Lyonar uses lots of Provokes and high health Minions to focus on having massive presence on the battlefield. When playing as Lyonar, your goal is to amass a large, sturdy army to beat your opponent down. You can make use of Lyonar’s excellent healing abilities to keep your Minions and General alive. To finish your opponent off, you can use cards like Divine Bond to turn your Minions’ Health into damage to deal lots of damage in one Attack, or Skywind Glaives and other Zeal effects to turn your nearby Minions into powerhouse Attackers. Recommended for beginners.
Lore summary[ | ]
Lyonar is the main splinter of the original human tribe, spanning throughout the land and making heavy usage of solar magic. For more information, see Lore.
Strengths[ | ]
- Your Minions have lots of Health and very efficient combat stats overall for their cost.
- You have access to the widest variety of healing options.
- Lots of area-of-effect damage so you can blow apart the battlefield.
- You can use many different types of Dispels to disrupt bonus effects on other Minions.
- Extremely threatening when you're in melee range of your opponent.
Weaknesses[ | ]
- Difficult for you and your army to catch fleeing enemies.
- You have limited Attack options at range.
- Difficult for you to break enemy Artifacts.
- Your spells often need allied Minions to be alive for at least one turn before they can be effective.
- Difficult for you to come back from a losing position when your opponent takes control of the battlefield.
For a more in-depth look, check out Guides and Decks created by the community! |
Generals[ | ]
Card | Name | Rarity | Type | Attack | Health | Ability | Set |
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Argeon Highmayne |
Basic |
General | 2 | 25 | Bloodbound Spell: Give a friendly minion nearby your General +2 Attack. | ||
Brome Warcrest |
Basic |
General | 2 | 25 | Bloodbound Spell: Summon a 1/2 Crestfallen with Zeal: Provoke in front of your General. | ||
Zir'An Sunforge |
Basic |
General | 2 | 25 | Bloodbound Spell: Restore 3 Health to any Minion. |
Minions[ | ]
Card | Name | Rarity | Race | Cost | Attack | Health | Ability | Set |
---|---|---|---|---|---|---|---|---|
Alabaster Titan | Minion | 7 | 5 | 7 | Opening Gambit: If you have no spells in your deck, equip a full set of equipment. | |||
Arclyte Sentinel | Minion | 3 | 2 | 4 | Opening Gambit: Give ANY nearby minion +2 Attack, but -2 Health | |||
Auroara | Minion | 3 | 1 | 5 | Whenever you summon a minion with 2 or less Attack, this minion gains +2 Attack. | |||
Azurite Lion | Minion | 2 | 2 | 3 | Celerity | |||
Decorated Enlistee | Minion | 3 | 1 | 5 | While at full Health, this minion has +3 Attack. | |||
Elyx Stormblade | Minion | 6 | 7 | 7 | Provoke Your minions and General may move an additional space |
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Excelsious | Minion | 8 | 6 | 6 | Provoke Celerity This minion gains +1/+1 for each time you healed anything this game. |
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Fiz | Battle Pet | 2 | 3 | 3 | Opening Gambit: Restore 2 Health to anything. | |||
Grand Strategos | Minion | 5 | 5 | 5 | Trial: Summon 12 minions with 1 or less Attack. Destiny: Promote other friendly minions at the end of your turn. |
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Grandmaster Z'ir | Minion | 7 | 5 | 12 | When your General dies, Grandmaster Z'ir becomes your General. | |||
Gryphon Fledgling | Minion | 3 | 5 | 3 | Zeal: Flying | |||
Indominus | Minion | 7 | 7 | 9 | Your General is Invulnerable BUT cannot move or attack. | |||
Ironcliffe Guardian | Minion | 5 | 3 | 10 | Airdrop Provoke |
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Ironcliffe Monument | Structure | 4 | 0 | 10 | Build: (2). Whenever you summon a minion nearby this, transform that minion into an Ironcliffe Guardian. |
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Legion | Minion | 3 | 3 | 2 | Intensify: Put 1 Crestfallen into your action bar. Shuffle a copy of this minion into your deck. | |||
Legion (Lyonar Minion) | Minion | 3 | 3 | 2 | Intensify: Put 1 Crestfallen into your action bar. Shuffle a copy of this minion into your deck. | |||
Lightchaser | Minion | 2 | 3 | 2 | Whenever anything is healed, this minion gains +1/+1. | |||
Lysian Brawler |
Basic |
Minion | 4 | 4 | 4 | Celerity | ||
Oakenheart | Mech | 5 | 4 | 5 | Opening Gambit: Progresses MECHAZ0R build by +20%. Your other Mech minions have +1/+1. |
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Peacekeeper | Golem | 7 | 6 | 6 | Airdrop, Forcefield, Frenzy, Provoke, Celerity | |||
Prominence | Minion | 6 | 4 | 7 | Blood Surge: Summon a Silverguard Knight nearby your General. | |||
Pureblade Enforcer | Minion | 2 | 1 | 3 | Whenever your opponent casts a spell, this minion gains +1/+1. | |||
Radiant Dragoon | Minion | 3 | 3 | 4 | At the end of your turn, give a friendly minion +1 Health. | |||
Scintilla | Minion | 3 | 3 | 4 | Blood Surge: Restore 3 Health to your General. | |||
Second Sun | Minion | 5 | 0 | 8 | Zeal: Gains +8 Attack | |||
Silverguard Knight |
Basic |
Minion | 3 | 1 | 5 | Provoke Zeal: Gains +2 Attack |
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Silverguard Squire | Minion | 1 | 1 | 4 | ||||
Slo | Battle Pet | 1 | 1 | 4 | Provoke | |||
Sol Pontiff | Golem | 3 | 1 | 4 | Zeal: Your Golems have +2 Attack. | |||
Solarius | Minion | 5 | 3 | 2 | Zeal: Draw 2 additional cards at the end of your turn. | |||
Solpiercer | Minion | 4 | 3 | 4 | Zeal: Ranged | |||
Sun Sister Sterope | Minion | 4 | 4 | 4 | Whenever anything is healed, put a True Strike into your action bar. | |||
Sun Wisp | Minion | 2 | 2 | 1 | Opening Gambit: Draw a card. | |||
Sunbreaker | Minion | 4 | 2 | 4 | Forcefield. Your Bloodbound Spell is Tempest. | |||
Sunforge Lancer | Minion | 3 | 2 | 4 | Whenever anything is healed, give your General +1 Attack. | |||
Sunrise Cleric | Minion | 1 | 1 | 3 | Opening Gambit: Turn a nearby space into Hallowed Ground. | |||
Sunriser | Minion | 4 | 3 | 4 | Whenever anything is healed, deal 2 damage to all nearby enemies. | |||
Sunstone Templar | Minion | 2 | 1 | 4 | Whenever this attacks or counterattacks, it dispels that enemy | |||
Suntide Maiden | Minion | 4 | 3 | 6 | Zeal: At the end of your turn, fully heal this minion. | |||
Surgeforger | Minion | 3 | 2 | 2 | Whenever you summon a minion nearby this minion, give them both +1/+1. | |||
Vigilator | Minion | 3 | 3 | 4 | Build: (1). When this minion is built, give nearby friendly minions +3 Health. |
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War Exorcist | Minion | 5 | 3 | 8 | Provoke At the start of your turn, Holy Immolation your damaged minions. |
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War Judicator | Minion | 4 | 4 | 5 | Nearby friendly minions cannot be targeted by enemy spells. | |||
Warblade | Golem | 2 | 1 | 4 | Bond: Other friendly minions gain +1/+1. | |||
Windblade Adept |
Basic |
Minion | 2 | 2 | 3 | Zeal: Gains +1 Attack | ||
Windcliffe Alarmist | Minion | 4 | 2 | 2 | Opening Gambit: Summon a 5/5 Windcliffe Protector with Provoke from your deck. | |||
Windcliffe Protector | Minion | 5 | 5 | 5 | Provoke When a friendly Windcliffe Alarmist dies, transform this minion into a Windcliffe Alarmist. |
Spells[ | ]
Card | Name | Rarity | Type | Cost | Ability | Set |
---|---|---|---|---|---|---|
Aegis Barrier | Spell | 1 | Choose a friendly minion. It can't be targeted by enemy spells. Draw a card. | |||
Aerial Rift | Spell | 1 | Give your minions Airdrop this turn. Draw a card. | |||
Afterblaze | Spell | 3 | Give a friendly minion +2/+4. If that minion has Zeal, draw a card. | |||
Amaranthine Vow | Spell | 9 | Summon around your General all friendly minions with Provoke that died this game. | |||
Aperion's Claim | Spell | 7 | Destroy ALL minions in a 3x3 area and turn their spaces into Hallowed Ground. | |||
Auryn Nexus | Spell | 1 | Give a friendly minion +3 Health. | |||
Beam Shock | Spell | 0 | Stun an enemy. | |||
Bolster | Spell | 2 | Intensify: Give friendly minions +2 Health. | |||
Call to Arms | Spell | 7 | Your General gains, "Minions you summon nearby gain +3/+3." | |||
Channeled Breath | Spell | 2 | Restore 2 Health to your General for each friendly minion. | |||
Circle of Life | Spell | 5 | Deal 5 damage to an enemy minion. Restore 5 Health to your General. | |||
Dauntless Advance | Spell | 2 | Your General and nearby friendly minions gain, "Takes no damage this turn." | |||
Decimate | Spell | 4 | Destroy ALL minions that are not nearby any General. | |||
Divine Bond |
Basic |
Spell | 3 | Give a minion +Attack equal to its Health. | ||
Divine Liturgy | Spell | 6 | Give all friendly minions +Attack equal to their Health. | |||
Draining Wave | Spell | 1 | Deal 4 damage to a minion AND your General. | |||
Empyreal Congregation | Spell | 3 | Give friendly minions in a 2x2 area +2/+2. | |||
Fealty | Spell | 3 | Draw a card for each friendly minion nearby your General. | |||
Fighting Spirit | Spell | 1 | Give all friendly minions +1 Health. Put a random Battle Pet into your action bar. | |||
Fortified Assault | Spell | 1 | Turn an enemy minion's space into Hallowed Ground. Deal it 1 damage for each friendly Hallowed Ground. | |||
Holy Immolation | Spell | 4 | Restore 4 Health to a friendly minion. Deal 4 damage to enemies around it. | |||
Invincible | Spell | 4 | Give a friendly minion with full Health +4/+4. | |||
Ironcliffe Heart | Spell | 4 | Transform a friendly minion into an Ironcliffe Guardian. | |||
Lasting Judgement | Spell | 2 | Give ANY minion +3 Attack, but -3 Health. | |||
Life Coil | Spell | 3 | Double a minion's Health. | |||
Lifestream | Spell | 1 | Fully heal a friendly minion, then draw a copy of it from your deck. | |||
Lionheart Blessing | Spell | 1 | Give a friendly minion, "Zeal: Whenever this minion deals damage, draw a card." | |||
Lionize | Spell | 5 | Give Celerity to a friendly minion directly behind your General. | |||
Lucent Beam | Spell | 2 | Deal 2 damage to an enemy. If anything was healed this turn, deal 4 damage instead. | |||
Magnetize | Spell | 1 | Pull ANY minion to the space in front of your General. | |||
Marching Orders | Spell | 2 | Give friendly minions directly in front of and behind your General +2/+2. If they have Zeal, they cannot be targeted by enemy spells. | |||
Martyrdom |
Basic |
Spell | 3 | Destroy ANY minion. Restore that minion's Health to its General. | ||
Prism Barrier | Spell | 2 | Give a friendly minion Forcefield. | |||
Sanctify | Spell | 1 | Give a friendly minion +1/+1 and turn its space into Hallowed Ground. | |||
Sky Burial | Spell | 3 | Destroy a minion that is not nearby any General. | |||
Sky Phalanx | Spell | 8 | Summon three Silverguard Knights nearby your General. | |||
Steadfast Formation | Spell | 0 | Give friendly minions in a 2x2 area Provoke. | |||
Sun Bloom | Spell | 2 | Dispel a 2x2 area. | |||
Sundrop Elixir | Spell | 1 | Restore 5 Health to anything. | |||
Sunstrike | Spell | 4 | Deal 3 damage to enemies and restore 3 Health to friendly minions and Generals in a row. | |||
Tempest |
Basic |
Spell | 2 | Deal 2 damage to everything. | ||
Trinity Oath | Spell | 4 | Draw 3 cards and restore 3 Health to your General. | |||
True Strike |
Basic |
Spell | 1 | Deal 2 damage to a minion. | ||
Vale Ascension | Spell | 2 | Summon a friendly non-token minion destroyed this game onto friendly Hallowed Ground. | |||
War Surge |
Basic |
Spell | 2 | Give all friendly minions +1/+1. |
Artifacts[ | ]
Card | Name | Rarity | Type | Cost | Ability | Set |
---|---|---|---|---|---|---|
Arclyte Regalia | Artifact | 4 | Your General gains +2 Attack. The first time your General takes damage each turn, prevent 2 of it. | |||
Dawn's Eye | Artifact | 5 | Your General gains +4 Attack. At the end of your turn, repair all of your artifacts to full durability. | |||
Gold Vitriol | Artifact | 2 | Whenever anything is healed, deal 2 damage to a random enemy. | |||
Halo Bulwark | Artifact | 5 | Friendly minions nearby your General have Forcefield. | |||
Radiant Standard | Artifact | 6 | Your General has +3 Attack. When your General attacks, summon a minion that costs 3 from your deck nearby. |
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Skywind Glaives | Artifact | 3 | Friendly minions nearby your General gain +2 Attack. | |||
Sunbond Pavise | Artifact | 2 | Friendly minions directly above and below your General gain +2 Attack and Provoke. | |||
Sunstone Bracers |
Basic |
Artifact | 0 | Your General gains +1 Attack. |
Tokens[ | ]
Card | Name | Rarity | Type | Cost | Attack | Health | Ability | Set |
---|---|---|---|---|---|---|---|---|
Crestfallen |
Token from |
Minion | 1 | 1 | 2 | Zeal: Provoke | ||
Shining Relic |
Token from |
Artifact | 0 | Your General gains +X Attack and if your general takes damage, restore X health where X is the Attack of the sacrificed minion. |
Image | Name | Type | Cost | Attack | Health | Summoned from | Ability | Set |
---|---|---|---|---|---|---|---|---|
Hallowed Ground | Tile | 0 | Sunrise Cleric Fortified Assault Sanctify Aperion's Claim |
Restores 1 Health to friendly minions and Generals standing on it at the end of owner's turn. | Unearthed Prophecy |