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Spell

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Spells are a type of card that are played in the Action Phase of a round. They are usually instant effects, with the odd Summon or unit modification thrown in. The power of a Spell tends to rise with its mana. Compare with Improvements, that use the same card format but instead revolve around permanent effects.

List of Spell cardsEdit

Card Color Rarity Set Mana Cost Charges Crosslane Text
  No Accident   Black   Basic Base Set 3 0 1 Deal 3 damage to a unit.


  Battlefield Control   Blue   Basic Base Set 1 0 1 Choose a unit. Choose a combat target for it.


  Fighting Instinct   Red   Basic Base Set 5 0 1 Modify a red hero with +1 Attack and +1 Armor.


  Arcane Censure   Black   Common Call to Arms 4 0 1 Modify the enemy tower with -1 Mana.


  Assassinate   Black   Uncommon Call to Arms 7 0 1 Deal 10 piercing damage to a unit in any lane.


  Ball Lightning   Black   Rare Call to Arms 3 0 1 Move an allied black hero to an empty combat position in any lane.


  Blood Rage   Black   Common Call to Arms 4 0 1 Silence a unit this round. Give that unit +4 Attack this round.


  Chain Frost   Black   Rare Call to Arms 7 0 1 Deal 3 damage to a unit. Repeat 7 times: [Pulse] Deal 3 damage to a random unit to its left or right. <br><br>Get initiative.


  Collateral Damage   Black   Common Call to Arms 4 0 1 Modify a black hero with +3 Siege.


  Coordinated Assault   Black   Rare Call to Arms 4 0 1 Modify a black hero with "After you play a black card, give this hero and its allied neighbors +2 Attack this round."


  Coup de Grace   Black   Common Call to Arms 6 0 1 Discard a random card. Condemn a hero.


  Dirty Deeds   Black   Uncommon Call to Arms 3 0 1 Deal 2 damage to the enemy tower for each of its improvements.


  Forward Charge   Black   Uncommon Call to Arms 3 0 1 Give allies +2 Siege this round. Allies change their combat target to the unit or tower across from them.


  Gank   Black   Uncommon Call to Arms 4 0 1 Choose an allied black hero. Choose another unit in any lane. They battle each other.


  Grazing Shot   Black   Common Call to Arms 1 0 1 Deal 2 damage to a unit in any lane.


  Heartstopper Aura   Black   Common Call to Arms 4 0 1 Modify a black hero with "Deal 2 piercing damage to this hero's enemy neighbors before the action phase."


  Hip Fire   Black   Common Call to Arms 4 0 1 Deal 4 damage to a unit. <br><br>Get initiative.


  Lodestone Demolition   Black   Uncommon Call to Arms 3 0 1 Deal damage to the enemy tower equal to the total Armor on enemies.


  Mana Drain   Black   Common Call to Arms 2 0 1 Give the enemy tower -2 Mana this round and give your tower +2 Mana this round.


  Murder Plot   Black   Uncommon Call to Arms 4 0 1 Give a black hero +8 Attack this round. Choose a combat target for it.


  Payday   Black   Common Call to Arms 3 0 1 Double your gold.


  Pick Off   Black   Uncommon Call to Arms 4 0 1 Deal 4 damage to a unit in any lane.


  Relentless Pursuit   Black   Uncommon Call to Arms 1 0 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.


  Slay   Black   Common Call to Arms 3 0 1 Condemn a creep.


  The Cover of Night   Black   Rare Call to Arms 7 0 1 Move an allied black hero to another lane. Give that hero +4 Attack and +7 Siege until end of its next combat phase.


  Track   Black   Common Call to Arms 3 0 1 Give a hero +10 Bounty until it dies.


  Winter's Curse   Black   Uncommon Call to Arms 6 0 1 Disarm a unit until end of round. [Pulse] That unit's allied neighbors battle it.


  ...And One For Me   Blue   Uncommon Call to Arms 4 0 1 Choose a hero. Put a base copy of a random item equipped by that hero into your hand.


  Annihilation   Blue   Rare Call to Arms 6 0 1 Condemn all units.


  Arcane Assault   Blue   Common Call to Arms 4 0 1 Deal 2 damage to the enemy tower. Draw a card. <br/><br/>Get initiative.


  Astral Imprisonment   Blue   Uncommon Call to Arms 4 0 1 Stun a unit this round. Give that unit Damage Immunity this round.


  At Any Cost   Blue   Rare Call to Arms 3 0 1 Deal 6 damage to every unit.


  Better Late Than Never   Blue   Common Call to Arms 3 0 1 Summon a Melee Creep into any lane.


  Bolt of Damocles   Blue   Rare Call to Arms 10 0 1 Deal 20 damage to the enemy tower.


  Buying Time   Blue   Common Call to Arms 3 0 1 Give two random cards in opponent's hand +2 Lock.


  Call the Reserves   Blue   Uncommon Call to Arms 6 0 1 Summon two Melee Creeps into any lane.


  Compel   Blue   Uncommon Call to Arms 3 0 1 Choose a unit. Choose a combat target for it. Draw a card.


  Cunning Plan   Blue   Common Call to Arms 2 0 1 Swap a unit with one of its allied neighbors. Draw a card.


  Diabolic Revelation   Blue   Uncommon Call to Arms 1 0 1 Draw 2 cards. Deal 2 damage to allies in all lanes.


  Dimensional Portal   Blue   Common Call to Arms 4 0 1 Summon three Melee Creeps.


  Divided We Stand   Blue   Rare Call to Arms 4 0 1 Summon a Meepo.


  Echo Slam   Blue   Rare Call to Arms 7 0 1 Deal damage to each enemy equal to the number of enemies.


  Eclipse   Blue   Uncommon Call to Arms 6 1 1 Repeat one time for each charge: [Pulse] Deal 3 piercing damage to a random enemy.


  Fog of War   Blue   Rare Call to Arms 4 0 1 Each enemy has a 50% chance of being disarmed this round.


  Foresight   Blue   Common Call to Arms 4 0 1 Draw 2 cards.


  Friendly Fire   Blue   Uncommon Call to Arms 6 0 1 Choose two enemies. They battle each other.


  Frostbite   Blue   Common Call to Arms 3 0 1 Deal 2 damage to a unit and disarm it this round.


  Lightning Strike   Blue   Common Call to Arms 2 0 1 Deal 6 damage to the enemy tower.


  Lost in Time   Blue   Uncommon Call to Arms 6 0 1 Give three random cards in opponent's hand +3 Lock.


  Mystic Flare   Blue   Common Call to Arms 6 0 1 Deal 12 damage evenly divided among a unit and its allied neighbors.


  Prey on the Weak   Blue   Rare Call to Arms 4 0 1 Summon a Hound of War for every damaged unit.


  Remote Detonation   Blue   Rare Call to Arms 6 0 1 Deal 5 damage to each enemy across from an empty combat position.


  Rolling Storm   Blue   Uncommon Call to Arms 3 0 1 Deal 2 damage to all towers in all lanes.


  Self Sabotage   Blue   Uncommon Call to Arms 4 0 1 Modify two random cards in opponent's hand with "[Pulse] Deal 6 damage to a random allied tower in any lane."


  Sow Venom   Blue   Common Call to Arms 4 0 1 Summon two Plague Wards.


  Strafing Run   Blue   Common Call to Arms 1 0 1 Deal 2 damage to each enemy creep.


  Thundergod's Wrath   Blue   Common Call to Arms 7 0 1 Deal 4 piercing damage to each enemy hero in all lanes.


  Thunderstorm   Blue   Uncommon Call to Arms 6 0 1 Deal 4 damage to each enemy.


  Tower Barrage   Blue   Common Call to Arms 3 0 1 Deal 2 damage to each enemy.


  Ventriloquy   Blue   Common Call to Arms 1 0 1 Choose a unit. It taunts.


  Whispers of Madness   Blue   Rare Call to Arms 2 0 1 Stun an enemy this round and stun allied heroes in all lanes this round.


  Wrath of Gold   Blue   Rare Call to Arms 3 0 1 Spend all your gold. Repeat one time for each gold spent: [Pulse] Deal 4 damage to a random ally or enemy.


  Act of Defiance   Green   Uncommon Call to Arms 5 0 1 Silence a unit this round.


  Allseeing One's Favor   Green   Rare Call to Arms 4 0 1 Modify a green hero with "Allies have +2 Regeneration."


  Aphotic Shield   Green   Uncommon Call to Arms 2 0 1 Purge your opponent's effects from a unit. Give that unit +2 Armor and +2 Retaliate this round.


  Arm the Rebellion   Green   Common Call to Arms 4 0 1 Modify allied creeps with +2 Attack and +1 Armor.


  Avernus' Blessing   Green   Common Call to Arms 3 0 1 Modify a unit with +2 Attack.


  Bellow   Green   Common Call to Arms 2 0 1 Move a creep to a random other lane.


  Caught Unprepared   Green   Rare Call to Arms 4 0 1 Stun a hero until they equip an item.


  Cleansing Rite   Green   Uncommon Call to Arms 4 0 1 Purge your opponent's effects from a hero.


  Corrosive Mist   Green   Rare Call to Arms 5 0 1 Condemn all equipped items.


  Curse of Atrophy   Green   Rare Call to Arms 6 0 1 Modify enemy heroes with -2 Attack.


  Defend the Weak   Green   Uncommon Call to Arms 2 0 1 Modify a unit with "This unit's allied neighbors have +2 Armor."


  Defensive Bloom   Green   Uncommon Call to Arms 4 0 1 Summon two Roseleaf Walls.


  Divine Intervention   Green   Uncommon Call to Arms 5 0 1 Give allies Damage Immunity this round.


  Divine Purpose   Green   Rare Call to Arms 7 0 1 Modify a unit with Damage Immunity.


  Empower   Green   Common Call to Arms 4 0 1 Modify a unit with +3 Attack and +3 Cleave.


  Gust   Green   Rare Call to Arms 4 0 1 Silence an enemy hero and its allied neighbors this round.


  Hand of God   Green   Rare Call to Arms 7 0 1 Fully heal each ally. Give allies Damage Immunity this round.


  Intimidation   Green   Common Call to Arms 5 0 1 Move a unit to a random other lane.


  Ion Shell   Green   Common Call to Arms 4 0 1 Modify a unit with +3 Retaliate.


  Iron Branch Protection   Green   Uncommon Call to Arms 2 0 1 Give a unit in any lane +3 Armor until end of its next combat phase.


  Juke   Green   Common Call to Arms 1 0 1 Swap an ally with one of its allied neighbors.


  Restoration Effort   Green   Uncommon Call to Arms 4 0 1 Heal your tower 8.


  Rumusque Blessing   Green   Common Call to Arms 3 0 1 Choose a lane. Modify allies in that lane with +3 Health.


  Soul of Spring   Green   Rare Call to Arms 4 0 1 Modify a hero with "After you play a green card, give this hero and its allied neighbors +4 Regeneration this round."


  Stars Align   Green   Uncommon Call to Arms 1 0 1 Give your tower +3 Mana this round.


  Steal Strength   Green   Uncommon Call to Arms 4 0 1 Give a unit -4 Attack this round and give another unit +4 Attack this round.


  Viper Strike   Green   Uncommon Call to Arms 3 0 1 Give a unit "Deal 2 piercing damage to this unit before the action phase" until it dies.


  Berserker's Call   Red   Rare Call to Arms 6 0 1 Choose an allied red hero. It battles its enemy neighbors.


  Clear the Deck   Red   Common Call to Arms 4 0 1 Give allied heroes +4 Cleave this round.


  Combat Training   Red   Common Call to Arms 3 0 1 Modify a hero with +2 Attack.


  Crippling Blow   Red   Common Call to Arms 4 0 1 Modify a hero with -2 Attack.


  Defensive Stance   Red   Common Call to Arms 2 0 1 Give a hero +3 Armor this round.


  Double Edge   Red   Rare Call to Arms 1 0 1 Give a red hero +8 Attack and -8 Armor this round.


  Duel   Red   Uncommon Call to Arms 2 0 1 Choose an allied red hero and another unit. They battle each other.


  Enough Magic!   Red   Uncommon Call to Arms 5 0 1 Proceed to the combat phase.


  Enrage   Red   Common Call to Arms 4 0 1 Give a red hero +4 Attack and +4 Armor this round.


  Fight Through the Pain   Red   Common Call to Arms 1 0 1 Give a red hero +2 Armor this round. <br><br>Get initiative.


  God's Strength   Red   Common Call to Arms 6 0 1 Modify a red hero with +4 Attack.


  Heroic Resolve   Red   Rare Call to Arms 2 0 1 Modify a red hero with "After you play a non-item card costing 2 or less, modify this hero with +2 Health."


  Kraken Shell   Red   Uncommon Call to Arms 1 0 1 Modify a red hero with +1 Armor. <br><br>Get initiative.


  New Orders   Red   Common Call to Arms 1 0 1 Choose an ally. Choose a combat target for it.


  Pick a Fight   Red   Common Call to Arms 2 0 1 Choose an allied hero. It taunts. Choose a combat target for it.


  Poised to Strike   Red   Common Call to Arms 1 0 1 Give a red hero +4 Attack this round.


  Primal Roar   Red   Common Call to Arms 7 0 1 Stun a unit blocking an allied red hero this round. Move that unit's allied neighbors to random other lanes.


  Raze   Red   Rare Call to Arms 5 0 1 Condemn all enemy improvements.


  Rend Armor   Red   Uncommon Call to Arms 3 0 1 Modify a unit with -X Armor where X is its Armor.


  Rising Anger   Red   Rare Call to Arms 2 0 1 Modify a red hero with "After you play a non-item card costing 2 or less, modify this hero with +1 Attack."


  Routed   Red   Rare Call to Arms 6 0 1 Modify enemy heroes at the Fountain with -X Attack where X is half their Attack. Modify them with "Your tower has -1 Mana."


  Smash Their Defenses!   Red   Uncommon Call to Arms 3 0 1 Condemn an improvement. [Pulse] Draw a card.


  Spot Weakness   Red   Uncommon Call to Arms 3 0 1 Give a hero and its allied neighbors Pierce this round. Draw a card.


  Spring the Trap   Red   Rare Call to Arms 7 0 1 Summon two Centaur Hunters into any lane.


  Sucker Punch   Red   Common Call to Arms 4 0 1 Stun a unit blocking an allied red hero this round. Deal 2 damage to that unit.


  Time of Triumph   Red   Rare Call to Arms 8 0 1 Modify allied heroes with +4 Attack, +4 Armor, +4 Health, +4 Cleave, +4 Retaliate, and +4 Siege.


  Tresdin's Standards   Red   Rare Call to Arms 4 0 1 Modify a red hero with "After you play a red card, give this hero and its allied neighbors +1 Attack and +1 Armor this round."


  Viscous Nasal Goo   Red   Common Call to Arms 4 0 1 Modify a unit with -2 Armor.


  Whirling Death   Red   Uncommon Call to Arms 2 0 1 Choose an allied red hero. Deal 2 damage to its enemy neighbors and give them -2 Attack this round.