Faction Guide

Beasts

Untamed Creatures of the Frontier

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.

Playstyle Overview

Beasts are not a standalone faction -- they are the best role-players in the game. Every deck benefits from the right Beast splash.

Universal Access

Beasts do not count toward your two-race limit. Any deck can run any number of Beast cards alongside their chosen factions.

Air Superiority

The Scorch Hawk family dominates the skies. Flying creatures bypass Cover Tokens and reach targets that ground units cannot.

Venom Mechanic

Great Dust Serpent and Giant Sidewinder weaken targets on hit. Stacking venom debuffs makes even large creatures vulnerable.

Feral Power

Ironhide Ancient cannot be buffed by friendly effects, but its raw stats and devastating Last Stand make it worth the tradeoff.

Signature Keywords

Fits into any deck. Especially strong in aggressive Goblin builds (Scorch Hawks) or control Straw Elf shells (Ironhide Ancient).

Flying

Bypasses Cover Tokens. The Beast faction has the highest concentration of Flying threats in the game.

Double Barrel

Scorch Hawk Alpha attacks twice with Flying -- one of the most dangerous two-drops available.

Venom

Reduces target Defense by 1 on hit. Stack it with Double Barrel for rapid stat shredding.

Last Stand

Ironhide Ancient deals 5 damage to all enemy creatures on death. Scorch Hawk Tyrant nukes its own lane for 4.

Wanted

Dust Devil Condor is untargetable and Flying -- one of the hardest-to-remove creatures in the format.

High Noon

Scorch Hawk Scout draws a card on play. A cheap Flying body that replaces itself.

Notable Cards

The standout Beasts you will see on the Wild Frontier.

Scorch Hawk Alpha
Rare Creature
3M / 2G 3 ATK3 DEF

Flying: Can attack over Cover Tokens. Double Barrel: Can attack twice per turn.

Leads the flock. Both talons ready.

Dust Devil Condor
Rare Creature
4M / 1G 3 ATK3 DEF

Flying: Can attack over Cover Tokens. Wanted: Cannot be targeted by any effects.

Posted a thousand notices. None of them stuck.

Scorch Hawk Tyrant
Rare Creature
5M / 2G 5 ATK3 DEF

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.

Ironhide Ancient
Rare Creature
5M / 3G 5 ATK5 DEF

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.

Great Dust Serpent
Rare Creature
5M / 2G 4 ATK4 DEF

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.

Thunderjaw Alpha
Rare Creature
5M / 2G 5 ATK4 DEF

Double Barrel: Can attack twice per turn.

It hits once to break bone and once to test resolve.

Scorch Hawk Scout
Uncommon Creature
2M / 1G 2 ATK2 DEF

Flying: Can attack over Cover Tokens. High Noon: Draw 1 card when played from hand.

Sees a mile ahead. Always banking.

Giant Sidewinder
Uncommon Creature
3M / 1G 3 ATK2 DEF

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.

Play Free Now