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Artifact cards – every Hero, spell, and creep in Valve’s new card game

Looking for a list of every Artifact card? We've got the stats for all heroes, spells, and creeps available at launch

artifact cards list

Artifact cards are at the heart of Valve’s new game. But what exactly do they do and how are they organised? Every card has a unique stat, value, or ability that makes it special, so knowing what each one does is integral to eking the most power from your decks. This is why we have put together the following Artifact cards list, detailing every hero, spell, and creep across the four card colours.

There are currently over 300 Artifact cards to collect and they range from basic cards that every player will have upon purchasing the game to uncommon, common, and rare cards that can be obtained through purchasing additional Booster Packs. We’ve detailed the stats and powers of all hero cards plus a variety of cards from the four colour suits, the creeps, and the item deck.

So, if there’s a dream deck you’re working towards or you keep getting bested by the same plays then you’ll be able to find the culprit Artifact card in down below.

Here is a list of all Artifact cards:

artifact cards black

Black Hero cards

  • Bloodseeker
    Attack: 7
    Health: 6
  • Bounty Hunter
    Attack: 7
    Health: 7
  • Debbi the Cunning
    Attack: 7
    Health: 5
  • Lich
    Attack: 5
    Health: 9
  • Lion
    Attack: 6
    Health: 5
  • Necrophos
    Attack: 5
    Health: 6
  • Phantom Assassin
    Attack: 6
    Health: 8
  • Sniper
    Attack: 5
    Health: 6
  • Sorla Khan
    Attack: 8
    Health: 6
  • Storm Spirit
    Attack: 4
    Health: 6
  • Tinker
    Attack: 7
    Health: 5
  • Winter Wyvern
    Attack: 6
    Health: 6

Black cards

Black cards in Artifact represent an assassin’s touch. They focus on dealing lethal damage to enemy heroes and encourage these actions with hefty gold rewards.

  • Arcane Censure
    Cost: 4
    Modify the enemy tower with -1 Mana
  • Assassin’s Apprentice
    Cost: 2
    Attack: 3
    Health: 2
    Activate 1: Choose a combat target for Assassin’s Apprentice
  • Assassin’s Shadow
    Cost: 7
    Attack: 15
    Health: 5
    Siege 5. Assassin’s Shadow has -2 attack for each ally
  • Assassinate
    Cost: 7
    Deal 10 damage piercing damage to a unit in any lane
  • Assault Ladders
    Cost: 3
    Allies deal +2 damage when attacking a tower
  • Assured Destruction
    Cost: 3
    All heroes have +4 Siege
  • Ball Lightning
    Cost: 3
    Move an allied black hero to any combat position in any lane
  • Bitter Enemies
    Cost: 2
    After the combat phase remove one charge from Bitter Enemies. Before the action phase, if there are zero charges on Bitter Enemies, deal 6 damage to both towers
    Charges: 3
  • Blood Rage
    Cost: 5
    Silence a unit this round. Give that unit +4 Attack this round
  • Chain Frost
    Cost: 7
    Deal 3 damage to a unit. Repeat 7 times : Deal 3 damage to a random unit to its left or right. Get initiative
  • Collateral Damage
    Cost: 4
    Modify a black hero with +3 Siege
  • Coordinated Assault
    Cost: 4
    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
    Cost: 6
    Discard a random card. Condemn a hero
  • Dirty Deeds
    Cost: 3
    Deal 2 damage to the enemy tower for each of its improvements
  • Disciple of Nevermore
    Cost: 3
    Attack: 4
    Shield: -2
    Health: 4
    Other allies have +2 Attack and -2 Armor
  • Escape Route
    Cost: 1
    Active 1: Return an allied hero to the Fountain
  • Forward Charge
    Cost: 3
    Give allies +2 Siege this round. ALlies change their combat target to the unit or tower across from them
  • Gank
    Cost: 4
    Choose an allied black hero. Choose another unit in any lane. They battle each other
  • Grazing Shot
    Cost: 1
    Deal 2 damage to a unit in any lane
  • Heartstopper Aura
    Cost: 4
    Modify a black hero with “Deal 2 piercing damage to this hero’s enemy neighbors before the action phase.”
  • Hip Fire
    Cost: 4
    Deal 4 damage to a unit. Get Initiative
  • Hound of War
    Cost: 3
    Attack: 2
    Health: 1
  • Iron Fog Goldmine
    Cost: 3
    Get 3 gold after the combat phase
  • Keenfolk Turret
    Cost: 4
    Active 1: Deal 2 piercing damage to a unit
  • Lodestone Demolition
    Cost: 3
    Deal damage to the enemy tower equal to the total Armor on enemies
  • Mana Drain
    Cost: 2
    Give the enemy tower -2 Mana this round and give your tower +2 Mana this round
  • March of the Machines
    Cost: 5
    Before the action phase, if there are charges on March of the Machines, remove one and deal 2 damage to the enemy tower and 2 damage to each enemy
    Charges: 3
  • Murder Plot
    Cost: 4
    Give a black hero +8 Attack this round. Choose a combat target for it
  • No Accident
    Cost: 3
    Deal 3 damage to a unit
  • Oglodi Catapult
    Cost: 2
    Attack: 0
    Health: 4
    Deal 2 piercing damage to the enemy tower before the action phase
  • Oglodi Vandal
    Cost: 4
    Attack: 4
    Health: 4
    Play effect: Deal 4 damage to the enemy tower
  • Path of the Cunning
    Cost: 3
    After you play a black card, modify a random ally with +1 Siege
  • Payday
    Cost: 3
    Double your gold
  • Pick Off
    Cost: 4
    Deal 4 damage to a unit in any lane
  • Pit Fighter of Quoidge
    Cost: 4
    Attack: 2
    Health: 8
    Modify Pit Fighter of Quoidge with +2 Attack after an allied neighbor dies
  • Ravenhook
    Cost: 6
    Attack: 3
    Health: 6
    Active 1: Condemn a random item equipped by the unit blocking Ravenhook. Get gold equal to the base cost of that item
  • Ravenous Mass
    Cost: 4
    Attack: 1
    Health: 1
    Active 1: Condemn Ravenous Mass’s allied neighbors. Modify Ravenous Mass with their Attack and Health
  • Relentless Pursuit
    Cost: 1
    Choose a unit in another lane. Move a random allied black hero from this lane to that lane. Deal 2 damage to the chosen unit
  • Revtel Investments
    Cost: 3
    Add a charge to the Revtel Investments after the combat phase. Active 1: Get 4 gold for each charge. Condemn Revtel Investments.
  • Sister of the Veil
    Cost: 5
    Attack: 4
    Health: 5
    Active 1: Choose a combat target for Sister of the veil
  • Slay
    Cost: 3
    Condemn a creep
  • Steam Cannon
    Cost: 7
    Active 1: Deal 4 piercing damage to a unit in any lane
  • The Cover of Night
    Cost: 7
    Move an allied black hero to another lane. Give that hero +4 Attack and +7 Siege until end of its next combat phase.
  • The Oath
    Cost: 3
    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
  • The Tyler Estate
    Cost: 4
    Both towers have -2 Mana
  • Track
    Cost: 3
    Give a hero +10 Bounty until it dies
  • Trebuchets
    Cost: 1
    Deal 2 piercing damage to the enemy tower before the action phase
  • Tyler Estate Censor
    Cost: 4
    Attack: 2
    Health: 8
    The enemy tower has -1 Mana
  • Unsupervised Artillery
    Cost: 2
    Active 1:Deal 4 piercing damage to the enemy tower. May only be used if there are no unblocked enemies
  • Untested Grunt
    Cost: 2
    Attack: 4
    Health: 2
  • Winter’s Curse
    Cost: 6
    Disarm a unit until end of round. That unit’s allied neighbors battle it
  • Zombie
    Cost: 1
    Attack: 2
    Health: 2

artifact cards red

Red Hero cards

  • Axe
    Attack: 7
    Shield: 2
    Health: 11
  • Beastmaster
    Attack: 5
    Health: 12
  • Bristleback
    Attack: 8
    Health: 12
  • Centaur Warrunner
    Attack: 4
    Health: 14
  • Keefe the Bold
    Attack: 6
    Shield: 1
    Health: 11
  • Legion Commander
    Attack: 6
    Shield: 1
    Health: 8
  • Mazzie
    Attack: 6
    Shield: 3
    Health: 6
  • Pugna
    Attack: 6
    Health: 9
  • Sven
    Attack: 5
    Health: 11
  • Tidehunter
    Attack: 2
    Shield: 1
    Health: 18
  • Timbersaw
    Attack: 4
    Health: 11
  • Ursa
    Attack: 7
    Health: 10

Red cards

Expect weaker spell cards but plenty of options when it comes to strong, early game creeps to throw at your enemies. Red cards are all about dominating the board and giving your opponent very little space to breathe.

  • Berserker’s Call
    Cost: 6
    Choose an allied red hero. It battles its enemy neighbors
  • Bronze Legionnaire
    Cost: 2
    Attack: 4
    Shield: 2
    Health: 2
  • Burning Oil
    Cost: 1
    Your tower has 2+ Retaliate
  • Centaur Hunter
    Cost: 5
    Attack: 4
    Health: 8
  • Clear the Deck
    Cost: 4
    Give allied heroes +4 Cleave this round
  • Combat Training
    Cost: 3
    Modify a hero with +2 Attack
  • Crippling Blow
    Cost: 4
    Modify a hero with -2 Attack
  • Cursed Satyr
    Cost: 5
    Attack: 6
    Health: 6
    Summon a Zombie for your opponent after the combat phase
  • Defensive Stance
    Cost: 2
    Give a hero +3 Armor this round
  • Double Edge
    Cost: 1
    Give a red hero +8 Attack and -8 Armor this round
  • Duel
    Cost: 2
    Choose an allied red hero and another unit. They battle each other
  • Enough Magic!
    Cost: 5
    Proceed to the combat phase
  • Enrage
    Cost: 4
    Give a red hero +4 Attack and +4 Armor this round
  • Fight Through the Pain
    Cost: 1
    Give a red hero +2 Armor this round. Get initiative
  • Fighting Instinct
    Cost: 5
    Modify a red hero with +1 Attack and 1+ Armor
  • God’s Strength
    Cost: 6
    Modify a red hero with +4 Attack
  • Grand Melee
    Cost: 3
    If there is an allied red hero in this lane, all heroes have +2 Cleave
  • Hellbear Crippler
    Cost: 3
    Attack: 3
    Health: 3
    When Hellbear Crippler deals battle damage to a unit, modify that unit with -1 Attack
  • Heroic Resolve
    Cost: 2
    Attack: N/A
    Health: N/A
    Modify a red hero with “After you play a non-item card costing 2 or less, modify this hero with + 2 Health.”
  • Keenfolk Golem
    Cost: 6
    Attack: 13
    Health: 13
    Play effect: discard your hand
  • Kraken Shell
    Cost: 1
    Modify a red hero with +1 Armor. Get initiative
  • Legion Standard Bearer
    Cost: 4
    Attack: 0
    Health: 6
    Legion Standard Bearer’s allied neighbors have +4 Attack
  • Loyal Beast
    Cost: 3
    Attack: 3
    Shield: 1
    Health: 3
  • Marrowfell Brawler
    Cost: 6
    Attack: 6
    Health: 16
  • Mercenary Exiles
    Cost: 3
    Attack: 2
    Shield: 1
    Health: 4
    Active 2: Spend all your gold. Modify Mercenary Exiles with +X Attack and +X Health where X is half the gold spent
  • Nether Ward
    Cost: 4
    After opponent plays a spell, deal 3 damage to the enemy tower
  • New Orders
    Cost: 1
    Choose an ally. Choose a combat target for it
  • Ogre Conscript
    Cost: 6
    Attack: 7
    Shield: 2
    Health: 7
  • Ogre Corpse Tosser
    Cost: 5
    Attack: 2
    Health: 10
    Deal 2 piercing damage to the enemy tower after an allied Melee Creep dies
  • Path of the Bold
    Cost: 3
    After you play a red card, modify a random ally with +1 Attack
  • Pick a Fight
    Cost: 2
    Choose an allied hero. It taunts. Choose a combat target for it
  • Poised to Strike
    Cost: 1
    Give a red hero +4 Attack this round
  • Primal Roar
    Cost: 7
    Stun a unit blocking an allied red hero this round. Move that unit’s allied neighbors to random other lanes
  • Raze
    Cost: 5
    Condemn all enemy improvements
  • Rebel Instigator
    Cost: 4
    Attack: 2
    Health: 3
    After the combat phase, if Rebel Instigator dealt battle damage to a creep this round, summon a Rebel Instigator
  • Red Mist Pillager
    Cost: 5
    Attack: 4
    Health: 2
    After the combat phase if Red Mist Pillager dealt battle damage to a tower this round, summon a Red Mist Pillager
  • Rend Armor
    Cost: 3
    Modify a unit with -X Armor where X is its Armor
  • Rising Anger
    Cost: 2
    Modify a red hero with “After you play a non-item card costing 2 or less, modify this hero with +1 Attack.”
  • Routed
    Cost: 6
    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!
    Cost: 3
    Condemn an improvement. Draw a card
  • Smeevil Armsmaster
    Cost: 4
    Attack: 2
    Health: 2
    Play effect: Modify a random allied hero with +2 Attack
  • Spot Weakness
    Cost: 3
    Give a hero and its allied neighbors Pierce this round. Draw a card
  • Spring the Trap
    Cost: 7
    Summon two Centaur Hunters into any lane
  • Steel Reinforcement
    Cost: 4
    Your tower has +1 Armor
  • Stonehall Elite
    Cost: 4
    Attack: 4
    Shield: 2
    Health: 2
    Modify Stonehall Elite with +2 Attack and +2 Health after a unit blocking it dies
  • Sucker Punch
    Cost: 4
    Stun a unit blocking an allied red hero this round. Deal 2 damage to that unit
  • Temple of War
    Cost: 3
    All Equipped heroes have +2 Attack and +1 Armor
  • The Omexe Arena
    Cost: 6
    Draw a card after a hero dies
  • Time of Triumph
    Cost: 8
    Modify allied heroes with +4 Attack, +4 Armor, +4 Health, +4 Cleave, +4 Retaliate, and +4 Siege
  • Tresdin’s Standards
    Cost: 4
    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
    Cost: 4
    Modify a unit with -2 Armor
  • Whirling Death
    Cost: 2
    Choose an allied red hero. Deal 2 damage to its enemy neighbors and give them -2 Attack this round

artifact cards green

Green hero cards

  • Abaddon
    Attack: 4
    Health: 9
  • Chen
    Attack: 4
    Health: 9
  • Dark Seer
    Attack: 5
    Health: 9
  • Drow Ranger
    Attack: 4
    Health: 7
  • Enchantress
    Attack: 4
    Health: 8
  • Farvhan the Dreamer
    Attack: 4
    Health: 10
  • Lycan
    Attack: 4
    Health: 10
  • Magnus
    Attack: 4
    Shield: 1
    Health: 9
  • Omniknight
    Attack: 5
    Health: 12
  • Rix
    Attack: 3
    Health: 7
  • Treant Protector
    Attack: 4
    Health: 10
  • Viper
    Attack: 4
    Health: 10

Green cards

If you like to play a long game then the green cards are for you. These cards represent the support cards and let you summon powerful minions and then buff them over the course of a game.

  • Act of Defiance
    Cost: 5
    Silence a unit this round
  • Allseeing One’s Favor
    Cost: 4
    Modify a green hero with “Allies have +2 Regeneration.”
  • Altar of the Mad Moon
    Cost: 4
    Allied Melee Creeps have +2 Regeneration
  • Aphotic Shield
    Cost: 2
    Purge your opponent’s effect from a unit. Give that unit +2 Armor and +2 Retaliate
  • Arm the Rebellion
    Cost: 4
    Modify allied creeps with +2 Attack and +1 Armor
  • Avernus’ Blessing
    Cost: 3
    Modify a unit with +2 Attack
  • Bellow
    Cost: 2
    Move a creep to a random other lane
  • Caught Unprepared
    Cost: 4
    Stun a hero until the equip an item
  • Champion of the Ancient
    Cost: 7
    Attack: 2
    Health: 6
    Play effect: Modify Champion of the Ancient with +1 Attack, +1 Health, and +1 Cleave for each enemy
  • Cheating Death
    Cost: 5
    If there is an allied green hero in this lane, allies have a 50% chance of surviving with 1 Health when they would die
  • Cleansing Rite
    Cost: 4
    Purge your opponent’s effects from a hero
  • Corrosive Mist
    Cost: 5
    Condemn all equipped items
  • Curse of Atrophy
    Cost: 6
    Modify enemy heroes with -2 Attack
  • Defend the Weak
    Cost: 2
    Modify a unit with “This unit’s allied neighbors have +2 Armor.”
  • Defensive Bloom
    Cost: 4
    Summon two Roseleaf Walls
  • Divine Intervention
    Cost: 5
    Give allies Damage Immunity this round
  • Divine Purpose
    Cost: 7
    Modify a unit with Damage Immunity
  • Emissary of the Quorum
    Cost: 8
    Attack: 1
    Shield: 2
    Health: 10
    Active 1: Modify allies with +2 Attack and +2 Health
  • Empower
    Cost: 4
    Modify a unit with +3 Attack and +3 Cleave
  • Gust
    Cost: 4
    Silence enemy heroes this round
  • Hand of God
    Cost: 7
    Fully heal each ally. Give allies Damage Immunity this round
  • Homefield Advantage
    Cost: 4
    Before the action phase disarm a random enemy this round
  • Intimidation
    Cost: 5
    Move a unit to a random other lane
  • Ion Shell
    Cost: 4
    Modify a unit with +3 Retaliate
  • Iron Branch Protection
    Cost: 2
    Give a unit in any lane +3 Armor until end of its next combat phase
  • Juke
    Cost: 2
    Swap an ally with one of its allied neighbors
  • Mist of Avernus
    Cost: 3
    Modify allies with +1 Attack before the action phase
  • Path of the Dreamer
    Cost: 3
    After you play a green card, give your tower +3 Regeneration until the end of round
  • Prowler Vanguard
    Cost: 4
    Attack: 0
    Health: 6
    Prowler Vanguard’s allied neighbors have +1 Armor
  • Rampaging Hellbear
    Cost: 4
    Attack: 2
    Health: 3
    Modify Rampaging Hellbear with +4 Attack after the combat phase
  • Rebel Decoy
    Cost: 3
    Attack: 2
    Health: 3
    Active 1: Swap Rebel Decoy with another ally
  • Restoration Effort
    Cost: 4
    Heal your tower 8
  • Revtel Convoy
    Cost: 5
    Attack: 0
    Health: 20
    Revtel Convoy has +X Attack where X is equal to half your gold
  • Roseleaf Druid
    Cost: 4
    Attack: 2
    Health: 6
    Your tower has +1 Mana
  • Roseleaf Wall
    Cost: 3
    Attack: 0
    Health: 8
  • Rumusque Blessing
    Cost: 3
    Choose a lane. Modify allies in that lane with +3 Health
  • Satyr Duelist
    Cost: 4
    Attack: 3
    Health: 5
    Modify Satyr Duelist with +2 Attack after the combat phase
  • Savage Wolf
    Cost: 4
    Attack: 3
    Health: 3
    Modify Savage Wolf with +1 Attack and +2 Health after the combat phase
  • Selemene’s Favor
    Cost: 4
    Your tower has +2 Mana
  • Selfish Cleric
    Cost: 4
    Attack: 4
    Health: 4
    Fully heal Selfish Cleric after the combat phase
  • Smeevil Blacksmith
    Cost: 4
    Attack: 2
    Health: 2
    Play effect: Modify a random allied hero with +1 Armor
  • Soul of Spring
    Cost: 4
    Modify a hero with “After you play a green card, give this hero and its allied neighbors +4 Regeneration this round.”
  • Stars Align
    Cost: 1
    Give your tower +3 Mana this round
  • Steal Strength
    Cost: 4
    Give a unit -4 Attack this round and give another unit +4 Attack this round
  • Thunderhide Alpha
    Cost: 9
    Attack: 25
    Health: 25
  • Thunderhide Pack
    Cost: 8
    Attack: 14
    Health: 14
    Siege 6
  • Unearthed Secrets
    Cost: 3
    Draw a card after the combat phase if your tower was dealt damage this round
  • Verdant Refuge
    Cost: 5
    Allies have +1 Armor
  • Vhoul Martyr
    Cost: 2
    Attack: 2
    Health: 2
    Death Effect: Modify allies with +1 Attack and +1 Health
  • Viper Strike
    Cost: 3
    Give a unit “Deal 2 piercing damage to this unit before the action phase” until it dies

artifact cards blue

Blue hero cards

  • Crystal Maiden
    Attack: 2
    Health: 5
  • Earthshaker
    Attack: 2
    Health: 7
  • J’Muy the Wise
    Attack: 3
    Health: 8
  • Kanna
    Attack: 2
    Health: 12
  • Luna
    Attack: 3
    Health: 8
  • Meepo
    Attack: 4
    Health: 5
  • Ogre Magi
    Attack: 3
    Health: 7
  • Outworld Devourer
    Attack: 4
    Health: 6
  • Prellex
    Attack: 3
    Health: 5
  • Skywrath Mage
    Attack: 3
    Health: 6
  • Venomancer
    Attack: 2
    Health: 6
  • Zeus
    Attack: 3
    Health: 7

Blue cards

Blue cards are all about board control. Your minions are weak, but numerous, and can grow into the game, while powerful spells are capable of sweeping aside anything the enemy throws at you.

  • Aghanim’s Sanctum
    Cost: 4
    Active 1: Fully restore your tower’s Mana
  • Annihilation
    Cost: 6
    Condemn all units
  • Arcane Assault
    Cost: 4
    Deal 2 damage to the enemy tower. Draw a card
  • Astral Imprisonment
    Cost: 4
    Stun a unit this round. Give that unit Damage Immunity this round
  • At Any Cost
    Cost: 3
    Deal 6 damage to every unit
  • Barracks
    Cost: 5
    Summon a Melee Creep into this lane each deployment phase
  • Battlefield Control
    Cost: 1
    Choose a unit. Choose a combat target for it
  • Better Late Than Never
    Cost: 3
    Summon a Melee Creep into any lane
  • Bolt of Damocles
    Cost: 10
    Deal 20 damage to the enemy tower
  • Buying Time
    Cost: 3
    Give two random cards in opponent’s hand +2 lock
  • Call the Reserves
    Cost: 6
    Summon two Melee Creeps into any lane
  • Compel
    Cost: 3
    Choose a unit. Choose a combat target for it. Draw a card
  • Conflagration
    Cost: 5
    Deal 2 damage to each enemy before the action phase
  • Cunning Plan
    Cost: 2
    Swap a unit with one of its allied neighbours. Draw a card
  • Diabolic Revelation
    Cost: 1
    Draw 2 cards. Deal 2 damage to allies in all lanes
  • Dimensional Portal
    Cost: 4
    Summon three Melee Creeps
  • Divided We Stand
    Cost: 4
    Summon a Meepo
  • Echo Slam
    Cost: 7
    Deal damage to each enemy equal to the number of enemies
  • Eclipse
    Cost: 6
    Repeat one time for each charge: deal 3 piercing damage to a random enemy
    Charges: 1
  • Fog of War
    Cost: 4
    Each enemy has a 50% chance of being disarmed this round
  • Foresight
    Cost: 4
    Draw 2 cards
  • Fractured Timeline
    Cost: 2
    Before the action phase, give a random card in opponent’s hand +1 Lock
  • Friendly Fire
    Cost: 6
    Choose two enemies. They battle each other
  • Frostbite
    Cost: 3
    Deal 2 damage to a unit and disarm it this round
  • Glyph of Confusion
    Cost: 6
    Whenever any unit enters this lane, stun it this round
  • Howling Mind
    Cost: 3
    You and your opponent draw an extra card each round
  • Ignite
    Cost: 3
    Deal 1 piercing damage to each enemy before the action phase
  • Incarnation of Selemene
    Cost: 9
    Attack: 3
    Health: 11
    Fully restore your tower’s Mana after you play any card
  • Lightning Strike
    Cost: 2
    Deal 6 damage to the enemy tower
  • Lost in Time
    Cost: 6
    Give three random cards in opponent’s hand +3 Lock
  • Messenger Rookery
    Cost: 1
    Active 1: Choose an ally. Choose a combat target for it
  • Mystic Flare
    Cost: 6
    Deal 12 damage evenly divided among a unit and its allied neighbours
  • Path of the Wise
    Cost: 3
    After you play a blue card, deal 1 piercing damage to a random enemy
  • Plague Ward
    Cost: 3
    Attack: 1
    Health: 3
    Before the action phase, deal 2 piercing damage to a random enemy neighbor of Plague Ward
  • Prey on the Weak
    Cost: 4
    Summon a Hound of War for every damaged unit
  • Relentless Zombie
    Cost: 2
    Attack: 2
    Health: 2
    Play Effect: Give Relentless Zombie a Death Shield
  • Remote Detonation
    Cost: 6
    Deal 5 damage to each enemy across from an empty combat position
  • Rolling Storm
    Cost: 3
    Deal 2 damage to all towers in all lanes
  • Roseleaf Rejuvenator
    Cost: 7
    Attack: 7
    Health: 7
    Play Effect: Heal your tower 7
  • Satyr Magician
    Cost: 5
    Attack: 2
    Health: 5
    Active 1: Fully restore your tower’s Mana
  • Self Sabotage
    Cost: 4
    Modify two random cards in opponent’s hand with “Deal 6 damage to a random allied tower in any lane.”
  • Sow Venom
    Cost: 4
    Summon two Plague Wards
  • Strafing Run
    Cost: 1
    Deal 2 damage to each enemy creep
  • Thundergod’s Wrath
    Cost: 7
    Deal 4 piercing damage to each enemy hero in all lanes
  • Thunderstorm
    Cost: 6
    Deal 4 damage to each enemy
  • Tower Barrage
    Cost: 3
    Deal 2 damage to each enemy
  • Troll Soothsayer
    Cost: 6
    Attack: 2
    Health: 8
  • Ventriloquy
    Cost: 1
    Choose a unit. It taunts
  • Watchtower
    Cost: 1
    Whenever an enemy improvement enters this lane, draw a card
  • Whispers of Madness
    Cost: 2
    Stun an enemy this round and stun allied heroes in all lanes this round
  • Wrath of Gold
    Cost: 3
    Spend all your gold. Repeat one time for each gold spent: Deal damage to a random ally or enemy

And there you have it, every Artifact card in the game at launch. If you’re still struggling with Valve’s card game then here are some pointers on how to play Artifact to help you out. Expect this to expand over the coming months with card expansions, but in the meantime you can always check out our rundown of some great beginner Artifact decks – it should save you some time picking between these 310 cards.

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