4 Cleave, +4 Retaliate, and +4 Siege.
Tower Barrage [Blue]
Mana Cost: 3
Text: Deal 2 damage to each enemy.
Track [Black]
Mana Cost: 3
Text: Give a hero +10 Bounty until it dies.
Truth to Power [Green]
Mana Cost: 5
Text: Silence a unit this round.
Ventriloquy [Blue]
Mana Cost: 1
Text: Choose a unit. It taunts.
Viscous Nasal Goo [Red]
Mana Cost: 4
Text: Modify a unit with -2 Armor.
Winter’s Curse [Black]
Mana Cost: 6
Text: Disarm a unit until the end of the round. That unit’s allied neighbors battle it.
Wrath of Gold [Blue]
Mana Cost: 3
Text: Spend all your gold. Repeat one time for each gold spent: Deal 4 damage to a random ally or enemy.
Creeps are the front line soldiers of Artifact. They work just like Heroes, but cost mana to summon into existence. They’re also typically weaker than your starting characters. They make up with this with their numbers and by adding versatility to your line-up. Check out all the creeps we know about below.
Assassin’s Apprentice [Black]
Mana Cost: 2
Attack: 3 Armor: 0 Health: 2
Text: Active 1. Choose a combat target for Assassin’s Apprentice.
Assassin’s Shade [Black]
Mana Cost: 7
Details unknown.
Bronze Legionnaire [Red]
Mana Cost: 2
Attack: 4 Armor: 2 Health: 2
Champion of the Ancient [Green]
Mana Cost: 7
Attack: 2 Armor: 0 Health: 6
Text: Play Effect: Modify Champion of the Ancient with +1 Attack, +1 Health, and +1 Cleave for each enemy.
Cursed Satyr [Red]
Mana Cost: 5
Attack: 6 Armor: 0 Health: 6
Text: Summon a zombie for your opponent after the combat phase.
Disciple of Nevermore [Black]
Mana Cost: 3
Attack: 4 Armor: -2 Health: 4
Text: Other allies have +2 Attack and -2 Armor.
Emissary of the Quorum [Blue]
Mana Cost: 8
Attack: 1 Armor: 2 Health: 10
Text: Mysterious Benefactor. Active 1: Modify allies with +2 attack and +1 health.
Hellbear Crippler [Red]
Mana Cost: 3
Attack: 3 Armor: 0 Health: 3
Text: When Hellbear Crippler deals battle damage to a unit, modify that unit with -1 Attack.
Hound of War [Black]
Mana Cost: 3
Attack: 2 Armor: 0 Health: 1
Text: None.
Legion Standard Bearer [Red]
Mana Cost: 4
Attack: 0 Armor: 0 Health: 6
Text: Legion Standard Bearer’s allied neighbors have +4 attack.
Loyal Beast [Red]
Mana Cost: 3
Attack: 3 Armor: 1 Health: 3
Text: When Loyal Beast deals battle damage to a unit, modify that unit with -1 Attack.
Melee Creep [Colorless]
Mana Cost: 0
Attack: 2 Armor: 0 Health: 4
Mercenary Exiles [Red]
Mana Cost: 3
Attack: 2 Armor: 1 Health: 4
Text: Spend all of your gold. Modify Mercenary Exiles with +X Attack and +X Health where X is half the gold spent.
Oglodi Vandal [Black]
Mana Cost: 4
Attack: 4 Armor: 0 Health: 4
Text: Deal 4 damage to the enemy tower.
Ogre Conscript [Red]
Mana Cost: 6
Attack: 7 Armor: 2 Health: 7
Prowler Vanguard [Green]
Mana Cost: 4
Attack: 0 Armor: 0 Health: 8
Text: Prowler Vanguard’s allied neighbors have +1 Armor.
Ravenhook [Black]
Mana Cost: Unknown
Attack: 3 Armor: 0 Health: 6
Text: Repossess: Condemn a random item equipped by the unit blocking Ravenhook, get gold equal to the base cost of that item.
Ravenous Mass [Black]
Mana Cost: 4
Attack: 1 Armor: 0 Health: 1
Text: Active 1. Condemn Ravenous Mass’s allied neighbors. Modify Ravenous Mass with their Attack and Health.
Rebel Decoy [Green]
Mana Cost: 3
Attack: 2 Armor: 0 Health: 3
Text: Distract. Active 1: Swap Rebel Decoy with another ally.
Rebel Instigator [Red]
Mana Cost: 4
Text: After the combat phase, if Rebel Instigator dealt battle damage to a creep this round, summon a Rebel Instigator.
Red Mist Pillager [Red]
Mana Cost: 5
Attack: 4 Armor: 0 Health: 2
Text: After the combat phase, if Red Mist Pillager dealt battle damage to a tower this round, summon a Red Mist Pillager.
Relentless Zombie [Blue]
Mana Cost: 2
Attack: 2 Armor: 0 Health: 2
Text: Play Effect: Give Relentless Zombie a Death Shield.
Revtel Convoy [Green]
Mana Cost: 5
Attack: 0 Armor: 0 Health: 20
Text: Revtel Convoy has +X Attack, where X is equal to your Gold.
Roseleaf Rejuvenator [Green]
Mana Cost: 7
Attack: 7 Armor: 0 Health: 7
Text: Play effect. Heal your tower 7.
Roseleaf Wall [Green]
Mana Cost: 3
Attack: 0 Armor: 0 Health: 8
Text: None.
Satyr Duelist [Green]
Mana Cost: 4
Attack: 3 Armor: 0 Health: 5
Text: Modify Satyr Duelist with +2 Attack after the combat phase.
Satyr Magician [Blue]
Mana Cost: 5
Attack: 2 Armor: 0 Health: 5
Text: Active 1. Fully restore your tower’s mana.
Savage Wolf [Green]
Mana Cost: 4
Attack: 3 Armor: 0 Health: 3
Text: Modify Savage Wolf with +1 Attack and +2 Health after the combat phase.
Sister of the Veil [Black]
Mana Cost: 5
Attack: 4 Armor: 0 Health: 5
Text: Active 1.Choose a combat target for Sister of the Veil.
Selfish Cleric [Green]
Mana Cost: 4
Attack: 4 Armor: 0 Health: 4
Text: Fully heal Selfish Cleric after the combat phase.
Smeevil Blacksmith [Green]
Mana Cost: 4
Attack: 2 Armor: 0 Health: 2
Text: Play Effect: Modify a random allied hero with +1 Armor .
Thunderhide Pack [Green]
Mana Cost: 8
Attack: 14 Armor: 0 Health: 14
Text: Siege 6
Untested Grunt [Black]
Mana Cost: 2
Attack: 4 Armor: 0 Health: 2
Vhoul Martyr [Green]
Mana Cost: 2
Attack: 2 Armor: 0 Health: 2
Text: Death Effect: Modify allies with +1 Attack and +1 Health.
Zombie [Colorless]
Mana Cost: 0
Attack: 2 Armor: 0 Health: 2
Artifact is played across three lanes—each of which is protected by heroes, creeps, and towers. Improvement cards permanently upgrade those lanes in the player’s favor. Below is a list of all the announced improvements thus far.
Aghanim’s Sanctum [Blue]
Mana Cost: 4
Text: Active 1. Fully restore your tower’s Mana.
Altar of the Mad Moon [Green]
Mana Cost: 4
Text: Allied Melee Creeps have +2 Regeneration.
Assault Ladders [Black]
Mana Cost: 3
Text: Allies deal +2 damage when attacking a tower.
Assured Destruction [Black]
Mana Cost: 3
Text: All heroes have +4 Siege.
Barracks [Blue]
Mana Cost: 5
Text: Summon a Melee Creep into this lane each deployment phase.
Bitter Enemies [Black]
Mana Cost: 2
Text: 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. Charges: 3
Cheating Death
Details unknown.
Conflagration [Blue]
Mana Cost: 5
Text: Deal 2 damage to each enemy before the action phase.
Escape Route [Black]
Mana Cost: 1
Text: Active 1. Return an allied hero to the Fountain.
Grand Melee [Red]
Mana Cost: 3
Text: If there is an allied red hero in this lane, all heroes have +2 Cleave.
Howling Mind [Blue]
Mana Cost: 3
Text: You and your opponent draw an extra card each round.
Iron Fog Goldmine [Black]
Mana Cost: 3
Text: Get 3 gold after the combat phase.
Mist of Avernus [Green]
Mana Cost: 3
Text: Modify allies with +1 Attack before the action phase.
Nether Ward [Red]
Mana Cost: 4
Text: After opponent plays a spell, deal 3 damage to the enemy tower.
The Oath [Black]
Mana Cost: 3
Text: 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.
Path of the Bold [Red]
Mana Cost: 3
Text: After you play a red card, modify a random ally with +1 Attack.
Path of the Cunning [Black]
Mana Cost: 3
Text: After you play a black card, modify a random ally with +1 Siege.
Path of the Dreamer [Green]
Mana Cost: 3
Text: After you play a green card, give your tower +3 Regeneration until end of round.
Path of the Wise [Blue]
Mana Cost: 3
Text: After you play a blue card, deal 1 piercing damage to a random enemy.
Selemene’s Favor [Green]
Mana Cost: 6
Text: Your tower has +2 Mana.
Steam Cannon [Black]
Mana Cost: 7
Text: Active 1: Deal 4 piercing damage to any unit in any lane.
Temple of War [Red]
Mana Cost: 3
Text: All equipped heroes have +2 Attack and +1 Armor.
Steel Reinforcement [Red]
Mana Cost: 4
Text: Your tower has +1 Armor.
Trebuchets [Black]
Mana Cost: 1
Text: Deal 2 piercing damage to the enemy tower before the action phase.
Unearthed Secrets [Green]
Mana Cost: 3
Text: Draw a card after the combat phase if your tower was dealt damage this round.
Verdant Refuge [Green]
Mana Cost: 5
Text: Allies have +1 Armor.