Diamond gems are used to provide protection and fortitude to those who know how to unlock their power. Those who study Diamond gems can use them to heal the wounded, shield themselves from destructive magic, and have the steadfastness to persevere in the face of a relentless enemy. Humans use Diamond gems extensively to inspire each other to glory. The coyotle use diamonds to help them commune with the ghosts of their ancestors, and the necrotic have experimented with diamonds to try and make themselves invincible (and possibly immortal).
Many religions use the indestructibility of diamond gems as a metaphor for unwavering faith.
Many Diamond cards stall the opponent and pacify their aggression. Diamonds also excel at defensive combat, so watch out if the opponent has resources left over and is playing Diamond. Healing, large blocking troops to slow the opponent, combat tricks, and locking-down opposing troops are all part of Diamond’s game plan.
List of Diamond cards[edit | edit source]
|Soothing Breeze||2||Quick Action||Common||Gain 7 health.|
|Blinding Light||3||Quick Action||Uncommon||Prevent all damage that would be dealt to you and troops you control this turn.|
|Rose Lion||2||Troop||Uncommon||0||1||At the start of your turn, this gets +1/+1. When this attacks or blocks, it loses this power.|
|Kraken Guard Mariner||2||Troop||Uncommon||2||2||- As another troop with cost equal to or greater than this troop's cost enters play under your control, that troop gets .|
|Princess Victoria||3||Troop||Rare||1||2||If Princess Victoria is in your opening hand she gets cost -③.|
- As another troop with cost equal to or greater than #SELF#'s cost enters play under your control, that troop gets .
|Lady Cassandra||4||Troop||Legendary||3||4||SOCKETABLE MAJOR|
When you play a card, gain health equal to its cost.
|Moment of Glory||4||Quick Action||Promo||Target blocking or blocked troop you control gets +8 /+8 this turn.|
: When one of your troops blocks or becomes blocked by a troop with greater than its , there's a 10% chance that you may play this action from your deck for free.
|Judgement||6||Basic Action||Rare||Destroy all cards with cost less than the highest cost among cards you control.|
|His Majesty, King Gabriel||6||Troop||Legendary||4||4|
When King Gabriel enters play, create and put him into play.
|Boldheart||6||Troop||Token||6||5||Prevent all damage that would be dealt to you control.|
|Ascetic Aspirant||4||Troop||Rare||3||4||→ Transform this into an .|
|Blessing the Fallen||3||Constant||Rare||Troops you control are inspired by troops with in your graveyard as though they were in play.|
|Enlightened Seeker||4||Troop||Token||0||1||You can't play cards.|
At the end of your turn, draw a card. Then, if you have seven or more cards in hand, transform this into .
|Inner Conflict||3||Basic Action||Common||Target troop gets "This can't attack or block."|
|Ozawa, Cosmic Elder||8||Troop||Legendary||0||0|
This has +X/+X where X is your health.
|Protectorate Clergyman||3||Troop||Uncommon||3||2||- As another troop with cost equal to or greater than this troop's cost enters play under your control, that troop gets +1/+1.|
|Soul Armaments||2||Constant||Token||Troops you control have +2/+2, , and .|
|Soul Marble||2||Constant||Rare||→ Add a sculpture counter to this. Then, if there are ten or more, remove them all and choose one: Transform this into a ; or transform this into a .|
|The Transcended||4||Troop||Token||5||6||If you would draw a card, search your deck for any card and put it into your hand instead.|
|Mayor Galway||3||Troop||Token||0||1||Mayor Galway can't block.|
Other Humans you control get +1 /+1 .
|Shield Trainer||1||Troop||Common||1||1||- As another troop with cost equal to or greater than this troop's cost enters play under your control, that troop gets +0/+1.|
|Trial of Faith||5||Constant||Rare||When this enters play, void all other cards you control and all cards in your hand.|
At the start of your turn, add a faith counter to this. Then, if there are three or more, remove all faith counters from this and sacrifice it. If you do, transform each card voided with this into an and put them into play.
|Repel||2||Quick Action||Common||Destroy target attacking troop.|
|Radiant Armor||3||Quick Action||Common||Target troop you control gets +0/+1 for each you have.|
|Adamanthian Scrivener||1||Troop||Common||1||1||When this or another troop enters play under your control, gain 1 health.|
|Righteous Paladin||2||Troop||Uncommon||2||2||When you gain health, this gets +1/+1.|
|Phoenix Guard Aeronaut||5||Troop||Uncommon||3||2||SOCKETABLE MINOR|
|Eternal Youth||3||Basic Action||Rare||Gain 4 health.|
- Put this into your deck, then add 4 to the bold number of all your in all zones.
|Princess Cory||6||Troop||Promo||1||1||If Princess Cory is in your opening hand, she gets permanent +6 / +6 . When Princess Cory deals damage to an opposing champion, create that many random Legendary troops and put them into play.|
|Chimera Guard Captain||2||Troop||Rare||2||2|
Whenever this troop deals damage to an opposing champion, it permanently gains +1 / +1 .
|Hallowed Fields||3||Constant||When a non-Spirit troop you control is destroyed, transform it into a and put it into play under your control.|
|Living Totem||2||Troop||Rare||2||2||③ → This gets +1/+1.|
③ → This gets .
③ → This gets .
③ → This gets .
③ → This gets .
|Angelic Ascension||5||Quick Action||Uncommon||Transform target troop into an .|
At the start of your turn, you may secretly choose a troop in your graveyard. If you do, an opposing champion guesses which troop you chose. If they guess correctly, put that troop into play under their control. Otherwise, put it into play under your control.
→ Put target card in a graveyard into its champion's deck.
|Grim Skull Sorcerer||2||Troop||Common||1||2||SOCKETABLE MINOR|
You pay 3 less to play this troop if you control no troops.
This troop has +3/+3 while you control no other troops.
|Wind Whisperer||3||Troop||Common||1||2||, → Exhaust target troop.|
When this enters play, gain 2 health.
|Reversion||1||Quick Action||Common||Revert target card.|
|Resurrection||9||Constant||Legendary||At the end of your turn, put target troop from your graveyard into play. It gets +2/+2.|
|Protectorate Sorcerer||5||Troop||Common||3||3||When this attacks, exhaust target opposing troop.|
|Prairie Scout||1||Troop||Uncommon||1||1||→ Target attacking troop gets +1/+1 this turn.|
|Paladin of Naagaan||5||Troop||Common||3||5|
|Bravery||1||Quick Action||Common||Target troop gets +1/+1.|
|Diamond Aura||5||Quick Action||Common||Target troop gets +2/+2 and .|
|Frost Wizard||2||Troop||Rare||2||2||If a card would enter an opposing deck or graveyard, void it instead.|
|Guard Dog||2||Troop||Common||1||1||When this blocks, it gets +2/+2 this turn.|
|Heroic Inspiration||1||Quick Action||Uncommon||Target blocking troop gets +8/+8 this turn.|
|Immortality||2||Quick Action||Rare||If you would lose the game this turn, your health becomes 10 instead.|
|Infusion of Diamond||2||Quick Action||Uncommon||Troops you control get this turn.|
|Lixil, the Deathless Gem||3||Troop||Rare||3||3||When this enters play, choose a Standard resource from among those currently in your deck. Gain the threshold that resource provides.|
|Mystic Spiritwalker||4||Troop||Rare||4||3||When this attacks, choose target troop you control. The next time that troop would be dealt damage this game, prevent it.|
|Noble Citizenry||4||Troop||Common||2||3||When this enters play, another target troop you control gets +2/+2.|
|Chimera||5||Troop||Uncommon||4||4||At the start of your turn, choose , , or . This troop gets that power until the start of your next turn.|
|Captain of the Dragon Guard||6||Troop||Common||4||4||When this enters play, you may put target troop in your graveyard on top of your deck. That troop gets +1/+1.|
|Chimera Guard Outrider||4||Troop||Uncommon||0||4||When this attacks, it gets + equal to its this turn.|
|Shellsafe Sure Shot||4||Troop||Uncommon||3||2||When this enters play, create a and put it into play.|
|Howling Ambush||1||Quick Action||Uncommon||Reveal a troop from your hand. Deal damage equal to that troop's to target troop that entered play this turn.|
|Stoneskin||1||Quick Action||Uncommon||Interrupt target action targeting you or a troop you control.|
|Solitary Exile||3||Constant||Uncommon||When this enters play, void another target card.|
When this leaves play, put each card voided by it into play.
|Lord Adam, the Powerful||4||Troop||Rare||4||4|
Void a , , and you control → Create and put it into play.
|Protectorate Defender||2||Troop||Rare||2||1||SOCKETABLE MAJOR|
When this dies, put it into your deck.
|Hero of Adamanth||5||Troop||Rare||0||0||As this enters play, reveal the top ten cards of your deck. For each Human revealed this way, this gets +2/+2. Put the revealed cards into your deck.|
|Circle of Preservation||3||Constant||Rare||Once per turn:  → The next time target card or power would deal damage to you this turn, prevent it. Put this into your hand and it gets cost +.|
|Oath of Valor||3||Constant||Rare||When this enters play, choose a troop you control.|
Troops you control with the same name as the chosen troop have +2/+2.
|Incantation of Righteousness||2||Constant||Rare||When you gain health, add an incantation counter to this. Then, if there are five or more, remove them all and transform all your in all zones into .|
|Spearcliff Cloud Knight||3||Troop||Rare||3||2||, ,|
|Angel of Dawn||5||Troop||Legendary||4||4||, |
: When you draw this, if it's the first card you drew this turn, play it for free.
|Turtle Pet||3||Troop||Token||1||3||→ Prevent the next 3 damage that would be dealt to this troop's master this turn.|
|Sentinel of Light||2||Troop||Token||4||4|
While you have 20 or more health, other troops you control have +2/+2.
: When this troop enters play, deal 3 damage to target champion or troop. Draw a card.
|Exalted Victory||4||Basic Action||Uncommon||Troops you control get +2/+0 this turn. |
Humans you control get Steadfast and Swiftstrike this turn.
|Preservation||2||Quick Action||Common||Ready target troop. It gets permanent +1/+2.|
|Light of Hope||1||Quick Action||Common||Target troop gets +1/+1 and Lifedrain this turn.|
|Kraken Guard Seapriest||3||Troop||Common||2||2||Inspire - As another troop with cost equal to or greater than this troop's cost enters play under your control, it gets permanent +0/+2.|
|Noble Heart||1||Quick Action||Rare||Target troop gets permanent Invincible.|
|Prophet of Wren||4||Troop||Common||3||3||When you gain a charge, gain 2 health.|
|Citadel of Adamanth||8||Basic Action||Legendary||Create four Castle Walls, three Burning Oils, and two Sniper Towers, and put them into play.|
|Immortal Decree||6||Quick Action||Uncommon||Void target card.|
|Crackling Boon||1||Quick Action||Common||Gain 4 health.|
Gain a charge.
When you are dealt damage, sacrifice this.
|Meek||2||Quick Action||Common||Destroy target troop with 2 or less.|