| | Name | Type | Supertype | Cost | Rules | Health | # |
| Magtheridon | Hero | | | FRONT: Untargetable Magtheridon can't attack or be dealt damage. When the last Channeler leaves your party or you place your fifth resource, flip Magtheridon. BACK: When Magtheridon flips to this side, put five cubes into play, gain a Blood, and say, "I am UNLEASHED!" Put Magtheridon's Lair into play on the Coolsown side and swap this card with Unleashed Magtheridon. | 100 | 1 |
| Magtheridon | Hero | | | FRONT: Magtheridon has +1 ATK while attacking for each Blood in play. When the tenth Blood enters play, flip Magtheridon. BACK: Magtheridon has +2 ATK while attacking for each Blood in play. | 100 | 2 |
| Abyssal Reinforcements | Ability | | 3 | Put an Abyssal ally token with 6 ATK / 6 health into play. Ongoing: Destroy two Bloods Put an Abyssal ally token with 6 ATK / 6 health into play. Use only on your turn. | | 3 |
| Bathe in Blood | Ability | | 0 | Magtheridon deals 2 melee damage to target hero or ally. If Magtheridon is Unleashed, gain a Blood. | | 4 |
| Blast Nova | Ability | | 2 | Flip Magtheridon's Lair | | 5 |
| Blindside | Ability | | 2 | Each raiding player removes his hand from the game. At the end of your next turn, put each card removed this way into its owner's hand. | | 6 |
| Blood Siphon | Ability | | 1 | Ongoing: Destroy Blood Siphon Draw three cards. | | 7 |
| Broken Hopes | Ability | | 1 | Ongoing: Destroy Broken Hopes Destroy target ability or equipment. | | 8 |
| Brush Aside | Ability | Instant | 3 | Interrupt target ability, ally, or equipment card. Magtheridon deals 1 melee damage to its controller's hero for each Blood in play. | | 9 |
| Cleave Apart | Ability | Instant | 2 | Destroy an ability, ready ally, and equipment controlled by target raiding player. | | 10 |
| Deadly Sweep | Ability | | 3 | For each raiding player, destroy up to one target ability, ally, or equipment he controls. | | 11 |
| Demonic Fury | Ability | | 2 | Demonic Fury enters play exhausted. Ongoing: You pay 2 less to play your next card this turn. | | 12 |
| Fel Ruination | Ability | | 2 | Play only of seven or more Bloods are in play. Raiding players destroy an ability, ally, or equipment they control for each Blood in play. | | 13 |
| Fiery Pits | Ability | | 2 | Raiding players put 15 damage divided as they choose on any number of heroes and/or allies in their parties, putting no more than fatal damage on each character. | | 14 |
| Magtheridon's Rage | Ability | | X | Target an ally. You may target an additional ally for each Blood in play. Magtheridon deals X melee damage to each of those allies. | | 15 |
| Mind Exhaustion | Ability | | 1 | Attach to target hero or ally, and Magtheridon deals 4 fire damage to it. Ongoing: Attached character can't exhaust to attach a Cube. | | 16 |
| One Fell Swoop | Ability | | 6 | Play only if fifteen or more Bloods are in play. As an additional cost to play, exhaust Magtheridon. One Fel Swoop can't be interrupted. Magtheridon deals 30 melee damage to each opposing hero and ally. | | 17 |
| Path of Ruin | Ability | | 4 | Choose a number. Destroy all opposing abilities, allies, and equipment with cost equal to that number. | | 18 |
| Power Returns | Ability | Instant | 4 | Draw a card for each Blood in play. Destroy a Blood Put Power Returns into your hand. Use only if Power Returns is in your graveyard. | | 19 |
| Rampant Destruction | Ability | | 3 | Destroy an opposing ability or equipment for each Blood in play. When an opposing card or effect causes you to discard Rampant Destruction, you may put it from your graveyard into your hand. | | 20 |
| Redouble Effort | Ability | | 3 | Ongoing: Ready Magtheridon. He can't attack the same hero more than once this turn. | | 21 |
| Sadistic Choice | Ability | Instant | 1 | Reveal the top two cards of your deck. Target raiding player chooses whether you put them into your hand or graveyard. If he chooses the graveyard, draw two cards. | | 22 |
| Sow Destruction | Ability | | 1 | Sow Destruction enters play with a curse counter for each Blood in play. Ongoing: At the start of your turn, put a curse counter on Sow Destruction, and then Magtheridon deals fire damage equal to the number of curse counters to the opposing hero with the least damage. You settle ties. | | 23 |
| Spirit Wrench | Ability | | 3 | Play only if seven or more Bloods are in play. Remove all damage from target opposing hero and put it on a second target hero. | | 24 |
| Squish Together | Ability | | 1 | Exhaust twp target opposing allies. Each deals melee damage equal to its ATK to the other ally. | | 25 |
| Swath of Destruction | Ability | | 2 | Play only if one or more Bloods are in play. Destroy target opposing ally, and its controller chooses a second raiding player. That player destroys one of his resources and chooses a third raiding player. That player discards a card. | | 26 |
| Terrifying Presence | Ability | | 2 | Ongoing: Opposing allies enter play exhausted.
Exhaust target ally. | | 27 |
| Toss About | Ability | Instant | 2 | Play only if one or more Bloods are in play. Each raiding player rolls a die. If one or more players roll odd, Magtheridon deals 1 melee damage to each of those players' heroes, and then all raiding players roll again. | | 28 |
| Trample Underfoot | Ability | | 2 | Magtheridon deals 2 melee damage to target hero or ally. Ongoing: When Magtheridon becomes exhausted, he deals 2 melee damage to target hero or ally. | | 29 |
| Violent Reflex | Ability | | 1 | Ongoing: When Magtheridon is dealt damage, he deals 1 melee damage to the source of that damage. | | 30 |
| Whiplash | Ability | Instant | 1 | Exhaust an opposing ally for each card above seven in your hand. If Magtheridon is Unleashed, gain a Blood. | | 31 |
| Will of the Legion | Ability | Instant | 2 | Interrupt target ability, ally, or equipment card. If Magtheridon is Unleashed, gain a Blood. | | 32 |
| Abyssal | Ally Token | | | | 6 | 33 |
| Summoner Channeler | Ally | | | Summoner Channeler can attack only heroes and has +X ATK while attacking, where X is 1 plus the number of Warlocks that have left your party. 3, Put an Abyssal ally token with 6 ATK / 6 health into play. Use only on your turn. | 4 | 34 |
| Summoner Channeler | Ally | | | Summoner Channeler can attack only heroes and has +X ATK while attacking, where X is 1 plus the number of Warlocks that have left your party. 3, Put an Abyssal ally token with 6 ATK / 6 health into play. Use only on your turn. | 4 | 35 |
| Dark Mending Channeler | Ally | | | Dark Mending Channeler can attack only heroes and has +X ATK while attacking, where X is 1 plus the number of Warlocks that have left your party.
Dark Mending Channeler heals all damage from target friendly ally. Use only on your turn. | 4 | 36 |
| Shadow Channeler | Ally | | | Shadow Channeler can attack only heroes and has +X ATK while attacking, where X is 1 plus the number of Warlocks that have left your party. 3, Shadow Channeler deals 1 shadow damage to each hero and ally in target raiding player's party. Use only on your turn. | 4 | 37 |
| Shadow Channeler | Ally | | | Shadow Channeler can attack only heroes and has +X ATK while attacking, where X is 1 plus the number of Warlocks that have left your party.3, Shadow Channeler deals 1 shadow damage to each hero and ally in target raiding player's party. Use only on your turn. | 4 | 38 |
| Pit Lord's Armor | Armor | | 2 | Play only if Magtheridon is Unleashed. Destroy a Blood This turn, Magtheridon can't be targeted by raiding players, and your cards can't be interrupted. | | 39 |
| Pit Lord's Glaive | Weapon | Two-Handed | 4 | Play only if Magtheridon is Unleashed. When Magtheridon deals combat damage to a hero or ally, he also deals that much damage to a second target hero or ally. | | 40 |
| Magtheridon's Blood | | | | | | 41 |
| Manticron Cube | Cube | | | Exhaust a hero or ally in your party Attach this Cube to that character while that character remains exhausted. Only a raiding player can use this power, and only on his turn. | | 42 |
| Magtheridon's Lair | Lair | | | FRONT: When Magtheridon's Lair flips to this side, put 2 damage on each hero and ally with an attached Cube, then detach all Cubes. At the end of your turn, flip Magtheridon's Lair. BACK: At the start of your turn, if one or more Cubes are unattached, Magtheridon deals 10 fire damage to each opposing hero and ally. At the end of your turn, flip Magtheridon's Lair. | | 43 |