Beasts are the wild cards of the Wild Frontier. As a neutral faction, they can be mixed into any deck without counting toward your two-faction limit. Flying predators, venomous serpents, and ancient ironhides fill gaps that your main factions leave open.
Beasts are not a standalone faction -- they are the best role-players in the game. Every deck benefits from the right Beast splash.
Beasts do not count toward your two-race limit. Any deck can run any number of Beast cards alongside their chosen factions.
The Scorch Hawk family dominates the skies. Flying creatures bypass Cover Tokens and reach targets that ground units cannot.
Great Dust Serpent and Giant Sidewinder weaken targets on hit. Stacking venom debuffs makes even large creatures vulnerable.
Ironhide Ancient cannot be buffed by friendly effects, but its raw stats and devastating Last Stand make it worth the tradeoff.
Fits into any deck. Especially strong in aggressive Goblin builds (Scorch Hawks) or control Straw Elf shells (Ironhide Ancient).
Bypasses Cover Tokens. The Beast faction has the highest concentration of Flying threats in the game.
Scorch Hawk Alpha attacks twice with Flying -- one of the most dangerous two-drops available.
Reduces target Defense by 1 on hit. Stack it with Double Barrel for rapid stat shredding.
Ironhide Ancient deals 5 damage to all enemy creatures on death. Scorch Hawk Tyrant nukes its own lane for 4.
Dust Devil Condor is untargetable and Flying -- one of the hardest-to-remove creatures in the format.
Scorch Hawk Scout draws a card on play. A cheap Flying body that replaces itself.
The standout Beasts you will see on the Wild Frontier.
Flying: Can attack over Cover Tokens. Double Barrel: Can attack twice per turn.
Leads the flock. Both talons ready.
Flying: Can attack over Cover Tokens. Wanted: Cannot be targeted by any effects.
Posted a thousand notices. None of them stuck.
Flying: Can attack over Cover Tokens. Last Stand: When this creature dies deal 4 damage to all creatures in its lane.
King of the thermal. Wrath of the dive.
Feral: Cannot be targeted by friendly effects. Last Stand: When this creature dies deal 5 damage to all enemy creatures.
Old before the frontier was frontier.
Venom: When this deals damage target gets -1 Defense until end of turn. Double Barrel: Can attack twice per turn.
Coils beneath the whole badland.
Double Barrel: Can attack twice per turn.
It hits once to break bone and once to test resolve.
Flying: Can attack over Cover Tokens. High Noon: Draw 1 card when played from hand.
Sees a mile ahead. Always banking.
Venom: When this deals damage target gets -1 Defense until end of turn. Overshot: Excess damage spills to the next target.
Strikes long. The poison travels farther.
Ready to ride? Check the full card pool or explore the other frontier factions.